Some tips for RNG mitigation in Blue Prince

I've recently been playing a lot of the newly released Blue Prince and I see a lot of complaints about RNG making it slow or difficult. While I agree that it can drag a bit at certain bottlenecks, I've been mulling over some general strategies that the game doesn't explicitly present to you and want to outline here.

The following tips include some mild spoilers for some mid game mechanics. I'll try not to spoil anything major and reveal things progressively, but if you're really allergic to spoilers, I would suggest not reading onwards until you've reached room 46 at least once, and are starting to hit a brick wall in terms of things to explore and try.

Drafting tips

1. Read all the in-game books.

There are 5 drafting guide books discoverable in-game which provide valuable tips on how to draft consistently.

The following paragraph includes their locations if you need help finding any of them.

Their locations are: The first is in the Dormitory. The second in the Drafting Room.Third is in the Library. Four and Five are available in the library after purchase from the bookstore.

2. Build branches, not trunks.

One of the drafting guides suggests that you should fill the bottom ranks before getting to the higher ranks. This might suggest that you should fill rank one before starting on rank 2 and so forth. This is actually the biggest tip I had to actively reverse as I got better at drafting.

The problem is that if you've always filled rank N-1 already, then you'll average 2 or maybe 3 open sides when drafting. If you get unlucky with corners, then its very easy to have a bad draw or two and end up deadlocked.

Going row by row- only two degrees of freedom most of the time.

However if you first branch forward a rank or two, then double back, you have a much more open plan to draft in, averaging closer to 3 open sides. So I tend to draft a couple rows forward, then double back to fill in gaps with dead ends. In this way you'll still try to fill ranks 1-3 before you invest too much in rank 6, but can be more flexible about how you draft into an open plan. It might not seem like much, but that one extra degree of freedom helps a lot and prevents misdrafts. Being able to confidently fill a lot of dead-ends in the first few ranks also then removes them from the drafting pool. Compare to above where placing a dead-end into either position would make the other draw all-or-nothing to continue the run.

In this example, drawing a dead end on the left or bottom doesn't matter too much because one can make up for the other. And you can very confidently place a dead end in 1,2 no matter what happens.
  1. Don't focus on a single goal.

Have a list of all your current goals and what drafting combinations it would take to reach them. Most of the time there are multiple things to pursue and noticing ahead of time what pieces you come across towards any one goal will help you progress faster.

Permanent Buffs

The overall tip here is that whenever you're presented with the option to do something that will apply a permanent buff and carry forward to all future runs, you should prioritise it highly.

There are a couple of ways to apply this.

Upgrade Disks

Whenever you use an upgrade disk, you'll have three options. I've found a lot of mileage in making sure that whenever possible, you should take the upgrade that gives lasting benefits. There are a few in particular which have been MVP's for my play so far.

  • Guest bedroom - One upgrade for the guest bedroom changes it to 'quest bedroom' which gives an allowance token if you make it to the antechamber that day. By consistently taking this, my daily allowance is now over 80 and continues climbing.
  • Cloister - One upgrade for the cloister changes the statue to Joya, with the buff 'every Kitchen/Pantry/Furnace drafted from this cloister gives a permanent +5 steps to the meal' - a handful of these has resulted in my dining room giving me 40 steps, and I basically never run out any more
  • Billiards room - An upgrade here will turn it into the 'Break Room' where ending the day in the room makes you start with a security card the next day. Consistently drafting this and ending the day there will solve a common early issue I had of getting stuck on a security door. It also indirectly mitigates the number of keys needed if you draft the security room (a good 3-door room to draft regardless for other reasons). It's not exactly a 'permanent' upgrade but making it a part of every run essentially gives me a permanent head start each day.
  • Mail room - 'No contact delivery' upgrade will give you a parcel in the entrance hall the next day. I take this basically every day and as a result start with an extra few things - usually a combination of gems, keys, lockpick or sleep mask. It's not exactly a 'permanent' upgrade but, like the prev dot point, making it a part of every run essentially gives me a permanent head start each day.
  • Exterior areas

    If you're reading this far, hopefully you have already done some work unlocking exterior areas. All of these unlock permanent, lasting upgrades. I'm going to try to progressively hint towards these, but you should skip if you want to discover these yourselves

    Area 1

  • Have you noticed a connection between the Dark Room and Breaker Box?
  • Have you visited a lit darkroom with a magnifying glass?
  • Using the code on the picture here outside will unlock a permanent 20 step buff
  • Area 2

  • Have you noticed a connection between Garage and Breaker box?
  • Opening the door in the garage will unlock a permanent extra room which can consistently help you shape runs in a particular direction
  • Area 3

  • Have you noticed a connection between the boiler room and some other rooms?
  • In particular the laboratory?
  • Periodic table in the lab will give you instructions.
  • This can be easy to miss even if you did unlock it, but the grotto allows you to connect any computer to one offline computer per day. In practice this means if you draft the Shelter or an early Security lab, you can use the network to also access the lab computer and activate an experiment at the start of your run.
  • Area 4

  • Noticed the other row of lights on the breaker box?
  • There are (I think) hints in 3 other locations to find on how to solve this puzzle.
  • Solving it will get you a permanent 2 gems to start the day.
  • Important rooms

    Finally there are also a few key rooms and blueprints that will supe up your runs. I wouldn't recommend reading more if you haven't already unlocked all of the above exterior areas.

    One final clue

    This last is a clue only if you are getting towards the end of the second major goal and are getting stuck.