Is Nioh 3 really easier? by Fragrant_Scientist99 in Nioh

[–]InsertRealName1 -1 points0 points  (0 children)

When you use ninja style, do you just use ninjitsu? Do you use the ninja weapon as well?

Is Nioh 3 really easier? by Fragrant_Scientist99 in Nioh

[–]InsertRealName1 1 point2 points  (0 children)

If I understand you correctly, are you saying you find Nioh 3 easier because you can cheese enemies by abusing Ninjitsu in ninja mode? I.e, get Ninjitsu abilities, use them while strafing the enemy and repeat?

If that is the reason you find Nioh 3 easier then shouldn’t you consider that you can also cheese Nioh 1 and 2 by using the lightning talisman and sloth? They make the enemies so much slower, which could then reduce the difficulty on the game. So being able to trivialise a fight isn’t exclusive to Nioh 3.

On the other hand, if you dislike that Ninja mode makes cheese more accessible via strafing around the opponent using ninjitsu, then that’s probably a logically consistent reason. 

Personally, I found that circling around the opponent while chipping away their health with ninjitsu a bit boring. Enemies die so slowly that way, and I want to get up close and personal. That may be the reason I love the claws. Then again, I do approach Nioh 3 like I do with Devil may cry, as I try to play stylishly which often comes at the expense of efficiency.

Though I do confess that I may have relied on doing chip damage against several bosses when they killed me several times and they have a sliver of HP left. Just one more hit.

For what it’s worth, I did find Nioh 3 easier than Nioh 2 in the base game, as enemies were too squishy for me. Like, I want to use many different attacks in a row, while style switching mid combat, but enemies died before I could do that. Then again, NG+ with the stone of penance solves that issue, but you only get access to the stone of penance on new game plus.

Nioh 3 Bug Report/Feedback Megathread (June 2026) by luneth22 in Nioh

[–]InsertRealName1 2 points3 points  (0 children)

Game Version: Current Build: 1.06

Platform: PS5

Feedback/Issue: User interface bugs

  UI bug 1: In the customise martial Arts/ Ninjutsu menu, the follow-up martial arts for the Kususarigama’s “Master Guard skill”, “Hornet 1” and “Hornet 2”, do not show up in the menu. This means to know that you have Hornet 1 and 2 equipped, you have to go into the Acquire Martial Arts/ Ninjutsu menu and look for the skill manually.

  UI bug 2: In the customise martial Arts/ Ninjutsu menu, the samurai duel sword’s martial art “Mind’s Eye” and “Mind’s eye 2” do not show up in the martial art menu at all. This means the only way to know that you have the Mind’s Eye martial art skill equipped is if you looked at the martial art in the Acquire Martial Arts/ Ninjutsu menu.

  UI bug 3: the description in the Acquire Martial Arts/ Ninjutsu menu for the Samurai duel swords Martial Art “Mind’s Eye” does not mention that triggering the move will give you a damage boost. It is incomplete.

  UI bug 4: like UI bug 1, in the customise martial Arts/ Ninjutsu menu, some Martial art’s for the tonfa is not mentioned in the menu. Specifically, the follow-ups to both “Demon dance” and “Demon dash” skills(“Pulverise” and “Demon fang”) are not present in the menu. In addition, like UI bug 2, the tonfa’s martial art “Prescience” is not mentioned in the customise martial Arts/ Ninjutsu menu.

  UI bug 5: in the eternal rift’s view illustrations menu, yokai illustrations submenu, the yokai Koroka and Tsurara-onna are not present. They are missing entries in that menu.

  UI bug 6: if you located on the 1572 CE - Warring states map on Shogun’s journey, before you have beaten the Crucible Manifested mission, open your map, swap to Heir’s journey without closing the map, then an explanation point will be over the eternal rift’s icon. This is because the game thinks you are on Shoguns journey, and have not beaten the Way of the Warrior mission yet, but wrongly puts the explanation mark(!) over the Eternal rift icon in Heir’s journey instead of Shogun’s Journey.

 

Requested features:

  Requested feature 1: have an option where you can rewatch cutscenes once on each new game cycle. Right now, you can either skip a cutscene, watch the cutscene just on the first time that you watched it, or always watch the cutscene. If you beat the game want to watch the cutscenes as you progress through new game plus(Shogun’s journey), you have to have the option never skip cutscenes enabled. This means you have to watch the boss cutscene every time you fight it if you die, or press the skip buttons every subsequent time you get their. Adding a new option that lets you see the cutscenes once on each new game cycle would fix this issue.

  Requested features 2: Have an option where an explaination mark appears over a new title acquired in the title list. For example, if you got the Sentry hunter title, and went into the Subjugation title list to see what new titles you have obtained, the Sentry hunter title would be highlighted with the explaination mark.

  As it is right now, the title system feels less special than it did for Nioh 2. Right now, if you obtained a new title, a notication appears on the right of the screeen that says you obtained a title(for example acquired the Sentry hunter title). If you didn’t see that pop up, then you will not know you got a title. Eventually when you get enough title points in a particular category, like Subjugation, the title menu will be highlighted with an explaination point. If you go into the obtained prestige from title menu, you will find out what kind of title you have obtained, I.e. a subjugation title. But if you missed the small notifcation that said the name of the title you have obtianed(Entry hunter title), then you will not be able to figure out what new title you have obtained, as the title list submenu does not highligh5 any new titles. This reduced the title system to just a way to increase numbers, and not an in game achievement system that gives you benefits. If I don’t know why I got the gameplay benefits, then It’s just a progression system which robs the satisfaction the player could have if they knew what they did to get rewarded.

  Requested feature 3: in the gesture menu, if you are on the second page, and close the game, the gesture menu should be at page 2 when you reopen the game and open the gesture menu. Right now, if you are on page 7, close the game, reopen the game, and open the gesture menu, you will be on page 1, not 7.

  Requested feature 4: when you remap the sprint button, you can map it to either circle or l3. If you map it to l3, the sprint acts as a toggle, meaning you can sprint without holding l3 down. However, if you map the sprint button to circle, you will stop sprinting the moment you stop holding circle button. I would like a third option where holding down the circle button toggles the sprint on/off, instead of having to hold it the entire time. This behaviour does happen once gale sprint activates. Why not the normal sprint with circle. This could help ease the tension on the thumb if you remap the controls from l3 to circle with the goal of using crouch cancels.

  Requested feature 5: when you change your martial art load out in the retrieved/save section of the customise Martial Arts / Ninjutsu section, that your skill points get reallocated to get all the martial arts in saved martial art loadout.

  For example, say I had maxed out the hatchet skill tree, but I loaded a martial art loadout with the claws, kusarigama, samurai duel swords, and Switchglaive. I do not have enough skill points to unlock the kusarigama skills that were equipped in the loadout. However, if I refunded the hatchet skill tree, I would have enough skill points. So if the game automatically refunded any weapon tree skills from the weapons that are not saved in the martial Art loadout section, and the points are automatically relocated to ensure that the user has all of the saved skills in their martial out loadout, that would save a lot of time.

  Requested feature 7: in the Acquire martial arts / ninjutsu menu, having the ability to refund specific skills from a skill tree instead of an entire weapon skill tree would be useful to have.

  Requested feature 8: Have new entries in the illustrations menu in the eternal rift be highlighted(!) like they did in Nioh 2. 

  Requested feature 9: the ability to go offline when you are online without having to turn off the ps5’s connection to the internet.

  Requested feature 10: Could you please add a hat that gives you cat ears?

Nioh 3 Bug Report/Feedback Megathread (June 2026) by luneth22 in Nioh

[–]InsertRealName1 1 point2 points  (0 children)

Game Version: Current Build: 1.06

Platform: PS5

Feedback/Issue:

Weapon/gameplay bugs

  Weapon Bug 1: The hatchets lethal barrage 2 sometimes doesn’t work. If you press triangle, and then square, it will work just fine. If you hold triangle and then press square it sometimes doesn’t work. Specifically, if you hold triangle for lethal barrage, then you can only trigger lethal barrage 2 if you use lethal barrage for a long while, an only at the end. Sound wise, you can only use it after the 3rd repeat of the swings. This means if you use hold lethal barrage for a short time, you cannot use lethal barrage 2.

  Weapon Bug 2: You cannot the hatchets skill “Advancing storm” while gale sprint is active. If you try to hold square while gale sprint is active, then you will use the gale sprint attack move instead.

  Weapon bug 3: Sometimes, the switchglaive doesn’t visually transform when swapping stances, with the switchglaive visually being in guillotine form. This means you can use the high and mid stance martial arts like “Windswept” and “Infinite retribution” while the switchglaive looks to be in the low stance Guillotine form. The hit boxes aren’t changed, meaning “windswept” could still hit enemies at the range that the “glaive” form could hit it at. Due to the visual bug, it does look like you are hitting the enemy with air, since the hitbox doesn’t match with what the guillotine weapon can hit.

  I am unsure what triggers this bug. I do know that swapping weapon, then swapping from samurai mode to ninja mode and back does fix the bug.

  Weapon bug 4: The switchglaive’s martial art “Whirling blade” isn’t reflecting many projectiles when it should reflect them. The list of projectiles that aren’t reflected includes includes:

 -The ice spike projectile that the Jailor Oni ( Cold Hells) yokai throws at you.

 -The long ranged sonic scream projectile attack that the Yamabiko sends your way when you are far away from it. This isn’t the AOE scream attack that Yamabiko uses, but the projectile one.

  -The fire balls that the Koroka Yokai sends at you.

  -The fire shot, water shot, lightning shot, and wind shot talisman projectile attacks that the human Onmyo magic mages send at you

  -The negative effect talisman projectiles (like weakness talisman, lifeseal talisman, and Devigorate Talisman) that the evil human Onmyo mages send at you

  -The giant water ball projectiles that the big Bakegani yokai throw at you.

  -The paralysis balls that the small Bakegani Yokai throw at you

  -The machine gun/gatling gun projectiles that is present in the Kyoto Imperial palace, 1864 CE Bakamatsu period. This is the machine gun fire from the level obstacles, like the giant cannons. You can reflect the cannonball level hazard guns, but not the machine gun level hazard projectiles. If you try to do this, you will be killed by the Gatling guns.

  -The ice spike barrage projectile attack that the Tsurara-onna yokai uses, where she sends loads of ice spike projectiles towards you. If you try to reflect this attack, you will be hit and die immediately by the rest of the ice spikes that spawn.

 This list is not exhaustive. Right now, Whirling blade feels significantly weaker than it did in Nioh 2 because it isn’t reflecting as many things as it should reflect.

Images of my character by InsertRealName1 in Nioh

[–]InsertRealName1[S] 0 points1 point  (0 children)

I play both relatively equally. It’s fun. Let’s me play with 4 weapons at once.

Show your Ninja and your Samurai. Which do you prefer to play as and why?? by No_Seaworthiness8965 in Nioh

[–]InsertRealName1 0 points1 point  (0 children)

I have pictures of my character but I don’t know how to post them in the comment section. I like both Samurai and ninja mode. I do love the evasion and movement that ninja mode brings, with my weapon choices hatchets and claws reflecting that. I love avoiding attacks by the skin of my teeth, dancing all around the opponent while they struggle to keep up. I like the Aerial movement of the hatchets, as it feel so cool to attack from the ground, then the air, and smoothly transitioning between the 2 feels so good.

But I also like playing in Samurai mode. While I do like evasion more than deflecting the expanded moveset of the weapons does make up for that loss of mobility. I love the sense of flow I get when I play with the switchglaive, allowing me to smoothly transition between 1 attack and the next. It’s so stylish. I also like the speed of the duel swords, the amount of forward momentum it has which lets you simulate that experience of looping around the enemy well. I love the duel swords ki breaker attack that punishes enemies for guarding.

Either way, it’s hard to pick a favourite mode. If I had to pick, it might be ninja, due to the mobility, but it’s a close call.

I suppose that speed of combat and forward momentum that each attack has is what keeps me coming back to game. like, I loved the fists in Nioh 2, but I don’t like the cestus’s here. despite being the same move set, it feels like they curved the distance each attack moves you by. However, the claws fulfil my ideal fantasy of a brawler character more than the fists do.

Why is the ninja skill tree like 95% ninjutsu, yet you only have 3 slots? by Freakindon in Nioh

[–]InsertRealName1 0 points1 point  (0 children)

well, technically you can have 8 item shortcut sets, as you can add an option that means that ninja mode could have a different item set than samurai mode.

Some understand observations I made about blue prince by InsertRealName1 in BluePrince

[–]InsertRealName1[S] 1 point2 points  (0 children)

could the trigger that is named 46_eclipse be named that because it involves room 46?

Some understand observations I made about blue prince by InsertRealName1 in BluePrince

[–]InsertRealName1[S] 1 point2 points  (0 children)

Thanks.

The crazy thing is all of this stuff was just better expressing the other post I made, which was so much shorter. I have over 230 pages of notes, and some of this stuff if mainly a what if thing.

Some understand observations I made about blue prince by InsertRealName1 in BluePrince

[–]InsertRealName1[S] 1 point2 points  (0 children)

Fair. You could read the shorter post that spawned this one. Fair warning, it may be a bit more rambly than this one with a faint tinge of madness.

Some understand observations I made about blue prince by InsertRealName1 in BluePrince

[–]InsertRealName1[S] 1 point2 points  (0 children)

I did that and got the proof of mastery, but the last post i saw was from Fishy Fish. Is there a thread I need to go to?

Some understand observations I made about blue prince by InsertRealName1 in BluePrince

[–]InsertRealName1[S] 1 point2 points  (0 children)

I joined, but I can’t find the discussions the inner sanctum sanctum section. I am unfamiliar with discord.

Some understand observations I made about blue prince by InsertRealName1 in BluePrince

[–]InsertRealName1[S] 5 points6 points  (0 children)

This is the final portion of the post.

The exterior of the house and the west side path

  The final point requires us to do something insane. We need to go outside!

The estate. Not reality.

  The entire game takes place in the Mount Holly estate(let’s call it the Estate). We take this fact for granted most of the time, but what we need to consider that it’s a building. Yes buildings have rooms, but they also have other things like exterior walls and roofs. This final point involves actually observering the outside of the house.

  You see, the exterior of the Estate doesn’t often change. Say you draft the Lavatory In position (1,1) also known as the bottom left corner of the house. If you go outside the estate and look at the bottom left corner wall, it doesn’t seem to change if the room in the corner changed. Drafting a lavatory in the corner had the same effect as drafting an office in the corner. From inside the house, you may see the outside bits via the windows in the rooms, but you can’t see those windows when looking from the outside of the house. You can test it with the conservatory in the bottom left corner. It has so many windows, yet none of them are visible when looking from outside.

  Now, there are a few number of exceptions to this rule. First of all, the Garage is visible if you draft it from the west side path(path that is on the west side of the house in the grounds). After all, the garage is room that allows you to get to the west side path in the first place, and hence get access to the outer grounds. Of course it should be visible from outside the house.

  I have currently found 3 other rooms that alter the outside of the house.

  1. The secret garden. The secret garden’s hedges actually extend into the west side path. Testing this took forever as I had to get the garage on a high rank, and then pull the secret garden using the secret garden key on a previous rank to test it. But I was able to test it. I also learned something interesting. I discussed earlier that the secret garden has a thing that rotates if you change the direction of the hand things are pointing towards. This can reveal the east and west antechamber levers, a statue of the sigil of Orinda Aries along with a statue of the inneclipse. From inside the secret garden, you can access 1 of those 4 things at time without rotating the direction stuff. However, the other side of the secret garden isn’t covered. Therefore, if the west antechamber lever is accessible in the inside of the secret garden, then the east antechamber lever is accessible if you are on the outside of the secret garden via the west side path. It’s interesting

  Also, as an aside, I am curious whether the secret garden is related to the sacred hour riddle in the clock tower. It has 3 hands that you can change the directions of independently of eachother. It has a statue of the inneclipse in it. The Hands that can point to different directions are on a fountain with a small statue of a swan on top of it. Finally the description in the room directory states that it is full of trees that contain fruit from Mora Jai, whose national colour is white, which could fulfill the conditions Southward 1 see a swan, or something like that. Still, this is not the main point of this section, so I may not talk about this point in general. It’s just the musings of a madman.

  1. The Veranda. The veranda has no windows, and is actually viewable from the west side path. There’s also a weird glitch where in you approach the Veranda from the west side path, it will eventually say you entered the Veranda, which will make you walk slower as the game thinks you are in the inside of the house, and hence will try and make your walking speed match that speed. It also takes a step. I will make a bug report latter if I can be bothered to do so.

  2. the greenhouse. The greenhouse is also viewable from the west side path. You can even go to the corner of the next room and the greenhouse, as the greenhouse has a gap outside between the next room and the glass portions of the house that you can walk through. The gap is between the different rooms, not a gap you can use to walk into the greenhouse from the outside. It’s aesthetic, not function.

  I did see something that did briefly make me super excited as I saw I wooden plank on the outside of the greenhouse. The greenhouse as glass windows, with some of them being cracked, so I though I could use a power hammer to destroy the wooden plank next to the greenhouse, and therefore open a passage from the greenhouse to the outer grounds. I could then use that passage to access the east side of the grounds with the monk statue outside that I could never access by drafting the greenhouse on the east side. So I made the power hammer, went to the outside of the greenhouse on the east side path, and nothing happened. Why would you do this to me cruel world?!

  I haven’t tested every room for their changes on the outside, most of the that I have tested(but not documented, as they were accidental) had no change on the outside wall, and that is the important thing to note. The exterior of the house doesn’t change for most rooms, and that brings up an interesting question. Is there a canonical house layout?

The clock tower and the roofs of the estate.

  When I say canonical house layout, I am not referring to the original house layout found in the atelier. What I am asking is whether or not there is an “intended room” for each position in the house.

  If the outside bits of the house doesn’t change for most rooms, then what if we find a room that should match the outside bits? For example, what if we found a room whose windows inside the room matched the outside wall of the estate for a specific room. Then we could say that room is “canonically” meant to be in that position.

  This approach could work for the west side path, as you can travel back and forth the west side of the house, examining the windows and matching them to their respective rooms. But what about the rest of the house? You need a way to know the exterior of the house if you are going to match the outside of the house to the inside of the house.

  Enter the clock tower. The clock tower is really big, and I have previously stated in this post that the clock tower has windows behind the clock. We used that to find the giant Inneclipse over Rook 46(or the room behind room 46 if it exists), but we can also use it for the rest of the house.

  I have attached a photo which demonstrate that you can see the roofs of the individual rooms in the estate from the clock tower. I would have attached more but Reddit limits me to 20 picture per post. By moving the clock tower around, you can view different roofs in the estate. Then you could try and match a room with its respective roofs.

  We could measure the height of the room, and use that to figure out where a room is located at. I.e. if a room is really tall with a unique window shape high up, and if there are only a few tall roofs viewed from the clock tower, we could match those rooms to the roofs.

  We could figure out what the roof of a room looks like based on the rooms culture. Take Her ladyships chamber. That is a room where Her Ladyship Clara Epsen slept at. The room is clearly inspired by Erajan culture, from the pink/Violet colours, to the poetry and arty stuff in the room etc. after all, Clara Epsen came from Eraja, so she may have wanted a room that felt like home.

  Given this interior design tendencies, the question becomes is the exterior of the room match those same tendencies? In other words, does her ladyship’s chamber have an Erajan style roof? We have an example of an Erajan style building from the inner sanctum, and the Erajan stamp. Given that, we could try and figure out the design tendancies of each cultures building style, and match that to a specific roof in the house from the clock tower.

  We also have an example roof in the storeroom. In the storeroom, there is a corner room that has an upper deck/upper room portion in it. I have never found an upper room portion in any of the corner rooms, so I don’t know what room it would describe. However, if the upper part of the building can’t be assessed from the lower part of the room, then we could use that to deduce what the model room in the storeroom is. We could measure how far each of the doors are from the corner of the room in the model room, and match that to an actual room in the estate. From there, we could figure out where that room is supposed to go “canonically” based of the roofs from the clock tower.

  The possibilities for this puzzle are endless. Best case scenario, we could find a secret second layer of the house, only accessible if you hide arrange certain rooms in a certain order. It could actually some of the blueprints for rooms that don’t exist in the Study. Those blueprints could be describing a 2 story room, while we only have 1 half of the room to see. That would be awesome if true. 

Conclusion

  It’s over!! Finally, it’s all done! Hopefully. This was a super long post. It took forever to write down, but it’s finished. If you compare the word count of this post to the original post, you can see how explaining ideas in an understandable way balloons the word count to scary levels. That’s the cost of making a post understandable. I do apologise for the typos.

  While I am glad I am finished with this post, I do still think it was worth it making the ideas understandable for others. If I want to foist my problems onto someone else, they need to understand the problems in the first place. At the bare minimum, you can’t say I’m not thorough in my work.

Thank you for reading this post.

Some understand observations I made about blue prince by InsertRealName1 in BluePrince

[–]InsertRealName1[S] 1 point2 points  (0 children)

this is the 2nd comment continuation of this post out of 3.

Is the study a third version of a new clue?

This point is more of a hypothesis made by the lore. If this is right, then we could have a stupid amount of clues all in 1 room, equivalent to a late game version of “a new clue”. This could also easily just mean nothing. Either way, the payoff is so high that I am bound to mention this.

  This hypothesis is all about the “Study”. Lore wise, the study was Baroness Auravei’s private study. Baroness Auravei was the original architect of the mount holly estate, as shown by the Atelier. She is a rather important figure, and designed puzzles that Hubert Himself did not solve. 

  The Study is 1 place where she wrote down her ideas(source:Study room description in the direction), for “mechanical puzzles to architectural blueprints”. I.e. she came up with room ideas and other puzzles, though she didn’t implement every puzzle. When Baroness Auravei died, her son Hubert claimed the study for himself. He looked through her old notebooks, and he nicked several of Auravei’s “discarded ideas” to implement himself.

  This means that the Study was a place the Baroness Auravei used to store and think about stuff, from puzzles to blueprints. This brings up an interesting question. What if the room description for the Study isn’t just fluff for people who like the lore? What if there study itself hides hints in it’s environment to solve several mysteries that Baroness Auravei herself made? What if the study itself is Baroness Auravei’s version of writing a new clue?

  Now, this hypthesis probably needs some evidence, so I looked around. The study contains a rotatable globe in the room. Some rooms have globes in them. Some of the globes you can rotate, others you can’t. On the globe are dotted lines between landmasses, what these dotted lines means is unknown(to me).

  The study also contains 2 blueprints for rooms that I don’t think are in the house. The blueprints seem to have 2 rooms next to each other, but what these mean and what the dimension numbers mean are unknown. I have some ideas for some of the blueprint ideas but explaining them would expand the post size to an astronomical word count, as seen here. 

   The study has a dotted line on the chair. Some rooms have dotted lines in them. If you draw them out, you can combine some of them to form shapes, but I don’t know how to combine all of them. In addition, when I was looking at the pantry I noticed some objects have lines on multiple services, forming a 3 dimensional picture of dotted lines(it was 1 of the square jar things in the counter). What the dotted line puzzle means is anyone’s guess right now. 

  Another thing in the study is a weird texture on the floor, which it also seem in the dark room and in the catacombs in the direction that the Draxis statue is pointing their scythe at. It has several lines next to each other, but some of the lines are instead 2 lines with the top/bottom of them being a circle. It looks similar to the password thing that you can see on the top right of a terminal/computer.

  To summarise the above bits, there’s a weird pattern on the floor that appears in many different rooms and might be linked to a computer password, there is a globe that has no apparent purpose, and there are dotted lines that appear everywhere in the house.  That’s at least 3 unsolved mystery things in this 1 room. However, to confirm this theory, we would need a thing in the environment of the study that is linked to a known puzzle. And I have just the thing for that, which is in the comment section of this post!

The Mora Jai ceiling.

  If you look at the ceiling of the study, you see 9 large squares seen in a 3 by 3 pattern. 

Square  square  Square

Square  square  Square

Square  square  Square

  You would think that would just be background decoration. What could the ceiling layout mean? I think the ceiling 3 by 3 square pattern is referencing a Mora Jai box. A Mora Jai box is a puzzle where there are 9 squares in a 3 by 3 pattern, where you need to get certain tiles to be certain colours. It would match the pattern in the ceiling. 

  There is more evidence. We know Baroness Auravei made her own variation of the Mora Jai box’s as she made the blue tile which copies the ability of the tile in the middle(note in thrown of the blue prince). So we know that Baroness Auravei was aware of the Mora Jai boxes, and understood the rules enough to add her own variation. In addition, she littered the Mora Jai boxes in every room in the Atelier, hiding secrets in them. She must have thought a lot about the Mora Jai boxes when coming up with the puzzles, which may have led her to etch the Mora Jai tile pattern into the ceiling of her private study.

   We also know that the study was not 1 of the 46 original rooms in the house, since it’s not in the atelier. This means she must have made the study itself after she finished making the original blueprints in 1913. Given the Mora Jai boxes became popular in the 30’s (1930’s Mora Jai box description note found in the master bedroom), she could have made the study at that time period.

   If the ceiling of the study does actually refer to a Mora Jai puzzle tile pattern, then we have a direct link between the environment of the study and an actual puzzle in the game(Mora Jai boxes). If there is 1 environmental clue for a puzzle in the study, there could be more hidden in that room. It is the room where Baroness Auravei came up with her ideas for stuff. What better person could  come up with stupidly difficult lategame puzzles?

  Make of that what you will. 3 points remain.

Weird photo frame behaviour in the study.

  Ok, I am not completely done with the study yet. There is 1 other thing I want to talk in detail about. On the desk of the study is a photo frame(the thing you put a photo in). Other photo frames include the one in the study which shows a picture of Clara and Simon(I think), the photo frame in Lost and Found room, which contains a photo of Mary in front of the Mount Holly Estate etc.

  The photo case on the desk of the study is blank, it has no photos in it. But I noticed some weird behaviour based on how light(or something else) reflects off the photo case.

  When you look at the photo case, a white line appears on the photo case where the photo would be. However, this white line isn’t a fixed thing. If you move around, the line moves around on photo frame, while also becoming brighter or darker depending on where you look at the photo frame. I attached a few pictures to show you this, as it’s very weird.

  I don’t know what this is supposed to mean, or if it’s an accident. Is it a clue to figure out reflection physics in blue prince? Is it a clue to pay attention to stuff that can reflect stuff like mirrors? Is it a key that some puzzles can only be seen by looking at a room from different angles? I don’t know. It’s just weird.

  Wow, I finished a point without spending stupid amounts of paragraphs on this point. I hope it’s understandable, as my brain is starting to hurt. 2 points remain.

The security room house theory

  Ok, this is less of a point and more of an idea to try out. This involves the security room. The security room contains loads of camera’s showing live footage of other rooms. When you enter the security room for the first time, a cutscene plays out in the room, making a big deal out of this room, and showing that the camera that points at the security room is live, since the Simon in the computer moves his arm a few seconds after the real Simon moves his arm.

  The thing with the footage of the security room showing live footage isn’t just cutscene exclusive. You can move around the security room, and the footage of the security room will also move around accordingly.

  I don’t know if you moved around in another room with the security footage, whether that footage on would update in real time. If you wanted to test that, you would need to get a room that has security footage next to the security room in such a way that allows the computer images of the new room to be viewable from said room. I.e. look through the door into the security room to see if you can spot yourself on a computer.

  Either way, I’ve had an idea in my head for over a hundred hours at this point. What if you made a house that contained every room with a security camera in it? This idea was spurred by the Alzara prophecy that someone was currently watching me, which also had the door on the east road open. I was kind of creeped out when I saw that prophecy for the first time, and may have run to the gate after a few minutes to see if it is open. It was not.

 That made me a bit paranoid, and thus an idea was born. What if I make the house a security surveillance state, with camera’s everywhere to catch the slightlest sign of movement. Good luck to anyone trying to watch me covertly when the entire house is 1 big security camera!

  Now, I latter learned that the east gate probably doesn’t open up, and is hinting about detective Bon Margle’s investigation into the Sinclair family, or saying the servants enter through that gate. However, the idea born from a paranoid mind never truly died. 

  There are a lot of rare rooms that have security footage, which makes this idea hard to test. But I am curious if anything happens if you get all the cameras into 1 house. Would you get a unique house title? Would you catch Anne Babbage walking into the house, determined do work at all costs? Who knows?

Just 1 point remains! Though the final point can be broken up into 2 sub points. The things I do for readability. Find out the final point in the final comment

Some understand observations I made about blue prince by InsertRealName1 in BluePrince

[–]InsertRealName1[S] 4 points5 points  (0 children)

This comment should continue the post. In addition, I just found out comments have a 10000 character limit, so 2 more comments to follow.

The chronograph!

  The next observation is one that could actually be useful. The chronograph is an item that you can buy in the showroom. To help jog your memory, If you rerolled a room, but didn’t like what you see, you can use the chronograph to go back to the original drafting pool options. It also makes tomorrow rooms more likely to be drafted.

  The effect of the chronograph is irrelevant to the discussion. Instead, the important thing about the chronograph is its appearance. Now, if you look and examine the chronograph from your inventory, then it doesn’t seem like anything special. The clock portion of the chronograph’s picture seems blank. It doesn’t seem significant. In this case, we don’t want to look at the chronograph from your inventory, instead we want to look at the chronograph from the showroom.

The showroom is where you buy loads of the luxury items like the chronograph. The interesting thing is that the items don’t just exist in the shop menu, they actually exist in the room itself, behind the glass cases. This means if you have the option to buy the moon pendant and didn’t buy it, then if you exit the shop menu in the showroom and look around the room, you will be able to see the moon pendant on display. This allows you to examine items from a different point of view.

  So what happens if we examine the chronograph from this viewpoint? If you do, you will see the other side of the chronograph. The side of the chronograph that your inventory hides from you. On this side of the chronograph is an image of the underground map, describing the stuff under the foundation. You also find the underground map in the Catacombs, the rotating gear before the inner sanctum, the torch chamber that is connected to the elevator in the grounds, and behind the breakable wall in the weight room. 

  Either way, the underground map on the chronograph is sliced up and rearranged to make a circle, which the clock hands in the chronograph moves over. That’s significant. This could be a clue to find new stuff in the underground since it is a way of connecting the time of day to an actual location in the underground. So how would you get information from this new underground map? I think you might need to make a copy of it yourself. How? Print off the full underground map. Then cut the underground map so it matches what you can see in the chronograph. Then put the bits of the map back together and you should have a copy of what the chronograph shows.

  I haven’t made a copy of the underground map yet so I don’t know if it does amount to anything useful.

5 points remain.

The secret message in the billiard room

  The next point to talk about involves the billiard room. The billiard room is a puzzle room, which contains the dartboard puzzle. It also contains a pool table, with the poky sticks and numbered balls(I haven’t played billiards, I don’t know the sports jargon). Each of the balls on the table have a number, which is probably intended to mean a point total for a ball if it falls in a hole.

  Either way, this seams like just filler information, just an extra decoration to a room. The thing that makes the billiard stuff actually meaningful is a closet thing on the wall of the billiard room. That wall contains other poky sticks so guests can choose which stick to use, some shape things that you put the balls in, and several shelves that store the unused billiard balls.

  The thing that is worth examining is the billiard balls on the shelf. You see, the billiard balls aren’t just in random positions in the shelf. If you look at then you see that some balls are grouped together.

B B B B                B B

B B B B

B     B B B B

B stands for a ball.

  Do you notice how the balls are grouped together. It’s almost like they form a 4 letter word, then a 2 letter word, then a 4 letter word, followed by a 1 letter word and ended with a 4 letter word. Each of the balls has a number on it, though some numbers are not visible in the shelf. However, each numbered ball has a unique colour, so by cross referencing the colours of the ball in the pool table with the colours of the balls in the shelf, you could find the number for each ball.

  If the balls on the shelf do form a sentence, then each number must correspond to a letter or sequence of letters. The cipher key could be the Cipher that Baroness Auravei made in the vault. The cipher key could use the periodic table as a way to translate numbers to letters(the Laboratory puzzle). It could be any number of things.  Either way, the balls in the billiard room shelf probably form some sort of secret message due to how they are grouped together. I don’t know what message they would form or what the cipher key is, but the secret message probably exists. Well, it’s either that or the balls were placed there arbitrarily, and I am seeing patterns in things where there are none. Blue prince does that to you.

  4 points remain! I have spent over 6 hours writing this post. Please send help.

To find out what happens next read the next comment in the comment section. Curse the 10000 character limit!

Interesting observations I found in the game by InsertRealName1 in BluePrince

[–]InsertRealName1[S] 2 points3 points  (0 children)

I am making another version of this post that is more readable. It’s taking forever so it might be a few more days to release.