West Path

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Spoilers Ahead

This page contains spoilers for a permanent addition. View at your own discretion.

WestPath.png
A charming path that winds through the wooded area that runs alongside the west wing of the house. This path can be accessed from both the garage and the west gate, which is usually kept latched and locked.
― Glossary of Terms

The West Path or West Gate Path is a location and permanent addition in Blue Prince. Immediately visible but inaccessible on the west side of the grounds, it contains the place to draft the Outer Room.

Access

The West Path can be accessed from the Garage by opening the Garage door.

Additionally, there is a West Gate, found on the grounds immediately to the west of the fountain, just outside the Entrance Hall. Initially, the gate is locked, and attempting to open it will rattle. When opened from inside the West Path, the West Gate can then be unlatched and opened. Opening this gate is a permanent action, after which it can be passed through freely. Opening the gate also adds the West Gate to the permanent additions section of the blueprint menu.

Layout

The West Path is divided into two sections by a small creek running from east to west into the house. The southern section contains the gate and small bridge leading to a cave with a drafting door, from which it is possible to draft Outer Rooms. The northern section contains the Garage door and driveway, as well as the west sides of any other rooms which have been drafted on the West Wing. Only certain open plan rooms are visible from the outside, including most Green Rooms.

The creek is ordinarily impassable. Opening the Garage door will cause a nearly plank to move across it and allow passage between the two sections for the rest of the day. This allows the West Gate to opened from the Garage, while preventing the Garage from being accessed before it is drafted on subsequent days. Since the Garage's position can vary in rank, the northern section of the West Path changes in length depending on where the Garage is drafted.

Spoilers Within

This section contains spoilers for a late-game puzzle.

Click to view

There is a hidden dig spot on the West Path, just to the right of the small bridge, which can be excavated with a Shovel or equivalent to obtain a microchip. Unlike most dig spots, hovering over it momentarily is required to interact with it, possibly to avoid unintentional digging.

If the microchip is collected but not used or placed anywhere, e.g. in Coat Check, then it will respawn on the end post of the bridge.

Outer Room cave

Main article: Outer Rooms

Across the bridge on the southern side of the West Path is a path leading to a cave with a drafting door. This door may be drafted from like the doors in the house, except that instead of using the draft pool, the floorplan selection is limited to the eight unique Outer Rooms. Drafting from the Outer Room door on the West Path is referred to as drafting on the grounds. Drafting an Outer Room for the first time permanently adds the Outer Rooms page to the Room Directory and adds the "OUTER ROOM" tag to the relevant slot of the blueprint menu.

Drafting effects not related to the draft pool, e.g. redraw effects, still usually work when drafting on the grounds. With two dice or other redraw effects, all eight Outer Rooms can be drawn and a particular choice of Outer Room guaranteed.

The physical location within a drafted Outer Room is separate from the West Path, requiring 1 to enter or leave like any standard room. Drafting an Outer Room at the start of the day from the Entrance Hall effectively costs 4 - one from the Entrance Hall to the grounds, another to the West Path, and then two to return - or 6 if the Outer Room is entered.

List of Outer Rooms

Click to view

Interactions

Many rooms drafted on the west wing south of the Garage are able to be interacted with from the West Path, including the ability to interact with several objects inside the room that are close to the wall facing the outside. Although the objects are interactable, they cannot be seen - they simply get interacted with through the brick wall texture.

  • Two of the lockers in the Locker Room, and their contents, are reachable, if the Locker Room was drafted northward.
  • If the elevator in the Boiler Room is active and up, it is possible to interact with it to lower the elevator. Doing this clips you through the floor, causing you to fall it a day.
  • The dig spots in the Veranda are reachable. As the Veranda is an outdoor room, these are actually visible from outside, instead of interacting through the wall.
  • [Secret Room: Secret Garden] The back side of the rotatable niche in the Secret Garden is visible, as the Secret Garden is an outdoor room. Once the room's puzzle is solved, it contains an east Antechamber lever. Once the wall is smashed and the niche can be rotated freely, it contains whatever is on the back side as expected. (You cannot access the inside of the room.)
  • [Very Secret Room: The Armory] If the wall in The Armory that has the Knight's Shield faces the outside, it can be interacted with and purchased.
  • Found Floorplans [Found Floorplan: Throne Room] The Throne Room's Antechamber lever can be reached.
  • Found Floorplans [Found Floorplan: Closed Exhibit] The buttons on the back side of the Closed Exhibit are able to be pressed. If the exhibit is placed directly south of the Garage, it is possible to run back inside to get the crown (without the timer extension).