Great Hall

From Blue Prince Wiki
Jump to navigation Jump to search
Great Hall
GreatHall.png
Stats
Effect
7 Locked Doors
Gem Cost
None
Type
Rarity
Unusual
A room of many doors and even more choices. The Great Hall is unquestionably the largest hallway of the house but it is also the least useful, for the doors "lining" its walls are always locked. Perhaps for a reason.
― Room Directory

The Great Hall is a room in Blue Prince. It is listed as Room 8 of the Hallways page in the Room Directory.

Items

The central Great Hall area does not usually contain items. However, with unusually high luck, there may be a trunk immediately available on the floor in between the first two doors on the left.

The Great Hall may also contain items behind its many doors. See #Prizes for more information.

Layout

Diagram of one possible Great Hall layout

The Great Hall has several subchambers, separated by many doors. The main area, which is the area directly connected to the door it was drafted from, has seven doors, not counting the one used to draft it in place: one doorway directly across from the entrance and two sets of three doors on the left and right sides of the room. All seven of these doors are guaranteed to be locked, unless some other effect forces them to be unlocked.

While the opposite door is a regular drafting door, the remaining six doors are unusual in that they do not lead to a draft. Instead, each of the six doors simply opens into a small subchamber. There are three different types of subchamber, with each half of the Great Hall having exactly one of each type:

  • A "prize" chamber containing points of interest and/or minor resource items
  • A passage leading to the actual doorway on the side of the room
  • An immediate dead end

The six inner doors act like regular locked doors in most respects: they can be unlocked by the Lock Pick Kit, certain special keys, and effects such as that of the Foyer. The Great Hall's actual left and right drafting doors, hidden behind the locked passages, are always unlocked in a similar manner to the Corridor. These doors can be entered from the other side by drafting into them from neighboring rooms, providing access to the passage subchambers. While this is not particularly useful for navigation, as the intermediate doors still need to be unlocked to return to the Great Hall proper, it can be useful as a way of identifying which door leads to the doorway passageway without spending a key, which helps when looking for prize chambers.

The layout of the Great Hall is randomly chosen at the start of each day. If multiple Great Halls are drafted in one day, their subchamber layouts are always the same but the contents of the prize chambers may be swapped with each other, and the minor resource items rechosen.

Note on strategy and probabilities

Click to view

Each half of the Great Hall may be thought of as having two "edge" doors and one "center" door. Due to the way the Great Hall is laid out, it is impossible for the prize chamber to ever lie behind a center door as it would block the side doorway. This makes it significantly more likely that a given edge door has a prize chamber behind it.

It is not known whether every possible Great Hall layout can be randomly selected, or if layouts are chosen uniformly. If both are true, then the probabilities of finding particular chambers behind doors would be as follows:

Theoretical door probabilities
Door Prize Doorway Dead end
Edge 50% 25% 25%
Center 0% 50% 50%

If you've found a new clue, you know what to do.

Is every Great Hall layout possible?
Are the possible Great Hall layouts chosen uniformly?

Spoilers Within

This section contains spoilers for prize details.

Click to view

The two "prize" chambers are distinct and have different props and key features. There is no way to know which side each chamber is on without unlocking the doors and checking.

One chamber contains a Antechamber lever that controls the east Antechamber door. It also contains a barrel with one or two resource items:

  • A pile of 3
  • A pile of 2 and a pile of 3
  • A pile of 2 and a pink gem
  • A pink gem
  • A basic key

The other chamber contains a small table with an Upgrade Disk. If the Upgrade Disk has already been used or is otherwise unavailable, it instead contains one of the following sets of resource items.

  • A pile of 2, a pile of 3 and a pile of 4
  • A pile of 2, a pile of 3 and a green gem
  • A pile of 2, a pile of 3 and a basic key
  • A pile of 3, a basic key and a cyan gem
  • A cyan gem, green gem and pink gem
  • Two basic keys

Does it never end?

These lists may be incomplete. You can help by adding to them.

All prize items, including the Upgrade Disk, exist in their respective subchambers before they are unlocked. This behavior differs from that of many other "containers" such as trunks and Parlor boxes, which do not spawn their items until they are unlocked.

Interactions

  • Having the Metal Detector can occasionally help indicate doors that have resources behind them, as it will detect coins and keys even behind the doors and will beep faster as the player gets closer.
  • Items hidden behind the Great Hall's side doors can be seen on the Security inventory before those doors are unlocked.
  • The Silver Key and Prism Key can be used on any of the seven locked doors. Ordinarily, these keys would immediately apply a drafting effect to the subsequent draft; when used on one of the six inner doors however, instead the effect is applied to the next draft initiated anywhere in the house. In the case of the Prism Key, this can cause a Hallways-restricted draft to be performed from a non-Hallway.
  • Activating The Southern Cross makes the Great Hall more common today, even though it technically has more than four doors.
  • The Drafting Studio contains a cross-section miniature model of the Great Hall with its layout exposed, alongside a card associating it with a particular date.
    • [Significance of the date] The date shown is always the current day, and the model always reveals the layout of the actual Great Hall today, regardless of whether it is drafted before the Drafting Studio or afterwards. The model does not reveal which way around the "prizes" are, however.
  • Workshop [Contraption Spoiler: Powered Electromagnet] The Powered Electromagnet automatically collects coins and keys from prize chambers before they are unlocked, causing them to fly through the walls of the Great Hall towards the player. Quickly entering the room after drafting it and paying attention to the direction the items come from can be very useful in locating the prize chambers.

Spoilers Within

This section contains spoilers for the Secret Garden Key.

Click to view

The Secret Garden Key cannot be used on the inner doors, as they are not used for drafting; nor can it be used on the outer side doors, as they are always unlocked. As such, it is impossible to draft the Secret Garden from either side of the Great Hall. The key can be used on locked door on the opposite side of the room, however, and careful placement of the Great Hall can be used to draft the Secret Garden in any of its valid positions. This is one of the only ways to draft the Secret Garden as far south as Rank 3.

[Very Secret Room: Room 8] The same is true for Key 8 and Room 8, except that it must be used on Great Halls leading into Rank 8 rather than Great Halls leading into the wings.

As a Hallway

Additional information