|Dust: A Tale of
the Wired West - Hints and Walkthrough
by MomWiz email@example.com
If you should run out of pocket money, Mr. Help will give you a little-even if you have put all your money in the bank. But, you must have more that what you started with to continue the game on the first night. The best way to do that is play Blackjack . Save before you begin playing, and bet everything. Save again if you win, return to saved game if you lose.
There are lots of characters who will take cigars, flowers, or a sip from the jug. The ring could end up several different places, if you don't follow this walkthrough. Go back to the person you gave it to, and if they don't have it they will tell you w here to look. If it disappears from your inventory, try Help. Some items you don't need will disappear after a time from your inventory, as well. If you give away the flowers and want more, go back to where you picked them up. There will not always be more flowers, and the cigars are limited.
This walkthrough was designed to allow as much experience in one game as possible, and to allow a sub-plot between your character and Ruby to develop fully. Not all listed steps are necessary for game completion. The main goal for each time period is listed first, so if you stray from the walkthrough you will know what is expected. You may gather more than one of some items, but your inventory will only hold one of each thing. If a more detailed description might be helpful in solving some area, the clue is marked with an asterisk (*), and the details are found on the last few pages. This will allow you to do some thinking for yourself, while still getting as much out of the game as you can. Happy hunting!
Day 1 - Evening:
Play blackjack until you have
accumulated around $200. It is possible to get much more, but that is all you will need
for the game. Say hello to Isao, the piano player. Talk to Oona. Give her the knife you
got from Laurel. Ask Oona about herself, and about the piano player. Talk to her a second
time, and pay her to go upstairs. You can click on her again before you go upstairs, to
get another comment. Go upstairs in the saloon. Talk to Sophie in room
Talk to Mez . Talk to Nate again 3 times. Explore picture behind the bar. Have Gus fill the jug. Exit to street. Go toward the hotel. Meet Mr. Bloodstone. Accept the cigar. Follow him to the hotel. Continue talking to him. Feed his ego, and ask a question, feed his ego again, ask another question, etc, until the questions are exhausted-then choose another subject, until you have as much information as you can get from him. Quit conversation and talk to the hotel clerk. Pay him $9 for a room for 3 nights (don't give him the ring). While waiting for a room, go upstairs. Give Riviera money if he asks for it, and he will keep giving you information. Go to the end of the hall, outside your room, and knock on the door two times. Exit hotel. Save game. Meet Mrs. MacIntosh. Say "I'm sorry." Get invited home. In the parlor, read letters on the mantle. Explore pictures on the wall, and the sofa. Explore book cases in the parlor, and pick up the postcards.
Meet Marie, and ask as many questions a s you can. Listen to the story about the Yuni mission. When invited to stay, decline. Exit dining room and front door. Go to the hotel. Get hotel key from clerk, and read message from Jackalope. Save game. Exit hotel, and follow Jackalope. Fight Dale Belcher. If you do not knock him out, return to saved game and try again. After Belcher is knocked out, click on him a couple of times. Turn around and read the newspaper on the front porch of the newspaper office. Continue forward, and turn left at the house. Go towards Leroy at the target range. Meet prairie woman, and give her $5. Talk to Leroy. Do not offer him a drink. Walk toward the hotel by the MacIntosh house. See Nate by the back fence. Talk to him. Go back to the hotel. Say goodnight to Bloodstone and Riviera. Look out the windows in the hall and in your room. Go to bed.
Day 2 - Morning:
Go across the street to Doc Rodham's and talk to her. Explore pot-bellied stove and teapot in the waiting room. There are lots of things to explore in both rooms here. Go next door to the bank and deposit some money. (note: if you do not visit the bank during the game, eventually you will be robbed. That's not a bad thing, if you want to see the robber. . .) Exit bank. Turn right & then left at the intersection. Pick up the pie. Go to the governor's mansion. Talk to Mrs. MacIntosh. Flatte r her several times, then ask questions. Get as much as you can from the conversation, then insult her 5 times. She will leave. Go in the house, and up the stairs*. Observe the pair of boots by the door, but do not get them. Go into Marie's room. Explore the armoire and read diary. Exit house. Go to the target range. Win harmonica.* Examine (play) harmonica. Click on guitarist to listen to his tunes.
Go behind the saloon and open the door*. Go upstairs. Talk to Sophie and give her the harmonica. Save game. Talk to Ruby*. Offer her the ring and get information about the Kid. (repeat conversation from saved game if necessary) Exit saloon by the front door. Go to Main Street. Talk to Marie. Enter Bolivar's General Store. Play checkers, if you wish. (when you win, he will give you hints. Game level is also level of the hint.) Explore pots & pans along back wall, scale, coffee grinder, cigars, etc. Exit store. Go next door to the Apothecary. Talk to Mr. Watson. Explore bottles, crates, urn, posters. Exit. Enter stagecoach office. Talk to Deadnettle. Do not offer him anything. Exit. Talk to Nate Trotter, beside the saloon. Give him a cigar. See Bloodstone near the cemetery. Get another cigar. Get more information. Go to the cemetery. Pick up flowers, read the headstones. Go into the mission. Meet the prairie woman and get boots. Go to the undertaker's and give him the pie. He will give you another pair of boots. Go to the newspaper office. Note today's paper is also posted on the porch, if you did not read it at breakfast. Go inside and talk to Chet Flippo. Ask questions until he stops talking. Offer him the jug, and ask more questions.
Exit. Explore outhouse. Be sure to click on the seat. Go to the livery stable. Continue your conversation until the end. Ned will leave. Explore horseshoes on the wall. Exit and go to Farmer Quist's. Wait near the well until the livery stable owner is talking to Quist. Get gun from the well. Examine the gun. You can go to Help and buy balm, but if you offer it to anyone it will just cut off the conversation.
Day 2 - Afternoon:
Get a chit for a free night's stay. Go upstairs to Riviera's room. Give him the chit. Get wine. Go to Room 4, talk to Bloodstone. Sell him the history book. Give him the wine. Get a box of cigars. Go to Room 2. Give Laurel the cigars. Get more ammo. Exit hotel. Go to Doc Rodham's and speak to her. Go into the bank for a deposit or withdrawal, and visit the livery for a conversation with Ned. Go to the saloon. Have Gus fill your jug. Ask questions. Keep buying Daiquiri's to get information. Speak to Oona. Go upstairs. Knock on Sophie's door. Give her the harmonica. Talk to her. Knock on Ruby's door. Nate will talk to you. Go downstairs. Talk to Cobb Belcher. Play a hand of poker. Talk to Mez. Exit and go behind the saloon. Talk to Mrs. MacIntosh. Visit Mr. Sidewinder. Return to the saloon. Give Nate Trotter the sugar cubes. Go upstairs. Talk to Ruby*. Give her the flowers. When she leaves, go inside and look at another gun in the nightstand drawer. Do not take it. Exit room. Go outside. Talk to Jackalope. Talk to Mrs. MacIntosh and Farmer Quist. Go to the newspaper office. Talk to Chet Flippo and Jackalope. Exit and go to Mr. Help's. Talk to the Belchers. Shoot Cobb, not Dale*. Speak to the mayor.
Day 2 - Evening:
Day 3 - Morning:
Talk to Sonoma. Go into the school room. Open desk drawer, place matchbox on left side. Close drawer. Exit mission. Give apple to a horse. Go to Bolivar's. Speak to Oona. She will give you a key to the saloon if you didn't get one from Ruby. Exit store. Speak to Mrs. MacIntosh. Go to livery stable and apothecary for conversation with the shopkeepers. Go to the back door of the saloon. Facing wall of saloon, door must be on the left of your screen. Open door and enter. Speak to Isao. Play piano*. Go upstairs. Speak to Sophie. See Ruby. Get ring. Exit saloon. Go to the mission. Pick up matchbox and the diary pages from the schoolroom desk. Go to the town entrance and give Jackalope the ring. Speak to Mr. Help.
Day 3 - Afternoon:
Day 3 - Evening: Get Silver Thunderbird, Sun Talisman, and
defeat Bounty Hunters Find the pig, give him the biscuits. Enter the governor's house.
Talk to Mrs. MacIntosh. Go to the street outside the mission. Ring the bells, go to the
cemetery. Speak to Marie. No not cooperate with her!
Day 4 - Noon:
Day 4 - Evening:
Obsidian Knife: Summer, no moon, noon Enter the room and turn around. Click on the knob. Rearrange the hexagons to their original pattern. As you click on them, you will notice that some of the tiles affect others when moved. Exact solution is below*.
Mask: Fall, 1/4 moon, midnight Enter the passageway, and note that your mask tips each time you pass an intersection in the labyrinth, and its eyes will turn green. Eventually, you will reach a skeleton. If you heard comments during game play about the use of the Yuni mask, you will understand why the mask goes on the skeleton.*
Silver Thunderbird: Spring, Full moon, Morning Click on the panel in this room, and put the thunderbird in place. The symbols in the black book each have a particular meaning. Arrange a sentence telling what happened in the legend.*
A Kachina will appear. If you speak to him, he will instruct you to set the sundial to its original setting to return.* The treasure appears, and so does Bloodstone. Use a little ingenuity to defeat him.*
Day 5-Endings: Save your game, and then you can experience any and all of the endings you wish!
ADDENDUM: Solutions to the Puzzles
To get the knife from Laurel-"Okay, I'll leave" "Do I look dangerous?" "What do you do?" "I ran into your cowboy friend" "I'm going. . ." "Goodbye"
To talk to Ruby, Day 1-Night "But I kiss better" "Just my base appetite" "How would I know if they're ripe?" "Just like some people" "I thought so at the time" "Would a bath change your mind?" "Goodbye, miss"
To win the harmonica- You must shoot all the bottles and cans above the target range, and have at least 68% on the moving targets until you hit 12 of them. Then, a robot comes out of the floor. You can empty almost 2 barrels of ammo into it point blank and raise your percentage. If the percentage is high enough (over 76%) Leroy will give you the harmonica. It is almost impossible to hit the moving targets by moving your gun around. Try sighting in on one spot and waiting for a target to appear. Try hitting the lower part of a target. Just as with real moving targets, this gives you more time to hit it as it swings up and then down again.
The correct pattern to step on the stairs at the governor's house: Numbering stairs from left to right, step on 1 1 2 3 2 1 2 3 2.
To talk to Ruby-Day 2, morning: "Better late than never" "Got a shovel?" "I like a woman who can put her back into it" "Well I wouldn't want to get you soaked" "Manifest Destiny" "What would that be?" "You're driving me wild" Note what she says about the Kid Offer her the ring. "Goodbye"
To talk to Ruby-Day 2, afternoon: "I want to know why you're so tough on men" "So you hate us" "But you're good" "Seems more like the Unforgiven" "What happened?"
Correct sequence for the piano: numbering sections from left to right, 5 1 1 3 2 4
Cobb Belcher wears the white shirt.
Correct Solution for the Prescription: Numbering bottles from left to right 1 2 5 7 8
Speak to Ruby, day 3 afternoon: "You seem pretty loose to me. . ."
Bank Safe Combination - George Windfall's birth date 8/23/41
Shooting the 5 bounty hunters, Day 3, night: Each requires 4 bullets. There will be 2 approaching you on the street after you exit the saloon. Exit saloon, check gun, turn right, move 1 step forward. Wait for the gunmen to approach. There is one behind the well, and one behind the coffins by Sidewinder's. You can kill him without being shot at by standing next to Leroy's cabin. (aha!). There is one more on the balcony above the saloon. Don't come in via Main Street-go around by the livery, between the stagecoach office and the hotel.
Shooting the Kid's men: there are 20. Three will approach you from the street after you leave the saloon. There may be two more behind you just after that. There is one by the tree in the graveyard, one by the water tower behind the fence, one on the crates by the stagecoach office, one on top of the roof over the apothecary, one in the mission bell tower. Three will appear at the end of Main street by Help's or between the bank and the saloon. If they are near a keg, blow it up.
The final three will appear by the
mission when you have killed the rest, and you will hear a crash. Two of them will be near
a keg by the hotel, and can be killed with one bullet by blowing up the keg. The other one
will require the usual 4 bullets. Notice that sometimes your gun seems to fill up all at
once when you open the barrel, then there is no ammo in it when you begin to shoot. Check
the barrel each time just before you start shooting at a new group, there may only be 2
bullets in it, and you have to reload quickly no matter how full the barrel was just a
second ago. It takes quick action and a lot of saves to get through the whole battle.
Don't save when the situation is hopeless, go back to an earlier saved game. Sometimes you
will have to approach from a different direction to get them.
To kill the Kid: To buy a little more time, and psyche him out, say the following things: "Guess nothing impresses the son of a librarian" "Yeah, right. I think the name for you was Buckethead" "Better than wearing silk long johns like you" "They know he's hung like a prairie dog!" "Looks like your cigar has gone out. Here, have a light." As the screen for the showdown appears, quickly (and I mean quick!) click your hand, gun, the Kid's chest. This may take several tries before he is the one dead, not you. You will get the knife back that you pinned him with in the poker game which started the story. As it turns out, this is one of the artifacts needed to get the treasure.
Mission Puzzle Solutions: Flute-holes numbered top to bottom, click on 3 5 2 4 1
Dagger puzzle - Numbered clockwise from the top, the tiles surrounding the center face are 1 through 6, 4 being on the bottom. Notice that if you adjust one of the tiles, the tile two positions counterclockwise will also move, as will the center face. If you then adjust the face to upright, the tile you moved will move back again. For instance, if you move #6, #4 will adjust and stay that way when the center is repositioned, but #6 will move again with the center. So, you can use #1 to correct #5, #2 t o correct #6, and so on. Keeping this in mind, continue adjusting until all tiles are correct.
Mask - If you follow the TOP of the mask at each intersection, you will eventually reach the skeleton. Because the Yuni gave each corpse a mask in order that it might properly rest, put the mask on the skeleton. This is one puzzle that could have been don e very sensitively to add a lot to the story. Imagine, instead of a dancing skeleton, you happened upon Nate's wife's skeleton laid out on a bier in the labyrinth. You put the mask on her, and her spirit goes to its proper rest. This, you could report to Nate when you finished retrieving the treasure. Just a thought. . .
Thunderbird Puzzle - The correct arrangement of symbols will read "Mesa Bird Open Evil Sky"
The correct arrangement of the sundial at the end is "Spring, Full Moon, Midnight"
Finally, to get rid of Bloodstone, arrange the symbols to say "Mesa Bird Kill Evil Man." Turn around quickly to watch him get zapped.
Enjoy the endings-they are just
as good as the story itself! I sure hope they do Dust 2...
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