This video is a masterclass in algorithmic thinking that elegantly reduces complex game design to a solvable optimization proof. It proves that the most efficient way to conquer a system is to stop playing the game and start solving the math.
Deep Dive
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Deep Dive
I Broke the World's Best Puzzle Game, with MATH!Hinzugefügt:
Blue Prince was easily my favorite game that I played in 2025.
And honestly, you might be able to remove in 2025.
Shocker, I know. The guy who makes weekly videos thinking way too hard about math, science, and video games.
Really like the mindbending multi-layered puzzle game. For real though, this game slaps. I've played it for over a 100 hours. I spent almost a full in-game year exploring the shifting halls of the Mount Holly estate, and there are still some mysteries and puzzles I've yet to solve. The only reason I haven't made a video about it yet is because honestly, I couldn't think of a good topic to do it justice that wasn't just, "Yo, this game's pretty sick though, isn't it?" That is until someone on my Patreon Discord server named Comfy Cat asked a very chip tidecoded question. What is the minimum required number of days to 100% blueprints assuming perfect RNG? And the answer is shockingly small. But actually pulling it all off will require exploiting some of the most obscure mechanics in the game, finding the exact right order of operations, and an unfathomable amount of luck. In other words, just another Friday here at the Chip Tide Show. Richard, hit that intro.
In case you haven't played it, Blueprints is a puzzle roguelike where you draft rooms in your late great uncle's old mansion that magically resets itself every morning. The goal is simple. Find the hidden 46th room of the 45 room estate. Doing so is much easier said than done, of course, and will require you to master the art of strategic drafting, manage your limited number of steps, comb every room for clues, and solve puzzles hidden around every corner. It's the sort of game where you might spend more time staring at your 200page Google Doc of notes than actually playing. And here comes the part of the video that is objectively a very bad idea. If you have not played this game before and that sounds like it's up your alley, then stop watching right now and go play it. This video is about 100% in the game, so obviously I'm going to have to spoil literally everything. Look, I don't care about retention time or analytics or any of that today. I ain't about to rob you of one of the coolest experiences in all of gaming. Get out of here. Or hey, better yet, if you still want to support the channel, then just, you know, turn the video on mute. Peace out for a while.
Come back when it's finished and click on one of my other videos on the side to give it a big old boost in the algorithm.
Oh, you thought a blueprints player wasn't going to try to game the system?
Come on. But seriously, this is your final spoiler warning. Go on, buy the game, and come back in 80 to 100 hours and you finish it. All right, in three, two, one. Okay, if you weren't able to follow those very clear instructions, then I'll be honest, this game probably isn't for you. So, the first thing we need to do to answer this question is define what exactly 100% completion means. Because, as we all know, because we've all played the game if we're still here, right? There is a truly comical amount of content left in the game after you reach room 46. However, even if you want to complete it 100%, most of it is totally optional. See, Blueprints is an information game. Sure, there are a small handful of traditional powerups and upgrades, but most of the progression comes from finding clues to puzzles you didn't know you could have already solved. True, buying all the books from the bookshop is extremely helpful for gathering clues, unless you already know what they say.
So, here's how I've decided to define 100% completion. Despite what Herbert tells you in the beginning, Blueprints actually has five major objectives. Find room 46, unlock the safe containing Herbert's will, ascend the throne of the blueprints, find the original copy of the blueprints book, and unlock the safe containing Orave's will. In addition, there are 16 achievements, some of which you will probably get in your natural gameplay and others that require a bit more effort. Anything else that just serves as clues to reaching those objectives can and will be skipped. And so the question is, assuming you already know how to solve every puzzle and just need to blitz through it as quickly as you can, what is the minimum possible number of days in which you can accomplish all of this? And this question was actually a ton of fun to answer because it's really a puzzle in and of itself. The key here is finding the right order of operations and figuring out what you can do in parallel and what you need to do early on to set yourself up for later down the road. So, go ahead and leave your guesses in the comment section down below. Let's start with the main five objectives and circle back to the achievements at the end.
Luckily, the first one is super easy.
Not only is it possible to reach room 46 in a single day, it's actually mandatory. There's an achievement for it. And of course, I don't need to explain to you how to get to room 46 because everybody who's here already knows, right? Right. But there is one thing you need to do slightly differently than normal. Now, traditionally, the easiest way to get underground to move the minecart is by drafting the tomb in the outside room.
However, as you'll soon see, the west path room is actually a super hot commodity in this game. And on the first day, you're actually going to want to save it for something else. Instead, you're probably going to want to either drain the fountain or gun it for the satellites and go crazy with experiments. If you get lucky enough, you should be able to get into room 46 on the first day, no problem. Checking the first objective off our list.
Entering the room for the first time will immediately end your day. So, it's time to go to day two and start pursuing our second goal, finding Herbert's will.
Doing so will require you to find eight hidden sanctum keys that unlock eight doors underground.
Get ready to hear that number a lot, by the way, because as we all know, Blueprints loves the number eight.
Behind each door is a postcard from Herbert's vacation around the world. And putting them in the right order will reveal the key to opening the locked safe in room 46 containing his will.
Now, technically, you don't need to read all the postcards if you already know the combination, but there is an achievement for solving all the sigil puzzles, so you're going to have to do it anyway. Now, the sanctum keys cannot spawn until you found room 46 for the first time, but there are actually a few things we need to do on that first day to set ourselves up for success on day two. At some point, you need to draft the drafting studio and hope it gives you the clock tower as an option, as a puzzle within contains one of our keys.
You'll also want to use the boiler room to power the laboratory, which will unlock the Blackbridge Grotto through a hidden door outside the estate. Inside, you'll find a pedestal with two missing microchips. Skip the insanely convoluted chain of events required to locate the other two and just smash some precious pottery in the entrance hall and dig up the lawn by the west gate to find the other two chips. Pop them in and pick up the throne room black print. And finally, on your way through the underground, fully explore the gear room to grab the mechanium blueprint. If you draft it on the next day with six other mechanical rooms in your house, you'll get another key. And while you're down here and already have the boiler room for the laboratory, power the little red box and get to the upper level of the gear room to grab the treasure trove print. You'll need it later. Once all of this is done, you can finally progress onto day two to collect the eight keys.
One in room 46, one in the vault, which requires you to find vault key 370. The easiest way probably being to get lucky at a dig spot. Grab the one in the clock tower. Use the pump room to fully drain the reservoir for another. Raise the water back up to access the safe house for the fifth. Draft the throne room for the sixth. the music room on rank eight specifically because blueprints loves that number. And finally, the mechanarium for the last one. Head back down to the sanctum, open all the doors, solve all the sigil puzzles, and head back up to room 46 to open the safe, get the wheel, and check off goal number two at the end of day two. So, with a lot of work, you can technically complete the first two major objectives of the game in just as many days. But now feels like a good time to ask the question, is all of this even possible? I mean, sure, in theory, if you drafted all the rooms perfectly, you could get everything to line up. But could you even get enough resources to do it all? you only have 50 steps per day with limited keys and gems. And the answer is technically yes. Items like the running shoes and the lockpick can effectively grant you infinite steps and keys if we assume that you have perfect RNG, which of course is a crazy pipe dream because as we all know, the lockpick has a mind of its own and will never work when you need it to. As for things like coins and gems, rooms like the casino and the laundry room should give you enough freedom to manipulate your resources and get everything you need done, which is good cuz we still have a lot more to do.
The next two goals are sort of done in parallel. Getting the ascension cutscene and finding the original manuscript of the blue prince book. And this is where we start getting into some more involved puzzles that are going to break our one goal per day pattern. The main limiting factor here is the outside room. There are eight unique rooms that can be drafted outside. You'll need several of them to get through this part of the game, but you can only get one per day.
So, you need to be very careful to do things in the right order. But I'm going to hand it myself. In order to ascend the throne and get the game's true ending in the biggest quotes ever, you'll need to find four items. The cursed effigy, the key of Aries, the royal scepter, and the crown of blueprints.
Do you get it? Like blueprints.
Blueprints. Blueprint. Do you get it? Do you get it? And in order to get them all as quickly as possible, we're going to have to once again rewind all the way back to your first day cuz you've got some more stuff to set up. The key of Aries is located under the precipice.
And in order to activate the elevator to get down there, you need to locate four gas valves to light four blue flames.
The first two are easy. Open the locked gate to the apple orchard for one and solve the utility closet puzzle to open the gemstone cavern for another. You genally have done this on your first day anyway because they are insanely helpful for surviving what's to come. The next two are trickier though since they're found in two separate outdoor rooms, the schoolhouse and the havvel. Draft one on your first day and one on the second to permanently unlock the precipice. This is why I said to skip the tomb on your first day. Yes, there is technically a way to get down to the precipice without the elevator if you light all the torches in the underground torch chamber, but you'll have to draft all the outside rooms for an achievement later anyway, and it's easier to just do it now. If everything goes well, you'll be able to get down to the precipice on day two. When here, you'll have to solve the chess puzzle and choose the rook powerup. Assuming you found room 46 on day one, day two is also the first day you'll have access to the Mount Holly gift shop where you'll want to buy the cursed coffers containing the effigy.
That's all we can do for now. So, it's finally time to move on to day three.
And today is pretty simple. All you have to do is draft the shrine as an outside room. Pay 13 gold to the statue to gain the blessing of the monk. With this blessing active, anytime you end your day in a room, it'll be available to draft outside the following day. Get ready to use it a lot. Also, you'll find the cursed coffers containing the effigy off to the side, but don't break it open yet, as getting cursed will remove your ability to gain a blessing. So, we'll come back for it later. That's really all we can do today. So, take the rest of the time to get to work on some achievements. Just make sure that you draft the treasure trove at some point, which we already picked up from the gear room earlier, and end your day there to get it outside the next day. Hope you enjoyed your slight break cuz day four is kind of crazy. The first thing you need to do is solve the chess puzzle again and swap your rook for the king.
This will open a secret door to the court of Aries where you can find the key of Aries. In order to pick it up, you cannot have any money, gems, keys, or items on you, which will be very annoying to pull off on a day where you had to draft enough to solve the chest puzzle. But hey, I believe in you. Once you have the key in hand, grab a gem from somewhere and head to the outside room. Since we ended our day in the treasure trove with the blessing of the monk the day before, it will now be available to draft outside and with a special chest. Use the key of Aries to open it and grab the scepter. This is a unique item that will from now on always spawn on the table in the entrance hall.
So, don't feel bad about ending your day. Now, day five is a big one. First, grab the royal scepter from the table and set it to blue. Then, make your way into room 46. Once again, should be child's play at this point, but make sure to leave at least eight open slots in your house, preferably close to the entrance, and draft the throne room somewhere. In room 46, you'll find the second item, the crown of blueprints.
Now, all we need to do is get the cursed effigy. Grab yourself a sledgehammer, draft the shrine outside, and bust that cursed chest wide open. Bad news, you are now cursed, and your steps are set to 13. But don't worry, I believe in you. Bring these three items into the throne room to get the true ending of the game where you ascend the throne and permanently upgrade the throne room to the throne room of the blue prince.
Hey, that's the name of the game. It took a little finagling, but with a lot of effort, that's the third objective done at the end of day five. Bad news, literally 1 second after getting the true ending of the game, it'll let you know that there is in fact a lot more.
Once you've ascended the throne, you'll need to draft eight blue rooms in a row.
There's that number again. And hey, lucky you. You just so happen to leave at least eight slots free to do just that. You are going to be cursed when you do this. But hey, don't worry because I believe in you.
And then we said you'd have perfect RNG in the beginning. This is important because it'll give us access to our fourth and final goal. So, let's head all the way back to day one again because we've got some more things to set up. Remember those microchips we collected for the Blackbridge Grotto?
way back when. Well, if you craft the burning glass item from the workshop and use it on the base of this random sundial, you can get another pedestal.
It's actually not random. There's like a crazy amount of stuff you have to do to learn that you can do this. We're not going to get into it. Pop the three chips into this new pedestal and you can unlock the satellite as a permanent addition, which gives you access to the new experiments in the laboratory.
Now, you technically don't have to do this on your first day since it won't be important until after you've ascended, but it is helpful to get those experiments as soon as you can because you'll need to activate them a lot.
Specifically, one of the new experiments will remove a crate from the tunnel outside. If you activate it 36 times, you'll be able to reach a blocked door.
This is the first of eight that all require a different form of key to open.
Now, you can technically do all of this in one day. If you choose an experiment to trigger any time you select an archived floor plan and draft the archives immediately, you could technically activate it up to 42 times if you're stupidly lucky. That's not super necessary, though, since the final door won't be opened until after you draft the eight rooms after you've ascended. If everything goes well, you can technically get the blueprints book on day five as well. But you actually have a bit more leeway here since the book doesn't directly date the fifth and final goal, which takes a few more days.
So, hey, take your time. Not too much time, though. just a few more days. The final stage is by far the most convoluted, but that's not a problem because we all know what we're doing, right? There's no way that you stuck around and heard about the all the throne room stuff when you didn't know what the game was about, right? Right.
Anytime after ascending the throne, you can draft the trading post outside and blow that thing sky high with some dynamite.
Now is a good time to remind you that Simon is 13 years old. Dunel will reveal the hidden distillery. Fill a watering can with distilled water and throw it in the coat. On day seven, draft the shrine outside and get the blessing of the monk once again and end your day in the secret passage. The next day, grab your can from the coat check, draft the secret passage outside, slosh some water on those precious books to turn one of them blue, and enter the blueprints. Get it? Get it? Get it. Skip the three billion more Agai boxes cuz you already know the hidden path through the maze to reach the true room 46, where you'll find Orave's will and properly inherit the estate. Because plot twist, Herbert was basically squatting this whole time.
And after all of that, you have finished every major objective in blueprints on exactly day eight, which I like, did they plan that? Did they know? Did they know? Did Donub, did you know? Day eight specifically, the minimum number of days. Are you kid? Did you know I was going to do this? Eight.
To be honest, it's probably just a coincidence cuz we actually have a lot more to go. It's time to talk achievements. Blueprints has 16, but one of them is just get all the other achievements, so it's really just 15. A lot of these are fairly easy to get over the natural course of play. In your first 8 days, you're guaranteed to reach room 46 and unlock all the sigils and probably beat the game in one day in under an hour. It's also relatively easy to create all the workshop items, buy out the showroom, acceed the final exam, and have at least one day where you filled up the house, and another where you had at least 20 dead ends.
I mean, no, not easy at all, but technically possible. That just leaves us with five more that are a bit trickier and will require a few more days. For example, the two alternate game modes each have their own trophies for completing. Dare mode can be unlocked by purchasing the Swimbird plush from the gift shop, while curse mode is automatically unlocked when you break open the cursed coffers for the effigy. These are both done in separate save files, but we'll just add them to our total discount. though it is very hard. You can technically reach room 46 and each of these modes on your first day. But in order to actually get the trophy, you need to come back on a second day to pick it up. So that's an extra 2 days for each of these modes.
Um, actually, in order to get the trophy for dare mode, you need to reach room 46 with four dares active, meaning it takes a minimum of 5 days to get the trophy. I can hear you typing right now. And that is true if you're bad at the game because real blueprints masters will know that you can get an experiment in the laboratory to immediately add a new dare to your list. Meaning you can trigger it three times on the first day to get that trophy in a single day.
What? You think I forgot about the lab experiments? Bro, you think I inherited this house by mistake? Heading back to the main save, the next set of achievements is tricky. You need to solve 40 parlor puzzles and 40 billiard room puzzles. Since you can only draft the parlor and billiard's room once per day, that would seem to immediately bump our minimum days up to 40, making all of our optimization for this whole video kind of useless.
Unless you get good at the game, folks. I'm telling you, I thought of everything.
Normally, you can only draft each room once per day, but if you find the mirror chamber, you can permanently unlock extra copies of random rooms in your pool. Now, you can't copy the same room twice in a single day, but you can copy most rooms any number of times on subsequent days. So, if you get lucky enough to find the mirror chamber and gain another copy of both the parlor and billiard's room each day, you can solve two of each puzzle on day one, another three on day two, then four, and so on.
Doing some quick algebra, assuming you never get any puzzles wrong, you can solve your final puzzle on day nine and return on day 10 to grab your trophies.
We're close, but there's still one achievement to go. Draft every single room in the game. This will require you to first find every room in the game, which for the most part isn't that bad.
Once you know where they are, you can pick most of them up on your first day, or really at any point during your run.
However, there are eight locked to the drafting studio, which can be a bit trickier, as you can only pick one per day without some mirror chamber shenanigans. Still, there are only eight, and we need more than eight days to do everything else. So, just make sure you draft it at least once per day, and you'll be fine. Then, all you have to do is draft them all. Since you get 43 rooms each day, that's more than enough to draft all 110 rooms in the game in a timely manner. The real limiting factor with this achievement is the outer room. Like I said before, there are eight in total, but during our quest for the true ending, we actually only found four. So, while you're busting out those billiard and parlor puzzles, you're actually going to have to tack on another 4 days just to draft the shelter, root seller, tool shed, and finally the tomb. That will nab you your last trophy. All we have to do is hop in for one last day to import the curse mode and dare trophies. Make your way to the trophy room to pick up the last one.
And congratulations, you have completed blueprints 100% of the way in just 17 days. And you're also one of the luckiest human beings on Earth. So there you have it, comfy cat.
While most people spend hundreds of hours in the world of blueprints, you technically only need 17. This video was honestly a ton of fun to make. Trying to fit everything together perfectly in a spreadsheet really took me back to the days when I hadn't finished every single thing in the game.
At least that we know of because as we all know because we've all beaten the game, right? It's the very end of the video. Yeah, I I know you didn't mess up that bad. Nobody really beats Blueprints. Blueprints never ends. I mean, what's HW blessed?
Why does it how does it forge crest?
What does that mean? What's the deal with knockoff Zar here? Why did your uncle think it was a good idea to let a 13-year-old boy technically become the sovereign ruler of a new nation? Wait, what where's the last red letter? What's the why is there an N in the top of the the the mechanium? What's up with that?
Does it never end? Does it never end?
Does it never end? Does it never end?
Does it never end? Does it never end?
Does it never end? Does it never end?
And a massive thank you to all my supporters on Patreon, including Alakazam, Aspa102, Big Dog Ty for to win, Cydian, Sherry and Mark, the boss killer 94, Moyubu, Stylish, Alex, Richard Devote III, Comfy Cat, and Dne Bramage.
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