Shelter

From Blue Prince Wiki
Jump to navigation Jump to search

Spoilers Ahead

This page contains spoilers for an Outer Room. View at your own discretion.

Shelter
Shelter.png
Stats
Effect
SHELTER protects you from the negative effects of the next 3 RED ROOMS drafted.
Gem Cost
None
Rarity
Unusual
An underground bunker located away from the main house. This fallout shelter was designed specifically for air raids and features thick walls made from lead and other materials intended to block radiation. A computer terminal within has been connected to the house's network system should an emergency necessitate remote access.
― Room Directory

The Shelter is a room in Blue Prince. It is listed as Room 2 of the Outer Rooms page in the Room Directory.

Points of interest

Documents

The Shelter contains one note, detailing preparations for an upcoming visit from the Red Guard. The note does not contain any names, but it is likely from Herbert Sinclair to Mary Jones.

Terminal

The Mt. Holly Bomb Shelter terminal, along with a Time-Lock Safe and canned rations

The Shelter is one of the few rooms in the estate to contain a computer terminal, named Mt. Holly Bomb Shelter. It gives access to two unrelated processes: one related to the nearby safe, and a less clear process that monitors radiation. Like the estate terminals, it may also be used to access the network if the correct password is entered.

Time-Lock Safe

The Time-Lock Safe requires players to choose a date and a time. The safe will remain open for one hour from the chosen time, after which it will lock again.

Spoilers Within

This section contains spoilers for finding out the date and time.

Click to view

The Clock, visible from the entrance

There are numerous ways to find the current date. The simplest way is to find out when Simon first enters the Mansion: November 7th. This "day 1" date can be found on the Drafting Studio, marked on the calendar. It can also be found with a terminal, provided that the player has the password for the network. The first staff announcement present in the network will have been written on this date. Once the date of the first day is found, simply adding it to the number of days played so far will result in the correct current date.

There are two more ways to ascertain the date: The Vault contains the current date written on the desk. Lastly, players can check out a book in the Library, and the date will be marked on the checkout-card.

Finally, there are many clocks spread all over the mansion, but the closest clock is the one to the right of the mansion entrance, visible from the grounds.

Spoilers Within

This section contains spoilers for the safe contents.

Click to view

Once open, the Shelter safe contains a ruby as well as one of the Red letters, marked "VII". It is addressed to Herbert Sinclair from Courtney Ferrine and tells her suspicions surrounding the disappearance of Mary Jones.

Radiation Monitor

The Radiation Monitor tracks the radiation levels in the house and the surrounding grounds. An initial menu briefly explains radiation, and contains an option labelled Take uSv Measurement that allows a reading of the radiation level to be taken in uSv. ("uSv" appears to mean μSv, i.e. microsieverts, a measure of the danger level of radiation.)

The radiation level seems to start every day at a random level between 0.04 μSv and 0.13 μSv. The only way radiation can be increased is via the Laboratory; every time an experiment from the Laboratory is triggered, the radiation level increases by a random amount between 1.5 μSv and 5.0 μSv.

Once the radiation level is 12 μSv or higher, taking a measurement with the Radiation Monitor will trigger an "emergency protocol" that automatically unlocks all normal doors on the estate. This includes not only currently existing locked doors and security doors, but also any in rooms that are drafted later that day. Other doors, such as Antechamber doors, are unaffected. It usually takes 4 or 5 triggers to reach 12 μSv.

Beyond the Estate

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

Click to view

μSv actually starts at 0, with the displayed number being chosen randomly from 0.04 and 0.13. Whenever the experiment is triggered, a number is chosen uniformly randomly between 1.6 and 5.0, which is added to the μSv.

Consequently, if very lucky or unlucky, it can take anywhere from 3 to 8 triggers to reach 12.

Login to Network

Like other terminals, the Shelter 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.

Spoilers Within

This section contains spoilers for administrator controls.

Click to view

The Shelter mailbox can be enabled from the admin terminal in Blackbridge Grotto, along with all other mailboxes. It contains four emails all either to or from Randolph Moore to an unknown Shelter occupant, who can be inferred to be Mary Jones. The "boat ride" location mentioned refers to the Safehouse.

If the settings are altered from the default in a way that leaves Shelter without access, the message about the Office terminal being the only one to have access does not appear.

Effect

Once drafted, the Shelter will prevent the negative effects of the next 3 Red Rooms drafted. See each Red Room page for more details on this.

Sometimes, more than 3 Red Rooms can become sheltered. If the three Red Rooms that get affected by the Shelter are drafted in consecutive drafts, the Shelter effect will continue until a non-red room gets drafted, and then one more Red Room afterwards, before ending.

Interactions

As a Dead End

Additional information