Garage

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Garage
Garage.png
Stats
Effect
+3
Gem Cost
Rarity
Unusual
Entering and exiting out through the west facing private drive, the Garage serves as a more practical and informal entrance point into the estate.
― Room Directory

The Garage is a room in Blue Prince. It is listed as Room 014 in the Room Directory.

Drafting requirements

The Garage has several limitations:

  • It can only be drafted on the West Wing.
  • It can only be drafted from Rank 4 to Rank 8, further limiting the tiles it can spawn on to just 5.
  • It can only be drafted northwards or westwards, never southwards.
The "pierce" variant of the Garage floorplan, seemingly named due to the manner in which the room is drafted, piercing the West Wing

The first time per day a (normal) draw is made from a doorway where the Garage's spawning requirements are met, there is a very high chance it appears in the third slot of the draw. (If it does not occur on the first, this high chance remains until it does get drawn.)

The Garage's rarity cannot be modified, although even outside this special first draw it still appears more often than other Unusual rooms.

Beyond the Estate

This section contains datamined information. It may contain spoilers for various stages of the game.

Click to view

Garage has a permanent Dynamic Rarity of Commonplace.

If Veteran Mode is enabled or Day 5 has been reached, Garage has a passive 3% Priority Draw.

The special third slot draw is a Forced Draw. The conditions are:

  • Veteran Mode is active, or Day 3 has been reached.
  • The first two slots are not both a Dead End, or Slot 2 was not drawn by a normal draw.
  • This forced draw roll has not succeeded yet.

If met, the chance of the roll succeeding is 90%. If the West Gate permanent addition has been unlocked, the chance is increased to 92.5%.

Variants

The Garage uniquely has two slightly different versions that may appear depending on whether it was drafted northwards or westwards. The garage door always faces west out of the house, and the west and north sides of the room are mostly the same for the two variants. The south and east sides are modified to account for the change in drafting door position, with some of the props moved around or removed.

Regular variant: This is the version of the Garage that is shown in the Room Directory. The floorplan appears when drafting from north-facing doors and has the garage door to the left after entering.

"Pierce" variant: This is an alternate version of the Garage that appears when drafting from west-facing doors. It has the garage door directly opposite after entering.

Points of interest

Items

The Garage always has three basic keys hung up on a key hook. The position differs based on the Garage variant; it is found immediately to the right after entering in the standard variant, and immediately to the left after entering in the pierce variant.

The Garage does not usually contain special items lying around, though it may contain a dig spot around the perimeter. With high luck, there may be up to three dig spots as well as one or more of the following items, either on the crates on the east side of the room or on near the note on the northside shelf.

Documents

A note from Mrs. Babbage can be found on the north side of the room on a shelf. It scolds Christoph, Mount Holly's chauffer, for his repeated absences.

Other

In the center of the room is car with a hood ornament resembling a swan and a vanity plate reading "SWNSNG".

The Garage also has a large wall-mounted button found immediately to the left after entering, regardless of the Garage variant. The button has a red LED; interacting with it causes the LED to flash and has no other effect.

Interactions

Spoilers Within

This section contains spoilers for the Utility Closet.

Click to view

Appearance of the button once the Garage Breaker Box switch is flipped in the Utility Closet

The Breaker Box in the Utility Closet has several power switches, one of which is labelled "GARAGE". While this switch is flipped, the Garage button's LED is green instead of red. Interacting with it in this state will open the Garage door, providing access outside the house into the West Path. The order in which the Garage and Utility Closet are drafted do not matter.

Opening the Garage door this way will cause Westwardly Winds to start playing. This can interrupt other tracks. It is possible to miss the music event by quickly leaving the Garage after pressing the button and waiting for the Garage door to open before returning.

The Garage door cannot be closed after opening, though its state is not permanent and will reset the next time it is drafted. No Breaker Box switches are permanent either. If the Breaker Box is used to switch the Garage button's power off and on again, the button can be used a second time, playing the door-opening sound effect again but with no other effect.

Spoilers Within

This section contains spoilers for the Garage car.

Click to view

Edit this section at Car Keys/Usage.

Car Keys can be used to access the Garage car, in two different ways. While holding Car Keys:

  • Interacting with the door on the driver's side of the car opens it. The interior of the car can't be interacted with, but there is a note tucked into the driver's seat. The note alludes to a smuggling operation involving the Garage car and Denny Revane, carried out under Herbert Sinclair's nose.
  • Interacting with the trunk at the back of the car will unlock it, providing an Upgrade Disk alongside two jugs of moonshine.

Neither of these actions are permanent. Car Keys are not consumed upon use. The passenger side door cannot be opened.

If the Upgrade Disk has already been used, two of the following items appear instead. The number of items is not affected by luck.

Spoilers Within

This section contains spoilers for ducts.

Click to view

Appearance of the Garage while supplied with steam power
The Garage has power ducts running across the ceiling and connecting to its door, allowing it to receive steam power. It must be drafted from either a power source, e.g. the Boiler Room, or from another room with ducts which can receive steam power. It also has an increased chance to draw and be drawn from certain other rooms with ducts.

The ducts connect the Garage's standard door to the Garage door. Entering the Garage while it is powered will cause the Garage door to automatically open, providing access to the West Path. It does not need to be powered when it is drafted, as long as steam power is directed towards the Garage at the time it is entered. Unlike the other method of opening the Garage door, opening it this way does not cause Westwardly Winds to play.

Once the Garage door is open, it remains open for the rest of the day even if the steam power is directed away from the Garage. Attempting to open the Garage door again, either by first opening the Garage door via its alternate method or by toggling the steam power away from the Garage and back towards it again, will cause the door-opening sound effect to play again with no other effect.

Spoilers Within

This section contains spoilers for the Shrine.

Click to view

Edit this section at Garage/Outer.
Acquiring the Blessing of the Monk from the Shrine and calling it a day in the Garage will allow it to be drafted as an Outer Room the next day. This can be done despite its many drafting restrictions.

Unlike every other room in the game, the Garage is not drafted as it appears in the Room Directory; it instead appears as the "pierce" variant with the Garage door on the far side of the room. Like other rooms that always contain windows, parts of the Shrine can be seen through the top of the Garage door.

Spoilers Within

This section contains spoilers for the Garage door.

Click to view

As Outer Rooms are not drafted adjoined to any room, it cannot receive steam power. However, it can still be remotely powered by the Utility Closet breaker box, and so the Garage door can still be opened. Opening the Outer Garage door leads to an altered version of the Shrine, devoid of candles, stone steps and stalagmites, and with a cryptic note in the Monk's bowl instead of a place to offer gold.

[Post-Inheritance Spoiler] The Outer Antechamber is the only other way that this alternate version of the Shrine can be accessed.

For more information on Blessing of the Monk interactions, see Shrine/Notable_Monk_interactions.

As a "Dead End"

Additional information

  • Prior to Patch 1.4.5, the Garage note said "Cristoph" instead of "Christoph".
  • West Path [Outer Room: Shrine] Prior to patch 1.6, after drafting the Garage in the Outer Room using the Blessing of the Berry Picker, it was sometimes possible to draft the Garage eastward into the East Wing. Doing such led to a softlock.
  • The Garage is mentioned twice in Drafting Strategy: Architectural Digest Vol. 3, both twice mentioning a particular interaction with another room.
    • On page 10, the Garage is mentioned as one of the rooms that can be uniquely manipulated by the Utility Closet. It says that the Garage switch "powers garage door and grants west path access".
    • On page 11, the Garage is mentioned as one of the rooms that has use for steam power from the Boiler Room, though the exact benefit is not specified.
  • The description of the Car Keys mentions that the Garage car should be the only car left on the Estate.
  • [Mail Room Experiment Spoiler] The Garage is mentioned in Randolph's fourth letter to the Mail Room, in a diagram which suggests that it can benefit from steam power from the Boiler Room.