Workshop

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Workshop
Workshop.png
Stats
Effect
Combine inventory to create new items
Gem Cost
None
Rarity
Unusual
Springs, screws and coils scattered atop the workbench show signs of this room's frequent use. A craftsman's studio dedicated to creativity and invention, this room was used by your uncle regularly whenever he needed to fix (or improve) a gadget or contraption.
― Room Directory

The Workshop is a room in Blue Prince. It is listed as Room 035 in the Room Directory.

Drafting

The Workshop has no special drafting requirements.

Beyond the Estate

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

Click to view

On Day 1, if Veteran Mode is enabled through doing fast early drafts, the Dynamic Rarity of Workshop is set to Standard for the day.

Once Day 17 or Room 46 has been reached, one of Workshop and Boiler Room have their Dynamic Rarity set to Standard at the start of the day. It's a 40% for Workshop, 60% for Boiler Room.

When a Battery Pack is obtained, the Workshop's Dynamic Rarity is set randomly (uniformly) to Standard or Unusual. Triggering this effect multiple times in a day will always switch to the other one.

When a Gear Wrench is obtained, the Workshop's Dynamic Rarity is always set to Standard.

Points of interest

Items

The Workshop always contains one of the following items on the table to the right after entering:

If none of the above items are available, it contains a pile of 5 coins instead.

Documents

A page of sheet music can also be found on table, lablled 8.

Although not strictly a document, there is also a technical drawing on the wall of a Parlor box, with a minor hint for the associated Parlor Game: "The true box does not always contain the prize."

Music sheet transcript

Click to view

8

Stones cut by hand and letters wrought
Do spell our secrets carved from thought,
A message read is often lost
Among the bold words spoken soft,
The note is read, the letter is not

Assembling contraptions

The Workshop can be used to combine two to three items together to create a contraption. Interacting with the central workbench will bring up a menu where a number of currently held inventory items may be selected. Only certain items will appear in the menu of craftable items, and only a small number of those items are actual contraption components. Selecting an item adds its physical model to the desk and adds its name to the bottom of the screen, where a + sign appears, prompting the selection of a second item.

Once two items are selected, one of three things will happen:

  • If those two items match an exact contraption recipe, the names of the items turn green, and an inventory icon of that contraption appears on the right along with a button saying "ASSEMBLE".
  • If those two items are part of a recipe which requires three items, the names of the items turn green but a second + sign appears instead of a craft button, indicating that a third item is required.
  • If those two items are part of no recipe, the names of the items turn red. No more items can be selected until one is unselected.

Each contraption has a single recipe which must be matched exactly by the selected inventory items in order to be assembled. Once that recipe is matched, clicking the "ASSEMBLE" button fades the screen to black briefly as the contraption is assembled on the workbench. This process removes the component items from the player's inventory and adds the contraption to the workbench, where it must be picked up. Contraptions collected this way display the message "You ASSEMBLED" instead of the usual "You FOUND". Items that have been combined into a contraption are not readded to the item pool and cannot usually be obtained again in the same day.

Some contraptions act like upgrades of one of their components, while others have entirely new functionality. Contraptions are unique items and cannot be obtained by any means other than Workshop assembly, Coat Checking, and Moon Pendant retention.

Spoilers Within

This section contains spoilers for all contraptions.

Click to view

All items in the Workshop's special item pool can be used as components for one or more contraptions. Some items, like the Battery Pack, can be used as a component for multiple different contraptions, whereas others, like the Sledge Hammer, may only be used for one. The only contraption component which cannot be found in the Workshop is the Lucky Rabbit's Foot.

List of contraptions and their components
Burning Glass Metal Detector Magnifying Glass
Detector Shovel Metal Detector Shovel
Dowsing Rod Compass Shovel
Jack Hammer Shovel Battery Pack Broken Lever
Lucky Purse Lucky Rabbit's Foot Coin Purse
Pick Sound Amplifier Lock Pick Kit Metal Detector
Power Hammer Sledge Hammer Battery Pack Broken Lever
Powered Electromagnet Compass Battery Pack

Each contraption has one or more "primary" components, listed above in bold, which usually contribute to the contraption's functionality. At the start of each day, if a contraption is currently held in Coat Check or carried over by the Moon Pendant, its primary components are removed from the available item pool and cannot be obtained today.

Spoilers Within

This section contains spoilers for completion.

Click to view

After assembling a contraption, if all eight contraptions have been assembled at least once, the Trophy of Invention will also appear on the Workshop's workbench. If this trophy is missed, it reappears on the Entrance Hall central table on subsequent days until it is collected. Collecting the Trophy of Invention will unlock the Trophy Room the next day if it has not been unlocked already.

Interactions

  • Contraptions sitting on the workbench do not appear on the Security inventory.
  • [Chamber of Mirrors Spoiler] The Chamber of Mirrors may contain a physical copy of the Workshop's floorplan in one of its cabinets which can be permanently added to the draft pool.

Spoilers Within

This section contains spoilers for the Shrine and the significance of the carved letter.

Click to view

Ordinarily, the letter carved into the stone is the always the letter given by its paired artwork as part of the 44-character message. When drafting the Workshop as an Outer Room using the Blessing of the Monk, the stone letter will instead show the letter corresponding to the last tile drafted in the house today. If no other rooms have been drafted yet today, the stone letter defaults to an A.

As a Mechanical Room

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

Additional information

  • Assembling any contraption for the first time permanently adds its inventory icon and its recipe to the "Contraptions I've made" page of the Mount Holly Scrapbook, found on the upper floor of the Library.