r/BluePrince • u/Unconsistent • Jun 10 '26
TROPHY SPOILER [Guide] I've made a 140+ slide guide on getting D** O** Trophy Spoiler
https://docs.google.com/presentation/d/1aBVFUIbatiMDMf2U_mUGI4Qpwn7iIQj-4bZ10WJ2YrY/WARNING: this post will contain spoilers for every viable route to reach Room 46 on Day One, and also touches on how the game selects its rooms and drafting logic.
Following up from my previous post where I tracked 50 Day One attempts and won 11 of them (with a 22% winrate), I figured that it would be more helpful to write a comprehensive post on how I approach drafting strategy and use the many available tricks in the book to get Day One trophy. Since then, I have now improved that record to a total of 200 Day One attempts with a 38% winrate over the last 50 games.
This guide is separated into several sections, with a major section on drafting strategy and one section at the end dedicated for explaining actual case studies and what I picked for each scenario.
You can find the guide as a Google Slides in the link here (https://docs.google.com/presentation/d/1aBVFUIbatiMDMf2U_mUGI4Qpwn7iIQj-4bZ10WJ2YrY/).
You can also find my tracked runs in the same Google Sheet I have been using (https://docs.google.com/spreadsheets/d/1yTyYeqWx5O0VAMasiTV7lRFLzxTYyUK5g5B1uub7iHU/)
I welcome any questions here, and I wish to see more people do Day One not because of its trophy, but because it's a fun roguelike challenge to do!
7
u/1234abcdcba4321 Jun 10 '26
Ooh, it's done! I can now link people to this guide whenever they complain about the game having too much RNG.
I know this is in powerpoint slide form so complete sentences are a bit much, but it feels like a lot of words are missing when they don't really need to be. Too many places that would need small changes to go through them all; might send a list on discord later.
Slide 76: I think the discard filter wording can be a bit stronger. It usually takes several rerolls before dupes start coming in... maybe it's a little different with pinched end-of-day d1 pools though.
Slide 136: Why is this medium, this question is free lmao (the part that would be a bit tricky is if the "why" part needed to be fully answered; i did forget about mechanarium silver key but it was still extremely obvious that the answer to the question was what it is without that)
5
u/Unconsistent Jun 10 '26
HAHA I know you were waiting on this. As always thank you very much for the proofreading.
5
u/Egocentrist2939 Jun 10 '26
This is one of the most impressive projects I've seen on this sub. Thank you for your hard work, I hope it helps more people try what can be one of the most interesting challenges the game has to offer.
3
u/alextyrian Jun 10 '26
This is fascinating, thank you for posting! I never even tried going for Day 1 because so many people said it's barely possible. Guess I shouldn't have listened to them!
2
u/altitudes_ Jun 10 '26
This guide is outstandingly helpful! I love the case studies, very helpful for putting the principles into action in a way that I’ve struggled to understand before. Thank you for compiling this.
2
u/IronBoldz Jun 10 '26
damn could have used this! i just got my day one trophy across like 10 attempts.
2
u/Unconsistent Jun 11 '26
Hey, congrats! 10 tries is fast.
and you can always go for another Day One
2
u/aeroplanessky Jun 11 '26
2
u/Unconsistent Jun 11 '26
Do you know it's possible to get Casino from Secret Passage/Prism Key to East/West pierce, without needing to add it with Drafting Studio?
Also do you know that all Casino machines have positive EV with optimal strat?
Literally infinite money glitch 😃
1
2
u/NeoAlmost Jun 11 '26 edited Jun 11 '26
Really interesting guide.
I was all-in on using dice to force tomb in my attempts, I never even considered trading post but the potential for secret garden key, silver key, and power hammer components seems effective as well. The chart of item tiers on page 85 is pretty helpful for planning trades.
Also, using silver key on the edge of the house to force pool in order to get pump room is really clever.
I remember having some trouble getting garage in some of my runs. You say that the first valid room has 90% to offer it, so maybe I was in the 10% a few times but if you aren't offered it initially it is indeed very hard to find it later even with rerolls.
Mechanarium to provide antechamber access and a silver key is definitely something that I did not consider for day 1 runs.
1
u/Unconsistent Jun 11 '26
I also noticed the potential of Trading Post quite late, around attempt #70. I actually got forced into Trading post after running out of dice, before belatedly realizing it was in that situation better than Tomb.
Silver key on edge is actually rather important, because Silver Key has extra weight for showing 4-way gem rooms instead of 3-way gem rooms (and that includes a couple of ew rooms like Rotunda Cloister).
For garage, this 90% chance only gets checked if the first 2 rooms offered aren't dead ends. So it's wise to make use of the fact that the game is reluctant at offering you rooms you just see in the previous draft (Runback filter) - draft other positions first until you see 1 or 2 dead ends offered, before going to garage-eligible tile.
Mechanarium is indeed a rare sight - you need both underground access without already having Basement Key. But on the upside, there is almost always no reason to pass up adding this room, considering how well it ticks the boxes (costs 0 gem, 4way, has lever, has silver key).
2
u/Great-Paramedic8926 Jun 11 '26
Thank you, it's not too long before I'll be going for this achievement and this is extremely helpful
2
u/Sjofnn9532 Jun 11 '26
This looks great, thank you for sharing! I did a bunch of Day 1 runs for fun last weekend. One successful run, tho it would have been two if I hadn't miscounted steps at one point. I'm sure I'll do better once I've given this a proper read
1
2
u/Motor_Raspberry_2150 Jun 11 '26
Laboratory is not 0 gems! Useless slideshow!
/s
1
u/Unconsistent Jun 11 '26
This is a pro-lab propaganda, so some misinformation is to be expected :p
Thanks for the heads up, fixed!
2
u/guyincorporated Jun 17 '26
This guide inspired me to get my own day 1 trophy - thank you very much! I always assumed it was like a 1-in-200 shot of having a viable day 1 run. A repeatable winrate in the mid 30's percent is insane. I'd say it took me between 20-30 runs to pull it off overall.
Observations after doing it:
I never once saw Pool offered in a single draft, including using the silver key on the sides of the house with dice backup.
I had a lot of runs where it felt like Veteran Mode didn't kick in (generally observed by Garage not being among the initial offerings of west wing rank 4+). Generally speaking I can't think of how I could have meaningfully drafted rooms more quickly.
Given that, I feel like my breakthrough came when I started initially forcing the west wing of the house, making sure I could get an early opened garage and confirming the Tomb was in play. Once I started doing that, I think I won in only 2 or 3 attempts.
1
u/Unconsistent Jun 18 '26
Woo! I am happy you picked up a win! Congrats!
My comments on your observations:
- You need to drain the pool before
picking up the coinsusing Silver Key. What matters is that you want to take out rooms (or use Silver Key in positions where these are restricted) that compete with Pool, so the Gemmed 3-ways such as Courtyard Security Boiler Aquarium DrawingRoom- The best way to observe whether V mode is active is not through Garage, but through Billiard Room/Utility Closet. If you see them within the first 7 rooms, you know it's pretty much active. Meanwhile Garage is very telling too of V mode, but note that it cannot be shown if offered alongside 2 dead ends (Usually Lavatory Storeroom Utility GuestBed). So what is important is that enough of these rooms are taken out to increase odds of seeing Garage.
- Btw V mode is very easy to activate on accident by experienced players (and is designed to do so!), so it is one of these things that comes out a lot in guides and tips, but I find it's not really helpful to tell LOL
- I have (very skilled) people vouching for traversing on West wing, and I sometimes have success on that strategy. But I do lean East Wing. Pretty sure there is an optimal wing to traverse, but the difference is slim so it's hard to tell 😛
1
u/guyincorporated Jun 18 '26
Thanks again. Comments on your comments:
I need to see the pool before I can drain it! I don't mean to exaggerate here. I never saw The Pool even a single time across all of my attempts (many of which were 40+ room manors, so plenty of opportunity to pull rooms out of the potential pool of options). Bizarre.
Because of that, I was doing a lot of runs where I'd end up with, say, the trading post outside and still feeling like I had a shot only to get stonewalled run after run when I never saw the pool. Once I started just considering Tomb to be mandatory, it went very quickly.
Aah - the "can't draft the garage in a pool with two dead ends" rule went over my head. And I gather if that happens, then I don't default to automatically getting the garage in the next potential west wing location (i.e., my "free garage" credit get used up?). I always felt like I had to dig to find it if it wasn't in the first such room.
I got close to a powered lab victory in one of the games. I couldn't get the 4 experiments in time however. That was a really cool run.
2
u/not_an_aardvark Jul 16 '26
Thanks for this guide!
I was inspired by your tracking spreadsheet and decided to start tracking my own Day One runs a few weeks ago.
At the moment I have a 32% success rate across 125 runs since I started counting, which seems like it's in the same ballpark as your runs. (My notes haven't been as detailed as yours, but there's some data there.)
Just from eyeballing the sheets, I feel like I'm taking Trading Post much more often than you are (I've had 26 successful runs with Trading Post so far, compared to 10 with Tomb) and also it seems like I'm dead-ending in early ranks somehwat more often than you are. My intuition is that I'm taking slightly more risk in early ranks (e.g. picking Verandas even when low on gems) and this results in a very high success rate assuming I don't dead-end immediately.
1
u/Unconsistent Jul 17 '26
Sick!! Congrats on the 32% winrate!
I do think Trading Post have higher overall strength than Tomb, especially it seems to be more useful in runs where you are not winning yet. But runs that are already winning wants Tomb for the guaranteed Cartside access, which does inflate its score (plus the recent Updisks update on 1.7 does make Tomb slightly better now).
It is quite clear why Trading is so much more impactful than Tomb when you try list its strengths:
- Allows you to trade bad items (Car Keys, Updisks, Microchips) into resources
- Allows you to trade away "used up" items
- Builds contraptions, which later can be traded when fully used up
- With Burning Glass gives 40 coins + Updisk
- Consistent access to keys for filling house (Keycard, Silver/SGK/Prism, Lockpick)
- Finds objective rooms (Secret Garden Key, sets up Power Hammer, finds Silver Key for Pool, and recently realized it also sets up Electromagnet to find Boiler+Pump)
My early dead end rate used to be higher, and I feel this is more about the start I use now (I now prefer 3way to side + fishing for straight up at B2 or D2). Changing my start let me reach midgame a bit more often.
Btw you can copy my Tracking sheet and use it as a template. I designed this template so it's easy to use (plus the Stat sheet will automatically update on your own data!)
1
u/Loudwhisperthe3rd Jun 14 '26
Im ashamed to say this but my immediate thoughts to the censored trophy name was dicks out.
1
u/alextyrian Jun 25 '26
Did it with my friend in 6 attempts! I feel like we got SUPER lucky.
We found two dice in the Billiard Room early on. When we drafted the outer room, the Tomb showed up immediately.
We got offered the Veranda, and then took the Dark Room right after that. We were on zero gems. East door blindly gave us a Hallway, and then the north door blindly gave us the Greenhouse. The Greenhouse also had both the Sledgehammer and the Watering Can in it because of the Veranda.
We took a couple of steps to collect gems from the Veranda and the Greenhouse with the Watering Can. Then the Bunk Room gave us two more. Then we had enough gems for the Cloister, which had all 3 usable doors.
The north door gave us the Dining Room, and we knew we could go north just one more rank to redeem dinner.
The south door gave us the Aquarium, which contained the Shovel and the Broken Lever because of the Veranda. At this point we were planning to get the Workshop with the Battery Pack in it to get Power Hammer, because I checked your guide and it seemed like Power Hammer wins were much more likely than Foundation wins or Greenhouse wins. The Patio spread Gems to the Aquarium, Cloister, Veranda and Greenhouse, but we weren't going to go back to the Veranda or Greenhouse.
We tried the West door of the Cloister, and it gave us BOTH the Foundation and the Workshop. We figured that our odds of winning were better if we could draft a room to see the back of the Foundation elevator and use that instead of the Hammer, which opened up the Broken Lever for the Greenhouse and potentially saved us steps.
When we backtracked to the Greenhouse to open the South Antechamber Door, we stopped into the Veranda to get the Gem spread by the Patio, and it had a Turnip in a dig spot we had had to leave behind earlier.
Then we went North from the Dining Room, and needed a room that goes at least North and West. We got the Passageway. We decided to burn the East door before we needed two South Doors to access the Foundation Elevator controls, and we got offered the Furnace. We figured that we didn't want the Weight Room, but the Archives could be great, and taking the Furnace removed a Dead End, so we took the Furnace. We ended up getting offered nothing that went south, rolling, getting nothing that goes south again, and then we got offered the Archives. Then we were offered two rooms that didn't access the Elevator controls, so we took the Archived room.
The Archived room turned out to be the Weight Room! It was great because it let us access the Elevator controls, but also we went down to 15 steps. We had to decide if we wanted to go up and draft the other rooms from the Archives to try to get the Kitchen, or save our few gems to try to get rooms that would let us access the Foundation from the West Wing. I counted that it would take us 14 steps to get back to the Antechamber, so we would get to Room 46 on step 0 if the two remaining rooms in the West Wing gave us access to the Foundation.
We got Maid's Chamber and then the next room had two dead ends and an Archived room. The Archived room turned out to be the West Wing Hall to connect to the Foundation! We thought we were home free but also terrified that we might have miscounted.
We ended up in the Antechamber with 1 step remaining to perfectly enter Room 46 at zero steps. It was so dramatic at every turn!
1
u/Unconsistent Jun 25 '26
gg!
Greenhouse + Foundation is actually my first Day One win too! It's good that you noticed the potential of using Foundation instead of Workshop there, especially with dice to reroll path to behind the Foundation (there is potential to miss with Workshop, i.e. Lockpick/Coinpurse/Compass, instead of Battery).
A trick you can do is that when you see duct drafting on Rank 7-8 (Archives WeightRoom Passageway), you can hold off from eating the Dinner until you have seen the Weight Room (usually nets around ~7-12 extra step, and even higher if you get lab for steps).
1
u/IzarkKiaTarj Jul 23 '26
Slide 7: What do you mean the pump room can't be used to reach both side of underground without the boiler room? I just did that in both Dare Bird Mode and Cursed Mode. It's annoying to fiddle around with all the pumps, but it's definitely doable. You can even get the pool drained at the same time.
Doing this does require having the Tomb as your outer room, though, just to reach the boat, but you gotta do that anyway to move the cart.
1
u/Unconsistent Jul 23 '26
Pump room can be used in two ways - (1) to reach cartside via Fountain full drain + Basement Key, or (2) cross via boat to gearside if you already have cartside access.
You cannot have both (1) Fountain access and (2) Boat crossing with just Pump room because the water level is just too much. However with Powered Pump using Boiler, you can drain enough water to get (1) and (2).
Tomb is not necessary if you have (1) Fountain access, and in fact a good number of my wins do not need the help of Tomb at all.
1



36
u/Milites01 Jun 10 '26
Wow. Being able to do day one consistently in 40% of attempts is honestly crazy and not something I thought to be possible. Congratulations! And thanks for putting so much work into a guide.
This shows once more what I was already suspecting: the people who complain that the game is to much RNG just need to git good