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The Hushed Ledger · Wiki

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What the game is, how a run begins, and how a case is solved.

This wiki describes The Hushed Ledger 0.2.2. The version is printed in the bottom-right corner of the title menu.

The Hushed Ledger is a case of deduction, not combat. You are a detective summoned up the river to Dreskmark by Reeve Halvik Storn: the grain store at the river-mill burned, and it was set. You walk the town, question its people, pick up what they leave lying about, and gather findings in your casebook. When the proof is in hand you name the culprit and the rest of the case sheet, and lay it before the person who brought you the case. The mill fire is the first of 28 cases.

From launch into the first case

  1. The title menu offers New Game, Achievements, How to Play, Settings and Quit; once a save exists, Load Game joins them. Move with WS and choose with Enter, or click.
  2. New Game opens Choose your detective: eight heroes, each with a race, a calling, a perk and a few starting skills. Pick one with WS and press Enter to begin the investigation.
  3. The run opens on A Summons, the reeve's letter. Press E or Enter to step into Dreskmark.
  4. You arrive at the River Docks at dawn on day 1. The line under the place name says where to go next: Halvik Storn, in the Market Square through the docks' landward door.
  5. Talk to Storn and choose “Ask what he wants of you”. He takes you on and pays a 10-mark retainer; most townsfolk only bring you their own troubles once you carry it.
The title menu: New Game, Achievements, How to Play, Settings, Quit
The title menu on a first launch, before any save exists.
Choose your detective: eight heroes, with Veren Aldecast's portrait, perk and strengths
Choose your detective.
A Summons: the reeve's letter that opens every new game
A Summons, the letter that opens a new game.
The River Docks at dawn on day 1, with the next step shown as Halvik Storn in the Market Square
Day 1, dawn, on the River Docks.

How a case is solved

  1. Hear of it. Storn hands out his own matters, and people around the town bring you theirs when you ask what troubles them. A case also enters your casebook the moment you turn up any fact that bears on it.
  2. Gather. Talk to people (E) and choose a topic; new topics open as you learn things or carry the right item. Pick up papers and objects with E when you stand beside them; the pickups that bear on the case open in your casebook glow; other items stay quiet.
  3. Read the casebook (Tab or C). Findings are proven facts; leads only point somewhere. Only findings let you put a name on the case sheet.
  4. Present. Fill every line of the sheet (culprit, motive, method, or whatever that case asks), stand beside the case's patron and present it. A wrong sheet costs a segment of the day and the case's clean pass; the patron tells you how many of your answers will not stand, never which.
  5. Decide. When the sheet holds, the patron offers courses: how the matter ends. The choice is permanent, and the case closes when you commit to one.
Questioning Halvik Storn: his portrait, his words and a list of topics
Questioning Halvik Storn. Greyed topics have been asked; the count below says how many more will open as you learn.
The casebook open on The Mill Fire, with three findings and a lead
The casebook on The Mill Fire: findings above, leads below.

Every case has a walkthrough in Guides, with the answer folded away until you open it.