Entry Rooms

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Certain rooms have an effect that is only triggered upon physically entering the room. These rooms are marked on their floorplans by an icon of an open door.
― Glossary of Terms

Entry Rooms are a type of floorplan in Blue Prince. Entry Rooms have effects that trigger each time the player steps inside the physical location and can usually be activated any number of times each day. While these effects may be helpful, such as the Bedroom's entry effect offsetting the steps required to enter and leave the room, they are also have the potential to be harmful and encourage the player to think carefully about when they enter the room. Entry effects found on Red Rooms are almost entirely harmful, stripping the player of their resources and items.

There are four Entry Rooms in the initial draft pool:

Spoilers Within

This section contains spoilers for the full list of all Entry Rooms, including upgraded variants.

Click to view

Two Studio Additions are Entry Rooms, one strictly beneficial and one more neutral. One Found Floorplan is a harmful Entry Red Room. The Nursery may upgrade to become a beneficial Entry Room in the form of the Nurse's Station.

Room Number Room Gem Cost Types Rarity
20 Ballroom.png
Ballroom
Entry, Blueprint Unusual
47 Bedroom.png
Bedroom
None Entry, Bedroom Commonplace
50 NurseryStationUpgradeIcon.png
Nurse's Station
Entry, Bedroom, Dead End, Upgrade Commonplace
80 Chapel.png
Chapel
None Entry, Red Room Commonplace
83 Gymnasium.png
Gymnasium
None Entry, Red Room Standard
92 Dormitory.png
Dormitory
None Entry, Bedroom, Dead End, Addition Standard
93 Vestibule.png
Vestibule
Entry, Hallway, Addition Unusual
101 Lost&Found.png
Lost & Found
None Entry, Red Room, Addition Unusual

While there are some other rooms which have effects when they are entered for the first time each day, such as the Guest Bedroom, only rooms which repeat those effects each time they are entered bear the Entry subtype.

Interactions

Repeated use of entry effects typically costs an effective 2 per trigger, as the Entry Room must be exited and then re-entered each time. However, a small number of locations are misaligned in such a way that it is possible to leave the boundary of the entry effect without leaving the actual location, allowing entry effects to be triggered infinitely. This is primarily useful with the Bedroom, which can be used to gain an arbitrarily large number of steps.

  • [Antechamber Spoiler] There is just enough of a gap between the Antechamber and any adjoining room that it is possible to move into the doorway from that room without entering the Antechamber, allowing any entry effects of that room to be triggered without losing steps. This only works if the connecting Antechamber door is open.
  • West Path [Outer Room: Shrine] Any rooms drafted as an Outer Room using the Blessing of the Monk or Berry Picker will count the corridor as part of their location, but their entry effects only count the room itself. This means it is possible to from the room out into the corridor and back into the room without losing steps.