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001-012
013-024
025-036
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Studio Additions
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Found Floorplans
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Outer Rooms
The Darkroom is a room in Blue Prince. It is listed as Room 5 of the Red Rooms page in the Room Directory.
When the player first enters the Darkroom, a sound similar to a fuse blowing out will play and the lights will flicker and die. Not only will this make exploring the Darkroom difficult, but any door used from the Darkroom will have all three floorplans completely obscured. A number of blank photographs can be seen scattered across the room prior to the lights going out.
The Utility Closet can be used to return power to the Darkroom lights by flipping the "Darkroom" switch back to "ON". The power can be flipped at any time after the Darkroom has been drafted; entering the room to trip the breakers first is not required to have the lights on, although drafting the room is. If the switch is off when the Darkroom is drafted, then fuse never breaks. However, flipping the switch off and then on again before the Darkroom is drafted does not prevent the fuse from blowing.
The Boiler Room has no effect on the Darkroom lights.
While the lights are on, the Darkroom's negative drafting effect is disabled, its documents are visible, and it contains an item, usually on top of the table next to the photographic film. Restoring the lights is what actually spawns the item; it does not exist in the room prior to turning the lights back on. The quantity of items is still affected by luck.
The possibilities are:
Does it never end?
This list may be incomplete. If you find an item not on this list, you can help by adding this location to its item page.
The documents include several pictures, some in duplicate with varying levels of red tint. There is also a note from Herbert S. Sinclair requesting more prints, including one of Clara Epsen.
There are two details hidden within the photographs in the Darkroom, and both require the Magnifying Glass to be displayed. The first is on the picture of the Apple Orchard. By using the magnifying glass on the trunk carving, the password 11-28 for the Apple Orchard's padlock can be seen. Inputting this password and unlocking the padlock will permanently unlock the Orchard.
The second detail is for the picture of a man holding a small note. When seen with the magnifying glass, the note reveals the following information: "Green memos found in Hartley's room are always false."
The Shelter will prevent the lights from dying, allowing the room to be explored and preventing the obscuring of floorplans drafted. Drafting the Darkroom in this state causes its item to spawn immediately upon being drafted, like any other room.
[Secret Shop Item: Knight's Shield] The Knight's Shield has the same effect.
[Upgrade Spoiler: Parlor] Drafting the Darkroom will cause an additional 1
[Upgrade Spoiler: Closet] Drafting the Empty Closet from the Darkroom will cause it to contain four items instead of none.