One walkthrough for each of the 35 puzzle rooms, in the order the journey reaches them: chapter by chapter, the four small rooms first, then the two major rooms that open the way on, then the chapter's optional room. Each guide gives the room's problem, a nudge, the full solution with why each step works, the other routes the room accepts, what can go wrong, and the achievements to be had there. Each will also carry a narrated video of the room being solved.
After the rooms come guides for the hardest achievements: the journey-long ones that one stray cast, one failure or one spell too many can spoil, and the tightest speed and stealth runs. Each has the exact rule the game checks, what to prepare, and a planned route.
The two lesson rooms at the start of a new journey are covered in Start here.
Breath of the AntechamberSolve the Vent antechamber.Walkthrough →
Shelved and DeliveredSolve the Shelf passage.Walkthrough →
Counterweight MendedSolve the Counterweight repair room.Walkthrough →
The Bell SpeaksSolve the Bell chamber.Walkthrough →
Light on Old StoneSolve the dark frieze.Walkthrough →
The Gallery HoldsSolve the sagging gallery.Walkthrough →
The Upper ShelfOptional: solve the upper shelf.Walkthrough →
Lantern SlidesSolve the Projection workshop.Walkthrough →
Wound TightSolve the Cable winding room.Walkthrough →
The Stair GrowsSolve the Botanical stair vestibule.Walkthrough →
Clear GlassSolve the Glazed inspection room.Walkthrough →
Past the Stone ListenerSolve the whispering stacks.Walkthrough →
The Vine Finds Its WarmthSolve the warmth-seeking vine.Walkthrough →
A Portrait in SmokeOptional: solve the smoke portrait.Walkthrough →
In ResonanceSolve the Resonance laboratory.Walkthrough →
Striker TestedSolve the Striker test lane.Walkthrough →
Polished LensSolve the Lens-cleaning room.Walkthrough →
Seen in ReverseSolve the Reverse-view alcove.Walkthrough →
The Lift Runs TrueSolve the counterweight lift.Walkthrough →
The Orrery Turns AgainSolve the stalled orrery.Walkthrough →
The Shy SpecimenOptional: solve the shy specimen.Walkthrough →
Pendulum TamedSolve the Pendulum maintenance bay.Walkthrough →
Soft LandingSolve the Receiving shaft room.Walkthrough →
Waters PartedSolve the Water-junction room.Walkthrough →
Float TrialSolve the Float test basin.Walkthrough →
Warmth in the DuctsSolve the cold furnace ducts.Walkthrough →
Across the Drowned HallSolve the drowned hall.Walkthrough →
The Broken BalconyOptional: solve the broken balcony.Walkthrough →
Latch ReleasedSolve the Thermal latch vestibule.Walkthrough →
Rungs of WaterSolve the Drip-ladder passage.Walkthrough →
Records AlignedSolve the Alignment records room.Walkthrough →
The Door ServicedSolve the Door service antechamber.Walkthrough →
No One Left BehindSolve the choked cistern.Walkthrough →
The Register AnswersSolve the ward register.Walkthrough →
The Sealed KeepsakeOptional: solve the sealed keepsake.Walkthrough →
Every Word CountedSolve all thirty required puzzles without a spell ever unravelling or being shed.Guide →
Frugal ScholarSolve all thirty required puzzles having cast no more than twenty different spells that took effect.Guide →
Flawless TermSolve all thirty required puzzles without a single failed attempt.Guide →
Top of the ClassSolve all thirty required puzzles within ninety minutes of the journey clock.Guide →
One Clear StrokeSolve the Bell chamber within 20 seconds of entering it.Guide →
UnheardSolve the whispering stacks without the stone listener ever catching you.Guide →
Dry FeetSolve the choked cistern without the water ever reaching the refuge.Guide →
A Wing Before LunchSolve every required puzzle of one chapter within twenty minutes of first entering it.Guide →