Top of the Class, for the devoted. The game describes it as: Solve all thirty required puzzles within ninety minutes of the journey clock.
Narrated guide
Narrated video coming soonWhat the game counts
The journey clock must read 1:30:00 or less (5,400 seconds, a provisional threshold) at the moment the 30th required room settles. The clock starts at zero when the journey begins in the refectory, so the lessons and starters count. It runs whenever you can move, including while the spell list is open (C), and stops on the pause plate, in the Codex (Tab) and on every screen opened from the pause doors. It is shown at the top of the screen when Settings has Exploration clock on, and on the pause plate as "MM:SS walked". A restart from the autosave rewinds the clock to that room's entry, and loading a manual save rewinds it to that save, so a botched room costs only the time spent in it. Restarts count against Never Looked Back. The five optional rooms are not needed.
Before you start
- Learn the rooms on an earlier journey; this route assumes you know each one.
- Turn on Exploration clock in Settings and keep the spell list on screen (L).
- Choose spells from the list with Alt held and a click (pad: L2, then the D-pad), then hold Ctrl and press the slot number. Rebind only in halls and passages, where the clock runs but nothing waits on you.
- Hold Shift (pad L1) to hurry at 6 m/s instead of walking at 4 m/s everywhere except the whispering stacks.
- Make a manual save at the start of each chapter, so a disaster costs one chapter's progress rather than the run.
The route
Split targets (estimates from route lengths and the game's timers, not measured runs)
| Stretch | Rooms in order | Slots | Practised pace | Latest split for 1:30:00 |
|---|---|---|---|---|
| Refectory and old buttery | Lessons, then starters | Heat, Draw, Supply liquid, Chill | 0:04:00 | 0:06:00 |
| Chapter 1 | Shelf passage, Vent antechamber, Counterweight repair room, Bell chamber, dark frieze, sagging gallery | Heat, Draw, Tether, Orient | 0:12:00 | 0:20:00 |
| Chapter 2 | Projection workshop, Cable winding room, Glazed inspection room, Botanical stair vestibule, enclosure handwheel, whispering stacks, warmth-seeking vine | Grip surface, Sever, Supply liquid, Tether; then Place sound in slot 2, Span in slot 1 | 0:22:00 | 0:37:00 |
| Chapter 3 | Resonance laboratory, Striker test lane, counterweight lift, stalled orrery, Reverse-view alcove, Lens-cleaning room | Supply liquid, Grip surface, Climbing growth, Sever | 0:30:00 | 0:52:00 |
| Chapter 4 | Pendulum maintenance bay, Water-junction room, cold furnace ducts, Receiving shaft room, Float test basin, drowned hall | Orient, Tether, Heat, Spring surface; then Suspend and Draw | 0:39:00 | 1:08:00 |
| Chapter 5 | Choked cistern (with the thermal latch vestibule and drip-ladder passage while the student walks), Door service antechamber, Alignment records room, ward register | Supply liquid, Span, Suspend, Chill; then Grip surface | 0:48:00 | 1:25:00 |
Watch for
- The projection workshop's carriage must still be at the far end of its rail when you set the Shoe, or the court's enclosure gate will not rise.
- Rebinding a slot never dismisses what that spell already made; the cistern spans stay while you swap Span out.
- Reading the room card or hunting for a fitting costs clock; the pause plate and the Codex do not.
- If a room goes badly, hold R for one second: the clock rewinds to that room's entry.
What breaks it
- More than 1:30:00 on the journey clock when the 30th required room settles.
- A failure in the sagging gallery, whispering stacks, receiving shaft room or choked cistern costs the time spent, unless you restart.
Rooms involved
Shelf passage, Vent antechamber, Counterweight repair room, Bell chamber, The dark frieze, The sagging gallery, Projection workshop, Cable winding room, Glazed inspection room, Botanical stair vestibule, The whispering stacks, The warmth-seeking vine, Resonance laboratory, Striker test lane, The counterweight lift, The stalled orrery, Reverse-view alcove, Lens-cleaning room, Pendulum maintenance bay, Water-junction room, The cold furnace ducts, Receiving shaft room, Float test basin, The drowned hall, The choked cistern, Thermal latch vestibule, Drip-ladder passage, Door service antechamber, Alignment records room, The ward register.
Spells
Heat, Draw, Supply liquid, Chill, Tether, Orient, Grip surface, Sever, Place sound, Span, Climbing growth, Spring surface, Suspend.