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This is not my beautiful house! - Talking about The Blue Prince

lol, A+ hint.

ETA: FWIW, I hated the Drawing Room safe combo puzzle. I think it feels a bit dumb and arbitrary. One of the folks I was playing with got that one, and while he was explaining his logic for what he was trying I was rolling my eyes and saying that what he was trying was dumb, and it felt like talking to the Charlie Day pin board meme, and so I was quite upset and disappointed when the safe clicked open. I can get behind the "small gaits" wordplay part of it, but you still need to make a lot of assumptions about what to count, and what order to put the counts in, in order to arrive at a safe combo.
 
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Not gonna lie, I totally brute forced that safe. Well, I knew that I was looking for a date and I had some inkling what months to try, but I still wound up testing like 30 different combinations to get it open.
 
What you need to know is in A New Clue. Furthermore: you're going to feel like smashing something once you see it.

Son of a mother. The instant I read that I knew what it referred to. The urn in that image was even on my list of things to keep an eye out for, though for some reason I never thought to check the entrance hall, where the detective in that picture is (obviously now) sitting. So, that's the satellite dish put up, the throne room found, and one more sanctum key found and used. Just one key and one realm sigil to go. I wish I'd activated the dish earlier than 107.5 hours(!) into the game: I don't know how long it's going to take to clear the crate hall. For now, I think, the next thing is to find out what room counts as mechanical for the purposes of the mechanarium, even though it isn't listed as mechanical. I know it's not the rotunda. Let's see if it's the clock tower.
 
It took a few runs, but I managed to get an eighth diagonal door to show up in the mechanarium. I don't know if there's an eighth mechanical room out there somewhere, somehow, but I hadn't been taking into account that the room spawns diagonal doors when rectilinear doors wouldn't lead anywhere. So, I got the last sanctum key and solved the last realm sigil, and opened the niche in room 46 with the deed and the will. To be honest, I was expecting a cinematic or something. The will did inform me that the key to Lady Clara's diary had been behind her picture on top of her tomb the whole time, so I didn't need to spend so much time messing around with the music room hoping the key would proc there.

I never did work out what those three columns of letters starting with "CASTLE" were all about. I think I managed to fill in all but three letters using the notes scattered around the house, but if I'm getting it right, it isn't spelling anything obvious. It's not like the letter-subtraction drawing puzzle, where I was able to figure out the last few letters from context (though of course I went to the rooms to double check, because my brain has the completion sickness). Besides maybe figuring that out, I think all I have left to do is find and open the last safe (if it's even there to be found--one of Alzara's messages suggested it wasn't) and clear the crate hall, though I suspect that second one might take a long time. Plus I guess I could get the final exam trophy and put together enough gold to buy the blue tents if I let the completion sickness win. I don't think I'm going to bother with the trophies for getting to room 46 under various constraints. What an incredible game. Did I understand the credits correctly that all of the puzzle and game design work was done by one person? I'd love to see what he could do together with Rand Miller.
 
I don't know if there's an eighth mechanical room out there somewhere, somehow, but I hadn't been taking into account that the room spawns diagonal doors when rectilinear doors wouldn't lead anywhere.
There's only six in the house, but you can make a seventh with a particular upgrade disk. Also seven is the absolute most you need, because the eighth door is the one you come in from! But having said that, yeah, putting the Mechanarium in a spot where some of its doors can't open does mean that you can solve this one with fewer mechanical rooms in your house in a given run. But any way you slice it this one is definitely hard to pull off since it's ultimately more luck-based than the rest of the keys.

Did I understand the credits correctly that all of the puzzle and game design work was done by one person?
Yep. It is wild.
 
Re: More about that same specific room/puzzle:

You should also just be able use the Mirror Room to pop in a bunch of mechanical rooms twice, I would think, if memory serves? For me, though, my Aquariums were mechanical rooms thanks to my chosen upgrade path, and there are ways to positively pave your house with those, so I didn't struggle with that particular one much.

Also, just more broadly, I'm the last person to dissuade someone from putting down a game when they decide that they're done with it, but I'll just say this if you do decide to be done soon: there's at least one more really cool thing waiting for you if you continue to peel back the layers, but the puzzles get slower and more difficult from here, and the possibility space narrows considerably. Make of that what you will.
 
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You should also just be able use the Mirror Room to pop in a bunch of mechanical rooms twice, I would think, if memory serves?
Ah, yeah, this is also true.

Also I second JBear's final paragraph, which is something I was trying to figure out how to say but he said it perfectly.
 
Also, just more broadly, I'm the last person to dissuade someone from putting down a game when they decide that they're done with it, but I'll just say this if you do decide to be done soon: there's at least one more really cool thing waiting for you if you continue to peel back the layers, but the puzzles get slower and more difficult from here, and the possibility space narrows considerably. Make of that what you will.

That’s all the encouragement I needed. Onward I go!

I managed to buy the blue tents yesterday after a run with the vault, the treasure trove, and the casino, and I got my first hidden blue memo—unfortunately, a clue to a puzzle I’d already solved. I also managed to clear out a bunch of crates from the crate hall due to a lucky combination in the laboratory, though it looks like there are still plenty more to go. My plan going forward is to do shorter sessions with the game, since I don’t have many ongoing threads left to pull, and the ones I do have going are kind of repetitive.
 
The Blue Tents memos are real feast or famine. Some of them will be something obvious from 100 hours ago, some of them will be jokes (these are my favourite), and some of them will blow everything wide open.
 
The Blue Tents memos are real feast or famine. Some of them will be something obvious from 100 hours ago, some of them will be jokes (these are my favourite), and some of them will blow everything wide open.

I saw one of them today that mentioned something about a “family core,” which certainly made me sit to attention.
 
I can't remember if you can actually solve the final puzzles of the game without the Blue Tents, but given the amount of info they can provide either way I feel comfortable in saying they're more or less required.
 
For me, though, my Aquariums were mechanical rooms thanks to my chosen upgrade path, and there are ways to positively pave your house with those, so I didn't struggle with that particular one much.
OH

MY

GOD

I struggled with the mechanarium key for SO LONG until someone gave me a hint to do it the way ExpoOwl did, at which point I convinced myself that it was literally impossible to do it any other way. I don't know why it never occurred to me to try the spoiler text method, I banged my head against that problem for hours.
 
Double post to say that my favorite crate destruction method was to choose "remove a crate every time you draft an upgraded room" and the also draft a Mirror Chamber. I had runs where I removed upwards of a dozen crates that way.
 
Double post to say that my favorite crate destruction method was to choose "remove a crate every time you draft an upgraded room" and the also draft a Mirror Chamber. I had runs where I removed upwards of a dozen crates that way.

On the run where I got rid of the most, I had a root cellar as my external room and chose “remove a crate every time you dig up junk.”
 
Double post because I've made a lot of discoveries.

First of all, I noticed that the closed exhibit room has a hidden control panel on the other side of its back wall. I used that to pick up the paper crown, which I had thought was just set dressing. I had thought before that the paper crown looked like the one in the caption for the throne room, next to the phrase "reclaim the crown," so I took the paper crown to the throne room and interacted with everything I could in that room, but nothing happened. Next I tried the same thing with the crown of the blueprints, but again, nothing. I don't know whether I'm imagining a connection that's not there or if there's something else I need to be doing to make it work.

Next, I got an A on the final exam, with the associated trophy. I had expected the new accessibility mode to make this easier, but, frustratingly, it didn't: there's still no labeling for the colors that denote arithmetical operations on the exam, so I was forced to just guess which numbers I needed to add and which I needed to divide by, since I can't see the difference between those colors. I suppose I guessed right enough times to get the result I wanted, but I left a comment on the Blue Prince Steam message boards. Hopefully the devs will do something about it.

I dug enough holes to clear all the crates out of the crate hall, which took less time than I thought it would. Beyond the door at the end of the room I found a series of rooms and doors, locked in (I think) each of the different ways that the game has used to seal a door, except for the antechamber levers. I opened them all until I came to a pair of double doors with part of the Mount Holly crest on them, but nothing I've tried so far has affected those doors.

Finally, a blue memo that I found made me wonder if "CASTLE" in the chess room on the cliffside might just mean to switch from the king reward to the rook reward for solving the chess puzzle, and it worked! Still no idea what to do with the other two columns of letters beside CASTLE, though. Anyhow, I went through the doorway that castling opened up and found a tomb with a series of statues holding Mora Jai boxes. I solved all of those and found eight verses of a poem that mentioned a "black key," which I'm hoping might open the last doors I mentioned in the previous paragraph. I'm going to try going into that tomb at 1:30 with an empty inventory and the cross constellation in the sky, and see if that does anything.
 
These are so weird that I like to imagine the creator feverishly pushing out updates with bespoke puzzles as people keep making progress long beyond where he thought they would lose interest.
 
Update, finally! I took a little break so as not to get burned out on the game.

I visited the tomb past the chess room with an empty inventory at the sacred hour and, sure enough, something happened! The sarcophagus rose out of the ground and revealed a clock face with the points of the compass marked on it. I'm really hoping I don't have to repeat those conditions every time I want to see this puzzle--I was waiting for like half an hour for the right time to arrive.

Anyhow, between the clock and the compass directions, my first thought was of the poem in the clock tower. The sequence of directions in the poem is south, west, north, and then east, which would give a numerical sequence of 8 11 2 5. I tried calculating a numeric core for that sequence, but the result I got was 39 (or I guess XXXIX), and there's no obvious way to tune the clock face to a two-digit number. The Roman numeral made me think of iterating the numeric core algorithm, but that one gives zero as a result, which just leaves me with the same problem. Just for giggles I tried pushing the button at every hour and 39 minutes, but no joy. I'll have to keep thinking about this one.
 
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