Unheard, a deliberate attempt. The game describes it as: Solve the whispering stacks without the stone listener ever catching you.
Narrated guide
Narrated video coming soonWhat the game counts
The whispering stacks must settle with no failure recorded in that room on this journey. The listener catches you when its count reaches three seconds. The count rises while it is within 2 m of you, you are not in the baffled service passage behind an opened hatch, and you are either moving faster than a slow creep (about 1.2 m/s; ordinary walking is 4 m/s) or carrying the ledger. It drains one and a half times as fast once you get clear. Once the ledger rests on the Keeper stand the room cannot fail. A failure is recorded at once and survives a restart from the autosave; only loading a manual save made before it removes it.
Before you start
- In the Teaching court and conservatory, bind Place sound (Wind, Growth, Water) and Tether (Will, Growth, Growth).
- Make a manual save in the court before stepping in.
The route
Watch for
- "The listener is closing on your movement." means the three-second count is running. Back away at once; standing still stops it only if you are not carrying the ledger.
- Rising draught and Hasten make you noisy. So does Hurry (Shift, pad L1).
- Dismissing the whistle (middle mouse with it targeted) sends the listener back on its patrol.
- The service route also works: Cleanse surface twice on the Hatch, open it from the west return landing, and move inside the baffled passage, where the listener hears nothing.
What breaks it
- "The stone listener intercepted you. You and the ledger return to this room’s entry state; earlier progress is retained." The failure is already recorded.
- Restart from autosave does not remove it; load the manual save from the court instead.