Chapter 1 · The Dark WoodcontrolsPlayable
The Controls
Every key can be moved, and every line that names a key names yours.
The keys are drawn on a keyboard in the options, in the Controls tab, the same in the main menu and in the pause: the ones in use are lit and say what they do, and the letters are those of the player’s own keyboard, so on an Italian one the keys after the L carry their accented vowels. It holds from the first step in the dark wood down.
To move one you click a lit key, or choose Change a key and press it, then press or click the new one; Escape cancels. A key that already belongs to something else is swapped, so two things never share a key. A key the drawing does not have, a function key or the numeric pad, is written in a line under the keyboard. The keys are kept in the game’s preferences and not in the save, and only when they differ from the starting ones; Defaults puts them back. Every line in the game that names a key names the one you chose: the satchel’s guide, the notebook, the grips, the hints.
Three things do not move. Escape stays on the pause, the numbers 1, 2 and 3 stay on the answers, and the grips are always W A S D, whatever keys you walk with: they are the gesture of tearing free, not the step. The weapons sit on 1, 2 and 3, bow, Miserere and ribald, which is also the order Lucifer asks for.
The numbers
| What | How much | When |
|---|---|---|
| Keys that can be moved | 16 | the four of the step, run, jump, breath, use, lamp, satchel, guide, drop, notebook and the three weapons |
| Weapons | 1, 2, 3 | bow, Miserere, ribald; the numeric pad works too, while nothing else sits on it |
| Fixed | Escape, the answers, the grips | the pause; 1, 2, 3; W A S D |
| Where they are kept | in the preferences | only if they differ from the starting ones; never in the save |