Antechamber

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Antechamber
Antechamber.png
Stats
Gem Cost
None
Rarity
n/a
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 Directory
This page is primarily about reaching the Antechamber. For more information about the contents of the Antechamber and what lies after it, see Spoilers:Antechamber.

The Antechamber is a special room in Blue Prince. Listed right before Room 46 in the Room Directory from the very start of the game, the Antechamber is always visible and present on blueprint menu in the center of Rank 9. However, reaching and entering the Antechamber is a significant task, and one of the first major goals of the game.

Access

The Antechamber cannot usually be drafted. As it is always present on Rank 9, it must be drafted into from the west, south or north in order to reach it. Once a room is drafted with a doorway connecting to any of the Antechamber's doorways, the room is revealed to be sealed by plain white walls.

Spoilers Within

This section contains spoilers for accessing the Antechamber.

Click to view

These antechamber doors must be opened from elsewhere in the estate; the primary method of doing so is with a antechamber lever or remote access lever. The Antechamber resets at the end of each day, closing all doors and resetting all levers to their initial states.

The Antechamber also has three regular drafting doors outside of its unique seals. If multiple Antechamber doors are opened, the regular doors can be used to draft other rooms from the Antechamber, similarly to The Foundation. Unlike most doors, which automatically open when another doorway is drafted adjoined to it, Antechamber drafting doors are instantly destroyed when they are drafted into, before they can be seen. Each antechamber door has an associated main lever hidden somewhere in the estate. Levers are wall mounted devices with Antechamber symbols on them, with one side marked red to indicate which Antechamber door the lever controls. Pulling any Antechamber lever plays a brief cutscene in which the associated Antechamber door is shown opening from within the Antechamber itself. Pushing a lever back up plays a similar cutscene of the door closing.

West Antechamber lever

Click to view

Location: Secret Garden

After solving the basic puzzle in the Secret Garden by aligning the weather vane in the west direction, the west lever appears in a niche on the far end of the room. The state of the vane and niche are permanent and do not reset from day to day.

South Antechamber lever

Click to view

Location: Greenhouse

The base of the lever is found on the wall of the Greenhouse in plain sight, but it is broken. Attaching the Broken Lever repairs it and allows it to be used for the rest of the day.

East Antechamber lever

Click to view

Location: Great Hall

The Great Hall contains six side doors which are always locked. On each side, there is one door which leads to a drafting door, one door which leads to nothing, and one door which leads to a small prize room containing items. The Antechamber lever is located in one of the two prize rooms.

For more information on accessing the Antechamber, see Spoilers:Antechamber#Access.

Spoilers Within

This section contains spoilers for inside the Antechamber.

Click to view

The Antechamber is initially completely empty. Entering the Antechamber for the first time each day causes a pillar to emerge from the ground in the center of the room, presenting the Basement Key and a note stating "To continue up, you must go down." Although the Basement Key is a guaranteed spawn, it can only appear if it hasn't already spawned today like most other items.

The very first time the player enters the Antechamber, the camera is briefly forced towards the pillar. This is a one-time event that never happens again on the same save profile.

  • Upgrade Disk [Upgrade Spoiler: Guest Bedroom] If there is a Quest Bedroom in the house, it also contains an Allowance Token. This effect does not stack.

The Antechamber has a door on its north side identical to those on its west, south and east sides except that it is marked by a rogue moon symbol.

See also:

Additional information

  • The Antechamber is one of just three rooms visible in the Room Directory from the very start of the game, alongside the Entrance Hall and Room 46.
  • A red memo found in Security falsely states that the Antechamber has been "unlocked" and that access levers are no longer required.
  • [Nook Spoiler] A tip found in the Nook can be magnified to reveal a crude drawing of the Antechamber, accompanied by a diagram showing its position in the house and the text "ANTECHAMBER APPEARS TO BE SEALED BY ALL FOUR SIDES... MUST BE A WAY TO OPEN..."
  • [Locker Room Spoiler] A note found in the Locker Room, presumably written by Denny Revane, theorizes that Room 46 may be found north of the Antechamber, in addition to other potential locations.
  • Studio Additions [Studio Addition: Vestibule] The Vestibule bears several similarities to the Antechamber as a 4-way room that is more or less empty aside from its four unusual doors. The Room Directory states that the Vestibule originally played the role for the Antechamber, but was replaced due to its doors frequently becoming stuck.