Laboratory

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Laboratory
Laboratory.png
Stats
Effect
Experimental House Features
Gem Cost
Rarity
Standard
A fully staffed research facility furnished with all manner of scientific equipment and measurement devices. This home laboratory provides a controlled environment in a remote location, far from prying eyes and traditional safety regulations.
― Room Directory

The Laboratory is a room in Blue Prince. It is listed as Room 036 in the Room Directory.

Points of interest

Items

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.

Documents

The Laboratory contains two notes and two memos.

  • The first note is from Kimberly Thompson detailing her first week in the estate.
  • The second note is a heating and cooling curve chart from Randolph Moore.
  • The first memo is a blue memo on the machine's cubicle, explaining that the machine needs power to work.
  • The second memo is a red memo near the terminal pointing out that email can only be accessed with the terminal in the Security.
    • This memo has an unusual related property. See Login to Network for more information.

On closer inspection...

Click to view hidden details


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.

Puzzles

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.

Spoilers Within

This section contains spoilers for hint for periodic table puzzle.

Click to view

The Grade 3 Classroom's Science Worksheet (and related exam questions) shows that element abbreviations are often placed together to spell full words.

Spoilers Within

This section contains spoilers for solution to periodic table puzzle.

Click to view

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.

Spoilers Within

This section contains spoilers for ducts.

Click to view

The Laboratory machine receiving steam power
The Laboratory has power ducts running across the ceiling and connecting its doors, allowing it to receive and convey steam power. It must be drafted so that one of its doorways is connected to the doorway of either a power source, e.g. the Boiler Room, or 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.

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.

Spoilers Within

This section contains spoilers for finding the correct sequence.

Click to view

The sequence is given by the periodic table instructions, which results in the message Push three up after nine.

  • [Mail Room Experiment Spoiler] It can also be found in Randolph's third letter sent to the Mail Room. This letter discusses the Laboratory machine and how it requires steam power from the Boiler Room, and it has a 9↑3↑ written in red in the corner.

Spoilers Within

This section contains spoilers for the result.

Click to view

The machine after being activated

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.

Terminal

The Mt. Holly. Laboratory terminal

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.

Experiment Setup

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.

Research Logs

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.

Pause Experiment

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.

Login to Network

Like other terminals, the Laboratory terminal may be used to access the computer network. This requires the terminal password.

Spoilers Within

This section contains spoilers for the network.

Click to view

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.

Spoilers Within

This section contains spoilers for administrator controls.

Click to view

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.

Interactions

As a Mechanical Room

  • Holding the Gear Wrench allows the rarity of the Laboratory to be permanently adjusted when drafting it.
  • West Path [Outer Room: Shrine] While the Blessing of the Tinkerer from the Shrine is active, drafting the Laboratory will trigger the current experiment, if there is one.
  • Workshop [Contraption Spoiler: Powered Electromagnet] Having the Powered Electromagnet makes drawing the Laboratory more likely.
  • Found Floorplans [Found Floorplan: Mechanarium] Drafting the Laboratory will cause an additional door to spawn in the Mechanarium when the latter is drafted.

Additional information

Spoilers Within

This section contains spoilers for Mail Room experiments.

Click to view

As the working place of Randolph Moore, the Laboratory is mentioned in several of his letters to the Mail Room:

  • In Randolph's first letter, he introduces himself as lead lab technician and expresses delight upon discovering that Simon has found the Laboratory and started running experiments.
  • In Randolph's third letter, Randolph explains a connection between the Laboratory machine and the power lines outside, and reveals that it needs steam power from the Boiler Room to function.
  • In Randolph's fourth letter, the Laboratory is again mentioned in a diagram of rooms which benefit from steam power from the Boiler Room.