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Spoilers ahead. The full achievement roster may reveal late encounters and progression.

Velstraven · Wiki

Achievements

All 100 achievements and exactly what the game counts.

All 100 achievements, in the order the game lists them. None are hidden. Each entry gives the official line and then what the game actually counts, when it checks, and the constraint that most often stops it. In a few cases the official line and the check differ, and the entry says so. The speed achievements' time limits may still change before release.

Light on Old StoneSolve the dark frieze.
Rooms groupMain path

Granted the moment The dark frieze (M01, chapter 1) counts as settled, when the room card changes to "Onward" and the line "The dark frieze settled." appears. Any accepted route counts; nothing about how you solved it is checked. Matching all three ornaments to the carvings is enough; spells only help with the light.

The Gallery HoldsSolve the sagging gallery.
Rooms groupMain path

Granted the moment The sagging gallery (M02, chapter 1) counts as settled, when the room card changes to "Onward" and the line "The sagging gallery settled." appears. Any accepted route counts; nothing about how you solved it is checked. Do not stand on the gallery beam while it sags under the cart. That is one of the four ways a room can fail.

Past the Stone ListenerSolve the whispering stacks.
Rooms groupMain path

Granted the moment The whispering stacks (M03, chapter 2) counts as settled, when the room card changes to "Onward" and the line "The whispering stacks settled." appears. Any accepted route counts; nothing about how you solved it is checked. This room can fail: the stone listener intercepts you. See Unheard.

The Vine Finds Its WarmthSolve the warmth-seeking vine.
Rooms groupMain path

Granted the moment The warmth-seeking vine (M04, chapter 2) counts as settled, when the room card changes to "Onward" and the line "The warmth-seeking vine settled." appears. Any accepted route counts; nothing about how you solved it is checked.

The Lift Runs TrueSolve the counterweight lift.
Rooms groupMain path

Granted the moment The counterweight lift (M05, chapter 3) counts as settled, when the room card changes to "Onward" and the line "The counterweight lift settled." appears. Any accepted route counts; nothing about how you solved it is checked.

The Orrery Turns AgainSolve the stalled orrery.
Rooms groupMain path

Granted the moment The stalled orrery (M06, chapter 3) counts as settled, when the room card changes to "Onward" and the line "The stalled orrery settled." appears. Any accepted route counts; nothing about how you solved it is checked.

Warmth in the DuctsSolve the cold furnace ducts.
Rooms groupMain path

Granted the moment The cold furnace ducts (M07, chapter 4) counts as settled, when the room card changes to "Onward" and the line "The cold furnace ducts settled." appears. Any accepted route counts; nothing about how you solved it is checked.

Across the Drowned HallSolve the drowned hall.
Rooms groupMain path

Granted the moment The drowned hall (M08, chapter 4) counts as settled, when the room card changes to "Onward" and the line "The drowned hall settled." appears. Any accepted route counts; nothing about how you solved it is checked. Solving it opens the way on to chapter 5.

No One Left BehindSolve the choked cistern.
Rooms groupMain path

Granted the moment The choked cistern (M09, chapter 5) counts as settled, when the room card changes to "Onward" and the line "The choked cistern settled." appears. Any accepted route counts; nothing about how you solved it is checked. This room can fail: the flood reaches the refuge. See Dry Feet.

The Register AnswersSolve the ward register.
Rooms groupMain path

Granted the moment The ward register (M10, chapter 5) counts as settled, when the room card changes to "Onward" and the line "The ward register settled." appears. Any accepted route counts; nothing about how you solved it is checked. Settling this room and the choked cistern brings the campaign's closing line. See The Lockdown Lifted for what that line does not mean.

Breath of the AntechamberSolve the Vent antechamber.
Rooms groupMain path

Granted the moment Vent antechamber (S01, chapter 1) counts as settled, when the room card changes to "Onward" and the line "Vent antechamber settled." appears. Any accepted route counts; nothing about how you solved it is checked.

Shelved and DeliveredSolve the Shelf passage.
Rooms groupMain path

Granted the moment Shelf passage (S02, chapter 1) counts as settled, when the room card changes to "Onward" and the line "Shelf passage settled." appears. Any accepted route counts; nothing about how you solved it is checked.

Counterweight MendedSolve the Counterweight repair room.
Rooms groupMain path

Granted the moment Counterweight repair room (S03, chapter 1) counts as settled, when the room card changes to "Onward" and the line "Counterweight repair room settled." appears. Any accepted route counts; nothing about how you solved it is checked.

The Bell SpeaksSolve the Bell chamber.
Rooms groupMain path

Granted the moment Bell chamber (S04, chapter 1) counts as settled, when the room card changes to "Onward" and the line "Bell chamber settled." appears. Any accepted route counts; nothing about how you solved it is checked.

Lantern SlidesSolve the Projection workshop.
Rooms groupMain path

Granted the moment Projection workshop (S05, chapter 2) counts as settled, when the room card changes to "Onward" and the line "Projection workshop settled." appears. Any accepted route counts; nothing about how you solved it is checked.

Wound TightSolve the Cable winding room.
Rooms groupMain path

Granted the moment Cable winding room (S06, chapter 2) counts as settled, when the room card changes to "Onward" and the line "Cable winding room settled." appears. Any accepted route counts; nothing about how you solved it is checked.

The Stair GrowsSolve the Botanical stair vestibule.
Rooms groupMain path

Granted the moment Botanical stair vestibule (S07, chapter 2) counts as settled, when the room card changes to "Onward" and the line "Botanical stair vestibule settled." appears. Any accepted route counts; nothing about how you solved it is checked.

Clear GlassSolve the Glazed inspection room.
Rooms groupMain path

Granted the moment Glazed inspection room (S08, chapter 2) counts as settled, when the room card changes to "Onward" and the line "Glazed inspection room settled." appears. Any accepted route counts; nothing about how you solved it is checked.

In ResonanceSolve the Resonance laboratory.
Rooms groupMain path

Granted the moment Resonance laboratory (S09, chapter 3) counts as settled, when the room card changes to "Onward" and the line "Resonance laboratory settled." appears. Any accepted route counts; nothing about how you solved it is checked.

Striker TestedSolve the Striker test lane.
Rooms groupMain path

Granted the moment Striker test lane (S10, chapter 3) counts as settled, when the room card changes to "Onward" and the line "Striker test lane settled." appears. Any accepted route counts; nothing about how you solved it is checked.

Polished LensSolve the Lens-cleaning room.
Rooms groupMain path

Granted the moment Lens-cleaning room (S11, chapter 3) counts as settled, when the room card changes to "Onward" and the line "Lens-cleaning room settled." appears. Any accepted route counts; nothing about how you solved it is checked.

Seen in ReverseSolve the Reverse-view alcove.
Rooms groupMain path

Granted the moment Reverse-view alcove (S12, chapter 3) counts as settled, when the room card changes to "Onward" and the line "Reverse-view alcove settled." appears. Any accepted route counts; nothing about how you solved it is checked.

Pendulum TamedSolve the Pendulum maintenance bay.
Rooms groupMain path

Granted the moment Pendulum maintenance bay (S13, chapter 4) counts as settled, when the room card changes to "Onward" and the line "Pendulum maintenance bay settled." appears. Any accepted route counts; nothing about how you solved it is checked.

Soft LandingSolve the Receiving shaft room.
Rooms groupMain path

Granted the moment Receiving shaft room (S14, chapter 4) counts as settled, when the room card changes to "Onward" and the line "Receiving shaft room settled." appears. Any accepted route counts; nothing about how you solved it is checked. This room can fail: the calibration weight lands off its pad or too hard.

Waters PartedSolve the Water-junction room.
Rooms groupMain path

Granted the moment Water-junction room (S15, chapter 4) counts as settled, when the room card changes to "Onward" and the line "Water-junction room settled." appears. Any accepted route counts; nothing about how you solved it is checked.

Float TrialSolve the Float test basin.
Rooms groupMain path

Granted the moment Float test basin (S16, chapter 4) counts as settled, when the room card changes to "Onward" and the line "Float test basin settled." appears. Any accepted route counts; nothing about how you solved it is checked.

Latch ReleasedSolve the Thermal latch vestibule.
Rooms groupMain path

Granted the moment Thermal latch vestibule (S17, chapter 5) counts as settled, when the room card changes to "Onward" and the line "Thermal latch vestibule settled." appears. Any accepted route counts; nothing about how you solved it is checked.

Rungs of WaterSolve the Drip-ladder passage.
Rooms groupMain path

Granted the moment Drip-ladder passage (S18, chapter 5) counts as settled, when the room card changes to "Onward" and the line "Drip-ladder passage settled." appears. Any accepted route counts; nothing about how you solved it is checked.

Records AlignedSolve the Alignment records room.
Rooms groupMain path

Granted the moment Alignment records room (S19, chapter 5) counts as settled, when the room card changes to "Onward" and the line "Alignment records room settled." appears. Any accepted route counts; nothing about how you solved it is checked.

The Door ServicedSolve the Door service antechamber.
Rooms groupMain path

Granted the moment Door service antechamber (S20, chapter 5) counts as settled, when the room card changes to "Onward" and the line "Door service antechamber settled." appears. Any accepted route counts; nothing about how you solved it is checked.

The Upper ShelfOptional: solve the upper shelf.
Rooms groupA small detour

Granted the moment The upper shelf (S21, chapter 1) counts as settled, when the room card changes to "Onward" and the line "The upper shelf settled." appears. Any accepted route counts; nothing about how you solved it is checked. This is an optional room: it is not needed for the chapter, for The Lockdown Lifted, or for the journey-long challenges, but it does count toward Every Puzzle in the House.

A Portrait in SmokeOptional: solve the smoke portrait.
Rooms groupA small detour

Granted the moment The smoke portrait (S22, chapter 2) counts as settled, when the room card changes to "Onward" and the line "The smoke portrait settled." appears. Any accepted route counts; nothing about how you solved it is checked. This is an optional room: it is not needed for the chapter, for The Lockdown Lifted, or for the journey-long challenges, but it does count toward Every Puzzle in the House.

The Shy SpecimenOptional: solve the shy specimen.
Rooms groupA small detour

Granted the moment The shy specimen (S23, chapter 3) counts as settled, when the room card changes to "Onward" and the line "The shy specimen settled." appears. Any accepted route counts; nothing about how you solved it is checked. This is an optional room: it is not needed for the chapter, for The Lockdown Lifted, or for the journey-long challenges, but it does count toward Every Puzzle in the House.

The Broken BalconyOptional: solve the broken balcony.
Rooms groupA small detour

Granted the moment The broken balcony (S24, chapter 4) counts as settled, when the room card changes to "Onward" and the line "The broken balcony settled." appears. Any accepted route counts; nothing about how you solved it is checked. This is an optional room: it is not needed for the chapter, for The Lockdown Lifted, or for the journey-long challenges, but it does count toward Every Puzzle in the House.

The Sealed KeepsakeOptional: solve the sealed keepsake.
Rooms groupA small detour

Granted the moment The sealed keepsake (S25, chapter 5) counts as settled, when the room card changes to "Onward" and the line "The sealed keepsake settled." appears. Any accepted route counts; nothing about how you solved it is checked. This is an optional room: it is not needed for the chapter, for The Lockdown Lifted, or for the journey-long challenges, but it does count toward Every Puzzle in the House.

The Reading Galleries SettledSolve every required puzzle of chapter 1.
story groupMain path

Granted once every required room of chapter 1 is settled: S01, S02, S03, S04, M01 and M02 (the vent antechamber, shelf passage, counterweight repair room, bell chamber, dark frieze and sagging gallery). The chapter's optional room is not needed. The row is granted whenever the last required room is done, even if you come back to it later. The refectory lessons and the buttery starters are not rooms and do not count.

The Teaching Court SettledSolve every required puzzle of chapter 2.
story groupMain path

Granted once every required room of chapter 2 is settled: S05, S06, S07, S08, M03 and M04 (the projection workshop, cable winding room, botanical stair vestibule, glazed inspection room, whispering stacks and warmth-seeking vine). The chapter's optional room is not needed. The row is granted whenever the last required room is done, even if you come back to it later.

Workshops and Observatory SettledSolve every required puzzle of chapter 3.
story groupMain path

Granted once every required room of chapter 3 is settled: S09, S10, S11, S12, M05 and M06 (the resonance laboratory, striker test lane, lens-cleaning room, reverse-view alcove, counterweight lift and stalled orrery). The chapter's optional room is not needed. The row is granted whenever the last required room is done, even if you come back to it later.

The Service Galleries SettledSolve every required puzzle of chapter 4.
story groupMain path

Granted once every required room of chapter 4 is settled: S13, S14, S15, S16, M07 and M08 (the pendulum maintenance bay, receiving shaft room, water-junction room, float test basin, cold furnace ducts and drowned hall). The chapter's optional room is not needed. The row is granted whenever the last required room is done, even if you come back to it later.

The Deep Protections SettledSolve every required puzzle of chapter 5.
story groupMain path

Granted once every required room of chapter 5 is settled: S17, S18, S19, S20, M09 and M10 (the thermal latch vestibule, drip-ladder passage, alignment records room, door service antechamber, choked cistern and ward register). The chapter's optional room is not needed. The row is granted whenever the last required room is done, even if you come back to it later.

The Lockdown LiftedSolve all thirty required puzzles of the university.
story groupMain path

What the game counts: all 30 required rooms settled (S01-S20 and M01-M10) on this journey. The five optional rooms are not needed. Settling both the choked cistern and the ward register shows "The mechanical campaign is complete; you can continue exploring." That line appears even if some required side rooms are still unsettled, and this achievement waits until they are done. The pause plate counts settled rooms out of all 35. The Achievements screen shows your progress out of 30 on a live journey.

Recipe CommittedBind an orb recipe into a spell slot.
Casting groupMain path

Bind any recipe to a slot: set the three orbs (Q and B, or the spell list with C), then hold Ctrl and press 1-4. On a pad, hold R1 and press a face button. The game says "Bound to slot N." Binding a spell that is already in another slot is refused ("Already bound to slot N.") and does not count.

First WorkingCast a prepared spell that reaches something.
Casting groupMain path

Cast a bound spell that something accepts: a fitting, a reading lamp or shutter, a piece of decorative furniture, or yourself (Boost jump, Hasten, Rising draught, Short traverse). A cast that unravels on bare stone or sheds off a fitting does not count. That earns Nothing to Hold instead.

It Took HoldCast a spell that changes something in the world.
Casting groupMain path

What the game counts: a cast that actually changes something. Either a room's state changes, or the spell acts on you. A cast that is accepted but changes nothing does not count. That includes the ward-glimmer on furniture, furniture reactions in general, wall torches, Heat on a lamp that is already lit, and a pull against something that cannot move.

Four Slots ReadyHave all four spell slots prepared at once.
Casting groupMain path

Have all four slots holding a spell after a bind. Slots start empty on a new journey, so bind four different recipes into slots 1-4.

Change of PlanReplace a prepared spell with a different recipe.
Casting groupMain path

Bind a different spell into a slot that already holds one. Binding the same spell again is refused and does not count.

All Five OrbsBind recipes that between them use Wind, Fire, Will, Growth and Water.
Casting groupMain path

What the game counts: the elements of the recipes you bind, not of the ones you cast. Together they must include Wind, Fire, Will, Growth and Water. For example, Heat (Fire, Fire, Growth), Lighten (Wind, Wind, Will) and Supply liquid (Water, Water, Water) already cover all five.

Pure RecipeBind a recipe of three identical orbs.
Casting groupMain path

Bind a recipe of three identical orbs. There are five: Suspend (Will x3), Supply liquid (Water x3), Sever (Fire x3), Brace (Growth x3) and Rising draught (Wind x3).

Fifty WorkingsCast fifty spells that take effect.
Casting groupMain path

Fifty casts that take effect over one journey (the same test as It Took Hold). Repeats count. Orient (Water, Will, Will) at a room's Reading shutter swings it open and shut every time, so each cast counts. A normal playthrough reaches fifty anyway. Ward-glimmers, furniture and torches do not count. A restart from the autosave rolls the count back to what it was when you entered that room.

Hands of a TechnicianWork fifty fittings by hand.
Casting groupMain path

Fifty accepted hand actions (E / Square) over one journey. Refused hand presses do not count; turning a fitting with X / Triangle does not count either. Every press on a room's Reading lamp or Reading shutter is accepted (it toggles), so they top the count up quickly. A restart from the autosave rolls the count back to what it was when you entered that room.

A Wide SatchelBind ten different recipes over one journey.
Casting groupMain path

Ten different spells bound over one journey (they need not be bound at the same time). The quickest way is the spell list: open it with C (L2), choose a row, then bind it with Ctrl + a slot key.

Four Spells, One RoomSolve a puzzle after casting four different spells in it.
Casting groupMain path

What the game counts: a room that is settled and in which four different spells were accepted at any time since its last failure. They need not come before the solve, and they need not change anything. The choked cistern's standard route uses four (Supply liquid, Span, Suspend, Orient). In any settled room you can also cast at the Reading lamp (Heat, Place light), at the Reading shutter (Orient), at a fitting with Stilling ward, or a spell that acts on you (Boost jump, Hasten, Rising draught). These all count as casts in that room. Casts at furniture or wall torches, and casts that shed or unravel, do not. A failure in that room wipes its list.

An Hour of StudySpend an hour in the university on one journey.
story groupMain path

The journey clock reaches 60:00. This is the "MM:SS walked" clock on the pause plate and on the HUD when the clock setting is on. It only runs while you are walking around: it stops while the pause plate, the Spell Codex, the Achievements screen or Settings is open. A restart from the autosave sets it back to the moment you entered that room.

Weightless FreightLighten something, then Draw it, within twenty seconds.
combo groupMain path

Cast Lighten (Wind, Wind, Will), then Draw (Wind, Water, Will), at the same fitting in the same room within 20 seconds, in that order. Both casts must be accepted by the fitting; a cast it refuses, or one that sheds off, does not count. What matters is the last accepted cast on that fitting, so another spell landing in between replaces the first one. Furniture and wall torches never count. The 20 seconds are real time and keep running while the game is paused. Fittings that accept both in sequence (checked against the room models): the sagging gallery's Cart (the standard route: Lighten, then Draw) or the bell chamber's Clapper. Bind both spells before you start.

Held and TurnedSuspend something, then Orient it, within twenty seconds.
combo groupMain path

Cast Suspend (Will x3), then Orient (Water, Will, Will), at the same fitting in the same room within 20 seconds, in that order. Both casts must be accepted by the fitting; a cast it refuses, or one that sheds off, does not count. What matters is the last accepted cast on that fitting, so another spell landing in between replaces the first one. Furniture and wall torches never count. The 20 seconds are real time and keep running while the game is paused. Fittings that accept both in sequence (checked against the room models): the choked cistern's Trellis (the standard route: Suspend, then Orient), or the sealed keepsake's Lid once its latch is free (after Lighten and the Lever, or Sever on the Clasp). Bind both spells before you start.

Turned and FetchedOrient something, then Draw it, within twenty seconds.
combo groupMain path

Cast Orient (Water, Will, Will), then Draw (Wind, Water, Will), at the same fitting in the same room within 20 seconds, in that order. Both casts must be accepted by the fitting; a cast it refuses, or one that sheds off, does not count. What matters is the last accepted cast on that fitting, so another spell landing in between replaces the first one. Furniture and wall torches never count. The 20 seconds are real time and keep running while the game is paused. Fittings that accept both in sequence (checked against the room models): the shelf passage's Folio (the standard route: Orient, then Draw). Bind both spells before you start.

SpringheeledCast Boost jump and leave the floor.
Casting groupA small detour

What the game actually counts: casting Boost jump (Wind, Wind, Fire) while you stand on the floor. It never checks that you then left the floor, although the jump does lift you. Cast in mid-air it is refused ("The upward impulse needs grounded footing."). That refusal does not count, and it adds a wasted cast against Every Word Counted.

FeatherfallLand softly under Rising draught.
Casting groupA small detour

Cast Rising draught (Wind x3) and then land under it. The landing must come after a real fall or drift, and outside the rising column. Easiest: cast it standing on the floor ("A rising draught lifts you above this spot. Step out to drift down."). Ride the column up, then step out of it, or wait the six seconds until it fades, and drift down at a slow fall to the floor. Casting it in mid-air after a jump or off a ledge also works ("The air cushions your fall..."). The in-game Codex text for this spell still describes an older spell (Controlled descent); the shipped spell is the rising column described here.

In a HurryQuicken your step with Hasten.
Casting groupA small detour

Cast Hasten (Wind, Fire, Will) anywhere: "Your ordinary movement quickens." It is always accepted. It speeds your walking by half for five seconds.

Through the GapCross open space with Short traverse.
Casting groupA small detour

What the game actually counts: any Short traverse (Growth, Will, Will) that goes through, with no gap needed. You move three metres straight in the direction you face. The way must be clear ("Something solid stands in the way; the traverse does not start.") and there must be floor to stand on at the end ("The destination lacks visible standing support."). Face down an open hall and cast. A refused traverse counts as a wasted cast.

Still AirPlace a Stilling ward.
Casting groupA small detour

Cast Stilling ward (Wind, Will, Will) at a fitting in a puzzle room that has solid floor beneath it: "A stilling ward settles at the floor and stays where it was cast." Without floor below it is refused ("The ward needs solid support below the fitting."). Re-casting the same ward in the same place changes nothing and does not count. The in-game Codex text still describes an older spell (Protective shell); the shipped ward is a still-air field 1.5 m wide and 2 m tall that slows moving apparatus and you.

Rattled ShelvesRattle a piece of university furniture with a current.
Casting groupA small detour

In a puzzle room, cast at a piece of decorative furniture (its card reads "Decorative university furniture") with a current spell: Directed impulse, Draw, Lighten, Span, Redirect light, Obscuring veil, Place sound or Buoyant support. "A harmless current rattles the ... ; nothing useful moves." Furniture outside the puzzle rooms (halls, refectory) gives no reaction.

Freckled with SootScorch a piece of furniture; its ward keeps it whole.
Casting groupA small detour

In a puzzle room, cast Heat, Sever, Join, Expand or Place light at a piece of decorative furniture: "Heat freckles the ... with soot, but its university ward keeps it intact." Cleanse surface scours the soot off again.

RinsedSplash a piece of furniture with water.
Casting groupA small detour

In a puzzle room, cast Chill, Supply liquid, Draw off liquid, Conduit or Cleanse surface at a piece of decorative furniture: water beads and runs off it. Cleanse surface counts for this row whether or not the piece was sooted.

Ward-GlimmerMake a piece of furniture answer with its ward.
Casting groupA small detour

In a puzzle room, cast any other world spell at a piece of decorative furniture: Suspend, Orient, Anchor, Tether, Repeat motion, Slick surface, Grip surface, Climbing growth, Brace, Spring surface, Decoy, Reveal traces or Stilling ward. "The ... answers with a brief ward-glimmer, then settles unchanged." Furniture accepts every spell. A cast there is never wasted, but it does not take effect either.

Light in the DarkCast Place light inside the dark frieze or the stalled orrery.
Casting groupA small detour

Cast Place light (Fire, Growth, Growth) while inside the dark frieze or the stalled orrery, at something there that accepts it: the frieze's Tray (it roots a flame blossom), or the Reading lamp in either room ("A flame blossom roots in the reading-lamp soil cup."). Casts at furniture or wall torches do not count. If you also want By Touch Alone, settle the dark frieze by hand first and cast Place light afterwards, or do this in the stalled orrery.

Nothing to HoldWatch a spell reach for nothing and unravel.
Casting groupA small detour

What the game counts: a cast that leaves your hand with no fitting under the crosshair and finds nothing, for example aimed at a bare wall, floor or open air ("...finds nothing to catch and sputters out", or "... strikes the wall, ..."). A spell that sheds off a fitting does not count here, because a fitting was targeted. Each unravel is a wasted cast for Every Word Counted, so earn this on another journey or after finishing the 30 rooms.

Five PuritiesCast all five pure recipes: Sever, Rising draught, Supply liquid, Brace and Suspend.
Casting groupA small detour

What the game actually counts: casting each of Sever (Fire x3), Rising draught (Wind x3), Supply liquid (Water x3), Brace (Growth x3) and Suspend (Will x3) at least once on this journey, whether or not the cast reaches anything. A cast that unravels still counts; an empty slot or a spell still recovering does not. Progress shows as x / 5. To avoid wasted casts, cast the four world spells at decorative furniture in a puzzle room, and Rising draught on yourself.

The Whole CodexCast every one of the thirty-five spells at least once.
Casting groupA deliberate attempt

What the game actually counts: each of the 35 spells cast at least once on this journey, including casts that unravel or shed. Empty-slot presses and casts still recovering do not count. Progress shows as x / 35. The quick way is to bind four, cast them, rebind from the spell list, and repeat. To do it without a single wasted cast, cast the 31 world spells at decorative furniture in a puzzle room (furniture accepts everything) and the four personal spells on yourself (Boost jump from the floor, a Short traverse with clear space ahead). The four personal spells always take effect, so they count toward Frugal Scholar's limit: do this after the 30 rooms are settled if you are going for that.

Every Puzzle in the HouseSolve all thirty-five puzzles, the optional five included.
story groupA small detour

All 35 rooms settled on one journey, the five optional ones included: the upper shelf (off the sagging gallery), the smoke portrait (off the warmth-seeking vine), the shy specimen (between the lens-cleaning room and the roofward overlook), the broken balcony (off the drowned hall) and the sealed keepsake (beyond the drip-ladder passage). Progress shows as x / 35 on the Achievements screen.

Every CornerWalk through every space of the university.
story groupA small detour

What the game counts: standing inside each of the university's 43 named spaces at least once on this journey. Twice a second it checks whether you are within a space's floor area and level. That covers every hall, every puzzle room including the five optional ones, the silent refectory, the old buttery and the roofward overlook. Corridors and winding stairs are not spaces and do not count. Progress shows as x / 43 on the Achievements screen; the roofward overlook and the optional rooms are the ones most often missed.

Float and FetchSuspend something, then Draw it, within twenty seconds.
combo groupA small detour

Cast Suspend (Will x3), then Draw (Wind, Water, Will), at the same fitting in the same room within 20 seconds, in that order. Both casts must be accepted by the fitting; a cast it refuses, or one that sheds off, does not count. What matters is the last accepted cast on that fitting, so another spell landing in between replaces the first one. Furniture and wall torches never count. The 20 seconds are real time and keep running while the game is paused. Fittings that accept both in sequence (checked against the room models): the dark frieze's Tray, the drowned hall's Frame, the bell chamber's Clapper, the striker test lane's Roller, the receiving shaft room's Weight or the float test basin's Stop. Bind both spells before you start.

Second ThoughtsSlick a surface, then give it grip, within twenty seconds.
combo groupA small detour

Cast Slick surface (Fire, Growth, Will), then Grip surface (Fire, Growth, Water), at the same fitting in the same room within 20 seconds, in that order. Both casts must be accepted by the fitting; a cast it refuses, or one that sheds off, does not count. What matters is the last accepted cast on that fitting, so another spell landing in between replaces the first one. Furniture and wall torches never count. The 20 seconds are real time and keep running while the game is paused. Fittings that accept both in sequence (checked against the room models): the projection workshop's Strip. Bind both spells before you start.

Fill and DrainSupply liquid to a vessel, then draw it off, within twenty seconds.
combo groupA small detour

Cast Supply liquid (Water x3), then Draw off liquid (Wind, Water, Water), at the same fitting in the same room within 20 seconds, in that order. Both casts must be accepted by the fitting; a cast it refuses, or one that sheds off, does not count. What matters is the last accepted cast on that fitting, so another spell landing in between replaces the first one. Furniture and wall torches never count. The 20 seconds are real time and keep running while the game is paused. Fittings that accept both in sequence (checked against the room models): any goblet in the resonance laboratory, the float test basin's Basin, the drowned hall's Basin, the water-junction room's Source or the cold furnace ducts' Source. Bind both spells before you start.

Clean SlateCleanse a surface, then Reveal its traces, within twenty seconds.
combo groupA small detour

Cast Cleanse surface (Fire, Water, Water), then Reveal traces (Wind, Fire, Water), at the same fitting in the same room within 20 seconds, in that order. Both casts must be accepted by the fitting; a cast it refuses, or one that sheds off, does not count. What matters is the last accepted cast on that fitting, so another spell landing in between replaces the first one. Furniture and wall torches never count. The 20 seconds are real time and keep running while the game is paused. Fittings that accept both in sequence (checked against the room models): the alignment records room's Face or the ward register's Face; both accept Cleanse surface and Reveal traces at any time. Bind both spells before you start.

Light as a FeatherLighten something, then Suspend it, within twenty seconds.
combo groupA small detour

Cast Lighten (Wind, Wind, Will), then Suspend (Will x3), at the same fitting in the same room within 20 seconds, in that order. Both casts must be accepted by the fitting; a cast it refuses, or one that sheds off, does not count. What matters is the last accepted cast on that fitting, so another spell landing in between replaces the first one. Furniture and wall torches never count. The 20 seconds are real time and keep running while the game is paused. Fittings that accept both in sequence (checked against the room models): the choked cistern's Trellis, the sealed keepsake's Lid or the bell chamber's Clapper. Bind both spells before you start.

A Warm BathSupply liquid, then Heat the same thing, within twenty seconds.
combo groupA small detour

Cast Supply liquid (Water x3), then Heat (Fire, Fire, Growth), at the same fitting in the same room within 20 seconds, in that order. Both casts must be accepted by the fitting; a cast it refuses, or one that sheds off, does not count. What matters is the last accepted cast on that fitting, so another spell landing in between replaces the first one. Furniture and wall torches never count. The 20 seconds are real time and keep running while the game is paused. Fittings that accept both in sequence (checked against the room models): the dark frieze's Tray, the botanical stair vestibule's Root, or a choked-cistern blossom. One Heat leaves a quenched blossom dark; a second relights it and the flood resumes. Bind both spells before you start.

Set and HoldOrient something, then Anchor it, within twenty seconds.
combo groupA small detour

Cast Orient (Water, Will, Will), then Anchor (Growth, Growth, Water), at the same fitting in the same room within 20 seconds, in that order. Both casts must be accepted by the fitting; a cast it refuses, or one that sheds off, does not count. What matters is the last accepted cast on that fitting, so another spell landing in between replaces the first one. Furniture and wall torches never count. The 20 seconds are real time and keep running while the game is paused. Fittings that accept both in sequence (checked against the room models): the pendulum maintenance bay's Arm: Handle the Brake, Orient the Arm (it turns to the bracket), then Anchor it within the four seconds the brake holds. Bind both spells before you start.

Brisk TermSolve all thirty required puzzles within three hours of the journey clock.
Speed groupA deliberate attempt

All 30 required rooms settled while the journey clock still reads 3:00:00 or less (the current threshold). It is the pause plate's "MM:SS walked" clock, counted from the start of the journey, including the refectory lessons. It stops while the pause plate, Codex, Achievements screen or Settings is open, but not while the spell list is open. A failed attempt does not wind it back. A restart from the autosave sets it back to when you entered that room. The check happens the moment the last required room settles, so optional rooms only cost time.

Top of the ClassSolve all thirty required puzzles within ninety minutes of the journey clock.
Speed groupFor the devoted

Top of the Class: the same as Brisk Term with a current limit of 1:30:00 on the journey clock, counted from the very start of the journey. Plan: learn the routes on an earlier journey. Skip all five optional rooms. Bind each room's spells in the corridor before stepping in, and keep the spell list on screen (L) for quick picks. Clear each hall's side rooms on the way past rather than walking back. The game sends you through the main rooms in order (dark frieze, sagging gallery, the teaching court enclosure, warmth-seeking vine, counterweight lift, stalled orrery, drowned hall), with the side rooms of each wing reachable from its hall. Long sits on the pause plate or in the Codex do not cost time; reading the room card or hunting for a fitting does. A restart from the autosave rewinds the clock to that room's entry, but it counts against Never Looked Back.

A Wing Before LunchSolve every required puzzle of one chapter within twenty minutes of first entering it.
Speed groupA deliberate attempt

What the game counts: for any one chapter, the time from your first step into any of its puzzle rooms (optional ones included) to the moment its last required room is settled must be 20:00 or less on the journey clock (the current threshold). The halls and the refectory do not start the timer. It starts once per chapter per journey and is never reset, so for a deliberate attempt clear a whole chapter in one sweep the first time you enter it. Chapter 5 suits this: from the Deep protection complex hall all six rooms are close together, the choked cistern is the longest at a few minutes, and the others take a minute or two each with the routes in this guide. Like the journey clock, the timer stops while you are paused.

The Gallery in a MinuteSolve the sagging gallery within 60 seconds of entering it.
Speed groupA deliberate attempt

Settle the sagging gallery within 60 seconds (the current threshold) of the room's entry time. What the game counts as entry: the moment you step into the unsettled room, unless the last puzzle room you stood in was this one. Stepping out into a corridor or hall and back does not restart the timer; you have to stand in another puzzle room first. A failure in the room restarts it. A restart from the autosave also rewinds the journey clock to that entry, so the timer effectively starts again, but that counts against Never Looked Back. The timer runs on the journey clock, so pausing stops it. Binding outside the room costs nothing. Bind Lighten and Draw before stepping in. Cast Lighten at the Cart, then Draw at the Cart, and wait while it is drawn back off the loaded beam (a few seconds). Then Handle the Return latch. Stay off the beam while the cart still loads it: that fails the room and resets the timer.

Perfect Pitch, QuicklySolve the Resonance laboratory within 90 seconds of entering it.
Speed groupA deliberate attempt

Settle the resonance laboratory within 90 seconds (the current threshold) of the room's entry time. What the game counts as entry: the moment you step into the unsettled room, unless the last puzzle room you stood in was this one. Stepping out into a corridor or hall and back does not restart the timer; you have to stand in another puzzle room first. A failure in the room restarts it. A restart from the autosave also rewinds the journey clock to that entry, so the timer effectively starts again, but that counts against Never Looked Back. The timer runs on the journey clock, so pausing stops it. Binding outside the room costs nothing. Bind Supply liquid and Draw off liquid before stepping in, and know the target level of each goblet from an earlier visit (the room's page lists the route). Each spell needs 0.65 seconds before it can be cast again, so alternate the two spells rather than casting one over and over.

Clockwork HurrySolve the stalled orrery within 180 seconds of entering it.
Speed groupA deliberate attempt

Settle the stalled orrery within 180 seconds (the current threshold) of the room's entry time. What the game counts as entry: the moment you step into the unsettled room, unless the last puzzle room you stood in was this one. Stepping out into a corridor or hall and back does not restart the timer; you have to stand in another puzzle room first. A failure in the room restarts it. A restart from the autosave also rewinds the journey clock to that entry, so the timer effectively starts again, but that counts against Never Looked Back. The timer runs on the journey clock, so pausing stops it. Binding outside the room costs nothing. The shortest route uses one spell. Bind Sever (Fire x3) before you climb up. Leave the brake on and Sever the Strap; it can only be cut while the brake holds it. The rings are then uncoupled, so turn Wheel 0 once, Wheel 1 twice and Wheel 2 three times, and Handle the Bar.

One Clear StrokeSolve the Bell chamber within 20 seconds of entering it.
Speed groupA deliberate attempt

Settle the bell chamber within 20 seconds (the current threshold) of the room's entry time. What the game counts as entry: the moment you step into the unsettled room, unless the last puzzle room you stood in was this one. Stepping out into a corridor or hall and back does not restart the timer; you have to stand in another puzzle room first. A failure in the room restarts it. A restart from the autosave also rewinds the journey clock to that entry, so the timer effectively starts again, but that counts against Never Looked Back. The timer runs on the journey clock, so pausing stops it. Binding outside the room costs nothing. Bind Heat (Fire, Fire, Growth) and Cleanse surface (Fire, Water, Water) before you step in. The resin on the Bearing has to go before the pull can swing the clapper. Heat alone clears it about seven seconds after the cast. Each Cleanse surface cast removes a fifth of the resin and can be recast every 0.65 seconds, so cast Heat once and then Cleanse surface at the Bearing until the card says the hard resin is gone. Then Handle the Pull and give the clapper a moment to strike.

Four in ThreeCast from all four slots within three seconds.
Speed groupA small detour

Cast from slots 1, 2, 3 and 4 within three seconds of real time. All four slots must hold a spell; a press on an empty slot or on a spell still recovering does not count. Unravelled casts would count, but they are wasted casts. Instead, stand in a puzzle room facing a piece of decorative furniture, which accepts every spell, and press 1-2-3-4 (on a pad, hold R2 and press the four face buttons in turn).

FlurryMake four different spells take effect within ten seconds.
Speed groupA deliberate attempt

Make four different spells take effect within ten seconds of real time. Glimmers, furniture and torches do not count. With four useful spells bound, chain them in a room that needs several, such as the choked cistern (Supply liquid at a blossom, Span at a gap, Suspend and Orient at the Trellis). Spells that act on you always take effect, so Hasten, Rising draught, Boost jump from the floor and a clear Short traverse in quick succession also count.

Quick StudyBind three different recipes within ten seconds.
Speed groupA small detour

Bind three different spells within ten seconds of real time. Open the spell list (C or L2, or hold Alt and click a row) to set each recipe in one step, then press Ctrl + a slot key (R1 + a face button). A spell already sitting in another slot is refused and does not count, so pick three that are not bound yet.

By Touch AloneSolve the dark frieze without casting a spell there.
Restraint groupA deliberate attempt

What the game counts: the dark frieze settled while no spell has been accepted in that room on this journey. Route by hand: Handle an ornament (E) to lift it, Handle another to swap their places, press X to turn a piece on its base, and match each ornament to the carving above it in shape and facing (the rail's reply counts how many answer). Then Handle the Archive latch. Light the Reading lamp by hand, which is not a cast, if it is too dim to read the carvings. What spoils it: any accepted cast in the room, including Place light, Heat on the lamp, Orient on the shutter, a Stilling ward, and spells that act on you (Boost jump, Hasten, Rising draught, Short traverse) cast while inside. Casts at furniture or wall torches, and casts that shed or unravel, do not count. A spell accepted on an earlier visit to the room also spoils it. If you slip, a restart from the autosave rolls the room back to your entry and forgets casts made since then, at the cost of Never Looked Back.

The Register by HandSolve the ward register without casting a spell there.
Restraint groupA deliberate attempt

What the game counts: the ward register released while no spell has been accepted in that room on this journey. Route: stand close in front of the register and Handle the lower rims. Outer ring twice, Middle ring once, Inner ring three times; the room card names each ring as it comes right. Then Handle the Occupancy test, wait about three seconds for its follower to stop, Handle the Heat test, wait again, and Handle the Release. Turning a ring after a test clears both tests. Skip the reading aids (Cleanse surface or Reveal traces on the Face, Redirect light at the Basin) and do not cast at the lamp or shutter, a Stilling ward, or spells that act on you while inside. Furniture and wall-torch casts, and casts that shed or unravel, do not count. If you slip, a restart from the autosave rolls the room back to your entry and forgets casts made since then, at the cost of Never Looked Back.

Steady HandsSolve the pendulum maintenance bay without casting a spell there.
Restraint groupA deliberate attempt

What the game counts: the pendulum maintenance bay settled while no spell has been accepted in that room on this journey. The Pin seats only while the swinging arm sits at the bracket end, within a small angle, and is almost still. By hand: stand between the Brake and the Pin. When the arm swings up to the bracket and pauses, Handle the Brake. It stops the arm where it is for about four seconds; then Handle the Pin. Or simply Handle the Pin at the moment the arm pauses at the end of its swing. A full swing takes eleven to twelve seconds, so the chance comes round about that often. A refused try says "The two pin holes do not stay aligned." Spells that spoil it include Stilling ward, which only makes the swing slower. If you slip, a restart from the autosave rolls the room back to your entry and forgets casts made since then, at the cost of Never Looked Back.

No Brace NeededSolve the door service antechamber without casting a spell there.
Restraint groupA deliberate attempt

What the game counts: the door service antechamber settled while no spell has been accepted in that room on this journey. Route: Handle the Handle on its cradle first, then Handle the Door and walk straight through while it stands open (your push holds it wide for about two seconds, then it takes several more seconds to swing shut), and Handle the Mount beyond. Handle the Door again from the far side to come back. Do not Brace the sill, Tether the eye or Anchor the door. Do not cast at the lamp or shutter, a Stilling ward, or spells that act on you inside. Furniture and wall-torch casts, and casts that shed or unravel, do not count. If you slip, a restart from the autosave rolls the room back to your entry and forgets casts made since then, at the cost of Never Looked Back.

UnanchoredSolve the warmth-seeking vine without casting Anchor there.
Restraint groupA deliberate attempt

What the game counts: the warmth-seeking vine settled with no Anchor accepted in that room on this journey. Other spells are fine. Two routes: train the stem as usual (Heat the far shoe, water the root with Supply liquid until the tip reaches the outer trellis saddle), then Handle the Catch instead of casting Anchor. The catch takes the trained stem's load just the same. Or skip the stem: Span between the two side landings ("A woven span joins the two existing side landings.") or raise Climbing growth on the wall, walk up, and Handle the Return latch. If you slip, a restart from the autosave rolls the room back to your entry and forgets casts made since then, at the cost of Never Looked Back.

A Stair Without SwellingSolve the botanical stair vestibule without casting Expand there.
Restraint groupA deliberate attempt

What the game counts: the botanical stair vestibule settled with no Expand accepted in that room on this journey. Instead of swelling the steam bladder, water the living joint. Cast Supply liquid at the Root three times (each cast fills it a third of the way: "...it could take more...", then "The responsive joint drinks and slowly unfolds its living treads."). Wait about five seconds for the tread to unfold, walk up it, and Handle the Return latch. Do not Heat the root hard: above about 80 °C its leaves curl and the tread folds back. If you slip, a restart from the autosave rolls the room back to your entry and forgets casts made since then, at the cost of Never Looked Back.

Frugal ScholarSolve all thirty required puzzles having cast no more than twenty different spells that took effect.
Restraint groupFor the devoted

What the game actually counts: across the whole journey, from the first refectory lesson, the number of different spells that took effect must be 20 or fewer at the moment the 30th required room settles. Optional rooms, experiments and side trips all count. It does not matter where or why a spell took effect, only whether it changed something. Counts: any cast that changes a room's state, the Reading lamp and shutter included, any Stilling ward, and every Boost jump, Hasten, Rising draught or Short traverse that goes through. Does not count: casts that are refused, shed or unravel, and casts at decorative furniture or wall torches, which accept every spell without changing anything. Budget: the standard routes for the 30 rooms use 21 different spells. The lessons and starters only need spells already among them (a Fire spell, a mover such as Lighten or Draw, Supply liquid, a Wind spell, and Chill). Swap any of these to get under 20: water the botanical stair's Root with Supply liquid instead of using Expand; take the door service antechamber's handle through by hand instead of using Brace; in the choked cistern, use Lighten on the Trellis and turn it by hand instead of Suspend. The thermal latch, alignment records room and ward register can also be done without spells. Bind from a short planned list, and do not try personal spells or the Codex until the 30th room is done, because after that nothing more is checked. If a spell slips through, a restart from the autosave rolls the list back to that room's entry, at the cost of Never Looked Back.

UnheardSolve the whispering stacks without the stone listener ever catching you.
extraordinary groupA deliberate attempt

What the game counts: the whispering stacks settled with no failure in that room on this journey. A failure is recorded at once and survives a restart from the autosave. The listener catches you when it is within 2 m of you, you are not inside the baffled service space, and you are either moving faster than a slow creep (ordinary walking is far too loud) or carrying the ledger. Each second of that fills a three-second count, which drains when you get clear. "The listener is closing on your movement." means the count is running. Rising draught makes you noisy too. Keep the stacks between you and it, draw it off with Place sound at the whistle, and never walk past it carrying the ledger. Failing gives "The stone listener intercepted you. You and the ledger return to this room’s entry state; earlier progress is retained."

Dry FeetSolve the choked cistern without the water ever reaching the refuge.
extraordinary groupA deliberate attempt

What the game counts: the choked cistern settled with no failure in that room on this journey. A failure is recorded at once, survives a restart from the autosave, and can happen while you are in another room. From your first step inside, two burning fire blossoms drive a flood inlet at 400 litres a second. The cistern fails about 100 seconds later, with a warning ("Rising water is reaching the refuge.") about 75 seconds in. Route: bind Supply liquid, Span, Suspend and Orient before entering, and quench Blossom 0 and Blossom 1 with Supply liquid at once. The inflow stops for good, so the rest of the rescue needs no hurry. Alternatively, Sever the Drain vine and Handle the Drain: the outflow drains faster than the inlet fills. Traps: walking through to the thermal latch vestibule or drip-ladder passage with a blossom still lit (the water keeps rising while you are gone, and the failure is recorded when you return), and casting Heat twice on one quenched blossom, which relights it.

Never Looked BackSolve all thirty required puzzles without restarting from an autosave.
extraordinary groupA deliberate attempt

What the game counts: no restart from the autosave on this journey before the 30th required room settles. A restart is holding R for a full second ("Keep holding...") or choosing "Restart from autosave" on the pause plate; on a pad, that pause-plate door is the only way. Automatic returns after a failure (falling, flooding, being caught) are not restarts. Neither is the return to the room entry after a long fall. The counter is stored in the journey's save, so loading a manual save made earlier brings back that save's count. Plan: R is the one key that rewinds, so get used to letting go of it quickly. Make a manual save before rooms you might want to redo, and load it instead of restarting.

Flawless TermSolve all thirty required puzzles without a single failed attempt.
extraordinary groupFor the devoted

What the game counts: no failed attempt on this journey before the 30th required room settles. Only four rooms can fail, and each failure is recorded at once. A restart from the autosave does not erase it; only loading a manual save made before it does. The four: the sagging gallery (standing on the beam while it sags; "The load vane is rising." warns you), the whispering stacks (the stone listener catches you; see Unheard), the receiving shaft room (the calibration weight lands off its moved pad, or too hard without the spring surface), and the choked cistern (the flood reaches the refuge; see Dry Feet). The cistern can fail while you are elsewhere if you leave with a blossom still lit. A refused action, a wrong spell or a fall from a ledge is never a failure. The optional rooms cannot fail, and neither can anything after the 30th room. Plan: in each of the four, read the room fully before committing, and make a manual save at its door.

Every Word CountedSolve all thirty required puzzles without a spell ever unravelling or being shed.
extraordinary groupFor the devoted

What the game counts: from the first refectory lesson to the 30th required room, no cast that leaves your hand and is turned away. That means any cast that unravels on bare stone or air, sheds off a fitting that does not take it (wrong spell, wrong moment, beyond the 10 m spell reach), is refused by a lesson or starter fitting, or is a personal spell refused (Boost jump in mid-air, a blocked Short traverse). These do not count: pressing an empty slot, pressing a spell that is still recovering, hand presses, and casts accepted without effect (glimmers, lamps already lit). Restarts and failures do not clear the counter. Plan: use the snap key (T or R3) to put the crosshair on the fitting, and check the card names it before casting. Read the spell list's descriptions (hover with Alt held) and the room card instead of trying spells to see what happens. Do your experiments on decorative furniture in a puzzle room, which accepts every spell. Wall torches do not. Get Nothing to Hold on another journey or after the 30th room. Careful in the very first lessons: the hearth only takes a Fire spell, the trolley a mover (Directed impulse, Draw, Suspend or Lighten), the basin Supply liquid, and the buttery starters want Fire then Wind, a mover then Fire, and Water then Chill.