All Rooms in Blue Prince

Image Credits: Dogubomb, Blue Prince

Welcome to your complete room rundown for Blue Prince. From humble beginnings to cursed hallways, rare puzzles, and helpful power rooms, this guide explains what every room does, where it fits into the estate, and why it might help (or hurt) you.

Note: Since this game is brand new, rooms are still being discovered, so we’ll update this as more are discovered.

Click to Jump to Section:

Foundation & Starting Rooms

Welcome to your humble beginnings. These rooms never change and give you a consistent start every day—your base of operations in the madness of Mount Holly.

The Foundation
This is the only room that never resets. It’s your safe zone and always there, no matter what happens in your run.

Entrance Hall
You start here every day. It’s the front porch of your suffering.

Basic Blueprint Rooms

These are the bread and butter of your exploration. Some hold puzzles, some hold loot, and some are just glorified hallways with furniture.

Spare Room
A nothing-special room. No tricks, no puzzles, just there.

Rotunda
Costs 3 gems. It’s one of the few rooms that can rotate, which can help solve certain puzzles. Useful, but expensive.

Parlor
Has its own puzzle. You’ll need to solve clues inside the room to unlock a reward.

Billiard Room
Another puzzle room. The math changes every day, so don’t get comfy with just one solution.

Gallery
Rare puzzle room. Comes with a painting-based puzzle to solve.

Room 8
It’s a rare puzzle room. The name is boring, the challenge isn’t.

Closet
Dead end with two items. Usually something useful, sometimes just more junk.

Walk-in Closet
Dead end again, but this one gives you four items instead of two. Slightly fancier storage.

Attic
Costs 3 gems. Big stash: eight items inside. It’s a dead end though, so plan ahead.

Storeroom
Has a set of three things: 1 key, 1 coin, 1 gem. A classic “free stuff” stop.

Mail Room

Costs nothing, but delivers a random item tomorrow. Great if you’re patient. Useless if you forget it exists.

Resource Rooms

These rooms exist to fatten your wallet—whether it’s coins, gems, or keys. Plan your paths to hit a few of these if you want to avoid running out of stuff.

Nook
Contains a single key. Pretty standard. Not bad to stumble into.

Garage
Dead end, but has 3 keys inside. You’ll need it to open up the West Gate later on, so it matters.

Music Room
Costs 2 gems. Comes with a major and a minor key. Not a puzzle room, just a music-themed loot room.

Locker Room
Spreads keys around the house. You’ll need a gem to draft it, but it helps in the long run.

Den
One gem inside. Simple and not rare.

Wine Cellar
Dead end. Has 3 gems. Good for stocking up early if you’re lucky.

Trophy Room
Costs 5 gems, but gives 8 back. Great deal, but only if you can afford the entry fee.

Ballroom
Every time you enter, your gem count gets reset to 2. Plan carefully if you’re hoarding gems.

Pantry
You’ll find four coins here. Just coins, nothing fancy.

Rumpus Room
Costs 1 gem. Gives you 8 coins and usually has Alzara the fortune-telling robot.

Vault
Costs 3 gems. Has 40 coins inside and locked deposit boxes. Worth it—if you have a Vault Key.

Office
Coins get “spread” around your estate after entering this room. Think of it like passive income.

Drafting Rooms

These rooms mess with the Drafting Pool itself. That means more rerolls, rarer finds, or straight-up new rooms. Good if you’re hunting something specific.

Drawing Room
Lets you redraw one draft pick per exit. Good for re-rolling your options.

Study
Lets you pay gems to redraw floorplans up to 8 times. Pricey, but powerful.

Library
Increases your chance of getting rarer room options.

Chamber of Mirrors
Allows you to draft duplicate rooms, including ones already placed. Very useful for tricky puzzles.

The Pool
Adds the Locker Room, Sauna, and Pump Room to today’s drafting pool.

Drafting Studio
Lets you permanently add a new room to your drafting pool. Costs 2 gems.

Mechanical Rooms

These are the techy rooms. They power things, connect ducts, or just cause chaos. Think levers, puzzles, and control panels.

Utility Closet
Contains the breaker box. Lets you toggle power to keycard doors, garage, gym, and more.

Boiler Room
Powers connected rooms like the Pump Room. Has ducts that link through specific wall paths.

Pump Room
Controls water flow for places like the Fountain, Aquarium, Kitchen, Pool, and Reservoir.

Security
Shows every item you’ve stashed or found so far. Also lets you change electronic door frequency.

Workshop
Combines two items into something new, like a burning glass or shovel upgrade.

Laboratory
Lets you trigger strange effects, like puzzle resets or other room-altering mechanics.

Bedrooms

All about steps. If you’re constantly running out of movement, these rooms are your recovery stops.

Bedroom
You gain 2 steps when entering. Very basic and very handy.

Boudoir
Just a room. Sometimes used for puzzle interactions.

Guest Bedroom
A dead end. No special perks.

Nursery
Whenever you draft a Bedroom, you gain 5 steps. Great to chain into step economy.

Servant’s Quarters
Grants a key for each Bedroom in your house. Good late in a run.

Bunk Room
Counts as two bedrooms. Solid step economy.

Her Ladyship’s Chambers
Buffs Boudoirs and Closets the next time you enter one.

Master Bedroom
Grants steps equal to the number of rooms you’ve drafted. Big value late-game.

Nurses Station

If you have less than 10 steps when you enter, set it to 20. Keep up the exploration!

Hallways

These keep the estate connected. Pick the right ones to keep your paths open and flowing.

Hallway
Your generic connector.

West Wing Hall / East Wing Hall
These only appear in their specific edges of the estate.

Corridor
Is always unlocked. Reliable and neutral.

Passageway
Costs 2 gems to draft. Useful, but expensive.

Secret Passage
Dead end that leads to a room color of your choice.

Foyer
All Hallway doors are unlocked from here.

Great Hall
Has 7 locked doors. Can be very rewarding if you have enough keys.

Green Rooms

Outdoor-themed and item-heavy (green borders). These often require gems, but can pay off in dig spots and bonus items.

Terrace
Prevents all Green Rooms from costing gems.

Patio
Spreads gems throughout all green rooms.

Courtyard
Mostly decorative. Sometimes used for puzzles.

Cloister
Expensive, costs 3 gems. Rare and scenic.

Veranda
Makes it more likely to find items in Green Rooms.

Greenhouse
Increases chance of seeing more Green Rooms during drafts.

Morning Room
Gives you 2 gems tomorrow.

Secret Garden
Spreads fruit into the house.

Shops

Money in, goodies out. Each shop sells something different. Inventory rotates daily.

Commissary
Sells random items.

Kitchen
Sells food to restore steps.

Locksmith
Sells keys. Also can forge Special Keys.

Showroom
Luxury shop. Sells rare/valuable items.

Laundry Room
Launders coins. Turns shady currency into usable gold.

Bookshop
Sells books that often offer puzzle clues.

Armory
Only available after finishing the Chess Puzzle. Sells armor, torches, etc.

Gift Shop
Offers souvenirs and joke items.

Red Rooms

These rooms are tough (red borders), but with the right planning their downsides can sometimes be worth it.

Lavatory
A dead end. No effect, just annoying.

Chapel
Each visit costs you 1 coin.

Maid’s Chamber
Less likely to find random items in your house.

Archives
Hides two of your three draft options. Risky.

Gymnasium
Costs 2 steps each time you enter.

Darkroom
You can’t see floorplans while drafting. Lights can be restored with the breaker box.

Weight Room
Halves your remaining steps. Brutal.

Furnace
Increases the chance you draw more Red Rooms.

Studio Add-Ons

These rooms only show up if you permanently unlock them via Drafting Studio. High reward, high planning.

Kennel
Digging in a room unlocks all doors in that room.

Clock Tower
Tomorrow, get a key for every Tomorrow Room you draft today.

Classroom
Each Drafting Room in your estate gives you one redraw.

Solarium
Increases chance of drawing Unusual and Rare rooms.

Discovered Plans

These special rooms must be found, not drafted. They usually require solving puzzles or unlocking hidden areas.

Mechanarium
Adds 1 door for every gear room you have. Great for puzzles.

Tunnel
Always draws a tunnel when drafted inside itself. Connects different wings.

Conservatory
Adjust rarity weight of future draft picks.

Lost and Found
Gives you 2 rare items, but deletes a random item from your inventory each time you enter.

Closed Exhibit
Every door is locked by a keycard.

Outer Rooms

These show up only after unlocking the West Gate. They appear once per day and offer a pre-run advantage.

Tool Shed
Has 2 special items inside.

Shelter
Prevents penalties from your next 3 Red Rooms.

Schoolhouse
Adds 8 Classroom options to today’s draft.

Shrine
Donate coins for a multi-day blessing.

Root Cellar
Increases chance of finding Dig Spots today.

Hovel
Special rooms cost steps instead of gems today.

Trading Post
Offers a random trade-in selection.

Tomb
Each time you draft a Dead End, 5 coins appear here.


Recommended | View all Blue Prince

GamerBlurb Team

This article was written by a member of the GamerBlurb team. Learn more at https://gamerblurb.com/about-us

https://gamerblurb.com/about-us
Previous
Previous

Blue Prince: Commissary Room Guide

Next
Next

Blue Prince: Library Room Guide