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Velstraven · Wiki

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From the title screen into the university, the controls, and the first lessons.

Velstraven is a third-person puzzle adventure. You play a student inside a vast university under lockdown: its ancient protections no longer recognise anyone, and room after room has broken down. Each room shows one visible problem: a door the draft keeps slamming, a gallery beam sagging under its load, a lift car stuck between floors. You put it right with your hands and with spells you prepare yourself from three orbs. There is no combat and nothing to unlock: all 35 spells can be prepared from the first minute, and the puzzle is working out which one fits.

From launch into the university

  1. The title screen offers A new journey, Load, Spell Codex, Achievements, Settings and Leave. Load is greyed out until a journey has been saved. The version is printed in the bottom-right corner.
  2. A new journey starts at once, with no difficulty or character screen. Your saved journeys are left alone. To pick how your student looks, open Settings → Student first; every appearance has the same movement and spells.
  3. The loading screen reads Opening the university, then you stand in the Silent refectory. Its ward grilles are down, and a notice explains the orbs for 45 seconds.
The title screen: Velstraven, with six doors from A new journey to Leave, over a conservatory
The title screen. A screenshot of the game.
The student in the Silent refectory: the room card top left, the orb primer under it, all 35 spells listed on the right and four empty slots at the bottom
The first seconds of a new journey: the room card and the orb primer at top left, the spell list on the right, four empty slots along the bottom. A screenshot of the game.

How to play

Controls

ActionKeyboard and mousePad
WalkWASD or the arrow keysLeft stick
LookMouseRight stick
HurryShiftL1 / LB
JumpSpaceCross / A
Choose the next or previous orbQ or right click / ZD-pad right / left
Change that orb's elementB or wheel up / V or wheel downD-pad up / down
Pick a spell from the listHold Alt and click a row, or C to walk the listL2, then the D-pad
Bind the orbs into a slotHold Ctrl + 1–4Hold R1 + Square, Triangle, Circle or Cross
Cast slot 1–41–4 (also the numpad); left click recasts the last slotHold R2 + Square, Triangle, Circle or Cross
Handle what you faceESquare / X
Turn a fittingXTriangle / Y
Dismiss your creationMiddle clickCircle / B
Turn to the next / previous fittingT / Y or Shift+TR3 / L3
Show or hide the spell listLTouchpad (Share/View on Xbox)
Spell CodexTabCreate / Back
Restart the roomHold R for one secondPause → Restart from autosave
PauseEscOptions / Start

Every keyboard row except Pause can be rebound in Settings → Controls. The game shows PlayStation symbols by default and Xbox letters when the pad is an Xbox one. While the face buttons are not held with R1 or R2 they jump, handle, turn and dismiss.

The first lessons

A new journey opens with two quiet rooms that teach the orbs. They are not counted among the 35 rooms and earn no achievement, but their ward grilles close the way on until you finish them.

First lessons

"The ward grilles are down. Restore the hearth, trolley and basin (0 of 3 lit)." Three seals over the door are dark: ember for Fire, violet for Will, blue for Water. Each matches the fitting in the room that wears its colour.

Silent refectoryNarrated video coming soon
Silent refectory: the first lessons
  1. Bind three spells. Press C (pad L2) to open the spell list, choose Heat, then hold Ctrl and press 1 (pad: hold R1 and press a face button). Bind Draw to 2 and Supply liquid to 3 the same way. You can also build a recipe yourself: Q and Z pick an orb, the mouse wheel or B and V change its element.
    Spells are cast from the four slots, and every slot starts empty. A recipe is three element orbs, in any order. The orbs you start with, Wind, Water and Water, make Draw off liquid, which none of these fittings needs.
  2. Aim at the Cold hearth and cast Heat (Fire + Fire + Growth) with its slot key.
    The kindling needs fire. Any aimed spell with a Fire orb in it lights the hearth.
  3. Aim at the Serving trolley on the ward plate and cast Draw (Wind + Will + Water).
    The trolley's weight holds the plate down. Pull it off and the plate springs up. Draw is one of four spells that move it.
  4. Aim at the Dry rinse basin and cast Supply liquid (Water + Water + Water).
    Water in the basin lifts the brass float, and its chain pulls on the seals. Only Supply liquid pours enough water to fill a basin.

Starter puzzles

"The ward grilles are down. Restore the hearth, brazier and flagstone (0 of 6 put right)." Each fitting needs two steps in order, and each wears a pair of seals that light left to right: the spit hearth ember then pale, the brazier violet then ember, the flagstone blue then frost.

Old butteryNarrated video coming soon
Old buttery: the starter puzzles
  1. Bind Heat, Draw, Supply liquid and Chill (Growth + Water + Water) to the four slots, then aim at the Cold spit hearth and cast Heat.
    Any spell carrying a Fire orb lights the kindling. But a fire's own rising heat is too gentle to spin the vane.
  2. Cast Draw (Wind + Will + Water) on the Spit hearth.
    Any spell carrying a Wind orb fans the fire. The forced draught up the hood is strong enough to spin the vane, and the vane turns the spit.
  3. Cast Draw on the Covered brazier.
    The cover is too heavy to lift by hand, and its counterweight is too light to swing it up. Any of the four moving spells opens it.
  4. Cast Heat on the Brazier.
    With the cover off, fire can reach the kindling.
  5. Step off the flagstone, then cast Supply liquid (Water + Water + Water) on the Flagstone over the ice-well.
    Water runs into the hairline seam round the stone. Water alone cannot move the stone, but it swells when it freezes.
  6. Cast Chill (Growth + Water + Water) on the Flagstone.
    The water in the seam freezes and expands, and the growing ice heaves the stone up out of its bed.

Where next

Past the Old buttery lies the Entrance court, the hub of chapter 1. From there the Guides follow the journey room by room, and the Spells page lists what each recipe really does and where it helps.