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The Laboratory is a room in Blue Prince. It is listed as Room 036 in the Room Directory.
The Laboratory rarely contains items from the following list of possibilities. Items may be found on a desk in the back near a microscope or, in the case of the trunk, near the cubicle that houses the Laboratory machine.
Does it never end?
This list may be incomplete. If you find an item not on this list, you can help by adding this location to its item page.
The Laboratory contains two notes and two memos.
There is a hidden piece of text on the heating and cooling curve chart note, that can be revealed by using the Magnifying Glass. It notes that the Cooler inside the Freezer is not affected by ambient temperatures.
The Laboratory contains two periodic tables. A standard table, and a numbered table that is otherwise missing elements. The standard periodic table is identical to a real world periodic table, with the last element shown being element 111 (Rg).
There is also a large machine in a semi-enclosed space, which contains interactable levers. However, pressing the levers has no effect other than causing a red power light to flash.
The Grade 3 Classroom's Science Worksheet (and related exam questions) shows that element abbreviations are often placed together to spell full words.
To solve the periodic table puzzle, simply go through both tables together. Look for what number corresponds to what chemical symbol by having the same positions. For example, the number 1 corresponds to the chemical symbol Pu. By taking all the symbols and arranging them in numerical order, the following phrase emerges:
PuSHThReEuPaFTeRnINe
After splitting it up properly into words, it gives:
Push three up after nine
A sticky note on the coded periodic table points directly to the Laboratory machine, which has numbered levers; however, the levers still don't do anything.
As mentioned in the Laboratory's blue memo, the first step in activating its machine requires it to be powered. Once the room is receiving steam power, the machine's power light will glow and a power meter appears on the left that indicates how many of the numbered levers are currently down. Pushing a lever will lower the power level by one stage, and pulling a lever will raise the power level by one stage. The marked level, which lies in between stages, can only be attained by inputting a particular sequence.
The sequence is given by the periodic table instructions, which results in the message Push three up after nine.
By pushing the lever labeled 9, and then the lever 3 in sequence, the machine should activate. Both levers must be in their default state for this to work.
If done correctly, a cutscene will play showing the Laboratory sending power outside to the house to the Blackbridge Grotto, permanently unlocking it. In addition to being a newly accessible location, the Blackbridge Grotto passively grants the ability to connect to one offline terminal each day, which may be done immediately through the Laboratory terminal if desired. Activating the machine causes an altered version of Synka to play, interrupting other tracks if necessary.
If steam power is diverted away from the Laboratory, the levers will have no effect. It is possible to still enter the correct sequence by pulling lever #9, then depowering the Laboratory and pulling other levers, then repowering the Laboratory and pulling lever #3.
The machine cannot be interacted with for the rest of the day after unlocking the Blackbridge Grotto, even after depowering and repowering the Laboratory. On subsequent days, the machine can be powered and interacted with again, though it will no longer serve any known function. Entering the correct sequence a second time will still activate the machine and cause Synka to play, though there won't be any cutscene or effect and the levers can be still be used afterwards. The machine cannot be activated more than once per day.
The Laboratory's main feature is its computer terminal located on the room's central table, named Mt. HOLLY LABORATORY on its home screen, from which it is possible to run experiments. The main process allows an experiment to be set up and run for the rest of day, while the other two processes show the details of previous experiments and allow experiments to be paused. Like all house terminals, it may also be used to access the network if the correct password is entered.
From this menu, Experimental House Features, usually simply called experiments, can be created. After an initial introduction screen, three experimental triggers or "causes" and three experiment effects are selected at random from a pool of twelve each and are displayed in separate columns. These options are usually locked in once selected by the terminal and remain even when exiting and reaccessing the terminal.
They can occasionally reroll themselves when setup is viewed an additional time after quitting out of it. This can be done reliably by selecting cancel before all of the text has finished appearing (it is selectable despite not visually appearing on the screen).
After selecting one trigger and one effect, they can be combined into an experimental house feature that will last for the rest of the day. Once an experiment starts, it 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 this menu is revisited, it will state that one is already in progress and display 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.
For more information on the various experimental triggers and effects, see Experiments.
This menu displays each previous experiment, along with the day it was run and and the number of times it successfully triggered. Three experiments are displayed per page. Active experiments are not shown.
From this menu, an active experiment can be paused, preventing it from triggering if there is an unfortunate combination of an unavoidable trigger with an undesirable effect. Revisiting the menu allows it to be unpaused.
If there is no active experiment, this menu simply says THERE ARE NO CURRENT EXPERIMENTS IN PROGRESS.
Like other terminals, the Laboratory terminal may be used to access the computer network. This requires the terminal password.
From the Network Menu, several services can be accessed, including Special Orders, Remote Terminal Access, and the Glossary of Terms.
Electronic Mail cannot be accessed; attempting to do so brings up a message saying that Electronic Mail can only be accessed via the terminal in the Office. The nearby red memo, which claims that Electronic Mail can only be accessed in Security, is false.
The Laboratory mailbox can be enabled from the admin terminal in Blackbridge Grotto, along with all other mailboxes. It contains four emails:
If the settings are altered from the default in a way that leaves the Laboratory without access, the message about the Office terminal being the only one to have access does not appear. Additionally, the memo regarding mailboxes is unique in that it can be made to be true by altering the mailbox settings so that only Security has Electronic Mail access; doing this causes the memo to immediately turn blue until the settings are altered again. There are no other known memos in the game with this property.
As the working place of Randolph Moore, the Laboratory is mentioned in several of his letters to the Mail Room: