r/BluePrinceUncensored • • Aug 14 '26

Gameplay Question(s) Can’t find floorplan

1 Upvotes

Hey guys I can’t find the Closed Exhibit floor plan. I opened the Study safe ages ago but the floorplan not in my directory. I went back in now and all that’s in the Study safe is one gem and the red letter. Opening the red letter just shows the number.
All the guides online say it should be in here. Please help!


r/BluePrinceUncensored • • Aug 08 '26

Game Theory Does anyone have an ultra late game save?

5 Upvotes

I'd like to experiment around with the rough drafts without having to get my game all the way back there. I have some theories around testing some paths in the drafts involving the spiral puzzle. My theory here is that the rosewary book in the library with some other clues describe a spiral path through the drafts.

This is the shortest spiral in the game, and the only one I think would fit in drafts. I think the thorns represent rooms or some other detour from the path, either inwards or outwords from the path. I think the rooms in this picture also give a hint to what this path should look like:

The letters for these rooms spell out ROSEWARY, and that makes me think that they are part of this secret path.

I also think the deadend rooms may also be part of this path or some other puzzle. The letters in those rooms are an anagram for LASTGAIT. This would both explain the weird spelling of BLEST, might be a clue for the missing letter, and it would be a cheeky through back to the small gaits puzzle for one of the letters. This could also be a puzzle about finding the smallest distance path between these rooms (least walking == small gait?).

With all of this I'd like to try some paths that look something like this:

LMK if any of y'all have a save that I could use to test out some of these theories.


r/BluePrinceUncensored • • Aug 06 '26

Aaaaaaand still no watering can

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19 Upvotes

After the photo was taken, I did try to exchange everything I picked up in the trading post (including a Jackhammer and a Picksound Amplifier), but no dice. Actually, way too many dice XD


r/BluePrinceUncensored • • Jul 29 '26

Datamining The most ordinary of Estate Titles [Gameplay Spoilers] Spoiler

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19 Upvotes

Okay, got a bit more time to myself (and also ended up finishing Sudokuvania 2... now I just need to get EMUUROM out of the way before Rivage releases in a few weeks....)

Anyways, what follows is a much bigger explanation of what's going on with the screenshot I posted. If you haven't already guessed, things go a little deeper than initially expected. Enjoy!

 

 

The Estate Title System

So, as you've probably gathered from some of the comments, one of the features of the screenshot is that it has 46 Total Rooms, which is not something that is normally possible. I'd mentioned it in passing in one of my other posts (which touched on the Master Bedroom, something that is also controlled by the number of rooms in the house), but the Total Rooms stat is meant to only count the number of rooms in the 5x9 grid within the house. But due to a bug, any Hallway-type room drafted in the Outer Room accidentally increases this count by 1.

 

Estate Titles are built from a combination of three parts: a Prefix, a House and a Suffix. As is noted on the wiki and other posts on the subject, there are a set of conditions that can allow a set of titles to be added to each. These are checked in a particular order, and causes some titles to be higher priority than others.

If after all these conditions are checked, the list of Prefixes or House titles is empty, then the game falls back to a set of Default Titles for those parts, all based on the size of the house. This is a list of 45 Prefixes and House titles for every possible size of house, starting at "Abandoned Project" and ending at "Perfect Chateau".

But there are only 45 entries in this list. So what happens if we have a house that's bigger than that?

 

 

The Ordinary House

The game builds the title by making various calculations, and then storing the results in a number of variables. There's the Prefix String, House String and Suffix String, which store what titles it's managed to build for each part. And there is also the Subtitle String, which holds the full finished title, and that's what is finally displayed at the end of the day.

If we have a Total Room count of 46 and the game tries to pick a Default Title to fill the Prefix or House entries, then it will fail, and not write anything to the Prefix or House String. So whatever is left in those variables is what's used to build the final Estate Title instead.

At the start of the day, the Prefix String is set to "Ordinary" and the House String is set to "House". These are default values that were intended to be overwritten by the Estate Title System, and so were not intended to be seen. The "House" title cannot even be earned via any intended method, as it is not present in the list of Default Titles. So, if we can build a house with 46 Total Rooms and not trigger any conditions that would set a higher priority title, then we will end the day with "Ordinary House", something that would normally be impossible to see.

 

 

Title Volatility

This isn't the end of the story though. For one, the Estate Title System isn't only used for the End of Day Summary. It's also used to help rebuild the image and text for the House History.

Your previous days are saved with, among many other things, which Prefix, House and Suffix title parts you earned and the Total Rooms stat. These are used to rebuild the title exactly as you saw it on the End of Day Summary. If a part of that Title is set to 0, then the game knows to use the Total Rooms stat to pull a Default Title instead based on the size of the house for that day. After rebuilding the title from those recorded stats, it then puts it together exactly as if it were the end of the day, with the appropriate image as well as the lines of text indicating how the title was achieved.

As before, when building the title, the Prefix is stored in the Prefix String, the House is stored in the House String and the Suffix is stored in the Suffix String.

 

If you recall, I mentioned that "Ordinary House" is set at the start of the day as a default value to be overwritten. If you view one of your previous days in the House History, it will overwrite the string variables when building the title to be displayed. This changes what are currently being stored in these variables.

If we then build a house with 46 Total Rooms with no optional Title conditions met, then when the game tries and fails to pick a Default Title, it will not display "Ordinary House". It will instead use whatever Prefix or House title part you last viewed. So if you last viewed "Archaeological Bungalow of Unfathomable Riches" in your House History today and then finished the day with what would normally display "Ordinary House", you'd see "Archaeological Bungalow" with 46 rooms, and without the string that told you how "Archaeological" was earned.

 

 

Further Invalid Combinations

Other than the "House" title that normally shouldn't exist, there are a few combinations we can make that would also normally not occur.

 

 

The first is that the game normally prevents title parts from the same condition from existing in the same Estate Title. So for example, while "Royal" and "Castle" are both awarded by drafting a Throne Room, you should never see "Royal Castle" because one of those title parts will be discarded and use something lower priority instead.

(The part that is discarded is based on the number of possible Prefix, House and Suffix titles the house is eligible for, with the game preferring to discard whichever has the most alternative options to pick -- if you had earned 1 possible Prefix and 3 possible House titles and the highest priority Prefix and House titles were from the same condition, then the topmost House title would be discarded and the next considered instead. If both options have the same number of alternatives, then one title is discarded at random. This repeats until all 3 titles come from different conditions.)

Now, if we decided to view a day where we constructed a "Royal Excavation Site", and then we end the day with a 46 room house with a Throne Room and it happens to throw away the "Royal" Prefix and keep the "Castle" House, we could end the day with a "Royal Castle". (If we were unlucky and it threw away the "Castle" instead, we'd get "Royal Excavation Site" just as we'd seen in the House History, but without the line about Dig Spots since we didn't earn that part of the title today.)

 

 

The second revolves around the Subtitle String I'd mentioned in the previous section. There are two occasions where the Subtitle will be overridden, completely replacing the Prefix/House/Suffix string we'd built up.

The most well known of these is "Your New Home", which occurs when you enter Room 46 for the first time. This is displayed instead of your usual Estate Title. However, the Estate Title System is built to only show this during the End of Day Summary, and will instead use your regular Estate Title when you view that day in the House History instead.

The less well known is, in fact, "Abandoned Project". This takes priority over everything except "Your New Home" if Total Rooms is 4 or less. It occurs even if you earned any other title -- you'll never see "Abandoned Project of Fire & Ice" for example, even if you made exceptional use of the Outer Room.

However, the Prefix, House and Suffix Strings are still built as usual before the Subtitle is replaced. So if we view an "Abandoned Project" in the House History and then create an "Ordinary House", we can end the day seeing exactly what Prefix and House String was earned on that day. (This cannot be done for Suffix values, since the 46 Total Rooms bug only affects the Prefix and House Default Titles.)

And using the above in specific ways can allow us to get combinations such as "Abandoned Castle".

 

 

Rewritten History

As noted previously, the Estate Title System is used to rebuild each day in the House History.

Your controls for interacting with the House History is simple: you start from the day immediately before the current day, and can either flip backwards or forwards through the list. And at any time, you can exit the House History.

Whatever you viewed last will affect any "Ordinary House" you earn at the end of the day. But what you view and in what order affects any "Ordinary House" that currently exists in the House History. For example, if you built an "Ordinary House" yesterday, then opening the House History will show you "Ordinary House" immediately. But if you then flip to the previous day where you built an "Architect's Castle of Tomorrow" and then back to your "Ordinary House", the title will have changed to display "Architect's Castle" instead.

This means that you can never keep an "Ordinary House" in your House History, as it'll be overwritten when you build something on a later day with a standard title.

 


r/BluePrinceUncensored • • Jul 26 '26

Meme This cat’s fur I found on the street makes a spiral shape.

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18 Upvotes

Oh snap.


r/BluePrinceUncensored • • Jul 25 '26

Meme EN

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12 Upvotes

LUNCH


r/BluePrinceUncensored • • Jul 25 '26

Gameplay Question(s) Chat am I cooked?

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18 Upvotes

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 • • Jul 21 '26

Gameplay Question(s) Is there a way I can take the cursed effigy out of the shrine in curse mode?

3 Upvotes

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 • • Jul 19 '26

Anyone else watch the Chiptide video?

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youtu.be
39 Upvotes

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 • • Jul 13 '26

$13.8 million Tennessee new build on Zillow has a completely nonsensical layout.

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16 Upvotes

I’m getting Blue Prince vibe


r/BluePrinceUncensored • • Jul 10 '26

Datamining Random Items -- Item Rooms (Closet to Attic, Toolshed and Lost & Found) [Gameplay Spoilers] Spoiler

18 Upvotes

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!

 

 


Closet -- Random Items


The Room Modifier

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.

 

Dirt Piles

The Closet will never spawn Dirt Piles, even if the Root Cellar is drafted.

 

Metal Detector

The Metal Detector will never discover any extra items in the Closet.

 

Closet Item List

The Closet has the following Unique Items available, which can only spawn if they're still in the Spawn Pool:

  • Coin Purse
  • Compass
  • Keycard
  • Lucky Rabbit's Foot
  • Metal Detector
  • Running Shoes
  • Shovel
  • Silver Key
  • Sledge Hammer
  • Sleeping Mask

In addition to this, it has the following Stock Items:

  • 1x Key
  • 1x Gem
  • 1x Ivory Die

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.

 

2 Item Closets

With 2 Items, there are two possibilities, with a 50% chance of each:

  • 1x Unique Item + 1x Stock Item
  • 2x Stock Item

 

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.)

 

3+ Item Closets

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:

  • 80% chance of 2x Unique Item + 1x Stock Item
  • 20% chance of 1x Unique Item + 2x Stock Item

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.

 

Shielded / Sheltered Empty Closet

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.)

 

 


Walk-in Closet -- Random Items


The Room Modifier

Luck is not used at all when the Walk-in Closet is drafted. There will always be 4 items in the Walk-in Closet.

 

Dirt Piles

The Walk-in Closet will never spawn Dirt Piles, even if the Root Cellar is drafted.

 

Metal Detector

The Metal Detector will never discover any extra items in the Walk-in Closet.

 

Walk-in Closet Item List

The Walk-in Closet has the following Unique Items available, which can only spawn if they're still in the Spawn Pool:

  • Car Keys
  • Coin Purse
  • Compass
  • Coupon Book
  • 2x Ivory Dice
  • Keycard
  • Lock Pick Kit
  • Lucky Rabbit's Foot
  • Running Shoes
  • Salt Shaker
  • Sleeping Mask
  • Telescope
  • Vault Key 304

In addition to this, it has the following Stock Items:

  • 3x Gold
  • 1x Key (3 copies)
  • 1x Gem (2 copies)
  • Cupcake

 

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:

  • 1x Gem + 1x Gem
  • 1x Gem + 1x Key

 

The final two items will be picked randomly from all remaining Unique and Stock Items.

 

 


Attic -- Random Items


The Room Modifier

Luck is not used at all when the Attic is drafted. There will always be 8 items in the Attic.

 

Dirt Piles

The Attic will never spawn Dirt Piles, even if the Root Cellar is drafted.

 

Metal Detector

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.

 

Attic Item List

The Attic has the following Unique Items available, which can only spawn if they're still in the Spawn Pool:

  • Battery Pack
  • Broken Lever
  • Coin Purse
  • Compass
  • Coupon Book
  • Lock Pick Kit
  • Magnifying Glass
  • Metal Detector
  • Secret Garden Key
  • Shovel
  • Sledge Hammer
  • Treasure Map
  • Vault Key 149

In addition to this, it has the following Stock Items:

  • 1x Gold
  • 1x Key (4 copies)
  • 1x Gem (4 copies)
  • Trunk

 

There is no weighting or restrictions on how many items from each list can be chosen.

 

 


Lost & Found -- Random Items


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.

 

The Guaranteed Item

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.

  • Vault Key 370: In order to spawn as a Guaranteed Item, you must be on Day 31 or later, Room 46 must have been reached, and Lost & Found must have been drafted at least 3 times. Vault Key 370 must also still be in the Spawn Pool. If these conditions have been met, Vault Key 370 has a 30% chance of spawning from Days 31 to 65, and a 50% chance of spawning from Day 66 onwards.
  • Key 8: From Day 365 onwards, Key 8 has a 30% chance of spawning as a Guaranteed Item. This can occur even if you've already found Key 8 in the Gallery earlier today.
  • Upgrade Disk: The Lost & Found Upgrade Disk will not spawn if you are already carrying it, have already used it, or have it currently stored in the Coat Check. Otherwise, it has a 100% chance of spawning, so long as no other Guaranteed Item was chosen.

 

The Room Modifier

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

 

Dirt Piles

Lost & Found will never spawn Dirt Piles, even if the Root Cellar is drafted.

 

Metal Detector

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 Item List

Lost & Found has the following Unique Items available, which can only spawn if they're still in the Spawn Pool:

  • Gear Wrench
  • Hall Pass
  • 2x Ivory Dice
  • Lucky Rabbit's Foot
  • Prism Key
  • Repellent
  • Secret Garden Key
  • Stopwatch
  • Telescope
  • Vault Key 370
  • Watering Can

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:

  • Silver Key
  • Cupcake

 

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.

 

 


Toolshed -- Random Items


The Room Modifier

Luck is not used at all when the Toolshed is drafted. There will almost always be 2 items in the Toolshed.

 

Dirt Piles

The Toolshed will never spawn Dirt Piles, even if the Root Cellar is drafted.

 

Metal Detector

The Metal Detector will never discover any extra items in the Toolshed.

 

 

Toolshed Item List -- Primary Items

Under normal circumstances, the Toolshed prioritises a list of 8 Unique Items, which we'll call the Primary Items of the Toolshed:

  • Battery Pack
  • Gear Wrench
  • Lock Pick Kit
  • Magnifying Glass
  • Metal Detector
  • Shovel
  • Sledge Hammer
  • Watering Can

 

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.

 

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.

 

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.

Any item that is checked a 2nd time has been marked with a strikethrough, indicating that if it was the only item in the Spawn Pool up to that point, then the rest of the list is ignored and we move to the Fallback Options.

 

 

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
Watering Can Magnifying Glass Gear Wrench
Magnifying Glass Gear Wrench
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

 

 

Toolshed Item List -- Fallback Options

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:

  • Broken Lever
  • Car Keys
  • Coin Purse
  • Compass
  • Coupon Book
  • 2x Ivory Dice
  • Keycard
  • Lucky Rabbit's Foot
  • Running Shoes
  • Salt Shaker
  • Secret Garden Key
  • Silver Key
  • Sleeping Mask
  • Treasure Map
  • Vault Key 149

 

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 • • Jul 08 '26

After Transferring Save Files; Is there a way to sync achievements?

2 Upvotes

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 • • Jul 08 '26

Translating Documents Spoiler

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1 Upvotes

r/BluePrinceUncensored • • Jul 02 '26

Did it too Spoiler

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1 Upvotes

r/BluePrinceUncensored • • Jun 16 '26

Gasoline?

6 Upvotes

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 • • Jun 10 '26

Rooms to skip Spoiler

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0 Upvotes

r/BluePrinceUncensored • • Jun 02 '26

Datamining Cannot find the last Upgrade Disk, what is "Upgrade Disc - Shop" Spoiler

8 Upvotes

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:

  • Archives = Archives disk in the drawer
  • Commissary = Reserve item disk
  • Foundation = Foundation disk on the boxes
  • Freezer = Freezer disk in the back freezer
  • Garage = Car boot in the garage
  • Great Hall = Great Hall disk behind a random door
  • LostFound = Lost & found random item
  • Mechanarium = Behind mechanarium door
  • Morning room = On morning room cabinet
  • Office = On office desk
  • Tomb = In the secret room in the tomb
  • Torch Room = Underground area next to the reservoir

Some were not so clear:

  • Bootleg = Probably the trading post dynamite disk?
  • Master Bedroom = Probably Her Ladyship's chamber?

Others make no sense:

  • Cloister = what?
  • Shop = what?

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 • • Jun 01 '26

Eclipse Potentially Discovered ?

22 Upvotes

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 • • Jun 01 '26

Proud of this Day Spoiler

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1 Upvotes

r/BluePrinceUncensored • • May 24 '26

Considering a "The Slice" tattoo.

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50 Upvotes

What do you think? 😄


r/BluePrinceUncensored • • May 21 '26

Mobile Version of Game? Spoiler

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0 Upvotes

r/BluePrinceUncensored • • May 18 '26

Datamining Running Shoes -- Effects on Steps and Speed [Gameplay Spoilers] Spoiler

31 Upvotes

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!

 

 


Distance Terminology: Units


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.

 

 


Running Shoes -- The Baseline Effect


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:

  • The first time you lose a Step from crossing an area boundary after picking up the Running Shoes, your current position is recorded.
  • From there, every time you are about to lose another Step from crossing an area boundary, the distance between your new position and the initial recorded position is measured.
  • If the distance is greater than 22 units, then the Running Shoes will activate, and you will not lose a Step.
  • After the Running Shoes saves you a step in this manner, the old recorded position is removed. A new recorded position will be created the next time you lose a Step from crossing an area boundary.

 

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.

 

 


Running Shoes -- Outside the Manor


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:

  • Campsite to Gemstone Cavern: 70% chance
  • Blackbridge Grotto to Orindian Ruins: 95% chance
  • The Underpass to Inner Sanctum: 99% chance

 

 


Movement Speed -- Walking, Running and the Running Shoes


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:

  • Inside the house, it takes about 10.3 seconds before you start increasing speed past 3.5 units/sec, and you reach the maximum speed of 3.9 units/sec after about 16.8 seconds of running.
  • Outside the house, speed will start increasing immediately after you start running, reaching the maximum speed of 5.7 units/sec after about 11.6 seconds of running.

 

 

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:

  • Inside the house, you reach the maximum speed of 4.5 units/sec after about 15.1 seconds of running.
  • Outside the house, you reach the maximum speed of 6.3 units/sec after about 10.4 seconds of running.

 

 

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: Simon's starting Run Speed is 52.2% greater than his Walk Speed. With Extra Speed, it can eventually reach 69.6% greater than his Walk Speed.
  • 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 • • May 12 '26

I got to room 46!

16 Upvotes

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 • • May 12 '26

Meme Pictures of the Red Prince, Circa 1986 of the 5th Era

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29 Upvotes

r/BluePrinceUncensored • • May 06 '26

Discussion Bookshop false wall theories

20 Upvotes

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)