Mail Room

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Mail Room
MailRoom.png
Stats
Effect
A package will be delivered here the day after drafting this room.
Gem Cost
None
Rarity
Unusual
A dedicated mailing room in which incoming and outgoing post and packages are sorted and then delivered within the estate to their intended recipients.
― Room Directory

The Mail Room is a room in Blue Prince. It is listed as Room 039 in the Room Directory.

Drafting

The Mail Room has no drafting restrictions.

[Datamined Information] If a package is delivered and waiting in the Mail Room, the Mail Room's Dynamic Rarity is set to Commonplace for the day.

Points of interest

Items

The Mail Room has a chance to contain an item from the following list, independent of any items which may appear in packages. Most items may be found on the right table; the trunk is found along the back wall, while the Metal Detector is found immediately to the left after entering.

Documents

The Mail Room contains several documents:

  • On the left side of the room, in one of the pigeonholes, there is a letter addressed directly to the player character Simon Jones from his father.
  • On the table on the right side of the room, instructions from DC Power inc. explains some of them controls for some kind of indicators for the Utility Room Fusebox. The type of indicators is obscured by a sticky note, stating that more detailed instructions would be sent by electronic mail.
  • Also on the table on the right is a note written in red ink, which reveals that Denny Revane is no longer employed with the Mt. Holly staff.

On closer inspection...

Click to view hidden details


The note regarding Denny Revane has a hidden message in the red flourish, which can be read more easily using a Magnifying Glass, that says "DID THEY EVER PROVE THAT HE WAS THE ONE THAT STOLE THE BARON'S MAIL?"

Additionally, the letter from Simon's father has an odd visual bug where inspecting the stamp on the envelope with a Magnifying Glass after opening the letter reveals a different version of the envelope with a more basic stamp, likely due to a bug.

Effect

The Mail Room's alternate floorplan image when it contains a package

The Mail Room goes through a cycle of ordering and delivering packages. The first time the Mail Room is drafted, a message appears on screen saying that an order has been placed. The order is placed immediately, without any need to enter the Mail Room.

From that point onwards, any time the Mail Room is drawn while drafting, its floorplan is altered to say that the package has been delivered. When it is drafted in this state, a message appears saying the same thing. Despite the wording of the Mail Room's effect text, it does not have to be drafted the day immediately after placing the order to receive the package; the package can wait any number of days for the Mail Room to be drafted again, and cannot be "missed".

After a package has been delivered by drafting a Mail Room, future Mail Rooms revert to their empty state, even if the package is left unopened or the Mail Room containing the package isn't entered. The Mail Room can be drafted again on later days to order a new package, continuing the cycle.

Packages

Whenever a package is delivered, it can be found in the center of the Mail Room, on a small table that appears only when there is a package. Each package is sealed by a packing slip, which must be inspected to open the package. The package slip has several numbers on it which all seem to increase in tandem: the Ser. No, Invoice No, and the Customer's Order Number which also appears in red at the bottom of the slip all increase by the same amount as the Date Packed and the Shipped date. The dates are initially set to 11-5 and sometimes track the date correctly, but sometimes remain at their initial value. Orders are packed from Synka by K. Thompson.

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

What controls the dates on packing slips?

The contents of the package are only generated once the packing slip is inspected. Trying to read the packing slip without inspecting it reveals the placeholder text "The First Item", "The Second Item", etc. in the place of the actual items.

After clicking past the packing slip screen, the package opens and its contents are placed on the table. The contents are two to three special items and/or sets of resource items, chosen nonuniformly from the following list:

Item(s) Packing slip entry
Compass 1 Brass Compass
Lock Pick Kit 1 Amateur Lockpick Kit
Sleeping Mask 1 Sleeping Mask
Coin Purse 1 Clasp Lock Coin Purse
Magnifying Glass 1 Magnifying Glass
Coupon Book 1 Coupon Book
Silver Key 1 Silver Key
A pair of ivory dice 1 Handcrafted Ivory DICE
Two cyan gems 2 Gems
Two basic keys 2 Keys
Three bananas 3 Bananas
  • The first item is always a Compass, Lockpick Kit, or Sleeping Mask unless any of those items is unavailable, in which case it may also be a pair of ivory dice or a Coin Purse. Bananas only appear as a last resort.
  • The second item is frequently gems, but may be a second special item.
  • If there is a third item, it is always either keys or gems. Gems cannot appear twice.

Beyond the Estate

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

Click to view

The package is made up of three distinct "items" (which can be a set of multiple resource items); each is rolled independently.

Item 1 picks one of the following three options uniformly at random, picking the first option in the list that is available:

Item 2 has a 50% chance to be 2 Gems. Otherwise, there is an equal chance of each of the following (same fallback logic as above):

Item 3 is based on what item was chosen for item 2.

  • If Item 2 was Compass, there is no third item.
  • If Item 2 was Silver Key, the third item is 2 Keys.
  • If Item 2 was 2 Gems, the third item has a 50% chance between 2 Keys and nothing.
  • Otherwise, the third item has a 40% chance to be 2 Gems, 40% for 2 Keys, and 20% for nothing.

Letter delivery

A specific experimental effect delivers a letter to the Mail Room each time the experiment successfully triggers. The letters appear spontaneously, regardless of whether or not that Mail Room is currented drafted, and are not tied to the Mail Room's package delivery effect. These letters are always delivered in the same order and permanently remain in the Mail Room on future days.

Spoilers Within

This section contains spoilers for basic letter details, including the total number of letters.

Click to view

There are a total of 16 letters which can be delivered. All the letters are written by Randolph Moore directly to Simon. None of the letters have any content that requires the Magnifying Glass to read, though stamps of various realms can be inspected on some of them. After all 16 letters have been delivered, the experimental effect that delivers letters is no longer offered in the Laboratory.

The contents of the letters and the important notes of each are approximately as follows:

Randolph introduces himself to Simon and notes that he will send future letters with helpful tips.

  • This letter's envelope has an Arch Aries stamp.
  • West Path [Outer Room: Shelter] The letter also references the fact that experiment triggers cause an increase in radiation levels, which can be observed from the Shelter's terminal.

The terminal network password is SWANSONG. This letter also describes Remote Terminal Access.

  • This letter's envelope has a generic stamp which cannot be seen clearly while reading the letter.

The machine in the Laboratory requires power to be connected via steam ducts from the Boiler Room to operate. The Boiler Room is not required to reach Room 46.

  • This letter's envelope has a Verra Shores stamp.
  • Additional significant detail: The 9↑3↑ in the top right corner of the page is significant as it is the solution to the Laboratory's puzzle. See Laboratory#Puzzle for details.

Randolph reminisces about Herbert and Mount Holly.

  • This letter's envelope has a generic stamp which cannot be seen while reading the letter.

Several floorplans were removed from the Drafting Studio and moved to other locations. Randolph himself hid a floorplan in the telescope in the Observatory.

  • This letter's envelope has a generic stamp which cannot be seen while reading the letter.
  • Additional note: The floorplan that Randolph hid is the Planetarium. See Observatory for details.

The frequency of security doors can be lowered at the terminal in Security, and using the Utility Closet together with Security settings can bypass them altogether. Randolph also illustrates the lights seen when drafting from a security door, showing that the number of lights corresponds to a room's rarity.

  • This letter's envelope has an Eraja Arei stamp.

Randolph gives more detailed instructions for how to use the V.A.C. system in the Utility Closet. See here for more details.

  • This letter's envelope has a generic stamp which cannot be seen while reading the letter.

Five issues of Drafting Strategy can be found in the Dormitory, Drafting Studio, Library, and Bookshop, but Randolph notes that the exact locations of each specific issue listed in the letter may be incorrect. Kimberly Thompson is named as a lab technician.

  • This letter's envelope has the same Mora Jai stamp as appears on the envelope of letter #4.
  • Interpretation note: The locations of volumes 1 and 2 are swapped with each other from their actual locations.

Randolph gives an overview of staff members:

  • House Manager Anne Babbage
  • Head of Security Kirk Darren
  • Lead Lab Technician and Network Admin Randolph Moore
  • Lab Assistant and sidekick Kimberly Thompson
  • Head of Kitchen Chef DeCamp
  • The Baron's Personal (retiring) Valet Hartley Ruota
  • Chauffeur Christoph
  • New Groundskeeper Robert Nogula

He notes that there are other staff members that are not mentioned often enough to warrant listing them.

  • This letter's envelope has the same Verra Shores stamp as appears on the envelope of letter #3 while it is resting on the table. However, it appears to be replaced by a generic stamp when the letter is picked up.

Randolph mentions A New Clue and notes that some clues in it are hidden in the pictures or require using a Magnifying Glass on text. He provides a clue of his own: "Break the bricks in the Weight Room with something that has a handle and is very heavy."

  • This letter's envelope has an Orinda Aries stamp.
  • Interpretation note: A New Clue has most of its clues hidden in pictures, and one that is best seen by magnifying text. The letter also serves as a hint for using the Power Hammer in the Weight Room.

Randolph provides unused memos from Kirk Darren: three red memos, one blue memo, and one green memo.

  • The red memos each read:
    • "SAFE CODE 4368"
    • "SAFE CODE:1213"
    • "SAFE CODE D8" (handwritten)
  • The blue memo reads "THE NUMBERS 6, 7, AND 9 DO NOT APPEAR IN ANY OF THE FIXED COMBINATIONS OF SAFES ON THE ESTATE".
  • The green memo reads "THERE IS A SAFE ON RANK 10".


  • This letter's envelope has a generic stamp which cannot be seen while reading the letter.
  • Interpretation note: "SAFE CODE D8" (which is true due to being handwritten) refers to the Study's safe. There is not a safe on rank 10.

Randolph mentions the admin terminal and Blackbridge Grotto and notes that one of his previous letters has explained how to restore its power. This terminal needs an admin key; Simon's hypothetical admin key would be JoneS, with "Jone" coming from the first four letters of "Jones", although their account has not been set up yet.

  • This letter's envelope has an Fenn Aries stamp.

The sealed door in Blackbridge Grotto requires three microchips to open, with one of them already in the pedestal. Randolph notes that Simon will need "a new clue or two" to find the others and signs the letter with an illustration of a Sledge Hammer.

  • This letter's envelope has a generic stamp which cannot be seen while reading the letter.
  • Interpretation note: Hints for both of the other Microchips are found in A New Clue. The Sledge Hammer drawing combines with the Sledge Hammer on page 15 of to indicate its significance.

Randolph says that he has no more clues to provide and speculates that Simon may have reached Room 46 already. He says he is eager to return and help him directly.

  • This letter's envelope has a stamp depicting a structure amidst a snowscape. Unlike other stamps, this stamp has no identifying text.
    • The stamp represents the realm of Corarica.

Gallery of all letters

Click to view

[Post 46 Spoilers] The stamps may be used to aid with the Inner Sanctum sigil puzzles.

Upgrades

Spoilers Within

This section contains spoilers for upgrades.

Click to view

Edit this section at Mail Room/Upgrades.

The Mail Room is one of the floorplans which may be randomly selected when using an Upgrade Disk at a computer terminal.

There are three possible upgrades:

Floorplan Effect Description
MailRoomSameDayUpgradeIcon.png Same Day Delivery.
The package will be delivered here after you reach rank 8.
A dedicated mailing room in which incoming and outgoing post and packages are sorted and then delivered within the estate to their intended recipients. Now, with Same Day Delivery!
MailRoomNoContactUpgradeIcon.png No Contact Delivery.
The package will be dropped off on the entrance steps the day after drafting this room.
A dedicated mailing room in which incoming and outgoing post and packages are sorted and then delivered within the estate to their intended recipients. Now, with No Contact Delivery!
MailRoomFreightUpgradeIcon.png Freight Shipping.
A very large package will be delivered here 3 days after drafting this room.
A dedicated mailing room in which incoming and outgoing post and packages are sorted and then delivered within the estate to their intended recipients. The facility has recently been upgraded to accommodate for the delivery of even larger commercial freights and crates.

Each upgrade alters the package delivery logic: Same Day Delivery makes it quicker to receive packages; No Contact Delivery makes it easier to receive packages; and Freight Shipping makes delivery take longer, but also alters the package into a large crate with around twice as many items. None of the upgrades seem to alter any other aspect of the Mail Room.

  • Same Day Delivery is commonly considered to be directly worse than No Contact Delivery by the community. While Same Day Delivery offers more upfront value, both upgrades provide a daily package when drafted consistently in the long-term. A player who drafts a daily No Contact Delivery Mail Room will receive a package at the start of every day, getting immediate starting resources and guaranteed special items that generate value over the course of the day. On the other hand, a player who drafts a Same Day Delivery Moon Room daily will only receive their package after first reaching Rank 8 and then reaching the Mail Room, by which point the value of new items is greatly diminished. The package may also suffer from item pool depletion.
  • Upgrading the Mail Room while it is in its delivery state can result in a buggy and/or inconsistent behavior. The upgrade usually cannot be used until a pending package is delivered, and the Mail Room will sometimes fail to contain a package when it should. The inconsistencies usually resolve themselves after the Mail Room has been drafted once after upgrading.

With this upgrade, the Mail Room is usually found in its initial empty state in which an order is placed when it is drafted. The package and its table appear spontaneously in the Mail Room at the moment Rank 8 is entered. A message appears saying that the package has been delivered shortly afterwards. A new package can be ordered and delivered the next day, allowing for daily packages.

  • If Rank 8 has been reached already before the Mail Room is drafted that day, including if the Mail Room is drafted from Rank 8, the package will appear in the Mail Room a few moments after it is drafted. If the player stands in the spot where the table will appear, they will be displaced to the side.
  • If the Mail Room is drafted but Rank 8 is not reached that day, the Mail Room enters a state similar to its pre-upgrade delivery state the next day. In this state, the Mail Room is guaranteed to contain a package the next time it is drafted, regardless of whether Rank 8 is reached on that day or not. The floorplan is modified to the "Your package has been delivered" version during this time even on its Room Directory page, which does not usually happen with the Mail Room prior to upgrading it. Drafting the Mail Room in this state does not place an order, and reaching Rank 8 will not cause a second package to be delivered. The Mail Room returns to Same Day Delivery mode the day after drafting the Mail Room containing the package.
There does not appear to be any difference in contents between packages provided by this upgrade and those provided the basic Mail Room.

With this upgrade, the Mail Room no longer uses multiple states. Instead, it is always empty, and drafting it will always place an order. The package is then found immediately to the right of the player in the Entrance Hall the next day.

No delivery message is displayed. Since the package is spawned instantly at the start of the day, it cannot be delayed the way it can with other versions of the Mail Room. Drafting the Mail Room the same day as receiving a package to the Entrance Hall will still place a new order, allowing for daily packages.

There does not appear to be any difference in contents between packages provided by this upgrade and those provided the basic Mail Room.

The Mail Room as it appears while the package is yet to be delivered
Example of a Freight Shipping package

This upgrade adds an additional transit state, which the Mail Room enters for two days after placing an order. In this state, its floorplan icon is modified, the Mail Room is empty, and drafting it has no effect. The modified floorplan icon can be seen in the Room Directory. After the two days of transit, the floorplan icon is modified again to the package delivered icon. Unlike with the basic Mail Room, this change is also visible on its Room Directory page. The Mail Room may remain in this state for any number of days before it is drafted to actually deliver the package. Doing so causes the Mail Room to return to its original state the next day.

For example, if the Mail Room is drafted to place an order on Day 10, then the package will be in transit on Days 11 and 12, and will be ready to collect from Day 13. If the Mail Room is drafted on Day 13, then it can be drafted again on Day 14 to order a new package, continuing the cycle. While the other two upgrades effectively double the potential number of packages from one every two days to one every day, Freight Shipping effectively halves them to one every four days.

The packages provided by this upgrade are altered significantly, consisting of a large closed crate with all of its items on top or surrounding it. Freight packages have no shipping label and cannot be interacted with themselves. Since the items are immediately available, they are determined at the time the Mail Room is drafted rather than whenever the player chooses to open the package.

Freight packages always provide exactly eight items. The game will try to spawn four special items from the following list:

If all five of these items are available, all of them are included except either the Sledge Hammer or the Lock Pick Kit. If four or fewer are available, all available items are included. Notably, the Shovel, Running Shoes and Metal Detector are all guaranteed to appear in every freight package where they are available.

The remaining items are all basic keys and/or blue gems. The package always contains four initial resource items in one of the following configurations:

  • 4
  • 2 and 2
  • 4
Then, if there are fewer than eight total items due to multiple special items being unavailable, the difference is made up for in additional keys/gems; first prioritizing keys until there are four, and then gems if there are already four keys and more items are still needed. This means that in a freight package with three special items, it is possible to get 4 and 1, 3 and 2, or 1 and 4, but never 2 and 3. If all five of the special items are unavailable, the package simply consists of 4 and 4.

Interactions

As a Tomorrow Room

As a Dead End

Additional information

  • The Mail Room has a clock on the left wall near the back which may be used to tell the time.