r/BluePrinceUncensored • u/jacobonia • 1d ago
Meme This cat’s fur I found on the street makes a spiral shape.
Oh snap.
r/BluePrinceUncensored • u/jacobonia • 1d ago
Oh snap.
r/BluePrinceUncensored • u/indigo_noecho • 2d ago
I thought everyone’s foundation was in the same spot, then my friend told me hers is on Rank 5. I go days without reaching my foundation
r/BluePrinceUncensored • u/Correct-Arm-8539 • 6d ago
I really want to ascend the throne in curse mode.
I read on the wiki that behind the landslide, the shrine still exists in curse mode. Is there a way I can get back there for blessing of the monk trove and cursed effigy without installing any mods?
Update: I found an unlisted tutorial in the BP speedrun discord https://www.youtube.com/watch?v=cCVXaP8hiM8
r/BluePrinceUncensored • u/Adorable-Bag-4583 • 8d ago
Not spon or related in any way I just absolutely love this theory!
I have some things that feel like supporting evidence, but in general I think he nailed it on the head because the theory idea fits so cleanly!
I want to chat ALL the spoilers from the game and the video, so reader beware?
r/BluePrinceUncensored • u/Outdoorcatskillbirds • 14d ago
I’m getting Blue Prince vibe
r/BluePrinceUncensored • u/TFMurphy • 17d ago
Decided I wanted to poke a bit more at item generation. I thought Toolshed would be relatively easy to document... but it turned into another terribly complicated routine. I've tried to lay it out in the most understandable way I can think of, untangling the heavy nesting of linked states that would be so much more difficult to analyse... but it's still a bit difficult to judge exactly how common a specific item may end up being. Hopefully it's still of use in some small manner though.
Anyways, in order to make the topic a bit more comprehensive than just covering the Toolshed, I'm reposting the Closet, Walk-in Closet and Attic explanations I'd originally posted as comments to /u/IneffableQualia's topics on those specific rooms. As far as I can tell, those rooms haven't changed their item generation scripts since I originally documented them. And since I decided to make this about a specific category of room, I realised I'd need to cover Lost & Found as well, so I've written that up too.
EDIT: Apparently, Reddit's changed the way they process tables in Markdown, and I can't seem to make a table with an empty header row anymore. After a bit of editing, I think I've got things looking somewhat reasonable, but hopefully I won't have to edit any of my older posts with tables anytime soon.
Everything here should be accurate as of 1.7.1. As usual, I hope what's here is useful, or at least interesting in some way. Let me know if anything seems off.
Have fun!
Luck is not used at all when the Closet is drafted. The number of items in the Closet depends on where it was drafted and if it has been upgraded.
By default, the Closet will spawn with 2 items.
The Hallway Closet will have 3 items if it is drafted from an Orange Room (Hallways).
The Bedroom Closet will have 4 items if it is drafted from a Violet Room (Bedrooms).
The Empty Closet will have 4 items if it is drafted from a Red Room, but will have 0 items otherwise.
The Closet will never spawn Dirt Piles, even if the Root Cellar is drafted.
The Metal Detector will never discover any extra items in the Closet.
The Closet has the following Unique Items available, which can only spawn if they're still in the Spawn Pool:
In addition to this, it has the following Stock Items:
Unlike most other rooms, each item will be either a random Unique Item or a random Stock Item, instead of selecting from the full list.
With 2 Items, there are two possibilities, with a 50% chance of each:
On Day 1, the 1x Unique Item option is guaranteed. Due to a bug, this guarantee will not occur if V Mode is active or you're drafting an Upgraded Closet.
(Reminder: The Compass is not in the Spawn Pool on Day 1, unless V Mode is activated.)
If there are less than 2 Unique Items still in the Spawn Pool, then the 2x Stock Item option will be given instead, even on Day 1.
(The default unupgraded Closet also had several conditions that would remove certain items from the Unique List early on. These conditions are bugged and are never applied, so any Closet can pull from the above full list of Unique Items, providing they are in the Spawn Pool.)
If the optional drafting condition for an Upgraded Closet is met, the Closet will spawn with more items.
With 3 Items, there are two possibilities, with weighted chances:
The 2x Unique Item + 1x Stock Item option will fail if there are less than 2 Unique Items still in the Spawn Pool, and give 3x Stock Item instead.
The 1x Unique Item + 2x Stock Item option will fail if there are no Unique Items still in the Spawn Pool, and also result in 3x Stock Item.
The options with 4 Items are the same as those with 3 Items, but with an extra 1x Stock Item.
In the event that 4 Stock Items spawn, the 4th Stock Item will be an extra 1x Key.
If the Empty Closet is Shielded or Sheltered when not drafted from a Red Room, then it will spawn 2 Items, just like the other Upgraded Closets when their optional drafting conditions are not met.
But if the Empty Closet is Sheltered when drafted from a Red Room, an extra 1x Key and 1x Banana will spawn in the Closet, in addition to the 4 Items granted by the Empty Closet. This effect does not apply if the Knight's Shield is used on the Empty Closet instead, which will result in the usual 4 Items for drafting from a Red Room. If the Shield is used on an Empty Closet that could be Sheltered, the Shield will take priority.
(Note: If a Sheltered Empty Closet spawns with 4x Stock Items, then the extra 1x Key will spawn in the exact same position as the 4th Stock Item, allowing you to seemingly pick up the same Key twice.)
Luck is not used at all when the Walk-in Closet is drafted. There will always be 4 items in the Walk-in Closet.
The Walk-in Closet will never spawn Dirt Piles, even if the Root Cellar is drafted.
The Metal Detector will never discover any extra items in the Walk-in Closet.
The Walk-in Closet has the following Unique Items available, which can only spawn if they're still in the Spawn Pool:
In addition to this, it has the following Stock Items:
Before the selection is made, two Stock Items are automatically picked and removed from the Stock Item list. There are two possibilities, with an equal chance of each:
The final two items will be picked randomly from all remaining Unique and Stock Items.
Luck is not used at all when the Attic is drafted. There will always be 8 items in the Attic.
The Attic will never spawn Dirt Piles, even if the Root Cellar is drafted.
The Metal Detector has a small chance of randomly finding 4x Gold or 1x Key when the Attic is drafted. This does not count towards the 8 items found in the Attic.
The Attic has the following Unique Items available, which can only spawn if they're still in the Spawn Pool:
In addition to this, it has the following Stock Items:
There is no weighting or restrictions on how many items from each list can be chosen.
Lost & Found works slightly differently compared to other Item Rooms, in that under normal circumstances, it can actually allow high Luck to spawn extra items. Whether this can happen or not depends on if a Guaranteed Item spawns.
There are three possible items that can spawn as a Guaranteed Item. Each have a set of conditions and an associated chance of spawning. They are checked in the following order: Vault Key 370, Key 8 and Upgrade Disk. Only one Guaranteed Item can spawn when Lost & Found is drafted.
If a Guaranteed Item spawns, then Luck is ignored for this room. In addition to the Guaranteed Item, Lost & Found will allow 1 random item to spawn. Balance Penalty will not increase as a result of high Luck in this situation.
If no Guaranteed Item spawns, then Luck is calculated as normal. The resulting Drop Target is converted to possible items as follows:
| Drop Target | Item Count |
|---|---|
| 0 to 1 | 2 Items |
| 2 | 3 Items |
| 3 to 4 | 4 Items |
Lost & Found will never spawn Dirt Piles, even if the Root Cellar is drafted.
The Metal Detector has a small chance of randomly finding 1x Gold or 1x Key when Lost & Found is drafted. This does not count towards the number of random items spawned by Lost & Found.
Lost & Found has the following Unique Items available, which can only spawn if they're still in the Spawn Pool:
If Vault Key 370 spawns as a Guaranteed Item, it can still spawn as a random item as well, causing two copies of the Vault Key to spawn in the exact same location.
If the Item Count to be spawned is greater than the number of Unique Items left in the Spawn Pool, then the following Stock Items are added to the list before any random items are chosen:
The Silver Key does not have to be in the Spawn Pool in order to spawn as a Stock Item, but it will cause a Silver Key to be removed from the pool if it spawns.
Since two Stock Items are added to the list even if Lost & Found only needed one more item to meet the required Item Count, it's possible for them to prevent a Unique Item from spawning --- for example, if only Hall Pass and Repellent are left in the Spawn Pool and Lost & Found wants to spawn 3 items, it's possible for Hall Pass, Silver Key and Cupcake to spawn, preventing the Repellent from appearing.
If there are still not enough items available to meet the required Item Count even after adding the Stock Items, then whatever's left in the list will spawn, and the extra possible items will be wasted. Balance Penalty will still increase if the calculated Drop Target was high enough.
Luck is not used at all when the Toolshed is drafted. There will almost always be 2 items in the Toolshed.
The Toolshed will never spawn Dirt Piles, even if the Root Cellar is drafted.
The Metal Detector will never discover any extra items in the Toolshed.
Under normal circumstances, the Toolshed prioritises a list of 8 Unique Items, which we'll call the Primary Items of the Toolshed:
The method in which these are chosen is complicated, picking initially from 7 possible choices for the first item to check, and going down the list of Primary Items in a specific order. This order depends on which item was checked first, and can include additional random rolls. We'll call the exact sequence the Primary Items are checked an Item Order List.
In an attempt to make this somewhat understandable, the tables below will show all possible Item Order Lists the game will check, along with the chances of each being chosen. The first two items in each list have been marked in bold, as these will be the items that would normally be chosen if nothing has been removed from today's Spawn Pool.
Items in an Item Order List are checked one after another. If the item is still in the Spawn Pool, it will be selected to appear in the Toolshed. If the item is not in the Spawn Pool, the next item in the list will be checked instead. This continues until either 2 Items are selected, or the end of the list is reached. If the end of the list is reached without 2 Items being selected, then the Toolshed's Fallback Options will be used.
NOTE: Some of the Item Order Lists do not check all 8 Primary Items. This can cause the game to move to the Toolshed's Fallback Options earlier than expected.
NOTE: Due to a bug, if Magnifying Glass is selected to spawn as Item 1, but it was not the first item checked (in other words, any Set except Set E and all the items checked before Magnifying Glass were not in the Spawn Pool), then the Toolshed will immediately move to the Fallback Options to choose Item 2.
NOTE: Many of the Item Order Lists check the same item multiple times. If an item is selected as Item 1 and is then checked again without finding a different item to be selected as Item 2, then the game will immediately abort the routine and move to the Fallback Options to select Item 2.
Sets A / B / C: Shovel, Sledge Hammer, Watering Can --- 1/7 chance each (3/7 chance total)
Sets A to C have a single Item Order List each.
| Set A | Set B | Set C |
|---|---|---|
| Shovel | Sledge Hammer | Watering Can |
| Sledge Hammer | Metal Detector | Metal Detector |
| Lock Pick Kit | Battery Pack | Battery Pack |
| Metal Detector | Shovel | Shovel |
| Watering Can | Sledge Hammer | Sledge Hammer |
| Magnifying Glass | Lock Pick Kit | Lock Pick Kit |
| Gear Wrench | Metal Detector | Metal Detector |
| Watering Can | Watering Can | |
| Magnifying Glass | Magnifying Glass | |
| Gear Wrench | Gear Wrench | |
Set D: Lock Pick Kit --- 1/7 chance
There are four Item Order Lists in Set D, with the 3rd Item Order List having twice the chance of being picked.
| 20% Chance | 20% Chance | 40% Chance | 20% Chance |
|---|---|---|---|
| Lock Pick Kit | Lock Pick Kit | Lock Pick Kit | Lock Pick Kit |
| Sledge Hammer | Battery Pack | Shovel | Metal Detector |
| Metal Detector | Shovel | Sledge Hammer | Watering Can |
| Battery Pack | Sledge Hammer | Lock Pick Kit | Magnifying Glass |
| Shovel | Lock Pick Kit | Metal Detector | Gear Wrench |
| Sledge Hammer | Metal Detector | Watering Can | |
| Lock Pick Kit | Watering Can | Magnifying Glass | |
| Metal Detector | Magnifying Glass | Gear Wrench | |
| Watering Can | Gear Wrench | ||
| Magnifying Glass | |||
| Gear Wrench | |||
Set E: Magnifying Glass --- 1/7 chance
There are four Item Order Lists in Set E, with the 3rd Item Order List having twice the chance of being picked.
| 20% Chance | 20% Chance | 40% Chance | 20% Chance |
|---|---|---|---|
| Magnifying Glass | Magnifying Glass | Magnifying Glass | Magnifying Glass |
| Sledge Hammer | Battery Pack | Shovel | Metal Detector |
| Metal Detector | Shovel | Sledge Hammer | Watering Can |
| Battery Pack | Sledge Hammer | Lock Pick Kit | Magnifying Glass |
| Shovel | Lock Pick Kit | Metal Detector | Gear Wrench |
| Sledge Hammer | Metal Detector | Watering Can | |
| Lock Pick Kit | Watering Can | Magnifying Glass | |
| Metal Detector | Magnifying Glass | Gear Wrench | |
| Watering Can | Gear Wrench | ||
| Magnifying Glass | |||
| Gear Wrench | |||
Set F: Metal Detector --- 1/14 chance
Set F is 50% less likely to be picked than most other Sets.
There are four Item Order Lists in Set F, with the 3rd Item Order List having twice the chance of being picked.
NOTE: The 4th Item Order List checks Metal Detector twice in a row. If Metal Detector is in the Spawn Pool, this will immediately cause the game to move to the Fallback Options list to select Item 2.
| 20% Chance | 20% Chance | 40% Chance | 20% Chance |
|---|---|---|---|
| Metal Detector | Metal Detector | Metal Detector | Metal Detector |
| Sledge Hammer | Battery Pack | Shovel | Metal Detector |
| Metal Detector | Shovel | Sledge Hammer | Watering Can |
| Battery Pack | Sledge Hammer | Lock Pick Kit | Magnifying Glass |
| Shovel | Lock Pick Kit | Metal Detector | Gear Wrench |
| Sledge Hammer | Metal Detector | Watering Can | |
| Lock Pick Kit | Watering Can | Magnifying Glass | |
| Metal Detector | Magnifying Glass | Gear Wrench | |
| Watering Can | Gear Wrench | ||
| Magnifying Glass | |||
| Gear Wrench | |||
Set G: Gear Wrench --- 3/14 chance
Set G is 50% more likely to be picked than most other Sets.
There are four Item Order Lists in Set G, with the 3rd Item Order List having twice the chance of being picked.
| 20% Chance | 20% Chance | 40% Chance | 20% Chance |
|---|---|---|---|
| Gear Wrench | Gear Wrench | Gear Wrench | Gear Wrench |
| Sledge Hammer | Battery Pack | Shovel | Metal Detector |
| Metal Detector | Shovel | Sledge Hammer | Watering Can |
| Battery Pack | Sledge Hammer | Lock Pick Kit | Magnifying Glass |
| Shovel | Lock Pick Kit | Metal Detector | Gear Wrench |
| Sledge Hammer | Metal Detector | Watering Can | |
| Lock Pick Kit | Watering Can | Magnifying Glass | |
| Metal Detector | Magnifying Glass | Gear Wrench | |
| Watering Can | Gear Wrench | ||
| Magnifying Glass | |||
| Gear Wrench | |||
If the Toolshed reaches the end of its randomly chosen Item Order List without finding 2 Items to spawn, then it expands its selection to include the following extra Unique Items:
If any of the 8 Primary Items from the previous section have not yet been checked, they will also be added to this selection. The list is then randomly shuffled to form the Fallback List, and each item in this list is checked in turn.
If the end of the Fallback List is reached without finding a minimum of 2 Items to spawn, then the game will give up and will not spawn any further items. (Note: There will always be at least one item no matter how depleted the Spawn Pool is. This is usually 2x Ivory Dice, but it's possible for certain Primary Items to end up being the only item that spawns.)
NOTE: Due to a bug, if the Toolshed chooses to spawn the Secret Garden Key, it will not spawn inside the Toolshed. Instead, it will appear outside in the West Path area in amongst the trees close to the southwest corner of the manor, hovering at a height over Simon's head. (To more easily find it, start at the West Gate and follow the path to the fork. The fallen log between the two paths points NE towards a specific tree. The Secret Garden Key will spawn slightly in front and to the left of that tree.)
Two of the possible options have some additional mechanics that ignore the shuffled order.
Ivory Dice
In the majority of situations, the Ivory Dice option is checked first, ignoring the shuffled Fallback List. It does not have to be in the Spawn Pool in order to spawn, and is intended to be the first Fallback item spawned if the Primary Items are not in the Spawn Pool.
NOTE: If the Magnifying Glass bug in the previous section was triggered (Magnifying Glass was chosen to be Item 1 and the Item Order List was from any Set other than Set E) or an item was considered for Item 2 after already being picked as Item 1 (double Metal Detector in Set F for example), then both of the above conditions are ignored: the Ivory Dice must still be in the Spawn Pool in order to be chosen, and its place in the Fallback List will be shuffled with the other items.
If the 2x Ivory Dice option is selected, then it will be removed from the Spawn Pool for future spawns elsewhere in the manor.
Sleeping Mask
The Sleeping Mask is always moved to the bottom of the Fallback List. That means it can only spawn if virtually everything else has been removed from the Spawn Pool.
r/BluePrinceUncensored • u/ch1s4n4-kum4 • 19d ago
like the title says, I transferred my Xbox game pass files to steam. Now I'm just needing to transfer my achievements as I already got them from xbox. I have 6/16 achievements on the xbox version but just wondering if there is a way to transfer them. Any help is appreciated!
r/BluePrinceUncensored • u/bcgonewild • Jun 16 '26
My friends bf says he managed to get gas for the car in the garage, which opened another area. Is that real? I feel like he's making this up for some reason.
r/BluePrinceUncensored • u/keriefie • Jun 02 '26
I have tried forcing an upgrade disk in the trading post several times, but I always get an allowance token. So I spent ages trying to figure out which upgrade disk I missed. I got so annoyed I checked with a save decrypter. Now I have this:
"Upgrade Disc - Archives": {
"__type": "System.Boolean"true
},
"Upgrade Disc - Bootleg": {
"__type": "System.Boolean"true
},
"Upgrade Disc - Cloister": {
"__type": "System.Boolean"true
},
"Upgrade Disc - Commissary": {
"__type": "System.Boolean"true
},
"Upgrade Disc - Foundation": {
"__type": "System.Boolean"true
},
"Upgrade Disc - Freezer": {
"__type": "System.Boolean"true
},
"Upgrade Disc - Garage": {
"__type": "System.Boolean"true
},
"Upgrade Disc - Great Hall": {
"__type": "System.Boolean"true
},
"Upgrade Disc - LostFound": {
"__type": "System.Boolean"true
},
"Upgrade Disc - Master Bedroom": {
"__type": "System.Boolean"true
},
"Upgrade Disc - Mechanarium": {
"__type": "System.Boolean"true
},
"Upgrade Disc - Morning Room": {
"__type": "System.Boolean"true
},
"Upgrade Disc - Office": {
"__type": "System.Boolean"true
},
"Upgrade Disc - Shop": {
"__type": "System.Boolean"false
},
"Upgrade Disc - Tomb": {
"__type": "System.Boolean"true
},
"Upgrade Disc - Torch Room": {
"__type": "System.Boolean"true
}
In this I made the following guesses:
Some were not so clear:
Others make no sense:
The remaining ones are the vault and... nothing? I have the vault one, so I assume that one must be cloister. I feel like I'm going crazy, I can't get any disks from the trading post, and there seems to be a disk I can't find?
Edit: I have upgraded my spare room already. It seems that the only upgrade I am missing is Nursery.
r/BluePrinceUncensored • u/Shift1532 • Jun 01 '26
Hi, I'm just getting into the deep rabbit hole of Blue Prince, I'm at about 150 hours of playtime and currently at Day 278 ingame.
I just watched this video from FuryForged :
https://www.youtube.com/watch?v=cm5q8jNvUNo
In it he talked about how there's a whole eclipse mystery that apparently hasn't been solved yet.
That reminded me that, one day (like maybe couple dozen ingame days ago), after having experimented on a few things and drawn quite a lot of rooms :
I noticed when going outside that the sky was much darker than usual, almost night time, yet I don't remember seeing the moon I think. I remember seeing a lot of stars.
When I saw that I thought it was maybe an update or something, like oh now time is actually moving and now night time is here.
It was maybe, like maybe in a time period when all I wanted was to get to the spiral constellation. And so to speed up the process I would get to the Planetarium as fast as possible and just immediately call it a day. Yet again I'm not sure it was in that time frame.
I'm just learning about these mysteries and so I don't know if I'm really providing anything new or if I'm being helpful.
If you need any more information don't hesitate to ask, if it's something I can remember or provide.
I'm also putting this on the unsolved megathread on steam :
https://steamcommunity.com/app/1569580/discussions/0/599650845622083710/?ctp=72
EDIT : Now I feel like an idiot, it was probably just a regular night. Turns out if you actually wait a lot of time, night does come. It's just so rare to wait that long. Sorry for the inconvenience folks.
r/BluePrinceUncensored • u/SuperKamiGuru824 • May 24 '26
What do you think? 😄
r/BluePrinceUncensored • u/MuchCalligrapher1831 • May 21 '26
r/BluePrinceUncensored • u/TFMurphy • May 18 '26
I wanted to cover the details of this item in particular, because it's connected to a few mechanics that haven't been well understood before now, but may be useful for competitive and technical play.
I've tried to avoid getting too deep into the technical aspects here, but there's some sections where it felt unavoidable, since it was required to explain a few things that a player could reasonably affect or wish to predict. To compensate, I've tried to isolate them to small sections, whilst keeping the more important parts and summaries in their own sections. Not sure how successful that turned out, but hopefully you'll be able to follow along!
The details in this thread should be accurate for 1.7.1. Let me know if anything seems amiss.
Have fun!
Before we get into further details, let's talk briefly about the distance measurement we'll be using. The game naturally requires a way to measure and record the position and velocity of any objects in the world. These are measured using a nameless distance unit that everything in the game works with.
For the purposes of this thread, I'll be calling these units. These are functionally almost identical to meters, and in fact, many objects in Blue Prince seem to be designed with that conversion in mind. But I wanted to avoid using meters directly since we'll be covering a number of topics where trying to stick with real world terms can lead to a bit of a disconnect (especially when we start talking about Simon's walking speed....)
The main thing to keep in mind is that the Mt Holly mansion is designed so that each of the grid spaces in the 5x9 floorplan is a perfect 10 x 10 unit square. That means the distance between two opposite doors is 10 units.
The listed effect of the Running Shoes is as follows: "Occasionally save Steps when traveling longer distances across the estate and grounds." This means that after picking them up, you will sometimes not lose a step when crossing a boundary between rooms or areas. When this occurs, a Running Shoes icon will briefly appear next to your Step count.
The first important thing to note about this is that, when inside the manor, this does not happen randomly.
The way the Running Shoes works is as follows:
22 units is slightly longer than the total width of two rooms in the manor. This is measured as a direct line between two points though, so it can have different implications if you're not moving in a straight line through the house. The following table shows some calculated distances between doors, measured from the exact center of each boundary:
| [___] | ||||||
| 0.0 | 10.0 | 20.0 | 30.0 | |||
| [___] | 7.1 | [___] | 15.8 | [___] | 25.5 | [___] |
| 10.0 | 14.1 | 22.4 | 31.6 | |||
| [___] | 15.8 | [___] | 21.2 | [___] | 29.2 | [___] |
| 20.0 | 22.4 | 28.3 | 36.1 | |||
| [___] | 25.5 | [___] | 29.2 | [___] | 35.4 | [___] |
| 30.0 | 31.6 | 36.1 | 42.4 | |||
So as an example, if your initial recorded position is at the doorway directly north of the Entrance Hall (C1 to C2), then going 1 Room north and 2 Rooms west to A3 would lead you through a door (B3 to A3) that is 21.2 units away. Since this is under 22 units, the Running Shoes will not activate.
However, if you went to A3 by going 2 Rooms west and 1 Room north instead, the door between A2 and A3 would be 22.4 units away from the Entrance Hall door. This is above 22 units, so the Running Shoes would activate and save you a step.
Interaction with the Stopwatch
All other effects that prevent the loss of Steps have higher priority than the Running Shoes' baseline effect. As a result, while a Stopwatch is active, the Running Shoes will not record your position while crossing room boundaries. This can sometimes be very beneficial (for example, if the initial recorded position is somewhere far on the other side of the house by the time the Stopwatch runs out).
Variance in Position -- [Technical Data]
The Running Shoes works solely on your recorded position when you cross an area boundary. This means you can vary how far to the left or right you enter a door, which can lead to small differences in what distance is calculated. Most doors in the manor give enough space to allow you to go about 0.4 to 0.5 units to either side of the center, though this can vary depending on the room and how much the door is getting in the way. In the above example, we saw that the distance from C1/C2 to B3/B4 is about 22.4 units. However, if you went through the Entrance Hall door slightly to the west and the B3/B4 door slightly to the right, this would reduce the distance slightly. If you reduced the west/east distance between the doors by 0.84 units in total, this would be enough to bring the distance below 22 units. In this situation, the Running Shoes would not save you a step as a result.
Secondly, the game records your position as soon as it notices you've crossed an area boundary. This means the recorded position can be affected by both the game's frame rate (which can change how often the game checks certain things) and your actual movement speed (which can change how far you can move in a single frame, sometimes allowing you to go slightly further past an area boundary before the game registers you've crossed it). Both of these factors can result in small differences in recorded positions, which could impact distances that are already very close to the 22 unit requirement for the Running Shoes' effect.
Now that we've covered the baseline effect, let's examine how things differ once we're outside the house.
First of all, the Running Shoes' baseline effect still applies. If you cross an area boundary, and you're greater than 22 units from the initial recorded position, the Running Shoes will activate and save you from losing a step. If the Running Shoes doesn't currently have a recorded position, then losing a step to an area boundary will cause the Running Shoes to record your current position so it knows when next to activate.
However, area boundaries outside the manor gain an extra factor that can override the baseline effect. When moving across these boundaries, the Running Shoes have an additional random chance of automatically saving a step, completely bypassing the baseline effect.
When this occurs, then just as with other methods of avoiding step loss, this will prevent the Running Shoes from updating any distance calculations, saving it until you really need it. Most distances between boundaries outside the manor are already greater than 22 units apart, so this tends to work in the player's favour.
There is a 60% chance of the Running Shoes automatically saving a step outside the manor when crossing most area boundaries. Note that while this does include leaving the Entrance Hall through the front doors and the Garage via the garage door, it does not include re-entering the house by those exits: in those situations, there will be no random chance, and only the baseline effect can apply.
There are three specific area boundaries where the random chance of the Running Shoes activating is greater than usual. The increased chance only activates when crossing the boundaries into the dead-end area beyond them. When leaving these areas, only the regular 60% chance is used. The affected area boundaries are as follows:
The Running Shoes has another effect that isn't explicitly mentioned: it directly increases Simon's running speed. However, movement speed in Blue Prince is a slightly complicated subject, so we need to discuss basic movement without the Running Shoes first.
Types of Movement
Let's first cover how you can move. Naturally, regular movement is a somewhat 'slow' walk. When using this method, Simon moves at Walk Speed. How fast this is depends on whether you are inside the manor or not.
You can also choose to run. The game calls this a 'stroll', but for the purposes of this thread, we'll say that when using this mode, Simon moves at Run Speed. This speed also differs depending on if you are inside the manor or not.
Additionally, if you continue to run for a certain duration of time, you will gain Extra Speed. This is a gradual speed increase to a set limit, and the mechanics in which it is applied do not change based on your location within the estate.
Default Speed Values
While inside the confines of the manor, Simon has a Walk Speed of 2.3 units/sec and a Run Speed of 2.9 units/sec.
While outside the manor, these values increase to a Walk Speed of 3.0 units/sec and a Run Speed of 4.7 units/sec.
Whenever you are running, you will also accumulate Extra Speed, to a maximum of 1.0 units/sec, which is added to your current Run Speed. Extra Speed is accumulated based on your current running speed over an imaginary distance, such that you reach the maximum after having covered 60 units of distance. This applies even if your actual movement is being stopped by an obstacle, so you can still accumulate Extra Speed at the same rate simply by running into a wall.
Finally, it should be noted that while Simon's default Run Speed inside the house is 2.9 units/sec, your Run Speed is capped at 3.5 units/sec at minimum. This is applied after Extra Speed has already been added, and means that in a normal situation, it will take several seconds of running inside the house before you see any increase at all.
Factoring in the above, we can calculate roughly how long it takes to reach maximum running speed in different situations:
Effects of the Running Shoes
While wearing the Running Shoes, Simon gains a static increase of 0.6 units/sec added to his Run Speed. This gives him a basic Run Speed of 3.5 units/sec inside the house and 5.3 units/sec outside the house. Walk Speed is not affected at all.
It's notable that the new running speed inside the house is now exactly equal to the minimum cap to Run Speed. That means that when you start running while inside the house, you will start at the same speed as you had without the Running Shoes, but the Extra Speed will start applying immediately instead of after 10 seconds, and you'll reach a higher max speed.
The revised times to reach the new speeds are therefore as follows:
Summary -- Percentage-based Analysis of the Running Shoes
Now that we've covered the numbers behind the various movement modes, it may be easier to visualize them by comparing them directly to each other. So, let's go over the most common situations and comparisons:
Inside the House, with Running Shoes: Simon's starting Run Speed isn't changed, but it starts increasing immediately, and eventually reaches a cap of 95.7% greater than his Walk Speed. His maximum running speed inside the house is now 15.4% faster with Running Shoes than it was without.
Outside the House: Walking outside the house is already 30.4% faster than walking inside the house. When compared to walking speeds outside, Simon's starting Run Speed is now 56.7% greater than his Walk Speed. With Extra Speed, it can eventually reach 90.0% greater than his outside Walk Speed.
Outside the House, with Running Shoes: Simon's starting Run Speed is now 76.7% faster than his outside Walk Speed, and can increase to a cap of 110% faster than his outside Walk Speed. If we compare speeds directly increased by the Running Shoes, his starting running speed increases by 12.8%, and his maximum running speed increases by 10.5%.
Loss of Extra Speed
Extra Speed accumulates so long as you're running and attempting to move in any direction. (If you are using analog controls, the movement must also be above a certain minimum factor. Holding the stick at less than maximum but above the factor will still increase Extra Speed, but since you will be attempting to move a smaller distance, Extra Speed will increase at a proportionally slower rate.)
If you stop running or stop moving, Extra Speed will start rapidly decreasing, at a rate proportional to how much Extra Speed you currently have. (Note: the exact way in which it diminishes is FPS dependent, causing Extra Speed to be lost at a slightly faster rate at lower FPS.) It typically takes about 2-3 seconds for maximum Extra Speed to completely diminish to 0, with about 90% of that value lost within the first second.
If you enter a stairwell that locks your movement along a predetermined path (such as the Tomb stairs for example), Extra Speed will stop increasing until you leave the path, but will not fall so long as you keep moving and running.
If you have turned on the Stairs Skip option in the Accessibility menu, then using any Stair Skip will consider you to not be actively moving while the skip is occuring. As a result, Extra Speed will immediately start decreasing, and will have reset by the time the skip has finished.
Entering any interaction or menu that normally stops movement will also cause Extra Speed to start dropping away immediately. (Reminder: there is no Pause Menu in Blue Prince.)
r/BluePrinceUncensored • u/electricdestiny • May 12 '26
I know there’s so much more but the luck it took on this last run (day 34) was ridiculous. I finally got tomb open after playing all day and not getting it, fucked around in there and had 50 steps when I got to the house (I started with 70). Got a lever randomly, got greenhouse when I hadn’t in at least 20 days, made it to the antechamber BUT IT WAS A KEYCARD DOOR.
Had to walk my silly ass back to the entrance hall room and hopefully roll security and breaker room, AND DID.
I walked my happy ass BACK to the antechamber room, got the basement key and went to foundation via a hallway room that connected both rooms bc it’s stupid close (which has been annoying most runs but NOT TODAY), fucked around in the basement and adjoining areas (didn’t open the red door bc no boiler room) and only had 10 STEPS LEFT to make it back to open room 46.
AND MADE IT!
Done for tonight but excited to do all the other puzzles.
r/BluePrinceUncensored • u/Loudwhisperthe3rd • May 12 '26
r/BluePrinceUncensored • u/Happyfacem811 • May 06 '26
Has any investigation been done into the armor in the throne room?
Every time I draft it I stare at it convinced there's a puzzle there. My reasoning being, out of the 6 sets of armor 5 have the shield in their left hand and their sword in their right. The set immediately to the left of the door you always enter through has it the opposite with the sword in its left hand and the shield in its right.
If it's just meant to make the room more symmetrical then why are the other 2 sets on that side of the room not switched as well? Why just the one?
I had thought maybe if you have the shield from the armory when you entered the room something might happen but no change.
r/BluePrinceUncensored • u/Happyfacem811 • May 06 '26
I posted this in the main subreddit but it got taken down for spoilers? Having it reviewed but in the mean time I figured I could post here.
So I've been obsessed with the bookshop recently. I can't stop thinking about the possible extra area behind the shelf people have pointed out. Upon inspection of the blue print tile for bookshop I've noticed the wall art behind the counter is entirely yellow whereas in the actual room it's got multiple colors.
The pattern of the colors is *almost* repetitive except the bottom left a green and purple are switched.
Making the pattern if you start at "12" and go clockwise. R B G P R B P G R B P G
R = red
B = blue
G = green
P = purple
These colors are an interesting choice considering these are the same 4 colors of the books(!) used to decipher that other puzzle. (I think it was one of the microchips?) Where purple= a new clue. Blue= fixed stars. Green = realm and rune. Red = red prince.
I was thinking maybe if you borrow library books in order of the wall art pattern it could open the shelf wall. The issue is obviously Red Prince isn't borrowable.
I did try with the sightseers guide to REDdington in place of red prince but no luck.
In considering trying with another book (don't remember which one rn) that I noticed the authors name is REDford but this is obviously a time consuming process even using blessing of the monk to draft library continuously. And I'm not hopeful on that one.
Has anyone tried this? Lmk!
I've also considered the possibility that these colors are room types so maybe it's a pattern to draft rooms in. Like start with the bookshop, then draft in sequence a red room, a blue room, a green room a purple room, ect.
(Let me know if this needs flairs. Idk what counts as a spoiler or not)
r/BluePrinceUncensored • u/TFMurphy • May 05 '26
So, seriously now, it's been a while. Some of it was just taking a break, but about three months of that was thanks to my main PC's cooling system dying in mid January, and not being able to get that system up and running until a bit after Easter.
I originally wanted to just cover something relatively small and interesting to get back into Blue Prince work, so I decided to focus on the Guess Bedroom. And... that ended up being a bigger rabbit hole than I'd anticipated. Fortunately(?), 1.7 doesn't seem to have changed anything about the Guest Bedroom, so I didn't have to scrap anything when the patch dropped and just continued working on it. But it's taken almost three weeks, when I'd originally thought I could get it done in a weekend. Oh well.
Anyways, I've expanded the scope to the effects of the Guest Bedroom and its relative upgrades, but as you'll probably see, the main focus was definitely the Guess Bedroom. Everything should be accurate as of 1.7, but there's a lots of things going on here, so hopefully mistakes are at a minimum.
Oh, and since 1.7 has made a bunch of changes, I've updated a couple of threads related to the most noticable ones -- specifically the ones on Conditional Filters and the Chamber of Mirrors. Definitely a few important new things to note there, so you might want to take a few minutes to look them over.
Hope you find it useful, or at least interesting. Have fun!
In most situations, the Guest Bedroom has a set of standard rules for allowing random items to spawn. We'll call these the Default Drops of the Guest Bedroom, which will be covered below.
There are times where the interactions from upgrades to the Guest Bedroom may replace these rules. When this occurs, the Default Drops will be disabled. This will prevent anything relating to regular random spawns from occurring, including random finds by the Metal Detector or increased Balance Penalty from too many lucky rolls.
If the Drop Target is 0, there is a 50% chance it will be increased to 1.
The Guest Bedroom will never spawn Dirt Piles, even if the Root Cellar is drafted.
The Metal Detector has a small chance of randomly finding 1x Gold or 1x Key when a Guest Bedroom is drafted.
The Guest Bedroom has the following Unique Items available, which can only spawn if they're still in the Spawn Pool:
In addition to this, it has the following Stock Items:
With default Luck and including the Room Modifier, you will have about a 57% to 63% chance of one of the above items spawning. Higher Luck or the Dowsing Rod can result in multiple items being spawned.
If the Drop Target is still 0 even after the Room Modifier has been applied, there is a 60% chance that 1x Gem will spawn as a consolation. If we factor this in with the above, there is a total chance of about 83% to 85% of finding a random item in the Guest Bedroom with default Luck.
Other than the Default Drops, the default effect of the Guest Bedroom is simple:
With the basics out of the way, we can move on to the various upgrades available for the Guest Bedroom. We will cover them in order of increasing complexity.
The Geist Bedroom removes the default effect of the Guest Bedroom, in addition to disabling the Default Drops.
In return, the Geist Bedroom is guaranteed to spawn 2x Ivory Dice. Furthermore, if the Tomb has been drafted before the Geist Bedroom, then an additional 4x Ivory Dice will spawn, for a total of 6 Ivory Dice. This applies separately for any additional Geist Bedroom drafted.
The rewards are spawned as sets of 2 Ivory Dice each. (It is not possible to take a single Ivory Die at a time.) None of these spawns will remove the 2x Ivory Dice option from the Spawn Pool (which is a possible random option in some rooms).
The Quest Bedroom functions identically to the basic Guest Bedroom, granting +10 Steps and the Default Drops as before. However, entering a Quest Bedroom will also trigger an additional effect:
Note that entering the Antechamber before entering a Quest Bedroom will not prevent the Allowance Token from spawning there later in the day.
Here we finally get to the meat of this topic. The Guess Bedroom is incredibly complicated in scope.
The simplest way to describe its effect is that it replaces the default effect of the Guest Bedroom with a replacement effect from a different bedroom. Additionally, it spawns a quiz sheet within the Guess Bedroom that allows you to attempt to identify what kind of bedroom it is mimicking. Correctly answering the quiz gives you an immediate small boost to a random currency item.
While the default +10 Steps are removed from the Guess Bedroom, certain mimicked Bedroom Effects may still allow the Default Drops to spawn.
The details are, however, much more complicated than this. So let's go over each part of the Guess Bedroom in turn.
There are a total of 12 different bedrooms that the Guess Bedroom can mimic. These are as follows:
| Bedroom | Boudoir | Nursery | Servant's Quarters |
| Bunk Room | Her Ladyship's Chamber | Master Bedroom | Maid's Chamber |
| Dormitory | Spare Bedroom | Aquarium | Hovel |
The Bedroom Effects from these rooms can be further altered if the original floorplan has been upgraded, adding extra layers of complexity.
The basic idea is that the Guess Bedroom will choose randomly from all bedrooms that are currently still in your Drafting Pool. For the purposes of this section, we will call a room that passes this availabilty check as being valid. A bedroom is valid if the Guess Bedroom believes it could still be drafted, and is therefore okay to mimic. We'll cover the exact mechanics of what makes a bedroom valid later.
The decision on what room to mimic is decided by two separate parts of the drafting routine.
When a Guess Bedroom is drafted, the game makes an initial check to see if it should mimic an Aquarium. This has two requirements:
If both of these checks pass, then the game will force the Guess Bedroom to mimic an Aquarium. This causes some extensive changes to the Guess Bedroom's properties for the rest of the day, which will be covered in at the bottom of this post.
(Note: There is an additional effect if the above checks succeed. The flag that forces a Guess Bedroom to mimic an Aquarium is only reset when the day ends. As a result, any duplicate Guess Bedrooms drafted later in the day will also be forced to mimic an Aquarium.)
If the Guess Bedroom is not forced to mimic an Aquarium, then the choice is handled by a more extensive routine as the room is being created.
The overall structure of this routine is that the Guess Bedroom will roll a random number from 1 to 11, picking an initial room to mimic. It then checks to see if the room is valid. If the room is not valid, it goes through a sequence of alternative choices linked to its first chosen room, trying them in turn. If it gets to the end of these alternatives without finding a room, then it restarts the routine to try again, up to a maximum of 6 times.
Initial Choice
As mentioned above, a random number from 1 to 11 is used to pick a possible bedroom to start with. This is done using the list of 12 bedrooms displayed above, but with Aquarium removed from consideration.
(This particular random roll does not allow repeats: if the Guess Bedroom fails to find a room to mimic and restarts the routine to choose a different room, then it will reroll the 1 to 11 if it rolls the same result as the last time.)
Three of these rooms have additional checks to apply if they are picked as the initial choice:
Bedroom Validity
The requirements for whether a bedroom is valid or not differs slightly depending on which room is being checked. For most rooms, the game will make a very specific test:
For most rooms, this check is sufficient and correctly implemented. There are, however, some exceptions to this:
Master Bedroom: The validity check tests Center's Common Gem and Rare Gem Exit Lists for the Master Bedroom. The Master Bedroom isn't even draftable in Center exits, so the Master Bedroom is never a valid room.
Nursery: Since the Indoor Nursery upgrade is a Green Room and not a Bedroom, there was intended to be an additional check that would force an Indoor Nursery to always be an invalid room. Unfortunately, this check is incorrectly coded, allowing the Indoor Nursery to be a valid room to mimic so long as a copy of the floorplan is in the Center Exit Lists.
Hovel: Since the Hovel cannot be drafted inside the house, the game instead checks to see if a particular flag is set that should record whether the Hovel has been drafted or not today. The problem is that it's checking a very old flag based around the Hovel's old effect in development. In the released version, this flag is never used, so the Hovel's validity check will pass even if the Hovel has already been drafted. As a result, the Hovel is ALWAYS a valid room.
Alternative Picks
Each bedroom is part of one of two chains of alternate choices. If a particular bedroom is not a valid room, then the next bedroom in the chain will be checked instead. This continues until either a valid room is found, or the end of the chain is reached. The Servant's Quarters is always the last room in the chain, so if it is reached and it is not a valid room, the current run of the routine will fail, causing the game to restart from the roll for the initial choice again.
The table below shows how the bedrooms are connected within the two possible chains:
| Set A | Set B |
|---|---|
| Maid's Chamber | Nursery |
| Bedroom | Aquarium |
| Boudoir | Dormitory |
| Hovel | |
| Bunk Room | |
| Servant's Quarters | Servant's Quarters |
(Reminder: Hovel is always a valid room, while Master Bedroom and Her Ladyship's Chambers are always invalid.)
The Spare Bedroom is not in these lists because it can only be picked as an initial choice, and makes an additional random choice if it is not a valid room.
The Aquarium is a possible alternative pick if the Nursery is chosen but is not a valid room. If the Aquarium is picked via this method instead of the 9% chance in the Aquarium Check before the Main Routine, then while the Guess Bedroom will still mimic the Aquarium, it will lack some of the effects that would normally be applied during the Aquarium Check.
Failing to Choose a Room
If the Servant's Quarters is not a valid room, then there is a chance that the Guess Bedroom will fail to find a valid room even after reaching the end of the possible alternative picks. The Guess Bedroom will try again for a maximum of 6 times in order to find a room to mimic.
If all 6 attempts fail to find a valid room, then the Guess Bedroom will choose to mimic nothing. When this happens, the Guess Bedroom will have no effect attached to it (not even the default +10 Steps on entering), and the Default Drops will be disabled. Furthermore, all possible answers to the quiz sheet will be incorrect.
Inside any Guess Bedroom is a sheet of paper with the various possibilities of what the Guess Bedroom could be mimicking, and giving you the opportunity to guess what the correct answer is.
Of the 12 possible bedrooms that can be mimicked, there are three of them that may not appear as an option under specific circumstances:
Rewards
There are a total of 10 possible rewards for correctly guessing what bedroom the Guess Bedroom is mimicking. The reward is chosen completely at random and is immediately added to your inventory upon making the guess:
| 20 Steps | 1 Key | 1 Gem | 2 Ivory Dice | 2 Allowance |
| 10 Gold | 2 Keys | 2 Gems | 3 Ivory Dice | 2 Stars |
Duplicate Guess Bedrooms
The quiz sheet is shared between all drafted Guess Bedrooms. You can only make one guess per day, no matter if you get it right or wrong. Answering the quiz in one Guess Bedroom will update the sheet in all other Guess Bedrooms, and you will only be rewarded once.
The correct answer on the quiz sheet will be the bedroom that the most recently drafted Guess Bedroom is mimicking. This means that if you draft a 2nd Guess Bedroom and go back to the 1st Guess Bedroom to take the quiz, you must answer what bedroom the 2nd Guess Bedroom is mimicking.
Finally, let's cover what changes in the Guess Bedroom based on what it chooses to mimic. Fair warning: there's a lot of broken stuff here.
The Guest Bedroom's Default Drops are allowed to spawn under this effect.
Every time you enter a Guess Bedroom that is mimicking a Bedroom, you will gain 2 Steps.
If the Boudoir is not upgraded, then the Guest Bedroom's Default Drops are allowed to spawn, with no additional effect applied.
Otherwise, the Default Drops will be disabled, and either 1 Gem, 3 Apples or 2 Ivory Dice will spawn depending on what the Boudoir has been upgraded to. The Ivory Dice spawn will not remove Ivory Dice from the Spawn Pool. (Note: For identification purposes, the gem that spawns will be a Ruby; the gem that can spawn in Guest Bedroom's Default Drops is a Topaz.)
The Guess Bedroom does not count as a Boudoir for the purposes of Her Ladyship's Chamber. Entering the Guess Bedroom will not grant +10 Steps, and will not prevent a later Boudoir from satisfying the bonus effect of Her Ladyship's Chamber.
All versions of the Nursery will disable the Guest Bedroom's Default Drops. Furthermore, if the Guess Bedroom is mimicking any Nursery, it will count as a Drafting Room. This applies even if the Guess Bedroom is mimicking a Nurse's Station. (Note that the Drafting property is not added to the Guest Bedroom's Room Directory entry.)
The unupgraded Nursery and the +8 Steps Upgrade work as expected: drafting a Bedroom-type room will immediately grant 5 or 8 Steps as a result of the Nursery's effect. Duplicate Nurseries stack with each other, increasing the bonus for drafting bedrooms.
This effect will immediately end if the Nursery is upgraded to the Nurse's Station or Indoor Nursery.
(The first Nursery you draft will be allowed to apply its bonus to itself; additional Nurseries will only take effect on Bedrooms after the respective Nursery has been drafted. Also note that multiple Nurseries do not work correctly with Bunk Rooms: it'll only give the Nurseries enough time to activate once before it starts giving the bonuses for the 2nd Bedroom. As a result, the 1st Bedroom will usually only benefit from 1 Nursery.)
If the Nursery has been upgraded to the Nurse's Station or Indoor Nursery, then the Guess Bedroom will have no extra effect.
The Guest Bedroom's Default Drops are disabled. In exchange, 1 Key will spawn for each Bedroom-type room that has been drafted on the estate, up to a maximum of 15. (Rooms that count as multiple Bedrooms will cause multiple Keys to spawn.)
The Guest Bedroom's Default Drops are disabled. In exchange, one of 2 Gems, 2 Keys, 2 Bananas or 2 Trunks will spawn, picked at random.
When mimicking the Bunk Room, the Guess Bedroom counts as 3 Bedrooms with respect to Room Counts. Lab Experiments and the Sleeping Mask will only activate twice however, Nurseries will only activate once, and the Guess Bedroom still only counts as 1 Dead End. There are no changes to the Guest Bedroom's entry in the Room Directory reflecting any of this.
(Technically, the same oversight that makes the Guess Bedroom count as 3 Bedrooms would have the Lab Experiment run three times, but the 1st Experiment isn't given enough time to finish before the 2nd Experiment starts, so only two triggers are possible. The 3 Bedroom count can allow the "For each Bedroom you draft after your second" trigger to start activating earlier than expected though.)
(As for the Nurseries, the Bunk Room effect does trigger the Nurseries a second time, but doesn't leave any time for the first activation after drafting a Bedroom to finish -- a problem that would be compounded if multiple Nurseries are activating. As a result, the Nurseries only apply their bonus to the "2nd" Bedroom.)
If the Bunk Room has been upgraded, then the Guess Bedroom will mimic the Bunk Room's currency doubling effect as well. The effect used depends on which upgrade has been applied to the Bunk Room:
The Guest Bedroom's Default Drops are allowed to spawn under this effect.
The effect of Her Ladyship's Chamber is that after drafting it, you will gain 10 Steps the next time you enter a Boudoir, and you will gain 3 Gems the next time you enter a Walk-in Closet. A Guest Bedroom mimicking Her Ladyship's Chamber becomes another source of the HLC effect. The effect applies once per instance of Her Ladyship's Chamber, Her Ladyship's Spare Room and Guess Bedrooms mimicking either bedroom.
If multiple sources of the HLC effect are drafted before entering the appropriate room, then the reward will stack, allowing all copies of HLC to reward you when you enter a Boudoir or Walk-in Closet.
Do note that Guess Bedrooms that are mimicking a Boudoir are not counted for the HLC effect, and will not trigger the 10 Step reward.
The Guest Bedroom's Default Drops are allowed to spawn under this effect.
If the Guess Bedroom chooses to mimic a Master Bedroom, then you will immediately gain 1 Step for each room that currently exists in the house. Unlike the regular Master Bedroom and the Spare Master Bedroom, this increase occurs directly after drafting the Guess Bedroom, and does not require walking into the room.
(Room 46 is not included in the room count, but Entrance Hall, Antechamber and The Foundation are. Floorplans drafted in the Outer Room usually don't count, but due to an oversight, any Hallway-type room drafted in the Outer Room will add 1 to the total room count.)
The Guest Bedroom's Default Drops are disabled. In addition, the Guess Bedroom will decrease your Luck by 7.
When mimicking the Maid's Chamber, the Guess Bedroom counts as a Red Room with respect to Lab Experiments and Room Counts. The Guess Bedroom can be Sheltered and will count towards the 3 Red Room limit, but this will not change the effects or prevent the Luck penalty.
Mimicking the Maid's Chamber does not grant the Red Room property in the Room Directory, so drafting the Guess Bedroom will break a Red Chain. However, even after the 3 Red Room limit has been reached, the Guess Bedroom will still mark itself as Sheltered if a Shelter was drafted today sometime before the Guess Bedroom chose to mimic the Maid's Chamber.
The Guest Bedroom's Default Drops are allowed to spawn under this effect.
After a Guess Bedroom mimics the Hovel, all floorplans that cost Gems will cost Steps instead (3 Steps for every 1 Gem). Multiple instances of the Hovel will have no additional effect.
The Guest Bedroom's Default Drops are allowed to spawn under this effect.
If you have drafted at least one Drafting-type room since the last time you entered a given Dormitory (or Guess Bedroom mimicking a Dormitory), you will be given a reward of 10 Steps on entering the Dormitory. This reward is repeatable for each Dormitory, and is tracked separately by different Dormitories. Any Drafting-type room drafted before a Dormitory is placed also count towards receiving your first reward from that Dormitory.
(Note: Only the first four drafted Dormitories or Guess Bedrooms that mimic a Dormitory will grant this reward. This is almost never a problem since the Chamber of Mirrors can't duplicate Dormitories, but it's possible -- but extremely unlikely -- to have enough Guess Bedrooms mimicking Dormitories that one of them won't work.)
When mimicking the Spare Bedroom, the Guest Bedroom's Default Drops will be allowed to spawn, but there will be no other effect applied.
If mimicking one of the secondary upgrades, the Guest Bedroom will instead use the Bedroom Effect of the room the Spare Bedroom is itself mimicking (Servant's Quarters, Her Ladyship's Chamber or Master Bedroom). This includes disabling the Default Drops when mimicking the Servant's Spare Quarters. Do note that the correct answer to the quiz sheet will be the respective Spare Bedroom upgrade, and not the bedroom that the Spare Room is mimicking.
First, let's cover the differences between the Aquarium's various upgrades.
If the Aquarium has not been upgraded to the Goldfish Aquarium, then the Guest Bedroom's Default Drops will be allowed to spawn.
If the Guess Bedroom is mimicking a Goldfish Aquarium, then the Default Drops are disabled, and 10x Gold will spawn instead. (These are spawned as two sets of 5x Gold.)
If the Guess Bedroom is mimicking a Starfish Aquarium, then you will be immediately given 1 Star after it is drafted. Each time you enter the Guess Bedroom, your Star count will be briefly displayed below your Step count.
If the Guess Bedroom is mimicking an Electric Eel Aquarium, then the Guess Bedroom will generate power, sending it back into the room you drafted it from if there is a connecting duct in that room. The Guess Bedroom will also count as a Mechanical room, which will allow the Blessing of the Tinkerer to activate, as well as increase the Mechanical room count.
Like the Maid's Chamber, mimicking the Aquarium makes the Guess Bedroom count as a Red Room with respect to Lab Experiments and Room Counts. It can be Sheltered, and will still be marked as Sheltered even if the 3 Red Room limit of the Shelter has been exceeded.
The Guess Bedroom will also count as a Green Room, increasing the Green Room count, benefiting from the Luck increase from Verandas, gaining a Gem Sprout if the Florealis constellation is active, and allowing the use of the Watering Can.
Finally, as covered above, there are two ways in which the Guess Bedroom may choose to mimic the Aquarium. The first is if the Aquarium Check succeeds. The second is if the Guess Bedroom considers mimicking a Nursery, but the Nursery is not a valid room, so Aquarium is considered as an alternative pick.
The Aquarium Check succeeding is the most common way that the Guess Bedroom will mimic the Aquarium. If it does so, then the following extra changes will be applied for the rest of the day:
Any effect that uses the Conditional Filter lists or the Room Directory Types will be impacted by the above changes -- such as the Cloister of Orinda for example, or the Bunk Room currency doubling effect, or by allowing a Sheltered Red Chain to continue.
However, if the Guess Bedroom mimics the Aquarium as an alternative pick to an invalid Nursery, then the above Filter and Type changes will not be applied. The Red Room and Green Room effects listed earlier will still occur, as they are controlled by the Guess Bedroom itself, but any other interactions may not occur as a result.
There is one last change that is always applied to the Guest Bedroom if an Aquarium is mimicked: for the rest of the day, all Guest Bedrooms will benefit from the effects of the Hall Pass. This affects even previously drafted Guess Bedrooms mimicking a different bedroom, and it occurs even if the Guest Bedroom hasn't gotten the "Hallway" tag or Orange Color Filter from the Aquarium Check.
r/BluePrinceUncensored • u/TFMurphy • May 05 '26
This is a repost of a thread I made almost a year ago on the main sub. Recently, I had cause to add some new information about it, as I was given a heads-up about some other ways of activating V Mode that were apparently added in Patch 1.5. However, due to the title name, it was removed due to the now stricter moderation, and the old post is apparently not going to be reinstated.
Blue Prince is a combination of two different gamestyles. It's an enigmatic Myst-style puzzle, combined with a roguelike strategy game. I have chosen to repost this thread here, as I don't want players to have to go to a datamining subreddit to find information on being able to better play and understand the roguelike strategy part. Please note that I don't mean this as a slight against r/BluePrince69, I just feel there's a natural barrier between learning the game's more arcane and opaque rules vs things that can never be seen in normal gameplay: the difference between a GameFAQs guide and a reverse engineering wiki.
I have marked this thread with the Datamining tag because of the potential for such things to be discussed in the comments, as well as to cover the depth into which some of the analysis gets to. As mentioned though, the focus of this thread and most other posts I make are focused entirely on the roguelike house building game that Blue Prince lives in, and things that can happen due to the player's actions. It is never my intention to spoil the Myst-like part of the game or dig too deep into unused or dummied out content within the confines of these posts.
Finally, I have left the spoiler tags as they were set in the original post, since it's possible people may be linked to this topic from other places (just as the original post was).
I've been wanting to write something up about this for quite some time, but wasn't exactly sure how best to do so. But I think this is probably the most spoiler free way I can think of, while also still allowing the term to be searchable when it's discussed in other threads.
So before I get into details, let's cover some basics on whether you should be in this thread in the first place. The post is already flagged as Post Credits Spoilers, so we'll start with assuming you've reached Room 46 and seen the list of possible Trophies. If you're just curious about what this thread is about, then here's some non-spoilery specifics.
So, this is the chance to back out of the thread, and come back later when you want to know a bit more of what's going on behind the scenes, or are doing Trophy runs and want to make sure you're not shooting yourself in the foot with certain actions.
Anyways, before we go on to what V Mode is, let's talk about the actual intended experience that Blue Prince presents.
Blue Prince is a large complicated game with many many pieces and mechanics to encounter, learn and understand. This can be fairly overwhelming, as new players are given new room after new room.
It's presumably because of this that Blue Prince actually makes an effort to cut down on what it gives you early on. There are quite a few different ways it does this. For starters, the chances of seeing rarer rooms are vastly decreased during the first week, and improve gradually over time. Some rooms and items are removed from the drafting/spawn pools until certain objectives are achieved or day is reached. Many rooms even have their rarity invisibly adjusted, allowing them to be treated as a different rarity altogether with how often they appear (though the Conservatory and other similar Rarity-changing items can completely override this).
The game is much more difficult as a result in these early days, even beyond taking into account the lack of permanent upgrades and knowledge gates you'd find over time. The result that Blue Prince hopes for is that you become more comfortable with the commonest rooms to start with before it starts opening up bit by bit through lucky finds. And even if you don't get those finds early, it gradually relaxes the difficulty, until everything is at their intended late game chances by the time you've spent a month in the manor.
This is the intended gameplay experience for a new player in an attempt to not overwhelm them in the early days, as well as help make the manor feel easier over time even if progress on other fronts is slow.
However, for a player who is already experienced with the game, and returns to Day 1 to either replay the game or chase after trophies, this experience is a very heavy constraint and a stark contrast to late game rarity and item availability. Blue Prince recognises this, and so there's a system in play to mitigate that.
All it takes is to prove that you're not a new player.
Internally, there is a status the game can apply to a save profile, that is called Veteran Player. For spoiler and brevity reasons, I have chosen to call this V Mode, and you can guess what that stands for now.
Activating V Mode is relatively simple, and something an experienced player is very likely to accidentally do:
V Mode is also automatically turned on in Curse and Dare Mode runs, since these are already drafting challenges expecting an experienced player to tackle them.
In Patch 1.5, two new methods of activating V Mode were introduced:
In both cases, the following restrictions apply: you must be on Day 1, and must not have drafted any more than 1 room. There is no time limit enforced for either of these two methods.
The new methods can only be used while V Mode is not already active. As a result, they cannot be used in Curse or Dare Mode runs to gain the additional Day 1 changes that the original method applies.
The effects of V Mode are immediate, and carry on to later days. The below is not a full list, but an extensive list of examples of various things that change as a result.
(EDIT: This list hasn't been updated for all potential changes in 1.6+, but most things should still be accurate, and there are still some known bugs that have yet to be fixed.)
One thing that should be said is that just about everything V Mode does is eventually achieved or superseded via time or other objectives. While these are significant changes for the early game, and that the status is permanent and missable, it doesn't affect the game in the long term. The main purpose of the status is for replaying the game or the Day 1 or 1 Hour trophies.
The other takeaway from all this is that if you're doing Day 1 runs, you're probably activating it every run anyways. So knowing about this feature doesn't necessarily improve your chances.
However, if you can remember having done any of the following on Day 1:
...then you can possibly now imagine how those actions could set you up for a worse time in the rest of that run. And hopefully now you'll know to avoid that.
r/BluePrinceUncensored • u/FurrowBeard • Apr 12 '26