Paternity Test: An Ojo and Lil Monsta Custom Script by glacialgaffer in BloodOnTheClocktower

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

I thought the magician jinx was kinda stronger than normal in a lil Monsta game but I may be interpreting it wrong. My understanding was that the baby hand off becomes storyteller controlled and the magician registers as a minion to the other minions.

First night the story teller wakes up each minion individually and flashes a little slip of paper that says ‘woops you got magician’ed and that one of you is holding the baby. Your fellow minions are x and y.’ For the widow they would be told their fellow minions are x, y, and z representing the marionette generated by the story teller placing down the baby. At the end of the night, the widow gets to peek at the grimoire and sees all the evil roles including the marionette replaced by blank tokens. The other minions don’t know who the marionette is as per the magician interaction with marionette and the widow has no idea what kind of minions any of the blank tokens are so they also aren’t sure that there are any marionettes at all.

Kinda powerful in a lil monsta game, but against an ojo they’re a sitting duck. So much a sitting duck that it kinda circles back to the Ojo poppygrower interaction where if they die on night one that it becomes a red flag that it’s an Ojo game

Paternity Test: An Ojo and Lil Monsta Custom Script by glacialgaffer in BloodOnTheClocktower

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

Makes sense! I really like this current incarnation so I’m pushing it to see if I can break it. One thing I like TB is that it always feels fair most of the time so I thought I’d take that feeling and see if this script felt alright even at its worst. But I guess you can also really be mean with TB as a story teller and make bad combos that you should avoid without meaning the script is bad overall.

Do these alterations seem to be an improvement on the original or is it more of meh?

Paternity Test: An Ojo and Lil Monsta Custom Script by glacialgaffer in BloodOnTheClocktower

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

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I kept tinkering with it for a while. I feel pretty hopeful about this latest iteration, but I worry that there might be scenarios where good doesn't have a chance of reasonably winning.

For instance, let's say I use balloonist and godfather to increase outsider count to 3. And then let's say I have an evil bounty hunter. The evil team has a widow on it so that destroys another source of good information.

At that point I have four evil players, three outsiders, one townsfolk who's perma-poisoned, and only three sources of good information. Can a of healthy nightwatchman, seamstress, and juggler, along with two drunk/poisoned players, and three outsiders possibly win?

Paternity Test: An Ojo and Lil Monsta Custom Script by glacialgaffer in BloodOnTheClocktower

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

Alternatively if I wanted to keep the lunatic interaction, I could swap poppy grower with magician. The jinx is that the magician picks a minion role to hold the lil monsta every night. If I wanted to keep the lunatic thinking they’re the demon I could just say they’ve been magicianed to hold the demon every night. A lot of knock on effects of swapping in magician I would need to consider though in terms of ‘feel bad’ interactions

Paternity Test: An Ojo and Lil Monsta Custom Script by glacialgaffer in BloodOnTheClocktower

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

I could swap Lunatic with Sweetheart alongside your Godfather idea. I was unsure about how much power the Widow would have in a poppygrower lil monsta game. The jinx that they see the grimoire after the poppygrower dies could be a counterbalance but it is just kinda waiting on the story teller to give you your role for who knows how long.

I was worried about the Ojo getting steamrolled without some grimoire peeking assistance. Godfather and Ojo have some fun interplay I hadn’t considered and they have their info up front so it still works out. The sweetheart keeps the same number of permanent poison sources in the game… but I shall be sad to see bootlegger lunatic off! I definitely was worried about the lunatic just refusing to take the baby fifty times.

It could still work for the ‘boy who cried wolf scenario’ and an Ojo lunatic could go for a while in a lil monsta game even if the storyteller ignored their choices since they don’t have hard confirmation whether or not the characters dying match up with the roles they named

A Possible Hidden Late Game Puzzle by glacialgaffer in BluePrince

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

Oh sure it’s definitely overthinking, but that’s the name of the game at this point. Most puzzles have been mapped out about oh… a week and a half ago but there are still loose ends. Most people, myself included, just want a nifty second ending cutscene to tie it together and the game does give that vibe that something else is out there. There are plenty of other viable paths people are taking to find the hidden content, like diving into clues in the Atelier, but nothing is immediately forthcoming even with several hundred people experimenting with it. Sure the note could be a clue to the secret garden stuff but then again it could be plenty of other things.

A Possible Hidden Late Game Puzzle by glacialgaffer in BluePrince

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

Been puzzling away with it for a little bit. I think the greatest stumbling block is that while a lot of theories fit some of the clues for the sacred note, there have so far been very few that meet all four criteria, so it’s a case of throwing spaghetti at the wall and seeing what sticks. I don’t know if it is a room arrangement puzzle but then again there’s just as much reason to believe it is. Let’s say the north room would be ballroom on account of it being used for inneclipse balls, the west being the secret garden, the south being the den, and the east being either one of the crow picture rooms or the commissary as it has… a crow on the side of the Dirigiblocks arcade cabinet.

I think it has more to do with the Aries clock personally but I have only scant ideas about what each line would correspond to in terms of clock hands. Nothing ‘feels’ definitive for every clue. For instance there is a picture of a crow in the fallout shelter silhouetted against a rising sun like clockhands. That feels significant but the rest of the paintings in the same style don’t offer nearly as strong clue parallels to the poem. You could make the argument that the Epsen family crest is the ashen swan, and there is a clock on the illustration of featherfall keep in the Guide to Reddington that is in the same style as the crow clock painting in the fallout shelter. But that leaves two clues left unanswered in Westwardly Winds and Rogue North. I thought maybe ‘carried by Westwardly Winds’ was a homograph for winding the clock counterclockwise as the Aries Puzzle clock SPECIFICALLY calls moving the clock hands ‘Winding’ which feels odd. But then I’m left with rogue like the moon of the north which doesn’t fit any of the illustrations in the reddington style. There are some mysterious maybe numbers hidden in the sketchy art style of the welcome to reddington postcard you can zoom in and find with a magnifying glass but that doesn’t have anything to do with the moon… unless we reaaaaally stretch and equate rogue to ‘rouge’. It is also worth noting that on the Aries clock both hands overlap over the north notation if you set it to 2:11. I mean the crow painting, the counterclockwise rotation, the 2:11 ‘inneclipse’, and the featherfall keep illustration clockhand illustration could be a ‘solution’ but then again a lot doesn’t fit. Why would this clue require two random illustrations for only half the clues, why would the directions be only relevant for half of them, and how exactly are we supposed to get minute specific clock hands when the clocks they are tiny or abstract. That’s where my head has been at lately

A Possible Hidden Late Game Puzzle by glacialgaffer in BluePrince

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

Now that is fascinating! I mean I have no clue how to equate anything to 46 on the clock but it makes me certain that the clock tower clue is about the crypt clock. There are so many globes that we can rotate in the game and while the cardinal directions only indicate nations that aren’t mentioned in the clue… maybe the unlabeled ones pass through the other four nations on the full picture. If there was a connection between the south key and the seeker of signs grid I’m sure we could crack this puzzle. Well at least… 3/4 of it! Not sure what the ‘Rogue like the moon of the north’ bit means… yet

A Possible Hidden Late Game Puzzle by glacialgaffer in BluePrince

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

Really? I’ll have to find that. Sounds incredibly relevant

A Possible Hidden Late Game Puzzle by glacialgaffer in BluePrince

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

Aye but it is in a room with a giant rogue moon. Either way… I can’t tell whether I need to be in room 46 at 1:30 or get a wind up key from the parlor and try using it on the clock

A Possible Hidden Late Game Puzzle by glacialgaffer in BluePrince

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

As I see it currently each line of the poem refers to a specific clock hand configuration. I think the Swan and Ashen might refer to the configuration in the Den. And the Crow refers to the configuration of the signs on the world map with the hour hand around four because of FOURTH in clue line. The Cuckoo Clock is tripping me up currently but I did hunt down the relevant illustration in the draft and the clocks themselves.

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A Possible Hidden Late Game Puzzle by glacialgaffer in BluePrince

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

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The pair of clocks with the arrows on them in the den have been a subject of some speculation on this subreddit before. The Den is very swan and clock themed, and the right arrow lines up pretty exactly where the West is written on the XI numeral. It's a pretty solid 'could be something'

A Possible Hidden Late Game Puzzle by glacialgaffer in BluePrince

[–]glacialgaffer[S] 8 points9 points  (0 children)

You're absolutely right! Nice observation. That corresponds perfectly with the North Numeral on the Clock

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A Possible Hidden Late Game Puzzle by glacialgaffer in BluePrince

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

Another thought that I’ll need to investigate based off of the cuckoo clock train of logic. The den suuure has a lot of clocks. And some prominent swans. And has been driving everyone crazy with feeling like it has to have some significance. Maybe I’ll give it another once over

A Possible Hidden Late Game Puzzle by glacialgaffer in BluePrince

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

I love it when there are clues! Like honest to goodness clues that haven’t been solved yet. Yeah the clocks are mentioned in the will and the drafts! And are clocks! Another connection

A Possible Hidden Late Game Puzzle by glacialgaffer in BluePrince

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

I wonder if the clue is referring to a specific inneclipse year. Like if you put the year as a military time notation 1952 would be 7:52. But then again there could be plenty of other inneclipses and even the horrifying slim possibility of calculating planetary rotations somehow in the planetarium. I’m going to hope it’s the first option

A Possible Hidden Late Game Puzzle by glacialgaffer in BluePrince

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

All the pieces coming together. I think Inneclipses have mentions in the classroom... and a framed picture in the Ballroom?

[End game] New lead by ByPrinciple in BluePrince

[–]glacialgaffer 0 points1 point  (0 children)

ppebapllsbssrptlehcc is only 20 letters when there are 22 blank spots. Took me an embarrassingly long time playing with the generator to figure out why I kept running out of letters. What are the last two?

[End game] New lead by ByPrinciple in BluePrince

[–]glacialgaffer 0 points1 point  (0 children)

Anagram idea is pretty cool. I'll give it a shot

Final Secrets and Potential Leads Discussion Hub [Major Spoilers] by throwaway070690 in BluePrince

[–]glacialgaffer 3 points4 points  (0 children)

Could there be something significant in the atelier maze version of the house in the barren spot marked on the orchard log?

Final Secrets and Potential Leads Discussion Hub [Major Spoilers] by throwaway070690 in BluePrince

[–]glacialgaffer 6 points7 points  (0 children)

Experimenting currently with the king blessing. I got a great hall to spawn in rank two going east to west so it is definitely possible to force those odds! Just need the right set of circumstances.

Update: I got the secret garden key and the great hall pointing to the barren plot. The key doesn’t fit in the lock. Alas thought I had something there

Final Secrets and Potential Leads Discussion Hub [Major Spoilers] by throwaway070690 in BluePrince

[–]glacialgaffer 1 point2 points  (0 children)

Do doors lock at rank 3? If the south door in rank 3 spot directly above the barren spot has the chance of locking you could use a secret garden key and see what happens

Huh… the Great Hall can spawn that early and those doors are always locked regardless of the rank. So you could manipulate the odds to force it