The main goal ofBlue Prince, at least at the start of the game, is to find Room 46. At the very north side of the Estate, you will see a room called the Antechamber.To get to Room 46, you must first unlock the Antechamber.

To unlock the Antechamber,Blue Princeplayers mustfind one of three Antechamber Lever locations, then draft rooms that lead to the side of the Antechamber that was opened.Blue Princeplayers can use this guide to learn how to get into the Antechamber and where to find every Antechamber Lever location.

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How To Open The Antechamber In Blue Prince

Blue Prince Antechamber Puzzle, Explained

To unlock the Antechamber,Blue Princeplayers must open at least one of the three doors on the room’s east, west, and south sides, then draft rooms to connect to the unlocked doorway. You cannot use Keys or Keycards (or manipulate the Estate’s power) to open these doors – you must pull one of three Antechamber leversBlue Princehides around the house.

There are three locations where you may findBlue PrinceAntechamber lever locations: two that are complete and ready to be pulled, and one that’s broken and requires you to also find a Broken Lever item.

Blue Prince Unlock Open Antechamber Door Lever Locations All Antechamber Levers Secret Garden 1

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Lever Location One

The Secret Garden

The first Antechamber lever that most players will find is in the Secret Garden. This not-so-secret floorplan can only be accessed if you find the Key to the Secret Garden, then unlock a locked door with this special key on the perimeter of the Estate on the far left or right sides.

This large,outdoor floorplan featureslots of Dig Spots and sometimes food items, but pay attention to the fountain and the wind vane on top of it. If you align each arrow to face towards the wall on the far east or west (depending on which side you drafted the Secret Garden on), you will reveal an alcove that contains an Antechamber Lever.

Blue Prince Unlock Open Antechamber Door Lever Locations All Antechamber Levers Great Hall 1

This lever is complete and ready to be pulled. When activated, the lever in the Secret Garden will open the east (left) side of the Antechamber.

Lever Location Two

The Great Hall

The Great Hall is a bit of a trickier spot than the Secret Garden when it comes to Antechamber lever locations. This is because, while the Secret Garden can be unlocked if you find its key and draft in a specific location, the Great Hall featuressevenlocked doors in a layout that changes between runs.

Behind one of these doors is a complete Antechamber Lever, but it’s trickier than it seems. You can reference a miniature model of the Great Hall in the Drafting Room to see today’s layout, use a Lockpick to open a few doors andreduce your number of Keys used, or if you have a lot of extra Keys (or the Master Key), just go ham and unlock them one by one.

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When activated, the lever in the Great Hall will open the west (right) side of the Antechamber.

Broken Lever & Handle Location

Bring A Broken Lever To The Greenhouse

The last, and most complex, method to open the Antechamber inBlue Princerequires you to draft the Greenhouse (a special Green Room) and find a Broken Lever somewhere on the Estate. Because of the RNG element ofBlue Prince, finding a Broken Lever is easier said than done, let alone hoping to get a Greenhouse floorplan.

Typically, Broken Levers can be found in mechanical rooms and other special rooms, though it is not a guaranteed item. You can also find Broken Levers in Dig Spots, especially if you draft the Root Cellar in the Outdoor Room slot, which significantly increases the number of Dig Spots in the Estate for the day.

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The Greenhousehas a 1-Gem cost to draft, and will typically contain Dig Spots alongside a guaranteed Music Sheet, part of the larger Music Sheet puzzle. Look on the wall of the Greenhouse to find a broken-off Antechamber Lever.

With a Broken Lever in your inventory, hover over the broken handle, re-attach the lever, then pull it to open the south (bottom) door of the Antechamber. If you find a Broken Lever but can’t draft a Greenhouse, consider storing it in the Coat Room for a later run.

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