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...
― Room Directory
The Entrance Hall is a room in Blue Prince. Listed as Room 002 in the Room Directory, the Entrance Hall is a unique permanent room, fixed in place as the central room of Rank 1. The player starts each of their days in this room, appearing in front of the central table as the camera pans inside the house from the grounds.
The Entrance Hall has regular drafting doors on each of its north, west, and east exits, while the south side has a large open entryway that leads directly to the grounds. Initially, none of the doors can be interacted with and the player will be prompted to pick up the Blueprints on the table in order to begin drafting.
Points of interest
Items
- At the very start of the game, the Mount Holly Blueprint will be available to collect from the central table to the right of the vase. Unlike regular items, the Blueprints are not added to the player's inventory, instead granting access to the Blueprint Menu. The item description will prompt the player to press [tab] to access the menu, which they must do to regain control. Drafting is impossible until this is done.
- When on any alternate game mode, picking up the blueprint is optional, and drafting can be done without ever picking it up.
- Once the player has any amount of allowance, a small packet will appear on the central table that grants a number of coins equal to the player's allowance when collected.
Documents
- Front and center on the table is a sealed letter from Herbert Sinclair, introducing Simon to Mount Holly and setting out the terms of his bequest.
- On a smaller table by the west door, a tutorial tip explains the steps resource.
- The first time allowance appears in the Entrance Hall, it will also be accompanied by an explanatory note from Anne Babbage. This note will permanently disappear the next day regardless of whether the allowance is collected.
Other
The Entrance Hall contains a grandfather clock which can be used to tell the time. As the player starts each day in the Entrance Hall, it can be quickly checked to deduce that each day starts at 8:00am.
The Entrance Hall central table, with Blueprints
First page of Herbert's letter
Second page of Herbert's letter
Third page of Herbert's letter
Picking up the Blueprints
Attempting to draft without Blueprints
The Entrance Hall central table, with Blueprints
The grandfather clock at just past 9:00am
Simon's first allowance, with the note
Inheritance
Spoilers Within
This section contains spoilers for the post-game.
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Once Room 46 has been reached for the first time and the credits have played, the Entrance Hall undergoes some changes:
- The introductory letter is replaced by a new congratulatory letter.
- The exhaustion tip on the west table is replaced by the Trophies of Mt. Holly completion card.
Herbert's inheritance letter
First page of the inheritance letter
Second page of the inheritance letter
Third page of the inheritance letter
A completed Trophies checklist card
Interactions
Two trunks in the Entrance Hall
- Two separate effects are capable of adding trunks to the Entrance Hall. These effects are effectively identical and share the same pool of potential trunks, with a common limit of 17.
[Upgrade Spoiler: Mail Room] If a No Contact Delivery Mail Room was drafted yesterday, the Entrance Hall starts with a package immediately to the right of the starting position.
Spoilers Within
This section contains spoilers for the Shrine.
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Acquiring the
Blessing of the Monk from the
Shrine and calling it a day in the Entrance Hall will allow it to be drafted as an
Outer Room the next day.
The Outer version of the Entrance Hall begins with a tunnel leading through the entranceway, which is boarded up on the sides. The room itself contains the same documents as the regular Entrance Hall. The Outer Entrance Hall does not contain additional allowance.
- As the Entrance Hall never appears in the draft pool, the Blessing of the Monk is the only way to draw the Entrance Hall floorplan. It cannot be rotated.
- Unlike most rooms, the artwork in this room is not blank when drafted as an Outer room.
- If an effect adds trunks to the Entrance Hall, additional trunks will appear in the Outer Entrance Hall as well.
The boarded up entranceway, with the sides inaccessible
The Outer Entrance Hall keeps its artwork
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This section contains spoilers for a late-game puzzle.
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The Outer Entrance Hall appears with two intact vases on the sides, separate from the vases in the main Entrance Hall. These vases can be permanently destroyed by a Sledge Hammer or equivalent. Destroying the right vase, as viewed from inside the room looking outwards, rewards the player with an Allowance Token.
The smashed vase, along with the allowance token it contained
For more information on Blessing of the Monk interactions, see Shrine/Notable_Monk_interactions.
Spoilers Within
This section contains spoilers for a different Shrine interaction.
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Once the Foundation has been drafted as an Outer Room, Repellent will spawn in the Entrance Hall along with a note from Anne Babbage. See Foundation#Monk for more information.
The Repellent appearing in the Entrance Hall after the Outer Foundation has failed to reset
Spoilers Within
This section contains spoilers for a late-game puzzle.
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The vases on the sides of the entryway are destructible and can be interacted with while holding a Sledge Hammer or equivalent, permanently destroying them. Unlike most objects which can be shattered, hovering over them momentarily is required to interact with them, possibly to avoid unintentional breaking.
The right vase, as seen while looking south towards the Grounds, contains a microchip that drops onto the floor when it is shattered. If the microchip is collected but not used or placed anywhere, e.g. in Coat Check, then it will respawn right next to the broken vase on the small table.
Spoilers Within
This section contains spoilers for an alternate game mode.
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Several dares in Dare Mode add constraints to using the Entrance Hall:
Additional information