Experiments
Experiments or Experimental House Features are a highly flexible gameplay mechanic in Blue Prince. Created and activated by the terminal in the Laboratory, each experiment combines an experimental trigger with an experimental effect to create a unique mechanical interaction that lasts for the day. One one experiment can be active on any given day.
Setup
Each experiment must be set up via the Experimental Setup menu of the Mt. Holly Laboratory terminal. From there, three experimental triggers and three experimental effects are chosen uniformly from the available options. Choosing a trigger and an effect from each section allows them to be combined into an experimental feature, and allows the experiment to begin.
Once in progress, the experiment acts as an additional mechanical effect on the game. Any time the trigger's condition is met, the experiment is considered to have "succeeded" and the effect is carried out. There is no limit to how many times an experiment can trigger each day other than the physical limits of its trigger. Only one experiment can be active at a time; if the setup menu is revisted, it only states that one is already in progress and displays the active experiment. The active experiment can also be viewed on the blueprint menu, which also shows their ID number and number of successful triggers.
Experiments can be paused and resumed throughout the day from the terminal as the player wishes. Previous experiments, including the day they were created and the number of times they were successfully triggered, can also be viewed on the terminal.
Experimental triggers
When the chosen trigger activates, the effect occurs.
Immediately,
This triggers exactly once, at the time the experiment is started.
Each time you eat an apple,
Each apple consumed for steps counts for this trigger, including green apples and apples with leaves. No other fruit count for this trigger. The steps from the apple are gained before the experimental effect applies, making them meaningless when this trigger is combined with the effect that sets steps to 40.
Whenever you draft a Shop room,
All Shops count for this trigger.
- This is one of the many triggers which can cause a loop with the Aquariums effect, allowing the vast majority of the house to be filled with Aquariums.
- [Outer Room: Shrine] With the Blessing of the Tinkerer active, drafting the Electric Eel Aquarium will trigger the experiment twice. This does not happen for most experimental triggers.
Each time you unlock or bypass a security door,
This triggers any time a security door opens. Usually this happens any time a room is drafted from a security door, regardless of what method was used to access the door. Just unlocking security doors is not enough; a security door must be drafted from for it to count for this trigger. It also occasionally triggers an additional time at the start of the draft, possibly due to a bug.
Opening a security door in a different room by drafting into it also counts for this experimental trigger.
Whenever you spend 2 or more gems drafting a room,
The rooms which cost two or more gems to draft are:
- If a room's gem cost has been somehow removed, e.g. due to the Emerald Bracelet, then drafting that room does not count for this trigger.
- Spending gems during drafting for other reasons e.g. on the drafting option of the Study does not count for this trigger.
- [Outer Room: Hovel] Since the effect of the Hovel replaces all gem costs, this trigger becomes useless with it on the estate.
For each Bedroom you draft after your second,
The first two Bedrooms drafted do not count for this trigger, but each Bedroom drafted afterwards does. It does matter whether those two initial Bedrooms are drafted before or after starting the experiment.
- The Bunk Room counts twice for this trigger. This not only allows the experiment to trigger twice, but also allows it to count as the "two initial Bedrooms" by itself.
- If the Bunk Room is drafted with exactly one other Bedroom in the house, the experiment triggers once.
- This is one of the many triggers which can cause a loop with the Aquariums effect, allowing the vast majority of the house to be filled with Aquariums.
Whenever you draft an 'archived' floorplan,
Archived floorplans are floorplans which have been hidden during drafting by the effect of the Archives. This trigger therefore requires first drafting the Archives in order for it to function and then drafting the hidden floorplan.
- If the archived floorplan is a Bunk Room, it triggers twice.
- Once set up, experiments using this trigger can be triggered a large number of times at the cost of risky drafting. This may be useful with permanent experimental effects which confer some benefit regardless of the state of the house, such as the allowance, stars, and letters effects.
The next 3 times you unlock and open a chest,
Chest is another term for trunk, and this can be triggered either by unlocking them with keys or by breaking the locks with the Sledge Hammer or equivalent.
- This trigger can be combined with the Entrance Hall trunks effect, in which case it is possible to chain trunk openings and see the trunks appear in real time. However, since this trigger only works three times, there is a limit to how many trunks can spawn this way.
When you draft a Hallway from another Hallway,
This experiment counts Hallways of all kinds, not just the Hallway.
- This is one of the many triggers which can cause a loop with the Aquariums effect, allowing the vast majority of the house to be filled with Aquariums.
Each time you find some trash while digging,
Trash is anything that has been dug up but is deemed "Not worth picking up". Digging up nothing does not count as finding trash for the sake of this trigger. There are six trash items:
When you draft a Red Room, lose 5 steps and then,
This is one of the few experimental triggers to include its own effect. The steps are lost before the experimental effect takes place. If this triggers with fewer than 5 remaining, steps are set to 0.
- The steps penalty can be nullified by combining it with the "set steps to 40" effect.
- If this is triggered by drafting the Weight Room, the 5 are lost before the Weight Room's effect halves them.
- This is one of the many triggers which can cause a loop with the Aquariums effect, allowing the vast majority of the house to be filled with Aquariums. Unlike similar triggers it does cause 5 to be lost every draft, though this can be offset by a Sleeping Mask.
While drafting, if you draw a DRAWING ROOM floorplan,
This triggers whenever the Drawing Room is drawn, including on redraws. It can even be triggered when rewinding back into a previous Drawing Room draw using the Chronograph.
This experimental trigger can be triggered a large number of times with effects that redraw floorplans such as dice, as well as effects which increase the chance of the Drawing Room being drawn such as making Blueprints more common. However, methods exist which can convert redraws into experiment triggers at a one-to-one rate:
- After drawing a Drawing Room, repeatedly redrawing then rewinding with the Chronograph causes one experiment trigger per cycle.
- If a Silver Key is used when almost all other rooms that can appear with a Silver Key at that location are no longer in the draft pool, a Drawing Room appears on every draw. Typically, this is done by drafting all T-shape rooms and then using the key on the edge of the house.
- By combining the above two methods, each redraw effect can be converted into two successful triggers.
This trigger can still be offered during experiment setup when the Drawing Room has already been drafted today or is otherwise not present in the draft pool, in which case it is generally useless.
Spoilers Within
This section contains spoilers for obtaining a very large number of dice.
As dice can be converted to experiment activations at a one-to-one rate, a method to obtain a lot of dice makes for an easy way to activate experiments hundreds of times as necessary. For example, this can be used with the allowance or star effects to farm a large amount of the permanent resources.
To obtain dice, one can use the Blessing of the High Roller and a powered Laundry Room. Using the Laundry Room, coins can be traded with keys, then the keys with dice. By drafting a room, most of these dice can then be used, giving 5 times the coins back (although some effort is needed to have the coins to make the second trade), which can be traded back into dice. This can be repeated until the Laundry Room cap of 99999 coins is reached, although in practice there is never any need for that many.
Spoilers Within
This section contains spoilers for a blessing.
If the Blessing of the Tinkerer is active, the current experiment is also triggered whenever a Mechanical Room is drafted, regardless of what the experimental trigger is. These additional triggers count as a success the way that usual triggers do.
Many experimental triggers are also triggered by drafting. In most cases, drafting a Mechanical Room which also counts for the main trigger also triggers the experiment once, not twice. In some cases however, it is possible to trigger an experiment twice in one action.
[Upgrade Spoiler: Aquarium] For instance, the Electric Eel Aquarium triggers the experiment twice if it is using the Shops trigger while Blessing of the Tinkerer is active.
If you've found a new clue, you know what to do.
Which experimental triggers can trigger an experiment twice with the Blessing of the Tinkerer?
Experimental effects
The chosen effect occurs each time the experiment trigger occurs.
[Outer Room: Shelter] Successfully triggering experiments, regardless of the chosen effect, also increases the radiation level for the day. When the radiation level is high enough, it allows using the special ability of the Shelter's terminal to unlock all doors.
gain 1 key, 1 gem or 1 die (selected randomly)
Originally, this experimental effect was "gain 1 key, 1 gem or 1 coin (selected randomly)". The coin reward was replaced with an ivory die in Patch 1.04.5.
set your Steps to 40.
Steps are set regardless of the current amount, which be beneficial or harmful. As such, experiments using this trigger may benefit from being paused.
- This effect nullifies the steps penalty of the Red Rooms trigger.
- If this effect is triggered by drafting the Weight Room, steps are first set to 40, then halved to 20.
- [Outer Room: Hovel] If the experimental trigger is a draft trigger, steps spent to pay for special floorplans due to the Hovel will be irrelevant as steps are set to 40 immediately afterwards.
add a small chest to the Entrance Hall.
There is no difference between a "small chest" and a regular trunk. A maximum of 17 trunks can spawn in the Entrance Hall in a predetermined order, after which point the experiment will no longer have any effect.
- This limit is shared with The Twins constellation, the effect of which is identical to triggering this effect twice.
- This effect can be combined with the opening trunks trigger, in which case it is possible to chain trunk openings and see the trunks appear in the Entrance Hall in real time. However, since that trigger only works three times, there is a limit to how many trunks can spawn this way.
- [Outer Room: Shrine] If there is an Outer Entrance Hall, the trunks will appear in both of them.
gain 1 key for every 2 Hallways in your house.
If there are an odd number of Hallways in the house, the spare Hallway is not counted. In particular, if there are fewer than two Hallways in the house, the experiment will still trigger and succeed but no keys will be gained.
If this effect is triggered by drafting a Hallway, that Hallway is also counted. For instance, if there are three Hallways in the estate and the experiment is triggered by drafting a fourth, then two keys will be gained.
[Outer Room: Shrine] Despite the wording of this effect, Outer Rooms also count for this effect if a Hallway has been drafted in the grounds with the Blessing of the Monk or Berry Picker.
gain +1 star.
Stars are a permanent resource used by the Observatory. Triggering this effect causes the star count to briefly appear in the corner of the screen under steps and increment. If there is already an Observatory on the estate, this effect only matters for that Observatory if its telescope has not yet been viewed.
gain 3 gold for each red room in your house.
Triggering this effect provides coins equal to three times the number of Red Rooms in the estate, with no prompt. If this effect was triggered by drafting a Red Room, such as the Red Roooms trigger, it counts towards the gold for this effect. If there are no Red Rooms in the estate, the experiment can still successfully trigger but without an effect.
[Outer Room: Shrine] Despite the wording of this effect, Outer Rooms also count for this effect if a Red Room has been drafted in the grounds with the Blessing of the Monk or Berry Picker.
spread dirt on the driveway.
This effect creates dig spots outside of the house on the Grounds, starting just outside Entrance Hall. Three dig spots usually appear each time the effect is triggered, though it may be two or four. The dig spots seem to spawn in a predetermined fashion, snaking around the Fountain before before making their way up the Private Drive, and finally stopping near the path to the Campsite. Approximately 100 dig spots can be added in total after around 34 experiment triggers, after which point there is no effect.
- This effect will never be offered if the "find trash while digging" experiment trigger is offered.
- This is a spread effect and has many of the same interactions that Spread Rooms do:
- If there is a Conference Room on the estate, dig spots appear there instead of on the grounds. Dig spots still appear primarily in batches of three per experiment trigger, with the first five appearing on the conference table and the remainder appearing on the surrounding floor. Up to 50 dig spots can be spawned this way, after 17 triggers.
- [Outer Room: Shrine] While the Blessing of the Chef is active, triggering this effect can add a unique dish to the Dining Room. This dish, Mudslide Icecream, provides 5 and leaves a dirt pile on the plate, with a further dirt pile on the side if there is a Freezer in the house.
Spoilers Within
This section contains spoilers for a bird-themed Addition.
Ornamental birdbaths can be found in various places across the Grounds. If the Dovecote is on the estate when this effect is triggered, some additional dig spots are placed inside of these birdbaths. This effect is entirely independent of the main effect; the unique birdbath dig spots are distributed in a fixed pattern which begins whenever the effect first triggers with a Dovecote on the estate, as opposed to remaining in sync with the other Grounds dig spots. The birdbath dirt piles appear regardless of whether the regular dig spots are spread to the Grounds or the Conference Room.
Several of the birdbaths which can be filled are locked behind permanent additions.
Spoilers Within
This section contains spoilers for multiple permanent additions.
There are a total of six birdbaths on the Grounds. It takes three triggers with a Dovecote on the estate to fill every birdbath with dirt, after which point there is no other additional effect.
- On the first trigger, three birdbaths get a dig spot each:
- On the Private Drive, just past the gate from the central Grounds
- On the lower section of the central Grounds, surrounded by two stone rings
- In between the Private Drive and the Campsite
- On the second trigger, two more birdbaths get dig spots:
- On the West Path, in between the bridge and the Outer Room
- In the Apple Orchard
- On the third trigger, one final birdbath gets a dig spot:
- In the northern section of the West Path, accessible only via the Garage
set your dice to 2.
add 3 Aquariums to today's draft pool.
When this experimental effect is triggered, a message appears to indicate that the Aquariums have been added to the draft pool. The Aquariums added through this effect have different placement restrictions than the original Aquarium, which can make it seem as though there are fewer copies than there actually are.
- Many experimental triggers can be triggered by drafting Aquariums, allowing the vast majority of the house to be filled with Aquariums when combined with this effect. Such triggers include the Shops trigger, Bedrooms trigger, Hallways trigger and the Red Rooms trigger.
- [Datamined Information] This effect also sets the Dynamic Rarity of Aquarium to Commonplace for the day, and adds both a 13% and 3% chance for Aquarium to get a Priority Draw.
a letter will be delivered to the Mail Room.
Each letter is a permanent addition to the Mail Room and appears on the table on the left side of the room, below the letter from Simon's father. Letters are added regardless of whether the Mail Room is on the estate at the time the effect triggers. The letters are predetermined and are always added in the same order; see Mail Room#Letter details for more information about the letters themselves.
A message appears on screen whenever this effect is triggered. There are a total of 16 letters that can be delivered; after this point, the delivery message still displays on screen even though there is no longer any effect. Afterwards, this effect is never offered again.
permanently add 1 gold to your allowance.
Allowance is a permanent resource which appears as an envelope of gold on the central table in the Entrance Hall. When this effect is triggered, a message appears saying that allowance has been raised.
lose 10 steps and gain 20 gold.
Spoilers Within
This section contains spoilers for an alternate mode.
On Dare Mode, an additional experimental effect is available.
- [Satelite Dish Spoiler] Once the data packet for experiments is installed, this effect appears to no longer appear.
add an additional dare to the DARE LIST.
This adds one extra dare to the dare list, just like if the day was ended and a new dare was revealed for the next day. Unlike the per-day dare addition, this effect can add dares up to 8 total, although one will only be added at the start of the next day if there are less than 4 revealed dares.
- The 8 dares are preset when the savefile is created; this experiment simply reveals those dares.
- This experiment is the only way to win Dare Mode before Day 4.
If activated after 8 dares are already in the dare list, a random dare gets rerolled to a new dare. Dares can never reroll to any of the following dares:
- Any dare that was present at any time today, including those that got rerolled away previously.
- If every dare was seen such that the list would be empty, the dare gets set to whatever the last one rerolled to. (With enough rerolls, it is possible for all dares to be the same.)
- The "I dare you to open an empty box in each parlor you draft." dare.
- The "I dare you to leave the Mt. Holly Blueprint on the Entrance Hall table." dare.
Note that using this experiment to reroll can result in dare combinations that are impossible to win by giving contradictory dares.
Data packet
Spoilers Within
This section contains spoilers for Satellite Dish.
After raising the Satellite Dish, a data packet can be downloaded from the Data Transfers menu of the network, from any house terminal. This data packet permanently adds eight new triggers and eight new effects to experiment setup, bringing the total to twenty each.
When the new triggers and effects are downloaded from the data packet, the Packet Management option is added to the Laboratory terminal. This option allows selecting a set of triggers and effects that can show up; all others will never appear. A minimum of 8 options must be chosen for each.
Any effects that have requirements to be chosen still have those requirements, even when placed in a packet. For instance, the letter delivery effect will never be offered once all letters have been delivered. These effects can be used to "pad" a packet and make the chances of other effects in the packet appearing greater than 3/8.
To see the complete list of experimental triggers and effects all together, see Spoilers:Experiments.
New triggers
The first time you enter each room on Rank 9,
This triggers upon entering a given Rank 9 room for the first time after the experiment was started, including the Antechamber. It does not matter whether the room was entered previously.
For each room with a fireplace you draft,
The draftable rooms with fireplaces are:
- Den
- Parlor
- Drawing Room
- Dining Room *
- Furnace
- [Outer Room: Hovel]
- [Outer Room: Schoolhouse]
- [Post-Credits Room: Trophy Room]
- [Very Secret Room: The Armory]
* The Dining Room only counts if it is drafted in the center of the house or on Rank 9. If it is drafted on the wings of the house or on Rank 1, its fireplace-side wall is replaced by large windows, meaning that it will not count towards this trigger.
For every room you draft within the next 40 seconds,
This trigger is limited by real-life time and nothing else. It begins immediately, as soon as the player is returned to the Laboratory terminal main menu. A timer appears at the top of the screen while this experiment is active, left of the resources.
At high speed, with either quick or reckless decision-making, it is possible to trigger this around 7 times.
- With Blessing of the Tinkerer active, drafting a Mechanical Room within 40 seconds of starting the experiment will trigger it twice. This does not happen for most experimental triggers.
- [Endgame Spoiler] The timer overlaps with the Blueprint tracker that is added to the screen by the effect of the Throne of the Blue Prince.
Each time you access a different terminal today,
This triggers the first time any particular terminal is accessed since the experiment was started, including the terminal in Blackbridge Grotto. The terminal used to start the experiment does not trigger it until that terminal is exited and reaccessed. Terminals do not need to be physically accessed; using the Remote Terminal Access feature of the network will count for this trigger.
Each time you draft an upgraded floorplan,
Any floorplan which has been upgraded by an Upgrade Disk counts for this trigger. Rooms which been permanently improved in any other fashion do not count.
Drafting multiple copies of the same upgraded floorplan, such as with [Upgrade Spoiler: Hallway] the Tomorrow Hallway upgrade or [Upgrade Spoiler: Courtyard] the Blessing of the Gardener with an upgraded Courtyard, triggers the experiment for each copy drafted.
- [Upgrade Spoiler: Bunk Room] Drafting an upgraded Bunk Room results in two triggers.
- [Upgrade Spoiler: Aquarium] Once the Aquarium is upgraded, this trigger is one of the many triggers which can cause a loop with the Aquariums effect, allowing the vast majority of the house to be filled with Aquariums.
Each time you pull a different antechamber lever,
This triggers the first time each unique Antechamber lever is pulled after the experiment was started. Different Antechamber levers that control the same door will trigger separately, but duplicate levers found in duplicates of the same room will not.
- This trigger has an unclear relationship with the effect that unseals Antechamber doors. Nothing may happen when pulling a lever to trigger the experiment, and if the experiment is triggered by pulling a lever corresponding to a door that is already unsealed, the door may not move until the lever is pulled again.
The next 10 times you view your map, lose 10 steps and then,
This is one of the few experimental triggers to include its own effect. It can be freely triggered up to 10 times at the cost of 10 per successful trigger. Spamming the blueprint map may cause it to trigger less often than expected.
Due to the freeform nature of this trigger, it is possible to view the effects of experiments that cannot usually be witnessed directly such as the letter delivery effect and the dirt spreading effect.
- This trigger has several unusual interactions with the Reservoir water level effect.
- This trigger can be used to remove crates from the tunnels, but they do not appear to immediately vanish when the effect is triggered. The area must be exited and re-entered for the crates to be removed.
- [Datamined Information] If this trigger is offered today, the "set your steps to 40" effect has a 95% chance to be removed from today's effect pool.
Each time you draft a Tomorrow room,
All Tomorrow Rooms should count.
New effects
stock your PANTRY with fruit.
This effect can only appear if there is a Pantry already in the estate when first viewing experiment options.
Each trigger will cause around four fruit to appear in the Pantry. These fruit are distinct from the usual fruit which can appear, and may overlap them. Fruit appear gradually in large batches of the same type, with apples being less common than bananas and oranges. It is possible to spawn over 100 fruit in the Pantry this way, with fruit sometimes appearing in the exact same positions as other fruit.
Lower the Reservoir by 1
This effect reduces the water level of the Reservoir, usually controlled by the Pump Room system. Unlike with the pump system, the water drained by this effect is removed from the system altogether rather than moved to a storage tank. In conjunction with the Pump Room, it is possible to remove any amount of water from the pump system.
A message appears whenever this effect is triggered to indicate that the Reservoir's water level was lowered. If the Reservoir's water level is at 0 when the effect is triggered, it instead says that the Reservoir is already empty.
If the Reservoir's water level is 0 when this experimental effect is randomly chosen during setup, it is changed to Raise the Reservoir by 1. This effect works identically but in reverse, adding directly to the Reservoir's water level without drawing it from the rest of the water system. A message is displayed when the Reservoir is partially filled, and a different message is shown when the effect triggers while the Reservoir is full.
Once either Reservoir effect is randomly selected as one of the three effects during setup, it is locked in for the rest of the day even if the Reservoir's water level is changed before the experiment actually begins.
- When combined with the "look at your map" trigger, it is possible to witness the Reservoir water level changing. This has several unusual consequences:
- Raising the water level while in the basin or near the edge of the water will leave the player stranded on the "other side" of the water boundary, allowing free travel throughout the flooded sections but making it impossible to return to dry land, except by raising the water level to a point where a boat can be ridden.
- While in the Safehouse, lowering the water level will strand the boat, making return impossible. Raising the water level will cause it to despawn entirely, and raising the water level to 9 or higher will despawn the water as well, resulting in an entire empty Reservoir which cannot be accessed.
- Prior to Patch 1.2, it was possible to view the blueprint menu while riding the boat. This could also result in a softlock, which is no longer possible.
remove a crate from the tunnel.
This effect removes one of the crates from the tunnel in the lower section of the Grounds, allowing deeper access. There are a total of 40 crates in the tunnel which are permanently removed in a predetermined order, with crates nearer to the entrance being removed before deeper crates. A message appears on screen whenever this effect triggers.
- Initially, crates are removed somewhat sporadically from the crates surrounding the accessible area.
- After triggering this effect 18 times, the crate which houses the document is removed, causing the document to move to the floor nearby.
- After triggering this effect 23 times, it is possible to venture deep enough into the tunnel to reach a stone table with an easily missed File Cabinet Key.
- After triggering this effect 36 times, it is possible to venture past the remaining crates and reach the door at the other end of the tunnel.
- After triggering this effect 40 times, the final crate is removed. After this point, the experiment can still successfully trigger and the message is still displayed, even though there is no effect.
This effect can still be chosen on later days, even after all the crates have been removed. Surprisingly, the actual crate removal is dependent on the left torch being lit; in the uncommon case where this effect is triggered before the torches are lit, no actual crates are removed but the message still appears and the effect is still permanently tracked. Lighting the left torch will cause all crates which should have already been removed to abruptly vanish in front of the player's eyes. Note that lighting either torch causes both torches to be permanently lit on future days, meaning that lighting just the right torch will cause any removed crates to vanish overnight.
unseal one of the doors of the ANTECHAMBER.
One of the four Antechamber doors is randomly selected and unsealed. The west, east and south doors appear to be preferred over the north door.
Once each Antechamber door has been opened, this experiment has no effect, even if one of the doors is resealed. The experiment will continue to trigger and a message will continue to appear even if no door is unsealed.
- This effect has an unclear relationship with the Antechamber lever trigger. Nothing may happen when pulling a lever to trigger the experiment, and if the experiment is triggered by pulling a lever corresponding to a door that is already unsealed, the door may not move until the lever is pulled again.
gain 1 key for every 30 steps you have.
permanently increase your lockpicking skill.
Lockpicking skill increases the odds to succeed when using a Lock Pick Kit. There is no in-game way to check lockpicking skill, aside from looking at the Research Logs and adding up experiment activation counts. A message always appears when this experiment triggers. See Lock Pick Kit#Usage for more details.
[Contraption Spoiler: Pick Sound Amplifier] The Pick Sound Amplifier also benefits from lockpicking skill.
gain 1 random item, then set your keys to 0.
When this effect is triggered, a random available special item is added directly to the player's inventory, without needing to be picked up. A message appears to notify the player which item was granted. Their key count is then set to 0.
The list of items that can be awarded by this experiment is as follows:
- Battery Pack
- Broken Lever
- Car Keys
- Coin Purse
- Compass
- Coupon Book
- Gear Wrench
- Hall Pass
- Keycard
- Lock Pick Kit
- Lucky Rabbit's Foot
- Magnifying Glass
- Metal Detector
- Running Shoes
- Salt Shaker
- Shovel
- Silver Key
- Sledge Hammer
- Sleeping Mask
- Telescope
- Vault Key 149
- Vault Key 233
- Watering Can
If fewer than two of those items are available to spawn, this effect provides a Silver Key instead, regardless of whether there is still an available item to obtain or whether the Silver Key is available.
- Since the Silver Key readds itself to the item pool when it is used, using a duplicate Silver Key while there is exactly one more item left to find can push the available items up to two, providing an additional chance at finding the missing item.


