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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.

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Frugal Scholar

Finish the thirty required rooms using at most twenty different spells that changed something, with a planned 13-spell route.

Frugal Scholar, for the devoted. The game describes it as: Solve all thirty required puzzles having cast no more than twenty different spells that took effect.

Narrated guide

Frugal ScholarNarrated video coming soon
Frugal Scholar: how to earn it

What the game counts

The game keeps a list of every different spell that took effect on this journey, from the first refectory lesson on. When the 30th required room settles, the list must hold 20 or fewer. A spell joins the list the first time it changes something anywhere: a room fitting, a lesson or buttery fitting, the Reading lamp or shutter, a Stilling ward, and every personal spell that goes through (Boost jump, Rising draught, Hasten, Short traverse). Optional rooms and experiments count the same. Casts that are refused, shed or unravel do not add to the list, and neither do casts at furniture or wall torches, which never change the room. A restart from the autosave rolls the list back to the room's entry, at the cost of Never Looked Back. Once the 30th required room settles, nothing more is checked.

Before you start

The route

  1. Do the lessons and starters with Heat, Draw, Supply liquid and Chill.
    These four are forced: the brazier and trolley need a spell that moves them, the hearths a Fire spell, the basin Supply liquid, and only Chill heaves the flagstone. Draw also fans the spit hearth, because it carries a Wind orb.
    What you see: "The last seal glows (6 of 6) and both grilles open." Four spells used.
  2. In chapter 1, add only Orient (Will, Will, Water) and Tether (Will, Growth, Growth). Turn the shelf passage's Folio by hand with X, move the gallery cart with Draw alone, and solve the dark frieze by hand.
    Lighten only speeds the cart; Draw pulls it to the near pier on its own in about three and a half seconds.
    What you see: "The cart travels toward the sound parking pier." Six spells used.
  3. In chapter 2, add Grip surface (Fire, Growth, Water), Sever (Fire, Fire, Fire) and Place sound (Wind, Growth, Water). Wind the cable by hand, and on the vine hold the stem with the Catch instead of Anchor.
    Five hand strokes of the Crank wind as far as Repeat motion. The Catch takes the grown stem's load by itself.
    What you see: "The ordinary trellis catch takes the trained stem load." Nine spells used.
  4. In chapter 3, add Climbing growth (Will, Water, Water). Take the lift room by the holds, and cut the orrery's Strap with the brake still on.
    The Upper gate opens to a hand from the landing whether or not the lift works. With the Strap cut, each ring turns on its own wheel.
    What you see: "The upper landing's return gate catches open." Ten spells used.
  5. In chapter 4, add Spring surface (Wind, Will, Growth) and Suspend (Will, Will, Will). Heat the cold furnace ducts' latch at its Pad, and float the stop and the frame with Suspend and Draw instead of water and Buoyant support.
    A held load does not fall, so Draw can pull it into place. The heated Pad thaws the latch without the water route.
    What you see: "The frame's weight is held; it hangs free of what it rested on." Twelve spells used.
  6. In chapter 5, add Span (Wind, Growth, Growth) for the cistern. Chill and Grip surface are already on the list; the last three rooms are done by hand.
    Every remaining room has a route made of spells you already used.
    What you see: Thirteen spells used when the ward register releases; the medal appears with the 30th room.

A 13-spell journey, room by room

Room, in journey orderRouteNew spellDifferent spells so far
Silent refectory (lessons)Heat on the hearth, Draw on the trolley, Supply liquid in the basinHeat, Draw, Supply liquid3
Old buttery (starters)Heat then Draw on the spit hearth, Draw then Heat on the brazier, Supply liquid then Chill on the flagstoneChill4
Shelf passageTurn the Folio by hand (X), then Draw-4
Vent antechamberOrient on the Hood, Handle the DoorOrient5
Counterweight repair roomTether on the Connector, then the hand stepsTether6
Bell chamberHeat on the Bearing, then Handle the Pull-6
The dark friezeBy hand only (Handle the Reading lamp for light)-6
The sagging galleryDraw on the Cart from the floor, wait until it parks at the near pier, cross-6
Projection workshopGrip surface on the Strip, Draw on the Carriage, Handle the Shoe at onceGrip surface7
Cable winding roomBy hand: Guide, Tail, Crank five times, Clutch-7
Glazed inspection roomSever on the Stem, Handle the Vine, Handle the ShutterSever8
Botanical stair vestibuleSupply liquid on the Root three times-8
The whispering stacksPlace sound on the Whistle, Tether on the PanelPlace sound9
The warmth-seeking vineHeat on the Far shoe, Supply liquid on the Root four times, Handle the Catch (no Anchor)-9
Resonance laboratorySupply liquid into the left and right goblets four times each, Turn (X) the middle goblet four times-9
Striker test laneGrip surface on the Strip, Handle the Release-9
The counterweight liftClimbing growth on the Wall from the maintenance platform, climb, Handle the Upper gateClimbing growth10
The stalled orreryBrake left on: Sever on the Strap, Wheel 0 once, Wheel 1 twice, Wheel 2 three times, Bar-10
Reverse-view alcoveBy hand: Ornament three times, Latch-10
Lens-cleaning roomSupply liquid on the Lens twice (or Handle it three times)-10
Pendulum maintenance bayBrake, Orient on the Arm, Tether on the Eye, Pin-10
Water-junction roomOrient on the Elbow (or Handle its handwheel), Valve-10
The cold furnace ductsAt the archive door: Handle the Panel, Heat on the Pad, wait, Latch, Door-10
Receiving shaft roomSpring surface on the Pad, Handle the Pad once, ReleaseSpring surface11
Float test basinSuspend on the Stop, Draw on the Stop, Handle the SocketSuspend12
The drowned hallSuspend on the Frame, Draw on the Frame, walk through-12
The choked cisternSupply liquid on both blossoms, Span on both gaps, Suspend and Orient on the TrellisSpan13
Thermal latch vestibuleIsolation lever, Chill on the Latch, Latch, Door-13
Drip-ladder passageGrip surface on the Rungs, climb, Return latch-13
Door service antechamberBy hand: Handle, Door, walk through, Mount-13
Alignment records roomBy hand: Wheel twice, Latch-13
The ward registerBy hand: rings, both tests, Release-13

Watch for

What breaks it

Rooms involved

The sagging gallery, The warmth-seeking vine, The counterweight lift, The stalled orrery, The cold furnace ducts, The drowned hall, Float test basin, The choked cistern, Cable winding room.

Spells

Heat, Draw, Supply liquid, Chill, Orient, Tether, Grip surface, Sever, Place sound, Climbing growth, Spring surface, Suspend, Span.