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What are you playing this week?
(hexbear.net)
Tabletop, DnD, board games, and minecraft. Also Animal Crossing.
3rd International Volunteer Brigade (Hexbear gaming discord)
Rules
BF6 beta (edging nearer to yet another "fell for it again award), which I presume will be done while i'm at work
otherwise, started/made early progress on Blue Prince. I've got the outdoor shed on the west side unlocked, have some ideas as to where else to progress (I have no idea if i'll ever get good RNG to have the boiler room and lab next to eachother), think i know why i can never get into the antechamber, but any other tips on things to progress? I have no idea as to what the combo lock code for the orchard could be and feel like i need to get that unlocked
That fucking boiler room - lab connection! The hardest part of this game is when you think you figured out a puzzle but just need things to line up just right so you can test your theory.
As for tips, start a physical journal if you haven't yet. Take tons of notes. Draw pictures. Copy whole books if you need to. The lore matters so learn it. Don't be afraid of time limits in reaching the end, just keep making progress and taking good notes to review later.
Magnifying glass is one of the coolest items.
spoiler
Yeah, the first time i got the magnifying glass it immediately helped as I could then figure out the network passwordHave just started getting into the lore via two visits to the fortune teller machine and unlocking the time safe in the bomb shelter to read Red letter 7. I could be way off, but i'm starting to think that the theme of '8 things but one is missing' might come up more often than expected idk
How much hints do you want?
I'll say the usual visit every room you can, ideally with the magnifying glass to examine documents and pictures more closely.
Some of the room puzzles are also less involved than you might expect, but getting power to them might be harder than anything.
spoiler
yeah, i'm thinking that I might be overthinking the sheet music, because i read the sheet and the notes don't spell anything out lmao. maybe i just need to remember the bold word and i'll find more sheets.either way, I think i know the lab machine answer for as soon as i can get the machine powered. the boiler room itself took a while to get the boiler running and both doors accessible, only for me to find out that the power doesn't then flow through the house lmao
That logic sounds good to me, you should definitely follow through on it. I'll say linking rooms with power is probably more rng than many people want to deal with, so if you find an upgrade disk to give a room power, you may want to take it.
There is some puzzles later that are crazy involved but they aren't the room puzzles. Most of the room puzzles are fairly simple. Ill say this about the sheet music and other books. You might want to take a picture of every page, and check them all with a magnifying glass.
Many things have multiple answers pointing to them though, and eventually you can often find an outright explanation for something's if you explore enough.
thanks for the tips. I did discover last night that the passageway has the power connections in all four directions which increases the chances for actually getting synergy - unless I accidentally upgraded it or some shit.
I then preceded to get owned by the dicerolls but so be it
also discovered the schoolhouse which is definitely leading to a set of decent puzzles and surely come together at some point, along with having some sort or lore hint i've been ruminating on. only got one classroom but even that took a while to work out and i'm assuming the solution comes up later.
The number 8 definitely means something big. Dunno what yet, but something.
Last question i guess: Lot of hints around the web specifically tell me to use the magnifying glass and that many things are solved within the room... so the Boudoir safe is sitting there, and I cannot for the life of me figure out what hints there could be in the room. maybe the number of coloured fairy lights in the Christmas photo? nothing else sticks out in the room as being particularly related.
The safes in a room can always be solved with everything within the room. There is one that you need outside knowledge to open, but there is rules all those safes follow that allow you figure things out slightly better. You'll slowly learn the hints to help you figure out those safes.
For the boudoir specifically I'll say do not think hard about it. What's in the room, how does that become a 4 digit code?
The schoolhouse rooms are really great at providing you a huge amount of clues to many of the puzzles of the game. Some of them present alot of information that can be difficult to parse, don't try to memorize it all at this moment but be aware it. Some of the final classrooms are very dense so if you want to spend time learning it all you may need an hour to try and absorb it.
The passageway is a tricky room, it's useful, but very expensive at 2 gems, and never provides anything other than power routing. I'd say use it sparingly unless you're very flush with gems. The resources become more manageable as you learn more of the manor and solve some puzzles.
The number 8? Might be important. This game is kind of about trying to remember lots of things and trying to smash them all to complete the proverbial picture. Alternatively keep a notebook and try to read through it and see if that helps you piece things together.