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Spoilers ahead. Room guides solve each room completely, achievement guides lay out whole-journey routes, and the room list names every space of the journey. Guides contain solutions and may reveal encounters and progression.

Velstraven · Wiki

Every Word Counted

Settle all thirty required rooms without one cast being turned away: cast only where the spell will take.

Every Word Counted, for the devoted. The game describes it as: Solve all thirty required puzzles without a spell ever unravelling or being shed.

Narrated guide

Every Word CountedNarrated video coming soon
Every Word Counted: how to earn it

What the game counts

The journey keeps a count of wasted casts, and it must still be zero at the moment the 30th required room settles. A cast is wasted when it leaves your hand and the world refuses it: it unravels because nothing is under the crosshair, it sheds off a fitting that does not take that spell at that moment, the fitting is more than 10 m away, a refectory or buttery fitting or a wall torch turns it away, or a spell on yourself fails (Boost jump while you are off the ground, Short traverse into something solid or over no floor). The count starts with the first lesson in the refectory and covers the optional rooms too. Not counted: pressing an empty slot, pressing a spell that is still recovering (each spell needs 0.65 s after a cast), Handle and Turn presses, dismissing, and casts that are taken but change nothing, such as a furniture glimmer or Heat on a reading lamp that is already lit. Failed room attempts do not matter. A restart from the autosave keeps the count; only loading a manual save made before the slip takes it back. Once the 30th required room is settled nothing more is checked.

Before you start

The route

  1. In the refectory, bind Heat (Fire, Fire, Growth), Draw (Wind, Will, Water) and Supply liquid (Water, Water, Water). Cast each once, each at its own fitting: Heat at the Cold hearth, Draw at the Serving trolley on the ward plate, Supply liquid at the Dry rinse basin.
    Each lesson fitting takes one kind of spell, and a finished fitting turns away a second cast. The hearth wants fire, the trolley a spell that moves it, the basin enough water to lift its float.
    What you see: "A seal over the door glows (1 of 3)." A repeat would be refused with "The hearth already burns."
  2. In the old buttery, bind Chill (Growth, Water, Water) to the fourth slot. Spit hearth: Heat, then Draw. Covered brazier: Draw, then Heat. Flagstone: step off it, then Supply liquid, then Chill.
    Each buttery fitting has two steps in a fixed order. Air only fans a fire that is already burning, the kindling under the cover can only be lit once the cover is open, and ice only heaves the stone once water fills the seam.
    What you see: "Chill freezes the water in the seam; the ice swells and heaves the flagstone up out of its bed." Out of order you would get, for example, "Chill frosts the dry seam. There is no water in it yet to freeze."
  3. From here on, walk fully into a room before casting at anything in it.
    From a passage or doorway the room's fittings cannot be aimed at, so a cast flies on to the stone behind and unravels.
    What you see: The place name at the top shows the room's name, not the passage's.
  4. Press T until the crosshair card names the fitting the route asks for, and read the room card before each cast.
    Many fittings take a spell only at the right moment. The card's note and the room card's progress line tell you whether the previous step has taken.
    What you see: The card names the fitting, for example "Trellis", and its note describes its present state.
  5. Follow the order in the table below in the rooms where a spell depends on an earlier step. When in doubt, do the hand step first.
    A spell cast before its condition holds is refused with the reason, and the refusal counts as waste even though the room is unharmed.
    What you see: Refusals read like "The loaded trellis binds at its hinge; it needs safe support."
  6. To find out what a spell does, cast it at a chair, desk or shelf inside a puzzle room, never at a wall torch.
    Furniture takes every spell and changes nothing, so it is neither waste nor a new spell for Frugal Scholar. A wall torch only takes Supply liquid while it burns or Heat while it is out, and turns everything else away.
    What you see: "The ... answers with a brief ward-glimmer, then settles unchanged." or "A harmless current rattles the ...; nothing useful moves."
  7. If a cast is turned away, pause and load the manual save you made at that room's door.
    The wasted count is kept in the journey save. Restart from autosave carries it across, but a manual save from before the slip has the old count.
    What you see: "Restored slot N."

Casts most often turned away

WhereFitting and spellTurned away whenDo this first
Refectory, butteryAny lesson or starter fittingThe wrong kind of spell, the wrong order, or a fitting already put rightOne cast per step, in the order above
Any roomAny spellYou are still in the passage, or the fitting is over 10 m awayStep in and close in until the card names the fitting
Halls and passagesWall torchAnything but Supply liquid on a lit torch or Heat on an out oneLeave torches alone
Vent antechamberBrace on the SillThe door is not open far enoughHandle the Door, cast while it stands wide
Counterweight repair roomTether on the ConnectorThe weight has dropped from its shelfHandle the Windlass to wind it back
Projection workshopDraw on the CarriageThe shoe and traction mat already hold itCast Draw before you set the Shoe
Cable winding roomRepeat motion on the DriveThe crank has not been turned by handHandle the Crank once
The dark friezeDraw on the TrayThe tray is not held by SuspendSuspend the Tray first
The warmth-seeking vineAnchor on the StemThe stem has not reached the trellis saddleWait about twelve seconds after watering
The counterweight liftAnchor on the ShoeThe car is not level and still at the landingWait for the car to dock
The stalled orrerySever on the StrapThe Brake is offLeave the brake on
The stalled orreryOrient on the Outer or Middle ringThe rings are still coupledOrient only the Inner ring, or cut the Strap first
Pendulum maintenance bayOrient on the Arm, Tether on the EyeThe brake is not held (it lets go about four seconds after you press it)Handle the Brake, then cast both at once
The cold furnace ductsHeat on the PadThe inspection Panel is closedHandle the Panel open
The drowned hallSever on the LinksNothing supports the panelsHandle the Blocks, or Suspend the Frame
Float test basinSupply liquid on the BasinThe basin is already full (six doses fill it)Count your doses
The choked cisternOrient on the TrellisIts weight is not yet heldSuspend or Lighten the Trellis first
Door service antechamberBrace on the Sill, Tether on the EyeThe door is shutHandle the Door, cast while it is open

Watch for

What breaks it

Rooms involved

The choked cistern, The stalled orrery, Pendulum maintenance bay, The cold furnace ducts, Projection workshop, The warmth-seeking vine, The dark frieze, Door service antechamber.

Spells

Heat, Draw, Supply liquid, Chill, Suspend, Orient, Tether.