Dare Mode
Spoilers Ahead
This page contains spoilers for post-46 content. View at your own discretion.
Dare Mode is a mode that can be selected when starting a new savefile, after purchasing the Swim Bird Plushie from the Gift Shop on any savefile.
In Dare Mode, Herbert additionally challenges Simon with some dares. The dares must be followed while reaching Room 46. If this is done successfully, the player is rewarded with the Dare Bird Trophy.
Effects
The Entrance Hall gains a letter listing all the dares. One new dare gets revealed every day, up to 4.
If any of the dares are failed after receiving them, you fail the challenge, ending the day without saving; if it was Day 1 this requires creating a new savefile, but on later days the last save created can be loaded instead. The 4 (or 8) dares are preset from the start; loading a savefile will always give the same dares, so if rerolling for easy dares is desired you must start from Day 1 every time.
Some dares give a requirement that must be fulfilled before ending the day; these can only fail when you call it a day. Other dares give a continuous restriction, which fail the moment the restriction is broken.
If there are less than 4 revealed Dares, or any dares that give an end-of-day requirement are not currently fulfilled, the door that leads to Room 46 does not open.
Sometimes, the fourth Dare bugs and does not display anything; this still allows the Room 46 door to open, even though the fourth dare does not add an additional requirement.
The Blueprint placed on the Entrance Hall table does not need to be picked up; you may start drafting without it.
On Dare Mode, an additional experimental effect is available.
- [Satelite Dish Spoiler] Once the data packet for experiments is installed, this effect appears to no longer appear.
add an additional dare to the DARE LIST.
This adds one extra dare to the dare list, just like if the day was ended and a new dare was revealed for the next day. Unlike the per-day dare addition, this effect can add dares up to 8 total, although one will only be added at the start of the next day if there are less than 4 revealed dares.
- The 8 dares are preset when the savefile is created; this experiment simply reveals those dares.
- This experiment is the only way to win Dare Mode before Day 4.
If activated after 8 dares are already in the dare list, a random dare gets rerolled to a new dare. Dares can never reroll to any of the following dares:
- Any dare that was present at any time today, including those that got rerolled away previously.
- If every dare was seen such that the list would be empty, the dare gets set to whatever the last one rerolled to. (With enough rerolls, it is possible for all dares to be the same.)
- The "I dare you to open an empty box in each parlor you draft." dare.
- The "I dare you to leave the Mt. Holly Blueprint on the Entrance Hall table." dare.
Note that using this experiment to reroll can result in dare combinations that are impossible to win by giving contradictory dares.
Dares
Each dare starts with "I dare you to" followed by the dare.
Below is each dare that can appear:
I dare you to spend 30 seconds each day in the Lavatory without leaving.
When this dare is present, entering the Lavatory causes the lights in the room to turn off.
There is no indicator for when 30 seconds have passed.
I dare you to never touch the center door in the Entrance Hall.
This dare prevents drafting from the North door from the Entrance Hall.
I dare you to always pick the first floorplan while drafting in the Entrance Hall.
The "first floorplan" refers to the leftmost one that appears on the list.
I dare you to make exactly 1 purchase or trade in each Shop you draft.
As the Aquarium is a shop where you cannot make any purchases or trades, drafting one makes it impossible to fulfill this dare.
[Upgrade Spoiler: Guest Bedroom] If the Guess Bedroom mimics an Aquarium, it also cannot fulfill this dare.
I dare you to always have at least 20 steps.
This dare is slightly different than just starting with 20 fewer steps, due to features that set steps or are otherwise based on step count such as Weight Room.
I dare you to never draft all 5 rooms in a rank.
No details added
I dare you to open an empty box in each Parlor you draft.
If you manage to obtain an additional Wind-up Key, you can still claim the prize from a Parlor.
I dare you to press no more than one switch or button in each Utility Closet.
If the Gemstone Cavern was not unlocked before revealing this dare, it becomes impossible to unlock as the V.A.C. indicators require pressing more than one button to solve.
It is acceptable to press the same button or switch multiple times in the same day, which is useful if your chosen switch is Darkroom.
I dare you to leave the Mt. Holly Blueprint on the Entrance Hall table.
Without the Blueprint, you cannot check the map or inventory. This can make it hard to keep track of your state without careful note-taking, but does not have any additional mechanical difficulty.
This dare can only ever appear as Dare #1, even through rerolls with the experiment effect.
When this dare is rolled, picking up the blueprint before reading the dare will end the run immediately.
I dare you to press only correct numbers in the Billiard Room.
No details added
I dare you to not step foot in The Pool.
I dare you to open each locked trunk in your house each day.
The Cursed Coffers counts as a trunk for the purposes of this dare. The Garage trunk, and chests in the Reservoir and Treasure Trove, do not.
I dare you to never enter a room more than 3 times.
When this dare is active, a counter appears in the lower right showing the amount of times the current room was entered.
If this dare is added mid-day with the experiment, the room entries from before the dare was added still count.
The Entrance Hall and areas on The Grounds, including Outer Rooms, do not count towards this dare and can be entered any number of times. Despite this, the Entrance Hall may still display a counter on it, with the total number of entries matching the number for the previous normal room.
I dare you to never draft Den again.
This prevents drafting the Den at all, so it cannot be picked even as a useless room.
I dare you to draft the most expensive floor plan you can whenever you have 3 or more gems.
If there is a tie for the most expensive floor plan, picking any of them works.
When the Hovel is active, this dare appears to always cause a fail when you have 3 or more gems.
I dare you to always draft a red room when one is drawn.
This dare does not care about if the only Red Room drawn was invisible due to Archives or Darkroom.
Secret Garden Key, [Secret Item: Key 8], and Blessing of the Berry Picker perform a hidden draw under the hood before the room gets drafted. If this hidden draw draws a Red Room, the dare fails on the spot.
I dare you to never eat fruit again.
No details added
I dare you to never ride elevators.
This prevents using the elevators in the Boiler Room, Chamber of Mirrors, The Foundation, and the one leading to The Precipice.
This prevents solving the Boiler Room puzzle unless you can connect to the room from the other entrance, although if it was solved before this dare gets added it can be operated as normal. The Precipice can still be reached by using the Burning Glass entrance. The north side of the Reservoir can still be reached either through the boat from the south side or the Sealed Entrance. Obtaining the rewards from the Chamber of Mirrors is impossible.
I dare you to never draft from a door facing south.
No details added
I dare you to end each day with at least 1 gem.
No details added
I dare you to draft six different colors of rooms each day.
There are seven colors of rooms; Blackprint is usually the one that will be skipped as it is most difficult to obtain.
Prismatic Rooms count toward all of their colors, meaning an Aquarium singlehandedly fulfills the dare.
I dare you to never exit the house from the Entrance Hall.
It is still possible to reach The Grounds via other methods, with the easiest being going outside with the Garage into the West Path and going through the West Gate. Going through the Basement from The Foundation's connection also works once unlocked.
I dare you to end each day with 0 keys, 0 gems and 0 coins.
No details added
I dare you to never have more than two special items in your inventory.
Every item that appears in the "Special items" section of the inventory counts.
There are some effects that may give special items without giving you a chance to reject the item, such as digging up major keys from dig spots. Care should be taken around these.
Two items is not enough to craft a Power Hammer, meaning any breakable walls not broken before obtaining this dare cannot be broken anymore.
Some dares are obviously contradictory if they were to appear together, so they never appear together.
dare selection information
The dares are ordered in the same as the list above, with the lavatory dare being 1 and the special items dare being 24.
The first dare is always chosen from 3,4,5,6,9,12,13,15,16,17,19,21,22,23,24. 9 can only appear as the first dare, so it is removed from the list for all others.
The following dare pairs are incompatible and will never appear together: 1,16; 3,14; 15,16; 20,23.
Beyond the Estate
This section contains datamined information. It may contain spoilers for various stages of the game.
Additionally, after each of the first 3 dares are picked, certain dares are removed from the pool for later dares (in addition to removing itself and the complement in the incompatible pairs):
- 3 removes 16
- 15 removes 3
If selected for dare slot 2, dares 2,7,8,10,11 remove all of 2,7,8,10,11,20 from the list. This does not apply if chosen for any other dare slots.
After dare slot 4 is rolled, 1,3,7,16,20 are removed; all remaining dares simply choose randomly from the remaining dare pool. If slot 4 rolls Dare 1, it becomes blank instead.
The dare chosen for a specific slot is chosen uniformly randomly out of the available options.
