Every room in Blue Prince with its type, rarity, room number and shape. Filter by rarity or shape to plan a drafting run toward Room 46.
110 rooms · type · rarity · shape · room number.
The Foundation · #1
Permanent, Blueprint
The cornerstone of the house, unvarying and unchanging, The Foundation is one of the only constants in the estate on which you can truly rely. This natural cavity was hollowed directly out of the mountain itself, with its stone and earth walls displaying an underlying coarseness that the rest of the mansion conceals.
Effect: Does not reset each day.
Entrance Hall · #2
Permanent, Blueprint
Past the steps and beyond the grand doors, admission to Mount Holly is granted by way of a dark and garish lobby, suitably called the Entrance Hall. From here, each guest's adventure begins; however, the three doors that proceed onward do not always lead to the same adjoining rooms...
Spare Room · #3
Blueprint
An unfurnished, unfinished and otherwise unremarkable empty room. If there had at some point been plans for this spare room, it would seem those designs are now long forgotten.
Rotunda · #4
Blueprint
A circular chamber with a domed ceiling adorned with an array of mechanical gears. In the center of the room, a stone podium serves as a central pivot point for the chamber's true purpose: rotation. A fitting function for a room named Rotunda, which means "clockwise room" in Erajan.
Effect: Can Rotate
Parlor · #5
Puzzle, Blueprint
This cozy lounge furnished with couches and armchairs serves as the perfect social setting for receptions and after parties. Consequently this was one of the most popular rooms for entertaining and the late H.S. Sinclair was known to supply a myriad of parlor games to encourage his guests to think and conversate.
Billiard Room · #6
Puzzle, Blueprint
This smoky backroom, featuring a pool table and fully stocked bar, has served as a retreat on more than one occasion for guests lacking the social wit requried for after-dinner conversation. A rather curious game of darts provided the less competitive players a unique opportunity to ponder over its unusual rules.
Effect: puzzle
Gallery · #7
Puzzle, Blueprint
A small chamber dedicated to the exhibition of art, ideal for showcasing smaller series and collections. Before his passing, H.S. Sinclair personally selected the artwork that was displayed here each year, purposefully omitting the composition titles to leave the interpretations of each piece for the viewers themselves to realize.
Room 8 · #8
Puzzle, Blueprint
Unsurprisingly, Key 8 unlocked a door leading to a familiar looking room, a cryptic room that had been previewed in the final 8-letter artwork exhibited in the Gallery. It is now time to ruminate over the bins, sins, and pins contained within.
Closet · #9
Blueprint, Dead End
A very modest recessed space used for storage. This particular closet is favored by the junior members of the staff, who utilize it to stash away assorted articles and knicknacks[sic] whose proper place in the estate is yet unknown to them.
Effect: 2 items
Walk-In Closet · #10
Blueprint, Dead End
The stylish and smart clothes in this generously sized closet belong to the former Mistress of the estate, Lady Epsen. Though the small dressing room has not been used in many years, it is nevertheless kept up and preserved in the state you now find it.
Effect: 4 items
Attic · #11
Blueprint, Dead End
High above the mansion in its lofty perch, Mt. Holly's Attic provides curious explorers with a cache of dusty keepsakes, trinkets, and clues from a long-forgotten past.
Effect: 8 items
Storeroom · #12
Blueprint, Dead End
A dedicated storage space filled from end to end with a surplus of chairs, carpets, paintings and a handful of other things that had at one time been in vogue and on display in other rooms of the house.
Effect: key, 1 gem, 1 gold
Nook · #13
Blueprint
A snug corner reading room which serves as a quiet, private place for guests to spend a few hours of their afternoon away from the hustle and bustle of the staff.
Effect: key
Garage · #14
Blueprint, "Dead End"
Entering and exiting out through the west facing private drive, the Garage serves as a more practical and informal entrance point into the estate.
Effect: key
Music Room · #15
Blueprint
A small recital hall providing an ideal setup for musical performers and accompanists. It is not uncommon for at least a few recitals and performances to be held in this intimate setting each year.
Effect: 1 key, 1 key
Locker Room · #16
Spread, Blueprint, Addition
This poolside Locker Room is of course not always poolside, but it is much more convenient for guests when it is; and much less annoying for the servant who must follow the dripping swimmer across the house searching for the locker.
Effect: Spread key throughout the house.
Den · #17
Blueprint
A more traditional family room, warm and inviting. So comfortable, one might assume that the countless clocks surrounding the sofas are placed in a futile attempt to avoid inevitably wasting the entire day here.
Effect: gem
Wine Cellar · #18
Blueprint, Dead End
A short staircase leads down to this below ground cellar revealing an impressive collection of bottles from every respectable vintage of the last 200 years. To the seasoned wine aficionado, the labels displayed here would indicate a preference for prioritizing extravagance and rarity over quality.
Effect: +3
Trophy Room · #19
Blueprint
The polished brass of the treasured laurels filling the trophy cases of this room reveal the pride their owner must feel having earned them. Achievement is its own reward but a gold cup is also nice.
Effect: gem
Ballroom · #20
Entry, Blueprint
An opulent hall with a polished mirror floor. In the old days, numerous balls and dances were held in this splendid room. However, as he aged, the Baron began to prefer private parties in the Parlor over the grand formal receptions of his youth.
Effect: Whenever you enter BALLROOM, set your gem to 2 gem
Pantry · #21
Blueprint
A well stocked pantry is always the true test of a large estate, and keeping Mt. Holly's wide gamut of ingredients and supplies stocked has always been one of the primary priorities of the house staff.
Effect: gold
Rumpus Room · #22
Blueprint
A uniquely modern fashioned gaming room, the Rumpus Room has provided many guests of the estate with countless hours of recreations. The room is outfitted with a record player, two television sets, a collection of board games and a mysterious antique fortune telling automaton named "Alzara".
Effect: coin
Vault · #23
Blueprint, Dead End
A secure onsite depository fitted with steel walls and numbered lockers. This fortified strongroom holds a good portion of the Sinclair fortune despite the fact that several inventories have led accountants to assume the true legacy is hidden elsewhere.
Effect: gold
Office · #24
Spread, Blueprint
The late Sinclair's personal home office, a room he used exclusively for business affairs and the running of the estate, a task he took increasingly more satisfaction in overseeing in his later years.
Effect: Opportunity to earn and spread gold
Drawing Room · #25
Drafting, Blueprint
A social sitting room adorned wall to wall with artwork and drawings. An unfinished sketch of your uncle sits on an easel in the middle of the room, providing a vivid image of what were presumably his final days (depending on when the project was abandoned).
Effect: You may draw new Floor Plans while drafting in this room.
Study · #26
Drafting, Blueprint, Dead End
After the passing of Baroness Auravei, her private study was claimed by her eldest son, Herbert Sinclair. For years, he immersed himself in the countless notebooks she left behind, drawing inspiration from her discarded ideas. From mechanical puzzles to architectural blueprints, each endeavor he pursued in this room was realized in the shade of her creative legacy.
Effect: While drafting, you may spend gems gems to redraw floorplans up to 8 times.
Library · #27
Drafting, Blueprint
Two stories of wall-to-wall books surround the reader in this room, exhibiting either a bountiful spring of knowledge or typical interior design sensibilities of the wealthy. A few books have been withdrawn from the shelves and placed on rostrum stands in various corners of the library.
Effect: Discover less common Floor Plans while drafting in the LIBRARY.
Chamber of Mirrors · #28
Drafting, Blueprint, "Dead End"
Reflections of reflections, this confusing room can sometimes prove disorienting to the wayward guest. However, upon closer inspection, they quickly realize that viewing this room from more than one perspective is key to unraveling its secrets.
Effect: You can now draft second copies of rooms you already have in your house.
The Pool · #29
Drafting, Blueprint
An indoor Orindian pool was one of the more modern additions to the estate, the inclusion of which provided a convenient excuse for building a handful of other rooms which not only complement an indoor pool, but are often compulsory inclusions.
Effect: Adds LOCKER ROOM, SAUNA and PUMP ROOM to today's Draft Pool.
Drafting Studio · #30
Drafting, Blueprint
As an architect and engineer, it was not uncommon to find your great uncle spending the better part of his weekends here, at a drafting table with t-square and compass in hand. Over half of the floorplans of Mt. Holly were conceptualized, refined and drafted in this studio.
Effect: Select a new floorplan to permanently add to your estate's draft pool.
Utility Closet · #31
Mechanical, Blueprint, Dead End
One benefit of the restoration of old buildings is that it allows the owners to update and add modern amenities. The utility closet and the circuit breaker box within were set up when gas powered lighting was retired and replaced by a more fashionable home electrical system.
Effect: mechanicalBreaker Box
Boiler Room · #32
Mechanical, Blueprint
A utility room serving as a central hub for controlling the heating and steam power supplied to various rooms of the estate. Steam power is conveyed in the estate through steam ducts that run through select rooms. These floorplans must be drafted in an alignment that will facilitate the steam traveling through the house to reach its intended destination.
Effect: mechanicalPower Source
Pump Room · #33
Mechanical, Blueprint, Addition
This facility, dedicated to the filtration and flow of water throughout the estate, houses five water pumps and three oversized tanks. The Pump Room can be utilized for a number of maintenance tasks, from draining the pool to activating the sprinkler system.
Effect: mechanical Control water flow throughout the Estate
Security · #34
Mechanical, Blueprint
A control room with state of the art surveillance equipment, inventory system, and access control via an electronic computer terminal. This room is where the estate's patrol guards kick up their feet and thank their stars they are living in modern era.
Effect: mechanical View inventory of all items currently in the house.
Workshop · #35
Mechanical, Blueprint
Springs, screws and coils scattered atop the workbench show signs of this room's frequent use. A craftsman's studio dedicated to creativity and invention, this room was used by your uncle regularly whenever he needed to fix (or improve) a gadget or contraption.
Effect: mechanicalCombine inventory to create new items
Laboratory · #36
Mechanical, Blueprint
A fully staffed research facility furnished with all manner of scientific equipment and measurement devices. This home laboratory provides a controlled environment in a remote location, far from prying eyes and traditional safety regulations.
Effect: mechanicalExperimental House Features
Sauna · #37
Tomorrow, Blueprint, Dead End, Addition
A traditional wood-lined Corarican style sauna, temperature controlled and exceptionally relaxing. The invigorating effects of this room will leave you waking up the next day feeling rejuvenated.
Effect: Tomorrow, you will start the day with 20 extra steps.
Coat Check · #38
Tomorrow, Blueprint, Dead End
A cloakroom where guests may leave their coats, bags or hats in exchange for a claim ticket. This floor plan was usually drafted adjoining the Entrance Hall during larger social events such as a ball or gala.
Effect: Check one item and retrieve it on another day.
Mail Room · #39
Tomorrow, Blueprint, Dead End
A dedicated mailing room in which incoming and outgoing post and packages are sorted and then delivered within the estate to their intended recipients.
Effect: A package will be delivered here the day after drafting this room.
Freezer · #40
Tomorrow, Blueprint, Dead End
Dedicated to deep freeze and cold storage, Mt. Holly's freezer is an insulated space kept almost as frigid as the snowy mountains of Corarica. Sustaining a subzero temperature is vital for keeping the items in this room under ice.
Effect: Freezes your accounts.
Dining Room · #41
Blueprint
An intimate and warm room with a large dining table boasting a serving tray with a silver dome cover. Dinner is served here each evening.
Effect: Each day, a meal is served in the DINING ROOM after Rank 8 has been reached.
Observatory · #42
Blueprint
Housing an impressively large telescope, Mount Holly's observatory is a window to the world above and beyond the clouds and sky. Through its mirrored lens, even a novice stargazer will be able to distinctly appreciate the wonder, signs and constellations that punctuate the tapestry of night.
Effect: star
Conference Room · #43
Spread, Blueprint
In his latter years, H. S. Sinclair had become withdrawn from public life and conducted all business from the comfort and privacy of home. This included the occasional board meetings which were held in the professional setting of this room.
Effect: Whenever items would be spread throughout the house, they are placed in this room instead.
Aquarium · #44
Blueprint
In addition to having a bouquet of colorful fish swimming within them, each tank in the Aquarium is also inspired by the decor and colors of the various types of rooms found throughout the estate, including one or two red herrings.
Effect: AQUARIUM is every color of room.
Antechamber · #45
Blueprint, Objective
From its root meaning "The Room Before", all signs and paths point toward the Antechamber. This mysterious sealed room - resting on the 9th Rank - may prove, however, quite an initial challenge to even reach, let alone enter. Still, you can't help but draw a connection between this chamber and Room 46.
Room 46 · #46
Blueprint, Objective
The mysterious room mentioned in H. S. Sinclair's will, named only by a number. Despite the house's official blueprint only showing a total of 45 rooms, the words of the legal document make it apparent that a 46th room in the house in fact exists. Finding this room is your primary objective while on the estate. It is after all, your bequest.
Bedroom · #47
Bedroom
A familiar room that you may have slept in at some prior visit in the past. Like most bedrooms of the estate, these quarters offer you a little rest and recuperation during your long days exploring the surrounding rooms.
Effect: Whenever you enter this room, gain 2 steps
Boudoir · #48
Bedroom
A private salon with a plethora of fainting couches and chaise longues that served both as a dressing room for her Ladyship in the mornings and a cozy sitting room for her in the evenings.
Guest Bedroom · #49
Bedroom, Dead End
A small bedroom maintained and kept available for accommodating weekend guests and impromptu visitors who find themselves compelled to stay the night.
Effect: steps
Nursery · #50
Bedroom
One of the few rooms you vividly remember from your visits here in your youth. Though even at that time, you remember feeling a little old for the activities provided here. The twin cribs found in this room might suggest that at one point in time there had been some hopeful expectations of a sudden growth of the family tree.
Effect: Whenever you draft a Bedroom, gain 5 steps
Servant's Quarters · #51
Bedroom, Dead End
A cold empty room, devoid of ornamentation and personal effects. This suspiciously humble bedroom belonged to the Baron's personal valet, Hartley Ruota, who had unchallenged access to even the most clandestine areas of the estate.
Effect: keys for each Bedroom in your house.
Bunk Room · #52
Bedroom, Bedroom, Dead End, Dead End
The rustic, wooden stacked bunk beds evoke the enticing promise of campfire stories and childhood adventures. This bedroom served as a pillowfort and bedroom to the young Sinclair boys, and has remained faithfully unchanged over the years.
Effect: This room counts as 2 BEDROOMS.
Her Ladyship's Chamber · #53
Bedroom, Dead End
Tucked quietly away in the west wing of Mount Holly is the decorative bedroom of your grandmother, Lady Epsen. The style you find, unique in the house, a fitting tribute to her childhood home in Eraja.
Effect: The next time you enter BOUDOIR, gain steps
Master Bedroom · #54
Bedroom, Dead End
H. S. Sinclair's own room. Though perhaps soon you may consider it your own.
Effect: steps for each room in your house.
Hallway · #55
Hallway
One of the many nondescript hallways snaking through the estate and providing elegant causeways between the more noteworthy destinations that the house has to offer.
West Wing Hall · #56
Hallway
The west wing of the estate has been closed since the death of Lady Epsen. It is unsurprising therefore, that this hallway in its neglected state features boarded windows and dust smothered furniture.
Effect: None
East Wing Hall · #57
Hallway
This fenestrated hallway overlooks the east side of the estate grounds and is warmed in the early day by the light of the rising afternoon sun.
Effect: None
Corridor · #58
Hallway
A long hall with two doors at either end that had been one of your uncle's most frequently traveled rooms. Consequently, he had left strict instructions with the household staff that the doors of this corridor should never under any circumstance be locked.
Effect: CORRIDOR is always left unlocked.
Passageway · #59
Hallway
A long cramped series of unfinished passages used primarily by the servant staff to traverse the estate quickly.
Secret Passage · #60
Hallway, "Dead End"
A small "deadend" room with an ordinary bookcase, that exemplifies that the best means to escape the confinements of our world has always been through books.
Effect: Leads to a room of a color of your choice.
Foyer · #61
Hallway
The grand baroque hall of Mt. Holly is impressive to behold. This ornamented passage is flanked with marble pillars and bust statues of the more prominent figures of the Sinclair family legacy.
Effect: Hallway Doors are always unlocked.
Great Hall · #62
Hallway
A room of many doors and even more choices. The Great Hall is unquestionably the largest hallway of the house but it is also the least useful, for the doors "lining" its walls are always locked. Perhaps for a reason.
Effect: 7 Locked Doors
Terrace · #63
Green Room, Dead End
A terrace balcony overlooking the grounds providing an ideal spot for appreciating all the verdure and greenery that the estate offers.
Effect: Green Rooms do not cost gem to draft.
Patio · #64
Green Room
A roofed outdoor seating area located along the permieter of the estate. During the summer evenings, it is not unusual for the grill to be employed while entertaining acquaintances of a more informal nature.
Effect: Spread gem in each Green Room.
Courtyard · #65
Green Room
A charming spot granting guests a bit of fresh air and open skies within the privacy of the manor walls.
Cloister · #66
Green Room
A covered walk and colonnade surrounding an enclosed and seemingly inaccessible garden. A solitary angelic statue in the center of the grassy patch provides this secluded court a hallowed atmosphere.
Veranda · #67
Green Room
This relaxing breezeway serves as an ideal spot for rocking chairs and lemonade.
Effect: Greater chance of finding items in Green Rooms.
Greenhouse · #68
Green Room
This room is always warm as its glass walls and roof help to retain the sun's rays. The gardener, however, should be scolded for the soil here is dry and the flower beds are devoid of all signs of life.
Effect: You are more likely to draw GREEN ROOMS while drafting.
Morning Room · #69
Green Room
The best thing to go with breakfast is a morning newspaper and a coffee.
Effect: gems
Secret Garden · #70
Green Room
A floorplan so secretive it had been removed from the drafting pool to avoid anyone unwanted accidentally stumbling upon it. This secluded garden, flanked by a variety of Mora Jai fruit trees, has served as a private retreat to at least two other generations of Sinclairs.
Effect: Spread Fruit throughout the House.
Commissary · #71
Shop
The staff commissary is always stocked with household goods and supplies at a reasonable cost. This provides the servants of the estate an invaluable service, especially to the live-in staff who may only expect to leave the property once or twice a month.
Effect: Items for Sale
Kitchen · #72
Shop
A standard kitchenette with all the typical amenities: a stove, refrigerator, oven and sink. This gallery is where the cooking staff prepares the daily cuisine that will be later served in the Dining Room.
Effect: Food for Sale
Locksmith · #73
Shop, Dead End
Considering the amount of floor plans and different doors that can appear on any given day, it was only a matter of time before a fulltime locksmith service became an essential requisite on the estate.
Effect: Keys for Sale
Showroom · #74
Shop
An array of jewelry display cabinets showcasing an impressive selection of high-priced items, each unique and one of a kind. This exclusive collection is not for the faint of purse.
Effect: Luxury Items for Sale
Laundry Room · #75
Shop, Dead End
A standard hub of domestic toil complete with washers, dryers and a state of the art steampowered unit leveraging the newly installed steam ducts leading from the boiler room. Despite its innocent appearance, this inconspicuous space is rumored to launder more than just linen.
Effect: Launder Currency
Bookshop · #76
shop
Effect: Books for sale
The Armory · #77
Shop, Blackprint
Effect: Weapons & Armor for sale
Gift Shop · #78
Shop, Addition
Thank you for visiting Mount Holly. We hope you enjoyed your stay here!
Effect: Souvenirs for Sale
Lavatory · #79
Red Room, Dead End
A room one might go to great lengths to avoid showing guests despite them always probing for its location.
Chapel · #80
Red Room
A private sacristy, as ornate as the most lavish rooms of the estate, is watched over by eight Ajeran Angels depicted in stained glass. This room was more a tribute to your uncle's vanity than it was to his faith.
Effect: Whenever you enter CHAPEL, lose 1 gold.
Maid's Chamber · #81
Red Room, Bedroom
A typical example of the accommodations for the live-in staff on the estate. It appears this particular bedroom belongs to one of the maids.
Effect: Less likely to find items laying around in your house.
Archives · #82
Red Room
Countless shelves of documents and towering file cabinets make this otherwise immense space seem small and cramped. These archives contain almost a century of records and files pertaining to the Sinclair family's numerous interests, many of which are sealed and unable to be accessed.
Effect: While drafting, you will no longer be able to see all 3 of your potential Floor Plans.
Gymnasium · #83
Red Room
A half-court intended for basketball and racquetball which is seldom used by anyone apart from the junior staff during their lunch hour. At least they did before Mrs. Babbage disallowed the practice after noticing how worn out staff members were after a game.
Effect: Whenever you enter GYMNASIUM, lose 2 steps.
Darkroom · #84
Red Room
A room dedicated to photo processing, development and print-making. This room is outfitted with safelights which provide red illumination to which the photographic material is insensitive. However, due to a faulty installation the safelights often overload their circuit capacity and blow a fuse.
Effect: You cannot see the Floor Plans while drafting in this room.
Weight Room · #85
Red Room
An exercise room outfitted with weightlifting equipment. A good workout session here will wipe you out and leave you with little energy left for exploring.
Effect: Lose half your steps
Furnace · #86
Red Room, Dead End
The main centralized heat source for the estate. You may find yourself starting to sweat after drafting this room.
Effect: You are more likely to draw Red Rooms while drafting.
Dovecote · #87
Blueprint, Addition
Effect: Whenever you draw DOVECOTE while drafting, you may rotate floorplans.
The Kennel · #88
Blueprint, Addition
Effect: Each time you dig in a room, unlock all doors in that room.
Clock Tower · #89
Tomorrow, Blueprint, Dead End, Addition
Effect: Tomorrow, you will start with 1 key for each tomorrow room you draft today.
Classroom · #90
Drafting, Blueprint, Addition
Effect: While drafting in CLASSROOM, you may draw new Floorplans one time for each draft room in your house.
Solarium · #91
Green Room, Dead End, Addition
Effect: You are more likely to draw Unusual and Rare rooms while drafting.
Dormitory · #92
Bedroom
Effect: Each time you enter DORMITORY after drafting a draft room, gain 10 steps
Vestibule · #93
Hallway
Effect: Whenever you enter VESTIBULE, 3 of the doors in this room unlock and the fourth one becomes locked.
Casino · #94
Shop, Addition
Effect: Games of Chance
Planetarium · #95
Tomorrow, Blueprint, Dead End, Addition
A circular theater featuring a dome shaped projection screen upon which scenes of the stars and galaxies allow viewers to experience the splendor of the heavens.
Effect: If you call it a day in PLANETARIUM, gain 2 star
Mechanarium · #96
Mechanical, Blueprint, Addition
An iron vaulted mechanical chamber affixed with motorized panels that can reveal up to 8 different doors depending on the parameters at the time of creation.
Effect: mechanical The MECHANARIUM has one door for each mechanical room in your house.
Treasure Trove · #97
Blackprint, Addition
Effect: gold for each time you have drafted TREASURE TROVE
Throne Room · #98
Blackprint, Addition
The former seat of power of Orinda Aries before the current era and the rise of the red banner.
Effect: Reclaim the crown.
Tunnel · #99
Hallway
Effect: Always draw TUNNEL while drafting in this room.
Conservatory · #100
Green Room
This baroque arboretum showcases and preserves the rarest specimens of every type and variety. Through selective propagation, the gardener here may influence which flora (or floora) will be considered commonplace during the next season.
Effect: Adjust the rarity of the Floorplans in your house
Lost & Found · #101
Red Room
There has always been a history of things disappearing on the estate, including this very floorplan, which had been lost for many years itself and missing from the directory. Now that it has been found, some long lost items from Mount Holly's past might finally resurface...
Effect: 2 rare items
Closed Exhibit · #102
Red Room, Addition
A painstakingly produced accurate reproduction of one of the so-called "Closed" Exhibits of the Fenn Aries Royal Museum.
Effect: The doors in this room are security locked.
Toolshed · #103
Blueprint, Dead End, Outer Room
A simple shed with a variety of tools used by the groundskeepers in the course of their duties.
Effect: 2 special items
Shelter · #104
Blueprint, Dead End, Outer Room
An underground bunker located away from the main house. This fallout shelter was designed specifically for air raids and features thick walls made from lead and other materials intended to block radiation. A computer terminal within has been connected to the house's network system should an emergency necessitate remote access.
Effect: SHELTER protects you from the negative effects of the next 3 RED ROOMS drafted.
Schoolhouse · #105
Drafting, Blueprint, Dead End, Outer Room
Long before Reddington Elementary was opened, school convened in a single small building. As the student body grew over the years, the need for separate classrooms for each grade arose and the Mt. Holly Schoolhouse was officially closed down.
Effect: Adds 8 CLASSROOMS to today's Draft Pool.
Shrine · #106
Blueprint, Dead End, Outer Room
A sacred silence permeates this candlelit cavern, whose flickering lights add to the holy aura shining down upon a meditative statue. His stone hands present forth a stone bowl to the devout pilgrim who may wish to make an offering of gold.
Effect: Make an offering, Receive a blessing.
Root Cellar · #107
Green Room, Dead End, Outer Room
An underground store of jarred vegetables and fruits from Mount Holly's gardens. It's always amazing what great things come from a little digging around in the dirt.
Effect: Rooms in your house will be more likely to contain dig spots today.
Hovel · #108
Bedroom, Dead End, Outer Room
A squalid dwelling on the edge of the estate belonging to one of the groundskeepers.
Effect: Special Floorplans now cost additional steps instead of gems.
Trading Post · #109
Shop, Dead End, Outer Room
An outpost established on the outskirts of Mount Holly in the era before the new realms. This station allowed the frontiersman and trappers of these mountains to trade goods and services with the estate, the locals and one another.
Effect: Items for Trade
Tomb · #110
Blackprint, Dead End, Outer Room
This Sinclair family crypt is as gloomy as it is immense. The true Sinclair legacy lies here, resting underneath the stones, a parade of distant relations and forgotten ancestors.
Effect: Each time you draft a Dead End in your house, spread 5 coin in the TOMB.
Blue Prince room questions players ask
Where do the room details come from?
Room names, types, rarities, room numbers and shapes are pulled from the Blue Prince wiki RoomInfobox via the MediaWiki API, not from memory.
What does a room type tell me?
The Type field lists the roles a room can fill (for example a room may count as a Bedroom, Shop or Hallway). MainType is the primary role the draft menu uses.
Which rooms should I draft first?
Early runs want utility rooms that solve the estate: a way to make money, a way to draft what you need, and a path that keeps doors connected. Rarity is a hint, not a rule — read the room purpose.