Flawless Term, for the devoted. The game describes it as: Solve all thirty required puzzles without a single failed attempt.
Narrated guide
Narrated video coming soonWhat the game counts
The journey counts failed attempts, and the count must be zero when the 30th required room settles. Only four rooms have a failed state: the sagging gallery, the whispering stacks, the receiving shaft room and the choked cistern. A failure is recorded the moment the game notices it while you stand in that room. The cistern keeps flooding while you are elsewhere, and that failure is recorded as soon as you walk back in. A restart from the autosave keeps the count; only loading a manual save made before the failure takes it back. Not failures: a refused action, a wrong spell, a fall from a ledge ("Room entry restored after the fall; other progress is retained."), or a restart you choose. The optional rooms cannot fail, and after the 30th required room nothing is checked.
Before you start
- Make a manual save (pause, Save and restore) in the passage outside each of the four rooms before you step in.
- If a failure happens, do not use Restart from autosave: load that manual save instead.
- For the cistern, bind Supply liquid, Span, Suspend and Orient before stepping in.
The route
The four rooms that can fail
| Room | Fails when | Warning | Safe route |
|---|---|---|---|
| The sagging gallery (chapter 1) | You stand on the cracked middle while it is overloaded, three seconds in all | "The load vane is rising." | Park the cart at the near pier first, or Brace, Span or climb |
| The whispering stacks (chapter 2) | The listener is within 2 m of you for three seconds while you move or carry the ledger | "The listener is closing on your movement." | Whistle and panel line first, then walk |
| Receiving shaft room (chapter 4) | The weight lands more than 0.4 m off the pad, or faster than 2.5 m/s on a bare pad | None | Spring surface on the Pad, slide it under, then Release |
| The choked cistern (chapter 5) | The water reaches the refuge, about 100 seconds after you first step in while a blossom burns | "Rising water is reaching the refuge." | Quench both blossoms first |
Watch for
- In the receiving shaft room, a second press on the Pad slides it back out. Handling the Weight releases it just like the Release does.
- In the stacks, Hurry, Hasten and jumping make you louder than the whistle and draw the listener to you. Rising draught is noisy too.
- In the cistern, Supply liquid aimed at the water instead of a blossom adds 5,000 litres, about twelve seconds of flooding. Two Heat casts on one quenched blossom relight it.
- Do not walk through the cistern to the thermal latch vestibule or the drip-ladder passage while a blossom still burns: the water keeps rising while you are away.
- The cistern fails even with you elsewhere. If you see "Rising water reached the refuge." on return, the failure is already recorded.
What breaks it
- Any failed attempt in the four rooms before the 30th required room settles, on this journey.
- Using Restart from autosave after a failure: the failure stays.
- Leaving the cistern with a blossom lit for more than about a minute and a half in all.
Rooms involved
The sagging gallery, The whispering stacks, Receiving shaft room, The choked cistern.
Spells
Draw, Lighten, Brace, Place sound, Tether, Spring surface, Supply liquid, Span, Suspend, Orient.