Blue Prince

Blue Prince

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Blue Prince Notes (continuing to add)
By g_lovestv
Everything I've learned from playing and reading guides that I can't find all in one place so I'm putting it in one place.
   
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Intro to Guide
This guide is really just my notes on the game. I haven't found a guide that has everything I'm
looking for so I am putting what I have found in one place for me but also for you. It's a collection of information I've found, seen from content creators, and learned from others help. I'm going to probably keep updating as I continue to learn. This is really a stream of consciousness as well so sorry if things don't make perfect sense or if there are a lot of run on sentences. Theres a lot more then I will probably ever find and theres a lot more than there is now.

Everything I'm writing down is just my experience. I think one of the best parts of this game is there are so many different paths and ways to play. I just really love this game lol.
Codes and Passwords
Passwords
Terminal Passwords:
You will have to repeat these passwords each time you want to "log in"
Network - Swansong
Admin Key -

RevaD has been deavtivated

Codes
Safes:
Safe codes are always dates and should stay open after you enter the code once
Boudoir - 1225
Study - 1208 or 128
Office - 0303
Drawing Room - 0415

Other Codes/Passwords:


Apple Orchard Padlock - 1128
You can find this in the darkroom on a photo of the apple orchard with the magnifieglass
Red Letters
There are 7 red letters you can collect as far as we know. In one of the readings from Alzara's fortune tells us there are 8 but we will only ever read 7. All of them are in safes with dates as the code (for the most part) to open. Most are really easy to get but I'd say two are kinda difficult.

The red letters can be found...

Behind the Red Door - #1
I haven't gotten this one yet but basically you need to go the the Boiler Room and direct power to the red box there and a blue light should light up in the bottom left of said box. This will then allow you to open the Red Doom that you can access through the side tunnel on your way to the Inner Sanctum. From there you need to spin the gears into the right place to reach the letter. There is then a padlock I believe with a code MAY8


Study - #2
There is a big safe by the door. The code can either be 128 or 1208

Who knows where letter 3 is. It seems like maybe it was in the shed in the apple orchard because there is a stand for one of the red gems on the floor. The theory is the old gardener took it out of anger.












Boudoir - #4
When you walk behind the couch and the room divider there is a safe. The code is 1225 referring to Christmas, a hint you can get from the photo on the mirror.

Drafting Room - #5
On one of the tables there is a diorama of a room with a small safe. If you click on the safe you can the type the numbers in. The code is 0811 which you can learn from a calendar in the room. You have to use the magnifying glass to type in the numbers for the code as well as read the letter inside. This is the only one that doesn't have a red gem as far as I know.








Drawing Room - #6
There is a safe hidden behind a painting. Facing the fire place pull the left candle holder of the left candle holder and this will reveal the safe behind a painting to your left. This is hinted at in the photo on the easel. The code is 0415.





Bunker - #7
This is the hardest things I've had to do in this game lol. It's best to do this one early in your game play as well as the time of your day. This one doesn't have a number code. First things first, you need to be able to draft the outer rooms. (See Garage section). You then need to draft the Bunker. When you go down the steps there is a time locked safe and a terminal. When you open the terminal there is a prompt to set unlock date, click on that. You then need to set the date to the in game date and time. You can find the date by adding seven days to the day of your run. The first day you are at the estate is November 7th and you always start at 8:00am. That means day two is the 8th, day three is the 9th and so on.
For example day 49 of your run is Christmas in game.
You then need to put a time you want the safe to unlock in. This time has to be at least an hour after the current time and has to be on the hour. You can check the current time from almost any clock in the estate, the one in the Entrance Hall works. So if you go and check the clock and it says 8:45am you need to at least set it to 10:00am because 9:00am isn't an hour ahead and you can only do on the hour so theres no 9:45am. I honestly suggest setting it to 2 hours after the current time because it gives you a chance to mess up so like the clock says 11am set it for 1pm. You then have to wait irl time for the in game time to progress. This can take a while so you can work on your drafting of the estate while you wait or go do some chores irl. Once it reaches the time you've put in you have 4 in game hours to get to the safe so you don't have to be waiting there when it opens. This took me an embarrassingly long time to do so it's okay if you have to do it a few times.

Office - #8


There is a safe hidden under one of the busts. In the drawer on the right side of the desk there is a dial and when you press it the safe will be revealed. The code is 0303.
Contraptions
There are 8 contraptions you can making in the Workshop. Building all 8 of these is an achievement.

Compass + Battery Pack = Electromagnetic Magnet

Coin Purse + Lucky Rabbits Foot = Lucky Purse

Lock Pick + Metal Detector = Pick Sound Amplifier

Magnifying Glass + Metal Detector = Burning Glass
There are a few places where you can light candles with this it can also be used to melt things in the freezer.

Shovel + Metal Detector = Detector Shovel

Shovel + Compass = Dowsing Rods

Shovel + Battery Pack + and Broken Lever = Jack Hammer
You can use this to get better stuff from dig spots but also to get a berried key in to Patio.

Sledgehammer + Battery Pack + Broken Lever = Power Hammer
You can use this to break breakable walls.
Two Paintings Puzzle


This puzzle will take a while and a lot of runs to solve if you want to do it on your own. You can get clues for how to solve this puzzle from the Study.

Basically in almost every room there are two photos with a one letter difference. The letter that is different is the letter that then correlates to that spot of the map. For instance no matter what room you place in the bottom left that has photos the different letter will always be S. A room that doesn't have photos is the Foundation. When you fill out the rooms with the corresponding letter a message can be found.

Chief - Chef = I
Flight - Light = F

Wheat - Heat =W
Stage - Stag =E

=C
Boat - Bat =O
House - Hose = U
Crown - Crow =N
Plant - Plan =T

Spine - Pine = S
Time - Tie = M
Paint - Pint = A
Flan - Fan = L
Plane - Pane = L

= G
= A
= T
Stage - Stag = E
= S

Tube - Tub = E
= I
Tiger - Tier = G
Chart - Card = H
= T

Card - Card = D
Coat - Cot = A
Tent - Ten = T
= E
Sand - And = S

Crow - Row = C
Tier - Tie = R
Road - Rod = A
Clock - Lock = C
Peak - Pea= K

Plane - Plan = E
Stairs - Stars = I
Bridge - Bride = G
Bath - Bat = H
Cart - Car = T

Dessert - Desert = S
Pray - Pry = A
Face - Ace = F
Pine - Pin = E
Stag - Tag = S

Now what does this mean? Basically the 8 safes with a code or combination is always dates except for when you are counting gates (in the Drawing Room this is what you are doing).
Main Rooms (1-46)
  • Foundation/1
    I'm honestly not sure what triggers this but it will come up with time. This room will stay permanently (theres maybe some way to move it late game) wherever you draft it. i'd suggest putting it closer to the antechamber, row 6 and above. It will make sense once you get to the antechamber. The first time I played I placed it right above the entrance hall and I didn't like that spot personally.

  • Entrance Hall/2
    There is a Microchip in one of the vases on the side of the doorway that leads outside. (See Permanent Additions Outside section).

  • Spare Room/3
    This is one of the rooms you are able to upgrade (See upgrade disk section). This room doesn't really do anything until you upgrade it.

  • Rotunda/4
    It's basically a 4 way hallway that only lets you see two exits at once. It doesn't take any more steps than a normal room.

  • Parlor/5
    This is one of the rooms you are able to upgrade (See upgrade disk section). There are three boxes and one key to start. The key is on the desk.

  • Billiards Room/6
    This is one of the rooms you are able to upgrade (See upgrade disk section). If you are bad at simple math break out the calculator. If you click on the dart board it brings up a puzzle. You learn the rules for this puzzle from a note. (See Billiards Room section)

  • Gallery/7
    There are four paintings you are meaning to title. Each name comes with clues from it's painting. (See Gallery Puzzle section.)

  • Room 8/8
    You can only get to this room when you have the 8 key and you are on the 8th rank and you've run into a locked room. You can get the 8 key from the Gallery after finishing all four titles of the paintings. (See Gallery Puzzle section)

  • Closet/9

  • Walk-In Closet/10

  • Attic/11

  • Storeroom/12

  • Nook/13
    This is one of the rooms you are able to upgrade (See upgrade disk section).

  • Garage/14
    If you have this room then draw the Breaker Box you can turn the power on for the Garage. This allows you to then use the garage door opener next to a door in the Garage. This leads you outside to a path.(See Permanent Additions Outside section)

  • Music Room/15
    This room has a sanctum key (See sanctum key section).



  • Locker Room/16
    It's not worth opening the lockers unless you have a ton of keys or are really curious imo. This letter is the only thing you really find.













  • Den/17

  • Wine Cellar/18

  • Trophy Room/19
    I don't think you are going to see this room until you have reached the 46th room. You can keep track of your achievement progress here.

  • Ballroom/20

  • Pantry/21

  • Rumpus Room/22
    If you have a coin and go to the fortune teller box you can press E when it pops up and you will get a little fortune. I personally haven't found clues from these fortunes but they give you ideas of what could be going on overall and what you may encounter in the future. There are 5 fortunes in total.

  • Vault/23
    This room has a sanctum key (see sanctum key section). There are 4 vault keys found around the estate that unlock 4 different safety deposit boxes. Vault Keys 149, 233, 304, and 370. The first three will give you some currency and lore stuff. Vault Key 370 can only be found after you've reached Room 46 and has a Sanctum Key inside. Highly recommend coat checking Vault Key 370 if you don't draw the Vault that day but have the Coat Check.

  • Office/24
    There is a Red Letter here (See Red Letter section). You can only spread staff payments once a week, you can spread coin any day. This is the only terminal where you can read the emails.

  • Drawing Room/25
    There is a Red Letter here (See Red Letter section).

  • Study/26
    There is a Red Letter here (See Red Letter section). This is also where you get the clues for the Two Paintings puzzle. (See Two Paintings Puzzle section).

  • Library/27
    I suggest checking a book out every time you go through here so you know the date. When you get a book you can learn the date from the check out tag. You can also check your stats on the upper level as well as a scrapbook that shows some of the things you've done as well as hints at things you haven't.














  • Chamber of Mirrors/28
    This room isn't actually as complicated as it seem imo. (See Chamber of Mirrors section).

  • Pool/29
    When you empty the pool from the Pump Room there are a few coins at the bottom. Once you open the Mount Holly Gift Shop and buy the swim trunks you can get two chests here instead. You have to draw the Pool to get the Boiler Room or the Pump Room.

  • Drafting Studio/30
    There is a Red Letter here (See Red Letter section). I'd suggest always getting this room so you can get the add on rooms into your drafting pool asap. Through this room you can get the Dovecote, Kennel, Clock Tower, a single Classroom, Solarium, Dormitory, Vestibule, and Casino. Some are better than others, I'd say the Vestibule is the best.

  • Utility Closet/31
    Great paired with Security, Garage, Gymnasium, and the Dark Room.

  • Boiler Room/32
    You have to draw the Pool before you can draw this room. (See Boiler Room section).

  • Pump Room/33
    You have to draw the Pool before you can draw this room. (See Pump Room section).

  • Security/34
    There is a way to turn off key card doors from the terminal if you also have the Breaker Box. (See Breaker Box section)

  • Workshop/35
    There are 8 contraptions you can make here with the stuff you've found around the house. (See Contraption section).

  • Laboratory/36

  • Sauna/37
    This is a great room to draw if you are nearing the end of your run.

  • Coat Check/38
    This is a lot more helpful once you start making contraptions in the workshop and/or start buying high priced items from the Showroom.

  • Mail Room/39
    This is one of the rooms you are able to upgrade (see upgrade disk section)

  • Freezer/40
    If your draw the Freezer with the Furnace it will raise the temperature of the Freezer melting the gems/key in the main freezer room. It will also melt the ice wall that formed on the left wall near the back. Once you can get back there there is an upgrade disk. You can apparently do this with the Sauna as well but I've only used the Furnace.
    Inside the freezer chest there is a major key and a note. You should be able to get to these with the use of the burning glass.

  • Dining Room/41

  • Observatory/42
    I'd say get this one a lot if it works for your current map. You can use the stars to reroll your three rooms after you get 50 stars. If you have the telescope tool you can double the constellations and what you get from them. There is also a hidden room sketch here. (see Observatory section)

  • Conference Room/43

  • Aquarium/44
    This is one of the rooms you are able to upgrade (see upgrade disk section).

  • Antechamber/45
    Reaching this really should be your main goal. Theres a lot of thing that can distract you but try and focus on getting here first. It just opens up so much more that you can't do before getting here that you may be finding clues for.

  • Room 46/46

Billiards Rooms

It's hinted at how this game isn't actual darts and a creation of Herbert in a letter. Once you understand it's pretty easy although each time you play it will get a little more difficult. If you struggle with simple math you can always break out a calculator.













This Billiards puzzle will start easy and get harder the more you complete the puzzle by adding in more numbers or math functions. When you complete the puzzle you typically get some kind of key. It will ask you to do these little puzzles/equations about five times. If you mess up it will just start you over and you can try again until you get it.

The first "level" is blue and it's just adding the numbers. You then click the number it/they add up to. For instance if the board is a 5 you will click on a 5. If the board is a 5 and a 5 you add them which is 10 and you click on the ten. If there are two blue sections, one pointing to 1 one pointing to 3 you add them to 4.

The next "level" adds in yellow. Yellow is just subtraction. So if the board has a blue section pointing to a 2 and a yellow section point to a 1 you just subtract. 2-1=1 so you click on the one.

A pink section adds in multiplication. So if a pink section is pointing towards a 3 and another pink is pointing towards a 4 you multiply 3x4=12 so you click 12

The game will start to mix an match these. You do not use PEMDAS or anything like that you just go from addition to subtraction to multiplication.

Purple means division.

So this is the next step in these puzzles. If you have a blue section pointing at a 6 and a yellow section pointing at a 2 that will equal 2. If there is then a purple section pointing at a 1 you divide 2 by 1 which equals 2. You then click the two.

Those are the easy one. You now will get a new function and a square will pop up in the center of the board with a blue section pointing to a number. This means you have to square that number. So if the section is pointing to 3 you square 3 which is 9 so you click the 9.

After this point I get really confused and can't be of much help. Math isn't my strong suite but when you use upgrade disks there is a chance it will pick this room. If so you can make it so it will only ask you one addition question.
Gallery Puzzle
Think













Ponder














Realize













Ruminate
Room 8
Garage
When you get the Breaker Box you can turn power on to the Garage. If you have a Garage you can then press the garage opener button which will open up a new path. One way leads to a locked gate and the other leads you to the other side of the West Gate. You can now open the West Gate so you can get to it from the starting point of the day. (see Permanent Additions Outside) There is also a shed like structure back here that you can open and get an extra room for the day. (see Outer Rooms section)

When you get the car keys and go here you can also open the door of the car for a note and open the trunk of the car for an upgrade disk. After you use this upgrade disk the trunk will have something else in it like a battery or a key.
Chamber of Mirrors
Boiler Room
The Boiler Room can direct power around the estate and is necessary for some puzzles.
















Laboratory Puzzle
You need to direct power from the boiler room over to the Laboratory. You the can go to the green machine and press 9 then 3. You need to do it in that order for it to work.
Pump Room
Breaker Box
There are more things you can do with this dead end room then it seems at first.


The V.A.C indicator puzzle is what will open up the Gem Mine. This is the pattern you need to make.

Firstly press every button, this will turn them all green.
Observatory
Move the telescope so you can access this panel.











You want to spin the big wheel first so that the telescope points high up.
















You then want to spin the smaller wheel that's up the stairs until the telescope is to your left. Depending on which way you spin this wheel/how high up you spun the big wheel the telescope may need to be pointed up higher. Once it's to your left depending on how high you raised the telescope you may then need to go back to the big wheel and lower it so that you can reach it and then just click on it. Inside will be a blueprint for the Planetarium and an allowance coin.
More Rooms
Bedrooms:
  • Bedroom
  • Boudoir
    This is one of the rooms you are able to upgrade (see upgrade disk section). you should try and make your way here of the 49th day because it's Christmas!
  • Guest Room
  • Nursery Room
    This is one of the rooms you are able to upgrade (see upgrade disk section).
  • Servants Quarters
  • Bunk Rooms
  • Her Lady's Chamber
    There is a locked diary on the desk. You can get the key from the Tomb with the assistance of the burning glass which can be made with a magnifying glass and a metal detector.
  • Master Bedroom

    Hallways:
  • Hallway
    This is one of the rooms you are able to upgrade (see upgrade disk section).
  • West Wing Hallway
    You can only get here on the west wing
  • East Wing Hallway
    You can only get here on the east wing
  • Corridor
  • Passageway
    Arguably the best room
  • Secret Passage
    This will let you draft a new room, it will not send you back to a room you've already drafted. It's just a hallway where you can pick which room color you want to draw from.
  • Foyer
    Great to draft before the great hall
  • Great Hall
    You don't need 7 keys to draft this room, I've gone in there with one to just open the opposing door and just use it like a normal locked hallway. If you draft Foyer before or after this room it will unlock all the doors.


    Green Rooms:
  • Terrace
  • Patio
  • Courtyard
    This is one of the rooms you are able to upgrade (see upgrade disk section).
  • Cloister
    This is one of the rooms you are able to upgrade (see upgrade disk section).
  • Veranda
  • Greenhouse
    This is one of the rooms with the lever that can open the outer doors of the antechamber. (See Antechamber Levers section) You need a broken lever here.
  • Morning Room
    You can only draft this room after eating bacon and eggs which you can buy in the kitchen.
  • Secret Garden
    This is where you can use the Secret Garden key. You can only place the secret garden on the sides. If you find a locked door on the side you can unlock it with the Secret Garden key and you will be there! (left and right sides, I don't think you can on the top around the antechamber or around the entrance hall.) There is also a small puzzle to get to an outer Antechamber door. (See Antechamber Levers section)


    Shops:
  • Commissary
  • Kitchen
  • Locksmith
  • Showroom
  • Laundry Room
  • Bookshop
    There are five books you can buy from here. They aren't necessarily cheep especially in early game. When you buy from here the books are permanently added to the list of books you can check out in the library. You will have to check them out to read them. Some are just books you can find in other places of the estate or completed versions of others you've found.












  • The Armory
    You can only get this room after completing the chess puzzle and picking either the pawn or the knight. (See Chess Puzzle section). I don't think it's the best room or even really worth it.

  • Mount Holly Gift Shop
    These are permanent upgrades. Not all of them will be for sale right away if you haven't hit some milestones in the game.




    Red Rooms:
    RED ROOMS ARE MEANT TO BE NEGATIVE. There are a lot of useful ways to use redrooms but they are meant to have a "negative" impact when you don't have counters.

  • Lavatory
    This room wont have anything in it unless you drafted the Shelter as your outside room (see even more rooms)
  • Chapel
    Not as bad as it seems especially in later game.
  • Maid's Chamber
    I haven't noticed the change really although I'm sure its there. If you distribute payment from the Office this is one of the place it will go.
  • Archives
    Not as bad as it seems just a little annoying. There is a small puzzle here with the filing cabinets but you need to find the clue that tells you where it key is and get that key first. (See Patio section)
  • Gymnasium
    If you turn the power off with the Breaker Box it will cost the steps of any other room.
  • Dark Room
    If you turn the power back on after walking into this room causing the lights to go out it will restore power and then you can see the room again as well as the 3 rooms you draw from.
  • Weight Room
    I hate this room. You can find the broken lever here regularly on one of the machine benches.
  • Furnace
    This can actually be really helpful if you are trying to melt the freezer or if you had to take the freezer and it can unfreeze your currency. Or if you didn't read that the freezer did that and you want your money back. Just click on the Furnace and you have your money back!
Patio
There is a hidden key in the Patio room that you can only get with the assistance of the Jackhammer. I don't know if you have to find the clues first but when you drain the Aquarium some clues show up that show you there is a hidden key here that unlocks a filing cabinet in the Archives. In front of the grill there should be a spot where you can dig with the Jackhammer and find the key. You then have to go to the Archives in the same run or store it in the Coat Check.
Even More Rooms
Studio Additions:
    You get these through the Drafting Room. You can pick one each time you go through the room.
  • Dovecote
  • Kennel
    Yes, you can pet the puppies.
















  • Clock Room
    There is a sanctum key here (See Sanctum Key section)
  • Classroom
    I think you need this one to do the final exam.
  • Solarium
  • Dormitory
  • Vestibule
    If you walk out and walk back in the door you walked through will close again. 3 doors are unlocked one is locked. If you don't have a key or don't want to use one just leave through another door and come back and it will likely be unlocked.
  • Casino
    I don't think this room is really worth it, 20 gold is set on a table in the corner.

Found Floorplans:
You can find these throughout the estate. Make sure to press the "add floorplan".
(I'm still missing two I think)
  • Planetarium
    You can find this floorplan in the observatory. (See Observatory section). If you have the telescope item and go in this room there is an option to add some buffs.









  • Mechanism
  • Throne Room
    You can get this room after going through Blackbridge Grotto and the Orindian Ruins. (See Permanent Additions, Blackbridge Grotto section). There is a lever behind the throne that opens room 46 so you don't have to do all the way to the inner sanctum.
  • Tunnel
    When you add this floorplan it says you will always draw a tunnel. This just means it will take up one spot of you three. It can be really helpful if you are trying to go north fast.
  • Conservatory
    There are two stones next to each other behind your tent. When you dig by them you can find this rooms plan.





  • Closed Exhibit
    You can get this room after opening the safe (code 128 or 1208) in the Study at the end of the Red Envelope letter. You can steal the red paper crown from here. (Not worth it imo but see section Closed Exhibit Heist)

Outer Rooms
Toolshed

Shelter
There is a red envelope here. (See Red Envelope section/Bunker section)

Schoolhouse
There is a switch to light a blue flame here. (See Blue Flames/Elevator to the Underground section)

Shrine

Root Cellar

Hovel
There is a switch to light a blue flame here. (See Blue Flames/Elevator to the Underground section)

Trading Post
With the assistance of the burning glass you can blow the dinymite up thats on the left side of the room.

Tomb
(See Tomb section)
The Process of Getting to the 46th Room
The first thing you have to do to get to the 46th room is reach the Antechamber. You need steps to do this, there is a lot of backtracking and if you are like me and go the wrong way all the time you will need more. There are various ways you can get more steps such as food, having placed the Sauna the previous day which give +20 steps, having the Apple Orchard open which gives +20 steps. People have made it with the starting amount of steps or even less I'm just not one of them.

Before looking at the mansion you want to go down to the Reservoir and you need to move the mining cart by the staircase to the Tomb. You can get to this either from the Fountain Entrance or the Tomb. You need to move the cart towards the cart stopper/pull the cart. You want it to block your current path so you can't get to the hall down there as you will need to come at it from the other side. This will stay wherever you put it last so this doesn't have to be in the same run as everything else below.

There are three entrances to the Antechamber and each are locked by a lever somewhere in the mansion. There are three main levers throughout the mansion. In the Great Hall (opens the left side door), the Secret Garden (open the door in the bottom), and the Greenhouse (opens the right side door and you need the broken lever for this one). (See Antechamber Levers section). You only need to activate one to enter the Antechamber you just need to have a connecting room as well.

Once you enter the Antechamber a podium will rise from the center of the room where a little note and the key to the Basement. Yeah this isn't the end yet.

You then need to make your way to the Foundation and take the elevator down. (Or the Fountain entrance or the Tomb but I think the Foundation is the intended path and the best one for your first visit to the 46th Room.)

Foundation Entrance
After taking the elevator down you can now open the locked door to the left and it will lead to a storage type room. You then need to move the movable carts so that you can navigate the room to a button. Once you press that button it will open a passage to the big staircase side of the resiouir.

You now need to go over to the lit tunnel where there is a podium with a gear lever. You need to turn this until one side is connecting the platform with the barrels and the other side connecting to your left.






You now can go back to the other side of the small tunnel with the mine cart and take that hallway down to the big gears and walk across. This is why you need to move the mine cart. There is another podium here that you want to spin until it connects to the lit tunnel. You can then walk across and down the hall.





You the need to connect the platform you are standing on to the lit tunnel then walk across and down the tracks.







Once you get to the end you are now in the Inner Sanctum. There is a lever on the wall that when you pull opens up the last door of the Antechamber that leads to the 46th room. You now have to backtrack whatever way you came down to the Resivoir (there are some exceptions see below) and back through the mansion rooms to the Antechamber. The you did it! You made it to the 46th room and finished the tutorial. This is where the credits will roll but it's only over if you are done with the game personally.

Now do it all again and you will get to see the 46th Room and what's in it.

Fountain Entrance


Tomb Entrance
Antechamber Levers
There are three Antechamber levels that conciliate with the three doors that go to the Antechamber. You need to have the door open before you can get into the Antechamber. You only need the door on the path your taking to be open to reach the Antechamber.

The locations of these levers are:
The Great Hall - Lifts the ride side door
behind a locked door
The Greenhouse - Lifts the bottom door
you need a broken lever to use this one
The Secret Garden #1 - Lifts the left side door
accessible after doing the spinner puzzle
Secret Garden #2 -
this is a different one. You need the Power Hammer to break the breakable wall on the right side of the fountain.

You can also find levers to open the 46th Room in the:
Inner Sanctum - this one is a lever to open the 46th room for the first time.
Throne Room - this is a backup lever for the 46th Room. It's really helpful because then you don't have to run all the way to the Inner Sanctum.
Blue Flames/Elevator to the Underground
The Blue Flames
To be able to access the elevator you need to light the four blue flames. There are four valves you need to turn to light the flames.

The Apple Orchard
This one is back by the sundial on the left side of the apple orchard. To get into the Apple Orchard you have to unlock a padlock. The code is 1128.












Gem Mine












Hovel













Schoolhosue
Sanctum Keys
Don't worry about these until you've reached the inner sanctum/after the antechamber.

There are 8 Sanctum key for the 8 doors you find in the inner sanctum.

"The first key is found here on the furthest rank"
  • Room 46
    You can only get this key after visiting the room once before. The second time the key should just be there on the desk.
"The second is locked tight in the vault of a bank"
  • Vault
    You need to open vault 370 with the vault 370 key. It's going to be pretty random when you find this key so if you are focused on this sanctum key you may want to put it in the Coat Check until you are able to use it. I think you have to open the other two vaults before as well.
"The third is high up, among all the clocks"
  • Clock Tower
    This one takes literal time. You need to wait until 1:30 in game and be at the top of the clock tower. Only then will a little side staircase reveal itself and when you go up those stairs there are 8 clocks with notes. Starting on the left adjust the clocks to the times
    5:00
    5:08
    5:57
    6:00
    7:00
    8:00
    8:05
    9:00






"And the fourth down below, beneath all the docks."
  • Reservoir
    Bring extra keys for this one. For this one you have to drain the Reservoir completely from the Pump Room. Once you do this you have to use the elevator from the Foundation to get to the right side. You can then use the staircase to go to the bottom of the reservoir where there are a bunch of chests. The key is in a black one towards the back behind the big rock.
"The fifth key is held by a king on his throne"
  • Throne Room
    This one is just sitting there on one of the side tables you just have to have the Throne Room floorplans in your draw pool.
"The sixth in a station, left by one of your own"
  • The Safehouse
    You can only get to the Safehouse after draining the Reservoir to level 6. Make sure the boat is on the side of the Reservoir with the stairs. Once you drain it you then have to use the elevator in the Foundation and take that path to the top of the stairs. Go down those a bit and hop in the boat. It will take you through this tunnel to where the Safehouse is. The key is in there somewhere I can't remember right now.
"The seventh is a major if you draft if quite late"
  • Music Room
    This is probably the most difficult one but it's not even really that difficult it just takes time and luck. Basically you want to draft the music room but in the last 10 or so rooms you draft. Some places will suggest to just wait an hour and then you just play normal until you get the room but that didn't work for me. It seems like the hint is suggesting that it has to be after some irl time but also later in your drafts. I played until there were 7 spots left in the top two ranks and then waited like 15-20 minutes and got it. It will be in the same place that the major keys normally are.
"And the last key is waiting, behind a door of eight"
  • Mechanism
    I saw somewhere that you have to open all the doors to be able to get the key. This room has 8 doors. Anyways I found one here with four doors.
Sanctum Wheel Puzzles






















































































































Disk Upgrades
These are permanent changes. There are 16 upgrade disks to be found and you can upgrade one room with each disk. You do not get to choose what room it is chosen randomly from 16 set rooms. If you do multiple runs the disk wont necessary give you the same room even if you got it from the same place.

Disk Upgrades can be found in:
Office - it's on the desk
Garage - in the trunk of the car. You need the car keys to do this.
Commissary - one day when you draft this room an Upgrade Disk may be available for sale. It will come back around if you miss it.
Foundation Lower Level - Use the foundation elevator to get here. On some boxes in front of the elevator there is a disk.
Great Hall - behind one of the doors there is a disk on a table
Her ladyship's Chamber - On her desk by her diary
Morning Room - on a counter
Archives - Using the Patio key you can unlock a filing cabinet. (see Patio section)
Freezer - behind the ice wall (see Freezer section)
Vault - With key 304 you can open the 304 lock box. There is a disk inside.
Tomb - You need the burning glass to do this one. As soon as you get down the Tomb stairs turn to your left. There should be two candles with rubies. Light these candles and a hidden room behind will be revealed. There is a disk here.
Abandoned Mine - Found in the tunnel outside with the two torches.
Mechanarium - You need to have two mechanical rooms to do this. Behind the second door you open in one day there should be a disk.
Trading Post Spot #1- With the burning glass you can lite the dynamite which will reveal a secret room with a disk.
Trading Post Spot #2 - There is a chance to exchange something from the Showroom for a disk.
Lost and Found - On a table.
Places You Can Use Burning Glass
Chapel -
You can light the two candles on either side of the alter, the ones with red gems. This will make the alter lift up and reveal the Keeper, a cute little piggy bank. This piggy bank has been collecting all the coins that going into the Chapel takes. You can only break it once (the alter will go back down in to place after you break it). It's best to let this build up until you need a lot of coins. I broke mine to buy out the Showroom.


Trading Post -
If you lite the dynamite it will blow up the wall and reveal like a moonshine hideout. There is an Upgrade Disk here.

Freezer -
You can melt things in the ice chest.
Consistant Dig Spots
These are dig spots that always are there. You can draft the Root Cellar as your outside room and that will increase your amount of dig spots. You can tell its an added dig spot because it has roots coming out of it.

Solarium - 1 behind the table
Foundation - 2 or 3 but typically 2
Aquarium - 1 by the barrel
Foundation - 2 or 3 but typically 2
Greenhouse - 3
Furnace - There is usually 1 on the left side

Kennel - 1-5, i think it's random











Aquarium - 1
Conservatory - 1

Permanent Additions Outside
Apple Orchard
Unlocking this will make it so you start each day with an extra 20 steps. This is the easiest to get and you can do it at anytime. The padlock key code is 1128. There is also a sun dial to tell time as well as its a puzzle. Then there is a pipe on the left side fence that when you turn lights a blue flame. You want to turn that.



West Gate Path
Unlocking this will make it so you have an outdoor room to draft as well as a little short cut depending on if you have the garage drafted or not that day. (See Garage section) You can get to the west gate path from the garage. Don't forget to follow the path the to the other side of the gate you see when you first start a day where you can now unlock it so you can access this side from the start, just click the handle.







Going across the bridge there is a little shed where you can draw an outside room. It's just like inside but it's outside.
Your options are....









  • Hovel: This room is great if you find yourself with excess steps at the end of the day. There is a pipe next to the heath that when you turn lights a blue flame. You want to turn that.
    Schoolhouse: There is a pipe on the back of the stove in the middle of the room that when you turn lights a blue flame. You want to turn that.
  • Root Cellar: Lots of dig spots inside the room as well as throughout the estate. You can tell its a root cellar dig spot from the roots coming out of it. There isn't a difference I just think it's cool.
  • Shrine: I like to draft this one after I'm done with the rest of my run and dump whatever left over coins I have.
  • Tomb: This place is crazy. (See Tomb Section for the puzzles)

    Gemstone Cavern
    You can unlock this addition with the Breaker Box (See Break Box section). Unlocking this will make it so you start each day with 2 gems. Highly recommend doing this asap. Then there is a pipe on the right side of the entrance that when you turn lights a blue flame. You want to turn that.

    Blackbridge Grotto
    The process of getting this outdoor room is the most difficult. You have to use the Boiler Room to direct power to the laboratory which let's you mess with the big machine that's in the smaller room within the room. (See Boiler Room section for more directions). Once you have power to that you want to press the 9 lever and then the 3 lever in that order.


    (There are two more I haven't discovered yet)
Tomb
There is a key behind the photo for Her Ladyships Diary which can be found in Her Ladyships Chamber. This key will disappear after you call it a day so you have to find the key and unlock the diary in the same day.
Closed Exhibit Heist
To get the Red Paper Crown you need to do a little heist in the Closed Exhibit. How to go about doing this is by placing the closed exhibit in the right spot. You need to have a doorway on the other side of the wall of the closed exhibit with no doorway. This means you don't want to put it on one of the edges of your map to do this heist. It's the same thing as the panel for the Foundation elevator. You need to place rooms that give you a quick path from the back panel and the crown itself as you only have 10 seconds to get in and out of the crowns display. In the other room there should be a different looking door that has some controls and a window to look through.

First press Reveal Tripwire, then press Lower Barrier, then press Reset Alarm System. You have ten seconds to run to the crown, get the crown, and get off the podium. If you are caught by the tripwire I believe you just can't try again for the crown that day.





The crown really doesn't do anything that interesting or different. Basically if when you are drawing for a new room and no red rooms pop up you can reroll once. I don't know if there is any other use for it.
Chess Puzzle
After lighting all the blue flames you can take the elevator down to a tunnel. There are a few things in this tunnel but one thing is the chess puzzle. Finishing the chess puzzle lets you choose a buff that you can change at any time as long as you complete the chess puzzle again. It's pretty easy all things considered.

Pawn: When you reach Rank 8 each day, you may choose Knight, Bishop, Rook or Queen. Gain the power of that piece until the end of the day. (I like this one because it lets you choose based on what your map is looking like)
Knight: Add the Armory to your draft pool.
Rook: You may draw floor plans up to 4 times when drafting the 4 corner rooms of your house.
Bishop: You do not have to pay tithes. Instead, gain 30 gold the first time you enter the Chapel each day with this power.
Queen: Each time you draft a room on the Queenside (West Wing) of your house, lose 5 steps and gain 1 key.
King: Each day, you may choose a color. Rooms of the chosen color are more likely to be drawn while drafting.

Basically there are chess pieces scattered around the mansion in different room. What you need to do is place the chess piece where the corresponding room is on the map/board.

Rooms:
Pawn - Bedroom, Bunk Room, Den, Dining Room, Drawing Room, Drafting Studio, Guest Room, Nursery, Parlor, Secret Passage, Solarium, or Walk-In Closet

Rook - Clock Tower, Conservatory, Nook, or Vault

Knight - Observatory or Security

Bishop - Attic, Bookshop, or Chapel

Queen - Her Ladyship's Chamber or Study

King - Office or Throne

The king and queen rooms are the hardest to get so you want to focus on them first.
Common Questions
Will the secret passage give me a new room or one I've already drafted on this run?
New room in whatever block is ahead, it's just a hallway where you can choose the color you go to next.

How do I get the 8th room?
You need to get the 8 key from the Gallery puzzle (see Gallery section). You then need to make it to the 8th rank and find a locked door on the 8th rank. You then can use the 8 key and it will open the 8th room.

Why can't I find the 8th letter?
As far as the community seems to know we don't know where it is or if there is one. I'm sure there is it's just really hidden or not out yet or maybe never will be.

How do I open the time locked safe in the Bunker?
See the Red Letters section
1 Comments
captain0of 9 Jul @ 8:58am 
Love this guide, you've captured so much!