Morass GamesWiki

The Hushed Ledger · Wiki

Gameplay

The casebook, findings and leads, the case sheet, the day clock, saving and every control.

Controls

The game plays with keyboard, controller or mouse. The How to Play screen on the title menu lists the essentials; the full set is below. Controller buttons are given by position, which is the same on every pad.

ActionKeyboardController
MoveWASDLeft stick
Talk, examine, take; ask the chosen topicEBottom face button
CasebookTab or CTop face button
Save and loadF5Left face button
Quest journalJLeft stick click
Previous / next case in the casebookQ ELeft and right bumpers
Scroll a long pagePage Up Page DownRight stick
Choose in listsWS, AD to changeD-pad or left stick
ConfirmEnterBottom face button
Back, close, menuEscRight face button

With the mouse, click the ground to walk there, click a person or object to walk up to it and use it, and use the buttons along the top of the screen and at the foot of each panel.

The How to Play screen with the keyboard and controller columns
How to Play, from the title menu.

The screen

Top left: where you are, and a line saying who to see next (or, once a case sheet is ready, who to lay it before). Top right: the day and its segment, your findings and the cases solved, with buttons for the casebook, save and load, and leaving to the menu.

The casebook

The left rail lists every case you know of: open cases first, closed ones below. The page on the right shows the case's patron, how many of its clues you hold, its evidence (findings), its leads, and at the foot the case sheet. Up and down pick a line of the sheet, left and right change the name on it; only names your findings support are offered. When every line holds a name and the patron is beside you, Present lays it before them.

A case can have many more clues than its sheet needs. The walkthroughs list only what the answer requires.

Day and clock

Each day has five segments: dawn, forenoon, noon, dusk and night. Walking moves the clock on by one segment every 25 steps, and a wrong case sheet costs one. Some things in town happen at set times, such as the market closing at dusk; they change what people say, not what can be proved, and no case runs out of time.

Skills and heroes

Six skills (Reason, Rapport, Perception, Insight, Hands and Lore) open extra lines of questioning and observation. Your hero starts with a few; the rest rise through particular acts around the town, each once.

Saving

The game saves itself whenever something changes in your investigation, into the Autosave. F5 opens the slot picker, with seven manual slots beside the autosave; left and right switch between saving and loading. From the title menu, Load Game opens the same picker. Achievements you earn stay earned across runs.