You’re standing at the gates of Mt. Holly, looking at a 5x9 blueprint that’s essentially a death sentence for your patience. Most people jump into Blue Prince thinking it’s just another cozy puzzle game. They spend four hours drafting the perfect hallway only to watch the sun go down and the entire floor plan vanish into thin air.
It’s brutal. Honestly, the first time it happened to me, I almost threw my mouse. But here’s the thing: Blue Prince isn’t actually about the rooms you build today. It’s about the few things the house lets you keep. These are the Blue Prince permanent additions, and if you aren’t prioritizing them, you’re basically trying to drain the ocean with a fork.
The game is a roguelike masquerading as an architectural sim. While your keys, gems, and coins disappear every morning, certain "additions" stay glued to your save file forever. These aren’t just minor buffs; they’re the only reason you’ll ever actually see Room 46 without losing your mind.
The Big Six: Additions That Change Everything
There are six major environmental unlocks that most players consider the "core" permanent additions. You won't find these in a random chest. You have to solve specific, often multi-room puzzles to trigger them.
1. The Apple Orchard (The Step King)
If you’re struggling with the 50-step limit, this is your first stop. Period. Near your starting tent, there’s a locked gate. You might’ve seen it and kept walking because you didn't have a key. Don’t do that.
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The code is 1128. Why? If you find the photograph of the orchard in one of the manor's rooms and use the magnifying glass, the date is right there on the tree. Entering this code unlocks the Apple Orchard permanent addition.
From that moment on, you start every single day with 70 steps instead of 50. That’s a 40% increase in exploration power. It’s the difference between reaching the Antechamber and dying in a Guest Bedroom three hallways away.
2. Gemstone Cavern
Gems are the most annoying currency in the game because the best rooms cost a fortune to draft. The Gemstone Cavern is tucked behind a breaker puzzle in the Utility Closet. You have to hit the VAC indicators in a specific color sequence: gray, blue, green, white, red, and purple.
Once you crack it, you get 2 free gems at the start of every day. It doesn't sound like much until you realize those two gems allow you to draft a High-Rank room on step one.
3. The West Gate (Outer Rooms)
This one is a game-changer. Most players stay inside the house, but the West Gate opens up the "Outer Rooms." To get it, you need to power up the Garage using the breaker in the Utility Closet, hit the garage door opener, and follow the path outside.
Opening this gate permanently adds a new phase to your morning. Before you even step into the foyer, you can visit:
- The Tool Shed: For guaranteed starting items.
- The Trading Post: Where you can swap junk for actual useful tools.
- The Shelter: Which protects you from the dreaded "Red Rooms" that ruin runs.
4. Blackbridge Grotto
This is a mid-to-late game addition. It involves the microchips you’ve probably seen lying around. Unlocking the Grotto gives you access to the Throne Room blueprint, which is one of the most powerful tiles in the entire game.
5. The Satellite Dish
Located near the orchard, this requires the burning glass and the microchips. Once you align the sundial and install the satellite data in the Lab, you start getting "data packets." This is how you find the Blue Door and the final cabinet keys. It’s essentially the endgame progression tracker.
6. Blue Tents
These provide extra utility and lore, essentially rounding out your "base camp" outside the manor.
Beyond the Environment: Room Upgrades and Disks
Wait, there’s more. People often confuse the "Permanent Additions" (the locations) with "Room Upgrades." Both are permanent, but they work differently.
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In Mt. Holly, you’ll find Upgrade Disks. There are exactly 16 of them hidden in the game. When you find one, find a terminal immediately. Do not pass go. These disks let you pick a specific room type—say, the Laundry Room—and give it a permanent buff.
I once upgraded my Nook into a Breakfast Nook. Now, every time I draft a Nook, I get +10 steps and +2 gems for the next day. It makes the "random" part of the roguelike feel a lot less like a gamble and more like a stacked deck.
The Cloister Trick
If you’re lucky enough to find the Cloister, pay attention. It has eight different upgrade paths (though you only see three at a time).
- Lydia: Gives +2 allowance for every shop you draft.
- Dauja: Gives +2 stars for every "animal" room (like the Aquarium).
- Rynna: Boosts your Luck stat for every Green Room.
Honestly, the "Lydia" upgrade is broken. If you stack it with a few shop drafts, you’ll never run out of money again.
How to Actually Progress (Actionable Steps)
Stop wandering aimlessly. If you want to finish Blue Prince, you need a checklist for your next three runs.
- Run 1: The Orchard Sprint. Don't worry about Room 46. Just get a magnifying glass, find the Orchard photo, and punch in 1128 at the gate. Even if you die immediately after, you’ve won.
- Run 2: The Utility Master. Focus on drafting the Utility Closet and the Garage. Solve the VAC breaker puzzle for the Gemstone Cavern. Then, open the West Gate.
- Run 3: Disk Hunting. Use your extra steps and gems to push deep into the house. Look for the "Terminals." If you find an Upgrade Disk, prioritize the Nook or the Mail Room. These provide the most consistent ROI for early-game players.
Most people fail because they treat every day like a "winning" run. It’s not. Some days are just for the additions. Build the foundation, grab the permanent buffs, and the house becomes a lot less scary.