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
Narrated video coming soonWhat 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
- Start a new journey; the list belongs to the journey.
- Plan your slot changes from the table: four slots, thirteen spells, bound as each stretch needs them.
- Do not test personal spells, Stilling ward or Place light until the 30th room is done. Experiment on furniture instead: it takes any spell and adds nothing to the list.
- Light dim rooms by hand: Handle the Reading lamp or the Reading shutter.
The route
A 13-spell journey, room by room
| Room, in journey order | Route | New spell | Different spells so far |
|---|---|---|---|
| Silent refectory (lessons) | Heat on the hearth, Draw on the trolley, Supply liquid in the basin | Heat, Draw, Supply liquid | 3 |
| Old buttery (starters) | Heat then Draw on the spit hearth, Draw then Heat on the brazier, Supply liquid then Chill on the flagstone | Chill | 4 |
| Shelf passage | Turn the Folio by hand (X), then Draw | - | 4 |
| Vent antechamber | Orient on the Hood, Handle the Door | Orient | 5 |
| Counterweight repair room | Tether on the Connector, then the hand steps | Tether | 6 |
| Bell chamber | Heat on the Bearing, then Handle the Pull | - | 6 |
| The dark frieze | By hand only (Handle the Reading lamp for light) | - | 6 |
| The sagging gallery | Draw on the Cart from the floor, wait until it parks at the near pier, cross | - | 6 |
| Projection workshop | Grip surface on the Strip, Draw on the Carriage, Handle the Shoe at once | Grip surface | 7 |
| Cable winding room | By hand: Guide, Tail, Crank five times, Clutch | - | 7 |
| Glazed inspection room | Sever on the Stem, Handle the Vine, Handle the Shutter | Sever | 8 |
| Botanical stair vestibule | Supply liquid on the Root three times | - | 8 |
| The whispering stacks | Place sound on the Whistle, Tether on the Panel | Place sound | 9 |
| The warmth-seeking vine | Heat on the Far shoe, Supply liquid on the Root four times, Handle the Catch (no Anchor) | - | 9 |
| Resonance laboratory | Supply liquid into the left and right goblets four times each, Turn (X) the middle goblet four times | - | 9 |
| Striker test lane | Grip surface on the Strip, Handle the Release | - | 9 |
| The counterweight lift | Climbing growth on the Wall from the maintenance platform, climb, Handle the Upper gate | Climbing growth | 10 |
| The stalled orrery | Brake left on: Sever on the Strap, Wheel 0 once, Wheel 1 twice, Wheel 2 three times, Bar | - | 10 |
| Reverse-view alcove | By hand: Ornament three times, Latch | - | 10 |
| Lens-cleaning room | Supply liquid on the Lens twice (or Handle it three times) | - | 10 |
| Pendulum maintenance bay | Brake, Orient on the Arm, Tether on the Eye, Pin | - | 10 |
| Water-junction room | Orient on the Elbow (or Handle its handwheel), Valve | - | 10 |
| The cold furnace ducts | At the archive door: Handle the Panel, Heat on the Pad, wait, Latch, Door | - | 10 |
| Receiving shaft room | Spring surface on the Pad, Handle the Pad once, Release | Spring surface | 11 |
| Float test basin | Suspend on the Stop, Draw on the Stop, Handle the Socket | Suspend | 12 |
| The drowned hall | Suspend on the Frame, Draw on the Frame, walk through | - | 12 |
| The choked cistern | Supply liquid on both blossoms, Span on both gaps, Suspend and Orient on the Trellis | Span | 13 |
| Thermal latch vestibule | Isolation lever, Chill on the Latch, Latch, Door | - | 13 |
| Drip-ladder passage | Grip surface on the Rungs, climb, Return latch | - | 13 |
| Door service antechamber | By hand: Handle, Door, walk through, Mount | - | 13 |
| Alignment records room | By hand: Wheel twice, Latch | - | 13 |
| The ward register | By hand: rings, both tests, Release | - | 13 |
Watch for
- The optional rooms fit the same thirteen: the upper shelf with Draw, the smoke portrait by hand, the shy specimen with Place sound, the broken balcony with Span, the sealed keepsake with Suspend on the Lid and Sever on the Clasp.
- A cast at a chair or shelf is free; a cast at the Reading lamp is not, because lighting it changes the room.
- Heat on a reading lamp that is already lit changes nothing and adds nothing, but a new spell on the lamp (Place light) would.
- Seven spare places give room for a mistake. If a spell you did not plan does take effect, a restart from the autosave rolls the list back to that room's entry.
What breaks it
- A 21st different spell taking effect anywhere before the 30th required room settles.
- Trying out personal spells, Stilling ward or Place light "just to see" during the run.
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.