Blue Prince: Entrance Hall Room Guide
Image Credits: Dogubomb, Blue Prince
The Entrance Hall is your home base in Blue Prince. You’ll start here every single day, whether you’re ready or not. It doesn’t change much, but it holds just enough secrets—and just enough doors—to remind you that nothing in this house is ever truly simple.
Read More: All Rooms in Blue Prince
What the Entrance Hall Does
Always the starting room of every run
Has 3 branching doors, which may lead to different rooms each day
Cannot be drafted, deleted, or skipped—it’s permanent
No items or Dig Spots by default, but it can receive items from upgrades or puzzles later
Think of it as the manor’s front porch, if the porch also judged your blueprint skills.
Main Entrance Hall Features
Contains a letter from Baron H.S. Sinclair, which appears on the table each day
Beside the letter, you’ll find your daily Blueprints
Inspecting the letter’s postage stamp with a Magnifying Glass adds that realm to your Scrapbook (viewable in the Library)
Statues of your ancestors stand quietly in the back—probably watching
How the Entrance Hall Can Change
The Entrance Hall stays the same structurally, but certain events and upgrades can modify it:
Constellations (from the Observatory) and Laboratory Experiments may cause locked trunks to appear
Trunks require a Key or Sledgehammer to open
Contents include coins, gems, or rare tools
Finding Allowance Tokens unlocks a daily coin envelope placed on the table
Coins increase by 2 for each token you collect
If you trigger the Mail Room, a package can be delivered directly to the Entrance Hall the next day (with an upgrade), saving you a trip
Access to the Grounds
The Entrance Hall also connects directly to the Estate Grounds, which include:
The Fountain
Paths to the cliffs, West Gate, and East Gate
Entry to the Braziers puzzle, if you’re chasing the Basement elevator
Note: every outdoor move still costs Steps, even from the start.
Final Blurb
The Entrance Hall may look like a quiet lobby, but it’s the heartbeat of your entire run. It's where the letters arrive, the blueprints begin, and the manor silently dares you to step through any of its three doors. No pressure.

