Trading Post

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Spoilers Ahead

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

Trading Post
TradingPost.png
Stats
Effect
Items for Trade
Gem Cost
None
Rarity
Unusual
An outpost established on the outskirts of Mount Holly in the era before the new realms. This station allowed the frontiersman and trappers of these mountains to trade goods and services with the estate, the locals and one another.
― Room Directory

The Trading Post is a room in Blue Prince. It is listed as Room 7 of the Outer Rooms page in the Room Directory.

Points of interest

The Trading Post contains a yellow-themed Mora Jai Box and a bundle of dynamite. Upon interacting with the dynamite, a message appears saying that it is "A little too dangerous to pick up".

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Mora Jai Box — Trading Post Click to view solution and contents

This Mora Jai Box can be solved in a minimum of 9 presses, not including the final step of locking in the corners. One such solution is given by the following:

1, 4, 6, 8, 4, 8, 4, 4, 4
Solutions use telephone keypad style notation and don't include the final corner steps.

This Mora Jai Box can be solved in a minimum of 9 presses, not including the final step of locking in the corners. One such solution is as follows:

  1. Press the top left grid tile
  2. Press the center left grid tile
  3. Press the center right grid tile
  4. Press the bottom center grid tile
  5. Press the center left grid tile
  6. Press the bottom center grid tile
  7. Press the center left grid tile
  8. Press the center left grid tile
  9. Press the center left grid tile
  10. Press each of the four symbol tiles

The box contains an Allowance Token. The box never spawns again once it has been solved, meaning that the token can only be acquired once and can be permanently missed if it is not collected when the box is solved.

Spoilers Within

This section contains spoilers for the dynamite.

Click to view

By lighting the fuse of the dynamite with an ignition tool, it can be detonated to blast a permanent hole in the nearby wall which reveals a small room. The room contains an Upgrade Disk, 40 and a page written by Denny Revane to Christoph about their side venture producing and selling moonshine. It also mentions a favor Denny asks of Christoph concerning the Baron.

On subsequent days, the dynamite is removed and the hole to the secret room remains. The gold does not respawn, even if it was never taken initially.

Detonating the dynamite, or entering the secret room on subsequent days, causes Grounds for Dismissal to play.

Spoilers Within

This section contains spoilers for the endgame.

Click to view

The moonshine in the vat can be collected using an empty Watering Can. This is used as part of the Coat of Arms Puzzle.

Effect

The Trading Post allows the player to trade almost any items from their inventory. When inspecting an item on the counter, a trade of similar value will be offered. Sometimes resources like keys, gems or dice will be offered instead. Harder to obtain items, particularly special keys, are not advised to be traded as they are hard to come by. Despite this, all trades are safe as all tradable items can eventually be obtained again.

TradingPostTrade.png

Each tradeable item has a "tier" it is in. Trades can give dice equal to their tier (e.g. Tier 3 items give 3), items in an equal tier, items in the tier below, 1, or 2.

Before any trades are made in a day, all trade offers are either dice or equal tier items, unless there are no equal tier items to trade for.

  • Tier 5 items are an exception, in that they can sometimes trade for tier 4 items if the Trading Post menu was opened before the tier 5 item was obtained.

Aside from when trading tier 1 items, the keys and gems only appear if there are no other options (other than dice).

Trade offers reroll their trade if they traded for a special item and that item is spawned.

  • They only reroll if the trade offer is actually looked at inside the Trading Post; if an item is re-added to the item pool, such as by using a Prism Key, before looking at the trade offer, the original trade offer is maintained.

Spoilers Within

This section contains spoilers for list of ALL items in each tier.

Click to view

Bolded items are items that can be given as an item in that tier. Unbolded items can be traded in as an item of a given tier, but are not obtainable by trading other items.

Tier 1 items: Battery Pack, Magnifying Glass, Salt Shaker, Sleeping Mask, Broken Lever

Tier 2 items: Car Keys, Coin Purse, Compass, Coupon Book, Shovel, Sledge Hammer, Microchip, Treasure Map, Wind-up Key

  • Each Microchip is a separate item, so having three provides three distinct trade offers.

Tier 3 items: Keycard, Lock Pick Kit, Lucky Rabbit's Foot, Metal Detector, Running Shoes, Silver Key, Vault Key 149, Vault Key 233, Vault Key 304, Vault Key 370, The Axe, Knight's Shield, Morning Star, Torch, Moon Pendant, Silver Spoon

Tier 4 items: Gear Wrench, Hall Pass, Prism Key, Secret Garden Key, Telescope, all 8 Contraptions, Basement Key, Diary Key, Key 8, Chronograph, Lunch Box, Repellent, Stopwatch, Watering Can, Upgrade Disk

  • Each Upgrade Disk is considered the same item, so having multiple only produces one trade offer.
  • An expired Stopwatch trading for a resource item works as normal, including re-adding to spawn pool, even though there is no Stopwatch in the inventory to remove. If it trades for a special item, the Stopwatch is not re-added to the spawn pool and the item obtained is actually fake, having no effects except visually appearing in the inventory. (If the trade UI is exited after the Stopwatch expires, the trade goes away.)

Tier 5 items: Emerald Bracelet, Master Key, Ornate Compass, Sanctum Key, Cursed Effigy

  • Each Sanctum Key is considered the same item, so having multiple only produces one trade offer.
  • Tier 5 items can trade into Allowance Token and Upgrade Disk. This is capable of giving Upgrade Disks even after the initial disk was used.

All items not listed here are not able to be traded.

Beyond the Estate

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

Click to view

When a trade offer is generated, the following steps occur in order to determine what the trade item will trade for:

  • All trade offers have a 10% chance to give dice equal to the trade item's tier.
  • If the trade item is tier 5, there is a 50% chance to offer Allowance Token.
  • If 5 trades have been made today, there is a 50% chance to offer an item one tier below the trade item's tier. (If there are none, it tries the equal tier, then defaults to Tier 0.)
  • If 1 trade has been made today but not 5, there is a 30% chance to offer an item one tier below the trade item's tier.
  • A (uniformly) random item of equal tier to the trade item will be offered. If none are available, it tries the tier below; if none of those are available either, it gives a Tier 0 offer.

When making a trade offer, there is a check to see if the target special item previously had a trade offer created to trade for the trade item. If it does, there is another random roll:

  • 60%: Nothing happens.
  • 20%: Reroll in the same tier as the trade item.
  • 20%: Reroll in the tier below the trade item.

If the reroll occurs and fails, the item does not get a trade offer, and will not appear in the trade menu until refreshed (by reentering the menu or making a trade). The reroll does not trigger this check again.

Tier 0 offers are either 1 or 2, 50% for each.

Accepting a trade adds the trade item to the spawn pool, allowing it to appear in future rooms and shops. This can be done even if the item was not in the spawn pool originally, although this is likely only relevant for Master Key.

The Upgrade Disk is in the list of items given as Tier 5 trades (which contains no other items). It gets removed from the list the second time the Trading Post menu is opened in a day, or the first time if this Upgrade Disk has already been used, but only after all trade offers were made for that time opening the menu. This means that the Upgrade Disk can only appear in the first (two) times the menu is opened, and no future trade offers that day will offer it, even if it was not offered the first time and more items were obtained since. (Accepting the Upgrade Disk trade will automatically scrap or reroll all existing Upgrade Disk trades.)

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

Sometimes, trading items that you have duplicates of can cause buggy behavior; how does it work?

Interactions

As a Shop

As a Dead End