Dust: A Tale of the Wired West - Hints and Walkthrough
by MomWiz
momwiz@adelphia.net

General Hints:

Talk as much to each character as possible without insulting them. For instance, do not ask to meet Jackalope's girlfriend, and take care to feed Bloodstone's ego. Some characters require only specific answers in order to get through a conversation. Listen to what each character tells you. Most information is important, although some clues and objects in the game are decoys. Gather as many items as possible, and try the items in various ways in different areas of the town. Any item mentioned here as "explore (item) " is not significant in completing the game, but is something interesting in the environment. Characters tend to wander around a given area outside, but will be found near the buildings mentioned if you are going to meet them.

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.


Walkthrough:

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:

Get A Place To Sleep Talk to Leroy. Try to pick up the jug. Read town signs. Pick up the jug after Leroy leaves . Confront the town dog. Talk to Mr. Help. Pick up the bone. Give it to the dog. Talk to Mr. Help again. He gives you a ring. Talk to Jackalope. You can offer him the jug. Tell him his girlfriend sounds perfect. Get as much out of the conversation as you can. He gives you a card. Go to the end of the street to the hotel. Talk to the clerk. Go to the lobby. Save game. Talk to Laurel *. Reload game and repeat conversation, if necessary, until she gives you a knife. Go to the red couch. Get extra money. Go upstairs and knock on Room 1. Get as much information as you can. Exit Hotel. Go to the Hard Drive Saloon. Talk to Gus, the bartender. Buy a daiquiri. Go to to Nate at the end of the bar. Buy him a drink. He will tell you a lot. Read house rules on the back door of the saloon. Save game.

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

2. Knock on room 3.
Save game. You may need to go through Ruby's conversation again, if you don't get results the first time. Knock on room 4 three times. Talk to Ruby*. Get saloon key. Go downstairs. Play the slot machine. Save game. Play poker. You can use the ace to cheat, if you think you will not get caught. If you do get caught, reload game and try again. When you are finished, quit poker and accept a whiskey from Mez.

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:

Do 2 of 3 "Chores"-find boots, gun, ammo Leave room, talk to Jackalope. Follow him. Give money to Riviera & get information. Go downstairs. Talk to Jackalope and Laurel. Apologize to Laurel if necessary, and ask what she is going to do. Eat breakfast. Take biscuits and sugar cubes. Read paper. Explore dishes and silverware. Exit table. Explore dishes in the cupboard. Talk to Jonas Fearwitt (the hotel clerk) and Jackalope. Exit hotel.

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:

Finish Chores, Become Sheriff Go to Help. Buy the history book. Read it. Note George Windfall's birth date, inside front cover. (you will have to do a little arithmetic) Go to the governor's house. Ask Marie to let you in. Answer her question. (answer may be from the history book, or from things you have been told by other characters) Go into the dining room. Take the apple from the table. Feed the parrot. Explore china cabinet. Get mask off the wall. Exit house. Note crate of bottles behind the pharmacy. Go to Main Street and talk to Jackalope and the Mayor. Go to the stagecoach office. Talk to Deadnettle, then offer him the postcards. Get ammo from behind the picture of Abe Lincoln. Exit & go to the pharmacy. Talk to Watson. Pick up the handkerchief. Go to the bank. Make a deposit or withdrawal. Talk to George Windfall, the clerk. Go to the hotel. Give Fearwitt the handkerchief.

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:

Get Hairpin & Information Talk to Dale Belcheer in the jail. Note information he gives you about the Kid. Explore map, calendar, posters. Read the paper on the desk. Exit jail. Talk to Help. In front of saloon, talk to Marie. Go outside the Hotel and speak to Riviera. Go to the target range, and face the fence of the governor's house. Overhear Marie and Bloodstone. Go to the intersection behind the saloon. Give biscuits to the hog. He will follow you within one step of the intersection, and allow you to pet him. Go to the saloon. Talk to Jackalope. Talk to Oona. Go upstairs. Speak to Sophie. Get a hair pin. Overhear Nate and Ruby. Play poker & talk to Mez. Exit saloon. Go to the mission. Try to speak to Sonoma. Offer her the mask. Try to speak to her again. Go to the hotel. Speak to Fearwitt & Laurel. Go upstairs and go to bed.

Day 3 - Morning:

Get Ring for Jackalope, Scorpion Matches, and Diary Pages Speak to Riviera. Follow him downstairs. Talk to him again, and have breakfast. Check for messages, and talk to Riviera once more before exiting hotel. Speak to Doc Rodham. Go to the cemetery. Speak to the prairie woman. Talk to Laurel. Go to Sidewinder's and overhear the conversation. Talk to Farmer Quist. Go to the town gate. Talk to Jackalope. Stop by the jail. Talk to Belcher, the mayor, and Belcher again. Note what he says about the Kid. Go to the target range. Practice shooting, get the matchbox. (One or two bottles shot will be enough this time). Speak to Marie in front of the governor's house. Ask her to let you in again, and go into the dining room. Pick up the apple from the table, and exit house. Go t
o the livery stable e. Offer the apple to Ned. Exit livery. Turn right, click on the cow. Go into mission.

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:

Get the Flute and Black Book Speak to Mr. Watson outside the stagecoach office. Go to the saloon. Have Gus fill the jug, if necessary. Speak to Riviera and Oona. Get book from Oona. (note-you can also get the book on Day 2 in the evening by going into Oona's room. Be sure to pay off Riviera if you do that.) Go upstairs. Talk to Sophie and Ruby. Exit saloon.

Go to Doc Rodham's. Get the prescription. Talk to the Prairie Woman in the cemetery, and Jackalope, who may be by the mission. Talk to Chet Flippo, go to the jail and talk to Belcher. Note what he tells you about the Kid. Go to Bolivar's and talk to Marie. Go to the saloon and have the jug filled. Talk to Flippo, offering him the jug when he runs out of conversation. Give the prescription to Mr. Watson, in front of the stagecoach office. He will leave. Talk to Deadnettle in the stagecoach office, then go into the apothecary.

Read the drug book, and compare with the prescription to find the right combination.* Fill the prescription, and take it to Doc Rodh am. Go to the Hard Drive, and have the jug filled. Go to Sidewinder's. Offer him the jug. Get birdseed. Find the mayor, and talk to him. Give him the birdseed when he walks away. Visit Help's shop. Look at the items on his shelves. Talk to Mrs. MacIntosh in front of her house. Go back to Doc Rodham's. Talk to Nate. Get the flute. Go to the saloon and talk to Ruby*. Go downstairs, play poker and talk to Mez.

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!

Exit and find Laurel. Speak to her, then find Jackalope and speak to him. Go back and forth between Laurel and Jackalope until their dispute is settled (?). Go to the bank. Open the safe*. Get the Sun talisman. Go to the saloon. Speak with Gus and Flippo (offer him a drink). Go upstairs and overhear Ruby and Nate. Go downstairs and talk to Mez. Save game. Explore guns on the skull screen. Win shootout*. Return to saloon. See Mez. (note-you may get the silver thunderbird in a poker game before the shootout, or you may get it from Mez afterward). Go to the hotel. Speak with Fearwitt. Talk to Riviera. Go outside your room and overhear the mayor and Bloodstone. Exit hotel and go to Leroy's cabin. Knock several times and listen to him until he stops. Go back to the hotel an d go to bed.

Day 4 - Noon:

Defeat Kid's gunfighters and the Kid Go downstairs. Talk to Fearwitt. Explore the town. Read graffiti on the fence outside the livery stable. (note-if you did not deposit money in the bank, you may find the robber at this time period, since the town is abandoned). Go to the saloon. Talk to Nate and Jackalope until they both say "Let's Get 'Em!" Save your game!! Win battle with the Kid's men*. (note-make use of the powder kegs) It may be necessary to save several times during the fight-once after every few gunfighters are beaten. There are about 20 of them. Beat the Kid*!

Day 4 - Evening:

Get the Treasure Read the black book. Talk to Sonoma at the Mission. Enter the mission schoolhouse. Go into the far door, which will now open for you. Put the sun talisman into the box. Go up the stairs to the bell tower and ring the bell. Go down the stairs, and into the mission courtyard. Click on the fountain. Go under the mission.

Do not be concerned if you are in complete darkness. Keep moving forward until you reach the central area. Note there are 4 doorways, one for each of the 4 artifacts you have. The black book contains a legend for each artifact. Each legend has important information for solving that puzzle. Read carefully for seasons, phases of the moon, and times of day. You should note the arrangement of the sundial before you begin, then align the sun dial in the center according to each legend in order to enter the room. The artifact will be used to solve the puzzle.

Details follow: Flute: Winter, 3/4 moon, morning Click on the device on the right Put the flute in the hole Play the notes you heard Nate playing. They will repeat when played in correct sequence.*

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.
SAVE YOUR GAME!!

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...

Any comments or suggestions, or other items about the game I have missed, please e-mail me at:
momwiz@adelphia.net

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