Pump Room

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Pump Room
PumpRoom.png
Stats
Effect
Control water flow throughout the Estate
Gem Cost
None
Rarity
Unusual
This facility, dedicated to the filtration and flow of water throughout the estate, houses five water pumps and three oversized tanks. The Pump Room can be utilized for a number of maintenance tasks, from draining the pool to activating the sprinkler system.
― Room Directory

The Pump Room is a room in Blue Prince. It is listed as Room 033 in the Room Directory.

Drafting requirements

As an Addition, the Pump Room isn't in the initial draft pool. It can only be drawn as a floorplan if the Pool has been drafted today.

The Pump Room cannot be drafted westwards or eastwards from the Entrance Hall, even after it has been added. It also can't be drafted into those positions from the Rank 1 corners, although it can be drafted in either of those positions from Rank 2.

Beyond the Estate

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

Click to view

The Pump Room's Dynamic Rarity is normally Standard. On Day 1-2, if Veteran Mode is not enabled, it is instead Rare.

Items

The Pump Room has a chance to contain a trunk. It may also contain a dig spot; with high luck, it may contain more than one.

Documents

There is a poster on the wall immediately to the side of one of the doors labelled "PUMP ROOM SCHEMATIC" that lays out the connections between the Pump Room's various mechanical components.

Pump system

The Pump Room contains a number of interactable components that can be collectively used to adjust the water level of various water sources. The water sources are spread throughout the estate in various rooms and locations, each having their own use for water and each with their own effects at different water levels. A source is full when its water level is at its maximum, and empty at a water level of 0.

A control panel labelled "MT. HOLLY PUMP CONTROL" lists the six water sources. Each water source has a label, a selection button, and a water level indicator that shows the current water level for that source, measured in integer units. Pressing any of the selection buttons will select that source, for either filling or draining. Only one source can be selected at once.

Pump Room water sources
Label Initial level Maximum level
Fountain 12 12
Reservoir 14 14
Aquarium 6 6
Kitchen 0 3
Greenhouse 1 5
Pool 8 9

There are also two tanks, each of which also has a water level and maximum capacity. A third tank can be found in the corner of the room, though it is not connected to the main system. Unlike the water sources, the tanks do not have any particular use for water other than their role as containers.

Pump Room tanks
Tank Initial level Maximum level
Tank 1 (Left) 2 4
Tank 2 (Right) 2 4
Reserve Tank 1 6

The pumps connect the water sources to the tanks via water pipes and determine the direction of water flow. Each water source and each tank is connected to a single pump, though each pump may connect to more than one water source and/or tank. The tank that Pump 2 connects to is determined by a tank switch around the back of the tanks.

Each pump has a lever that starts in a neutral position, where it has no effect. Switching a pump up causes water to drain from a selected water source into a tank. Switching a pump down causes water to fill a selected water source from a tank.

Pump Room pumps
Pump Connected water sources Connected tanks
Pump 1 Aquarium / Greenhouse Tank 1
Pump 2 Fountain / Reservoir Tank 1 / Tank 2
Pump 3 Kitchen Tank 2
Pump 4 Pool Tank 1

Spoilers Within

This section contains spoilers for basic Pump Room operation.

Click to view

By using the selection buttons and setting the flow direction, water can be pumped betwen certain water sources and tanks. It is impossible to directly move water between two sources, but a series of water exchanges between sources and tanks can be used to the same effect.

Whenever a source is selected and its pump is switched to fill or drain a tank, it will immediately try to move as many units of water in the indicated direction as possible. The units moved are equal to the amount of water in the container being drained, or the amount of space in the container being filled, whichever is less. Water pumping has a relatively lengthy animation during which the controls become interactable, although the actual water exchange is instantaneous. Because the water pumping cannot be stopped until either one container is full or one container is empty, the Pump Room is a form of water pouring puzzle.

With clever sequences of actions, it is possible to set any water source to any valid water level except for the Reservoir, which cannot be drained below water level 2 due to a lack of space.

Changes to the water levels are permanent, although the selected source and position of the pump levers will reset each day.

Usage

While the Pump Room displays and controls the water levels of each listed source, it does not explain where these sources are or what the water level does. Each source has different effects, which must be discovered independently.

Spoilers Ahead

Each section below contains spoilers for its respective location. View at your own discretion.

Fountain

Click to view

When the water is at its maximum level of 12, it is possible to throw a coin into the fountain once a day. If it is not full, the thrown coins can be found on a staircase within the fountain; when empty, 50 coins appear. Only coins that have actually been thrown into the fountain can appear on the stairs, and the coins remain forever until picked up.

When the water is completely empty, a path to a basement door is available at the bottom of the fountain.

Reservoir

Click to view

At 13 water, the boat in the Reservoir can be taken from one side to the other. The boat's position is permanent, but can be moved back and forth freely as long as the water level doesn't change.

At 6 water, the boat can be taken from the gear side of the Reservoir to the Safehouse.

When the water is empty (0), a bunch of special chests can be found. See Reservoir#"Full Drain" for details.

Aquarium

Click to view

When empty, additional markings appear inside the tanks which are not visible with water present.

Kitchen

Click to view

When full, the sink can be turned on. The tap water can be used to refill a Watering Can's , allowing it to be used more than 3 times a day.

Greenhouse

Click to view

When full, the sprinklers turn on, which causes special gem flowers to appear in the room.

Pool

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When empty, it becomes possible to walk into the pool and access 4-14 coins at the bottom of it.

  • [Post-Credits Room: Gift Shop] Once the Swim Trunks are purchased, it instead has 2 trunks.

Interactions

Spoilers Within

This section contains spoilers for ducts.

Click to view

The Pump Room 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.

While the Pump Room is receiving steam power, an additional panel lights up that displays the current water level of the Reserve Tank. It is accompanied by two buttons labelled "TANK 1 DRAIN" and "TANK 1 FILL" which allow water to be transferred between the Reserve Tank and Tank 1. Although the controls are different from other pumps, they will still pump as much water as they can with each action and cannot be interrupted. While this may be used to add an extra unit of water to the main water supply, it is usually more useful for the five units of additional storage space it provides; in particular, powering the Reserve Tank is required to fully drain the Reservoir.

The panel and buttons will appear and disappear whenever steam power is directed towards or away from the Pump Room, though doing so more than once may cause the light status of the buttons to visually desync. If the Pump Room is unpowered when a water pumping animation finishes, the buttons will no longer work once it is powered again.

Spoilers Within

This section contains spoilers for the Shrine.

Click to view

Edit this section at Pump Room/Outer.
Acquiring the Blessing of the Monk from the Shrine and calling it a day in the Pump Room will allow it to be drafted as an Outer Room the next day. This can be done despite it not being part of the initial draft pool.

Usually, floorplans reserved for Outer Room drafting are removed from the draft pool at the start of the day. As the Pump Room is never in the initial draft pool to begin with, it is not removed. Drafting the Pool will add the Pump Room in regardless, allowing two Pump Rooms to be drafted in the same day.

When a second Pump Room is drafted, the previous Pump Room will desync and the control panel and tanks will no longer represent the actual water levels of the estate. The components will still appear to function, but the changes are purely cosmetic within the Pump Room and will not affect other rooms. It will not update its purported water levels if changes are made using the new, functional Pump Room.

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

As a Mechanical Room

  • Holding the Gear Wrench allows the rarity of the Pump Room 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 Pump Room will trigger the current experiment, if there is one.
  • Workshop [Contraption Spoiler: Powered Electromagnet] Having the Powered Electromagnet makes drawing the Pump Room more likely.
  • Found Floorplans [Found Floorplan: Mechanarium] Drafting the Pump Room will cause an additional door to spawn in the Mechanarium when the latter is drafted.

Additional information

Spoilers Within

This section contains spoilers for another way to control water.

Click to view

Once the Satellite Dish has been lowered and the data packet has been downloaded, new experimental triggers and effects become available. One new effect is to lower the water level of the Reservoir by 1, or to raise it if Experiment Setup is run while the Reservoir is empty.

Unlike with the pump system, water levels changed by this experimental effect are set directly, with water being effectively added or removed from the system instead of being pumped in or from other sources. In conjunction with the Pump Room, the effect can be used to change the water levels of every source in the entire system to any amount desired. (In practice, it can sometimes be used as an alternative to providing power to create an ideal water setup.)