blueprince_notes/sessions/12.08.2025.md
2025-08-16 22:39:17 +02:00

7.4 KiB

12 of August, 2025 playthrough notes

First impressions:

  • Loading screen for the main menu lol
  • This game sure loves loading
  • The opening movie is way too dark, give me a gamma adjustment slider first
  • The opening movie could have been a block of text, thanks for wasting my time.
  • Walking is SOOO SLOW jesus christ
  • The game really loves wasting your time on pointless bullshit
  • Game started at 1080p instead of 4K. -1 point.
  • Almost all UI interactions feel somewhat clunky and slow. It's a combination of animations taking too long and click hitzones being way too small. (Good example: pump room levers, they feel really bad to use)
  • The story seems to be holding up and the worldbuilding is solid.
  • The few puzzles i got to solve were the highlight of the playthrough. Getting stuck repeatedly in dead ends and having to slowly walk around is the lowlight. A "Fast travel between rooms" feature would be really good.
  • The story and puzzles feel very held-back by the technicalities and extreme jank of the rest of the game.

Facts:

  • The testament requires us to find "the 46th room" awesome, i've heard of that already
  • Testmanet is written 13th of March 1993

Timeline:

  • Wait for the boring fucking opening movie to end

  • Find The first letter

  • On the wall, a Queen of Diamonds and Ace of Clubs

  • Place bedroom

  • On the walls, Tree and Safety Pin

  • Locked trunk

  • Photo of some woman next to the bed

  • Greeting card on the table

  • Place corridor, nothing significant

  • Place parlor

  • Parlor room puzzle is an easy truth table, only one wind-up key in the room. This room doesn't seem to contain any interesting things.

  • Place another corridor

  • See an interesting red note. Unsure if this is a per-day clue or a general one. Doors in the west wing are more likely to be locked.

  • Place Den. Seems extremely uninteresting.

  • Place drawing room. Seems full of paintings, the paintings seem to just be flavor so i will stop making note of them for now.

  • Waste time on a spare room, the door is locked.

  • Place nook. Painting on the wall seems to depict the same card as the starting room.

  • Place west wing hall. Find a staff notice

  • Place patio. Fucking dead end. Time to back-track back to the den. Other den door is locked. Backtracking further. Get key out of storeroom.

  • Place chapel. The game seems dead-set on not letting me progress.

  • Chapel has a chess piece in it (bishop)

  • Stained glass in the chapel seems to be in the wrong order.

  • Backtrack even further. Go all the way to the start, and place a pantry. In the pantry, a notice about five apples, five bananas and five oranges. So far found 1 apple and 1 banana.

  • Observatory, which has a book in it: book

  • No more places to explore. All doors are locked it seems. Sucks.

  • Time to explore the outside a bit more. Orchard. Seems locked. Will try bruteforcing a little bit every day, maybe 300 codes each, unless I find a clue. Might write an xdotool script for this and leave my computer running over night lmfao.

  • Orchard bruteforced and unlocked. Code: 1128. Took 50 minutes and I made myself some tea and ate dinner.

  • Orchard contains soil guide

  • Turned on gasoline, lit up one of the 4 lights.

  • Day 1 over. Final impressions: I wish I had discovered more, but the orchard seems helpful.

Day 2:

  • The cards on the paintings on the wall have not changed. Good to know.
  • Breaker room discovered. Keycard access system turned off.
  • First time I reset a day. Will have to re-discover the breaker room. Got stuck with a really bad selection of rooms.
  • Breaker room available as the very first option on day 2. Nice.
  • The den has chess pieces in it.
  • Guest bedroom has a letter mentioning billiards, math puzzles and the rules of darts. Also a keycard, but that's moot since I already disabled the keycard system.
  • Parlor leads into hallway, leads into 2 deadends. time to backtrack.
  • Bedroom has no locked box this time.
  • Comissary unlocked with some stuff on the corkboard. Apparently days 12 to 16 the comissary will be closed [IT WILL NOT BE! RED NOTES ARE A LIE!], and on day 20 and 21, there is a 50% discount. The staff notice seems interesting, i should try figuring out the password.
  • Dark room you bitch, thank god for the breakers lmao
  • Red rooms seem to be generally bad to encounter.
  • Laboratory discovered. This is where the game seems to actually start to get interesting.
  • PERIODIC TABLE PUZZLE:
    • 1: Pu
    • 2: S
    • 3: H
    • 4: Th
    • 5: re
    • 6: Eu
    • 7: pa
    • 8: f
    • 9: te
    • 10: rn
    • 11: i
    • 12: ne

push three up after nine

seems to be a solution to the machine, which i need the boiler room for first.

  • Got sledge hammer and key, making this run not be a dead end as feared.

  • Got bpoudoir

  • Figured out that the passcode is 1225 from the christmas photo and trying both ways to format the christmas day date.

  • Safe Code: 9083 (this was a fucking lie!! no it wasn't.)

  • Office discovered. Money made.

  • 5 books: "flight of the queen" "march of the count" (not in red, all others in red) "fall of the lord" "passing of the barons" "herrings of the major"

  • Bought magnifying glass

  • Network password: swansong

  • From the terminal, last message was on november 7th targeted to Simon.

  • All work ended on the 4th

  • Could the first day have been 8th?

  • Have to go to the office to check email.

  • Office emails:

    • Mentions of holidays next week on november 1st 1993 image
    • Mentions about fusebox repair image
    • Talks about the estate image
    • More about the fusebox image (white lights only appear after all indicators are purple)
  • Will try the fusebox thing, seems to be the only lead remaining for today.

  • Fusebox seems to have weird rules about colors.

  • After some trial and error, fusebox unlocked, and gemstone cavern reached.

  • Second outside gas burner turned on

  • Gemstone cavern has a note mentioning "the reservoir" and an extra minecart stuck somewhere.

Day 3

  • Uneventful start
  • Reaching security room gave a cutscene
  • Blue memos = true
  • Red memoes = lies unless written by hand
  • Dart
    • Blue: Addition
    • Yellow: subtraction
    • Purple: Multiplication
  • Puzzle in the billiard room only gave me the keycard, which seems unnecessary because I tyurned the keycard security system off.
  • Pump room
  • Bunk room, and a journal.
  • Simon seems to have been writing in red?
  • Did something in the pump room to make the fountain be at 0. Idk what value that has.
  • Died to exhaustion before I could see the result on the fountain.

Day 4:

  • The basement door is locked.
  • Didn't really discover much in this day, just kinda explored around. Nothing new found, still don't know where to put the microchip.
  • I should probably try to discover more rooms, that seems to be the way to go.
  • No major leads so far except reaching the boiler room and trying the kitchen + pump room combo.
  • I feel like i'm slowly getting stuck, each day I mostly reached roughly the same distance with the rooms and didn't really unlock much new.