 |
Goldfish Aquarium: It is useless to have coins because there are other, better ways of farming gold unless you are in very early game. |
Starfish Aquarium: Allows for permanent bonuses - Stars and Allowance |
Electric Eel Aquarium: You don't want to dilute your draft pool with red rooms with severe drawbacks. |
 |
SpeakEasy: Only those bad at math will want this upgrade. |
Break Room: A keycard can be used to bypass up to 6 locked doors by setting the security level to high, without worrying about anything.
Also allows for keycard foundation lift calling for "a second entrance hall". |
Pool Hall: Kinda useless |
 |
Not biased towards anything |
Not biased towards anything |
Not biased towards anything |
 |
Not biased towards anything |
Not biased towards anything |
Not biased towards anything |
 |
Hallway Closet: Hallways are not dead ends, so you're more likely to get the bonus item. |
Bedroom Closet: Most bedrooms are dead ends, so you will only have a chance with the Aquarium, Boudoir, and Bedroom. |
Empty Closet: Too risky |
 |
Gems: +1 net gem gain (or 0 in curse mode). |
Dig spots: Can be useful if you know what you're doing. |
Corriyard: Can be used as a reliable room on higher ranks. |
 |
Guess Bedroom: Can end up a hovel or a Maid's Chamber!!! Beware!!! |
Quest Bedroom: Some permanent progress and it doesn't sacrifice the +10 steps. |
Geist Bedroom: Loses the +10 steps. |
 |
Key: Useless compared to the third |
Trunk: Useless compared to the third |
Tomorrow: You can control how much hallways you want to have. You are less likely to dead end yourself and have a bonus at the Clock Tower. |
 |
Rank 8: Backtracking isn't worth it. |
No contact delivery: It's nice to start with some free items. |
Freight shipping: Good if you get lucky, but can also deliver junk. |
 |
2 Keys: Okay |
Bacon & Eggs: Morning room bonus which in practice means 4 starting gems. |
Library: You don't want it to happen since you'll adjust the rarities later and the library will become useless. |
 |
8 steps: 8 steps is huge compared to the others |
Nurse's Station: You will unlock more and more ways to gain steps, so this room will become useless. |
Indoor nursery: Too much backtracking. If the effect was
"Whenever you draft another green room, sprout a gem in 2 green rooms nearest from you.", then I would take it. |
 |
3 gems: Too much hassle |
2 wind-up keys: You only need to solve 40 of them to get the trophy. Then these puzzles become extremely hard and you have better
gem earning opportunities at the time. |
Funeral Parlor: Don't be tempted!!! |
 |
+Key: Not biased |
+Gem: Not biased |
+Coins: They are much less valuable than the others. |
Believe it or not, there are room upgrades that are not limited to 3.
When upgrading the spare room you can choose whether you want to repurpose it into a bedroom, greenroom, or a hallway.
Then you can further extend the usage of that room.
 |
Spare bedroom can be repurposed into: Servant's Spare Quarters, Her Ladyship's Spare Room, or Spare Master Bedroom. |
Spare greenroom can be repurposed into: Spare Terrace, Spare Patio, or Spare Veranda. |
Spare hall can be repurposed into: Spare Great Hall, Spare Foyer, or Spare Secret Passage. |
 |
Spare Terrace: Spare terrace lets you make VERY broken builds without using too much space to grind for the terrace, since the spare room is commonplace and you'll get it almost immediately
without having to draft it into the edge of the house, which isn't your most optimal path. |
Spare Patio: As a starter room, spreading gems throughout 0-2 other green rooms simply isn't worth it. |
Spare Veranda: Do not be tempted to pick this option! This room only gives HALF the luck you get by drafring a regular veranda. |
 |
Servant's Spare Quarters: Again, same issue as Spare Patio. |
Her Ladyship's Spare Room: Haven't played with it yet. I can't properly judge this one. |
Spare Master Bedroom: Again, same issue as Spare Patio. |
 |
Spare Great Hall: Do not be tempted to pick this option! All doors lead to a 1/3 chance for some resources or a dead end otherwise. |
Spare Foyer: I guess if you want an early foyer without spending 2 gems. |
Spare Secret Passage: I guess if you want to have more than one secret passage. This one speaks to me the most from the 3 Spare Hall upgrades, but Spare Terrace is the overall winner. |
Oh no, not the Cloiser again! That room can give 3 out of 8 total upgrades and to properly rate it you have to play through all 8 upgrades.
- Rynna is not tested yet, but it appears like it's a worse veranda.
- Joya is also not tested yet, but permanently adding steps to the main course sounds utterly broken.
- Dauja and Lydia are on par with each other. By using aquarium farms, you can squeeze out even more allowance/stars! The aquarium is both a room with and animal AND a shop room!
- Mila is kind of its own story. It allows for a guaranteed CERTAIN item
when drafting a bedroom from it, such as the Gear Wrench, the Telescope, or the Hall Pass.
- Veia is great if you have a shovel.
- Lydia and Dauja are on par with each other. By using aquarium farms, you can squeeze out even more allowance/stars! The aquarium is both a room with and animal AND a shop room!
- Orindia is also promising. Opening a lever by aquarium farming sounds overpowered.
- Draxus completely ruins the point of a cloister - the 4 exits, by making EVERY room you draft be a dead end room, a garage, a chamber of mirrors, or a secret passage.