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
Narrated video coming soonWhat 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
- Start a new journey: the count belongs to the journey and is never reset inside it.
- Leave Nothing to Hold (a spell cast into empty air) for another journey or for after the 30th room. The refectory makes it look free; on this journey it is the one cast that spoils the run.
- Keep the spell list on screen (L toggles it) and hold Alt (Option on a Mac) over a row to read what a spell does before you bind it. Tab opens the Codex, which pauses the game.
- Learn the snap keys: T (pad R3) turns you to the next fitting, Y or Shift+T (pad L3) to the one before. The card under the crosshair names what a cast would hit.
- Bind with Ctrl held (pad: R1 held). A slot key pressed without Ctrl casts instead of binding, and the left mouse button recasts your last slot.
- Make a manual save (pause, Save and restore) at the door of every room before you start casting in it. Loading it is the only undo for a wasted cast.
The route
Casts most often turned away
| Where | Fitting and spell | Turned away when | Do this first |
|---|---|---|---|
| Refectory, buttery | Any lesson or starter fitting | The wrong kind of spell, the wrong order, or a fitting already put right | One cast per step, in the order above |
| Any room | Any spell | You are still in the passage, or the fitting is over 10 m away | Step in and close in until the card names the fitting |
| Halls and passages | Wall torch | Anything but Supply liquid on a lit torch or Heat on an out one | Leave torches alone |
| Vent antechamber | Brace on the Sill | The door is not open far enough | Handle the Door, cast while it stands wide |
| Counterweight repair room | Tether on the Connector | The weight has dropped from its shelf | Handle the Windlass to wind it back |
| Projection workshop | Draw on the Carriage | The shoe and traction mat already hold it | Cast Draw before you set the Shoe |
| Cable winding room | Repeat motion on the Drive | The crank has not been turned by hand | Handle the Crank once |
| The dark frieze | Draw on the Tray | The tray is not held by Suspend | Suspend the Tray first |
| The warmth-seeking vine | Anchor on the Stem | The stem has not reached the trellis saddle | Wait about twelve seconds after watering |
| The counterweight lift | Anchor on the Shoe | The car is not level and still at the landing | Wait for the car to dock |
| The stalled orrery | Sever on the Strap | The Brake is off | Leave the brake on |
| The stalled orrery | Orient on the Outer or Middle ring | The rings are still coupled | Orient only the Inner ring, or cut the Strap first |
| Pendulum maintenance bay | Orient on the Arm, Tether on the Eye | The 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 ducts | Heat on the Pad | The inspection Panel is closed | Handle the Panel open |
| The drowned hall | Sever on the Links | Nothing supports the panels | Handle the Blocks, or Suspend the Frame |
| Float test basin | Supply liquid on the Basin | The basin is already full (six doses fill it) | Count your doses |
| The choked cistern | Orient on the Trellis | Its weight is not yet held | Suspend or Lighten the Trellis first |
| Door service antechamber | Brace on the Sill, Tether on the Eye | The door is shut | Handle the Door, cast while it is open |
Watch for
- The left mouse button recasts the slot you last used. A stray click while looking at bare stone is a wasted cast.
- On a pad, R2 plus a face button casts; R1 plus a face button binds. Mixing them up casts.
- Boost jump is refused in mid-air ("The upward impulse needs grounded footing."). Short traverse is refused when something solid stands in the way or there is no floor three metres ahead.
- Spells that act on you never reach a fitting. With a fitting under the crosshair the reply ends "It acts on you, not on the ...". That cast still went through, so it is not waste.
- Pressing a slot while its spell is recovering only says "... is recovering." and costs nothing, so you can press again quickly while waiting for the cooldown.
What breaks it
- One cast that unravels, sheds or is refused, anywhere, from the first lesson to the 30th required room.
- Restart from autosave does not undo it. Only loading a manual save made before the slip does.
- Nothing to Hold, a cast into empty air, is itself a wasted cast.
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.