Darkroom

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Darkroom
Darkroom.png
Stats
Effect
You cannot see the Floor Plans while drafting in this room.
Gem Cost
None
Rarity
Standard
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.
― Room Directory

The Darkroom is a room in Blue Prince. It is listed as Room 5 of the Red Rooms page in the Room Directory.

Negative effect

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.

Spoilers Within

This section contains spoilers for the light switch.

Click to view

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.

On closer inspection...

Click to view hidden details


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."

Spoilers Within

This section contains spoilers for red room protection.

Click to view

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.

Interactions

  • The Darkroom cannot be drafted from the Library.
  • [Boiler Room spoilers] The Darkroom is fitted with steam ducts, allowing it to convey steam power from the Boiler Room. Since it has three doors, it can split steam power in two different directions. The Darkroom also has an increased chance to be drawn when drafting from other rooms with ducts, and has an increased chance to draw those rooms when being drafted from.

As a Red Room

  • Drafting the Furnace makes the Darkroom more common today.
  • Drafting the Darkroom can trigger a particular experimental trigger which is activated by drafting Red Rooms. It also causes the player to lose 5.
  • There is also a particular experimental effect which provides 3 gold for each Red Room on the estate each time it is triggered, including the Darkroom.
  • The Darkroom is drawn significantly more often during a Red Rooms-restricted draft, initiated by using the red book in the Secret Passage or by using the Prism Key on a locked Red Room door.
    • The Darkroom can appear consistently as a default option even after it has been drafted once the draft pool is depleted, typically appearing in Slot 2 once the pool is completely devoid of valid Red Rooms. This can cause it to break its usual drafting requirements and be drawn with a doorway leading outside of the house.
  • Upgrade Disk [Upgrade Spoiler: Parlor] Drafting the Darkroom will cause an additional 1 to appear in the Funeral Parlor prize box when it is opened.
  • Upgrade Disk [Upgrade Spoiler: Closet] Drafting the Empty Closet from the Darkroom will cause it to contain four items instead of none.
  • West Path [Outer Room: Shrine] After drafting the Darkroom with Blessing of the General active, if there are Red Rooms in at least five different ranks, the player immediately gains 5.
  • West Path [Outer Room: Shrine] Drafting the Darkroom while cursed will cause the player to lose 1, 1, 1 and 1.
  • [Secret Item: Crown of the Blueprints] When the Darkroom is drawn while drafting, the Crown of the Blueprints can remove it from the draft pool, redraw floorplans, and give 1.
  • [Secret Item: Paper Crown] Drawing the Darkroom while drafting prevents using the Paper Crown's redraw ability.
  • [Game Mode: Dare Mode] The dare in Dare Mode to always draft a red room when drawn applies to the Darkroom.

Additional information