Heading into the complete unknown, not knowing what lies in Blue Prince‘s next draft is daunting, especially when you’re trying to reach the Antechamber in record time.
Strategy is important when luck isn’t on your side, so learning what lies beyond each door is helpful if you want to make it far. Here are all the Blue Prince rooms and what they do.
Table of contents
Blue Prince Directory: All room costs and effects

This guide is a work in progress.
Blue Rooms
Room | Cost | Effect |
---|---|---|
The Foundation | – | This room’s position never resets. |
Entrance Hall | – | – |
Spare Room | – | – |
Rotunda | Three Gems | This room and the next drawn plan rotates. |
Parlor | – | Box puzzle. |
Billiard Room | – | Darts puzzle. |
Closet | – | Two items. |
Walk-In Closet | – | Four items. |
Storeroom | – | One Key, Gem, and Coin. |
Nook | – | One Key. |
Garage | One Gem | Three Keys. Restore power to the Garage via the Utility Closet to unlock the West Gate. |
Den | – | One Gem. |
Wine Cellar | – | Three Gems. |
Pantry | – | Four Coins and a fruit (replenish steps). |
Rumpus Room | One Gem | Eight Coins and a fortune teller. |
Drawing Room | – | Get new plans once per door. |
Study | – | Use Gems to draw new plans up to eight times. |
Library | – | Draft less common Floor plans and order a book to appear the next time you draft this room. |
Chamber of Mirrors | – | Draft copies of rooms. |
The Pool | – | Locker Room, Sauna, and Pump Room are added. |
Office | Two Gems | Earn and spread Coins. |
Utility Closet | – | Restores power. |
Boiler Room | – | The Estate’s power, relevant to the Laboratory puzzle. |
Pump Room | – | Controls water power, relevant to unlocking the Basement pathway by emptying the water inside the fountain on The Grounds. |
Security | One Gem | View all inventory inside the Estate and order one special item to appear in the Commissary. |
Workshop | One Gem | Combines inventory items to create a new item. |
Laboratory | One Gem | Lets you create Floor plans with new effects. |
Sauna | – | Gives you 20 extra steps to start with on the next day. |
Coat Check | – | Check in one item and retrieve it another day. |
Mail Room | – | A package appears the day after drafting this room. |
Classroom | One Gem | Draw new plans. |
Dining Room | – | A meal is served every day if Rank 8 is achieved. |
Observatory | One Gem | Stars grant you rewards. |
Conference Room | – | Spread items get placed here instead. The Office safe code spawns here. |
Aquarium | One Gem | Every color room. |
Antechamber | – | Three levers are required to access the west, east, and southern doors to this room. |
Room 46 | – | The primary goal of Blue Prince. |
Purple Rooms
Bedrooms are a great place to find special items or regain steps if you’re running dangerously low.
Room | Cost | Effect |
---|---|---|
Bedroom | – | Gain two steps every time you enter. |
Boudoir | – | – |
Guest Bedroom | – | Gain ten steps every time you enter. |
Bunk Beds | – | Counts as two Bedrooms |
Nursery | One Gem | Gain five steps when a Bedroom is drafted. |
Orange Rooms
We’ve found there are more locked doors on the West Wing, so choose Hallways when you can to avoid running into continuous locked doors. Stockpiling Keys or finding a Lockpick Kit are essential when you’re trying to reach the Antechamber on the North-West side of the Estate.
Room | Cost | Effect |
---|---|---|
Hallway | – | – |
West Wing Hall | – | – |
East Wing Hall | – | – |
Corridor | – | The doors inside are always unlocked. |
Passageway | Two Gem | Has four corridors and doors (at least one is locked). |
Secret Passage | One Gem | Leads to a random room based on the color you pick. |
Great Hall | – | Has seven locked doors inside. |
Red Rooms
Red Rooms are a last resort when drawing a floor plan. These have negative effects that can lower your chances of reaching the Antechamber. They can end your run if you’re not careful, so avoid them whenever you can.
Room | Cost | Effect |
---|---|---|
Lavatory | – | – |
Chapel | One Coin | Costs One Coin every time you enter. |
Maid’s Chamber | – | Less likely to find items on the Estate. |
Archives | – | Confidential Floor plans means you can’t see the room until you pick it. |
Gymnasium | Two steps. | Costs two steps every time you enter. |
Darkroom | – | You cannot see Floor plans in this room. Restore power to the Darkroom via the breaker inside the Utility Closet to bypass this. |
Weight Room | Half your remaining steps | Costs half your steps to enter. |
Furnace | – | Increased chances of drawing Red Rooms. |
Green Rooms
Room | Cost | Effect |
---|---|---|
Terrace | – | Green Rooms no longer cost Gems to enter. |
Patio | One Gem | Spreads Gems across Green Rooms. |
Courtyard | One Gem | – |
Cloister | Three Gems | – |
Veranda | – | Increased chances of finding items inside Green Rooms. |
Greenhouse | One Gem | Increased chances of drawing Green Rooms. |
Secret Garden | Secret Garden Key | Includes puzzle to unlock western door in the Antechamber. |
Shops
All stock inside the shops costs Coins.
Room | Cost | Effect |
---|---|---|
Commissary | One Gem | Sells special items. |
Kitchen | One Gem | Sells food for steps. |
Locksmith | One Gem | Sells Keys. |
Outer Rooms
You must unlock the West Gate outside the Estate to reach the Outer Room. This always offers three randomly generated floor plans out of a set of eight rooms.
Room | Cost | Effect |
---|---|---|
Toolshed | – | Get two items. |
Schoolhouse | – | Adds eight Classrooms. |
Shelter | – | Removes the effect from the next three Red Rooms. |
Hovel | – | Special Floor plans cost steps instead of Gems. |
Trading Post | – | Exchange any item. |
Root Cellar | – | Green Rooms contain more dig sites. |
Published: Apr 11, 2025 05:27 pm