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Key & Compass presents:
Dust
by IkeC

Dust is a Glulx interactive fiction game written with Inform 7 and is © 2024 by IkeC. This was an entry in IF Comp 2024 where it took 25th place. It's also an English translation of a German game called Staub.

In this western, you play as Thomas Marshall, a former member of the army searching for your wife, Claire, in this flyspeck town. But after the mayor's daughter, Lucy, goes missing, the sheriff doesn't trust you. If you want to clear your name and continue your quest, you better find Lucy first.

This solution is by David Welbourn, and is based on Release 1 of the game.

SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.


Map

Vault Sheriff'sOffice GeneralStore BarberShop Cemetery Cave Mine Ranch MainStreet Gallows Steppe HillChain WindPump Saloon Room u u d d (after denouement)

Walkthrough

Room

You wake up and your head hurts.

> info.

> x me. i. x clothing.

> x window. x bed. x mattress.

> x nightstand. x bag. take it. open it.

> x revolver. x notice. x drawing. x money.

> outord.

Saloon

With most conversation menus in this game, you can usually just lawnmow through the options until they're all gone. Only when the options are persistent will you need to change that strategy.

> x woman. talk to Ella.

> 1 (hi)

> 1 (wild)

> 1 (coffee)

She puts a cup and a cookie on the counter.

> 1 (fight?)

> 1 (Mifflin?)

> 0 (end)

> x counter. take cookie.

> x coffee. drink it. g. g.

> x tables. x chairs. x stage.

> x beams. x lamp. x nail.

> outorn.

Main Street

None of the other buildings are open yet.

> x sun. x tumbleweed. x buildings.

> x office. x cat.

> x general store. x barber. x pole.

> w.

Ranch

> x hut. x stable. x horses. x paddock. x grass.

> x woman. talk to her.

> 1 (help?)

> 1 (Michael?)

> 1 (name?)

> 1 (happened?)

POW! You remember telling Claire you were joining the army. You wake up in...

Sheriff's Office

> look. x sheriff. x star. talk to him.

> 1 (happened?)

> 1 (Lucy?)

> 1 (my problem?)

> 1 (Lucy?)

> 1 (leave?)

> 0 (end)

> x table. take bag. open it. (just gun and money)

> i. (The drawing and cookie never left you.)

> x beds.

> outorse.

Main Street

When I first played, my instinct was to ask everyone in town about Lucy, when really, I should've returned to the ranch for clues first.

> w.

Ranch

A noise from the west is a clear signal to continue west.

> w.

Mine

> x white. take it. x hanky. ("LT")

> x torches.

> x man. (He orders you to leave.)

> talk to man. (nope)

Return to Ella:

> e. e. s.

Saloon

> talk to Ella.

> 1 (Lucy?)

> 1 (hankie)

> 1 (mine entrance)

She says there used to be a tunnel south of the mine, now buried by rubble.

> 0 (end)

Check that area out.

> n. w. s.

Wind Pump

> x windmill. x rods. take rod.

> x vane. (squeaking source)

> w.

Hill Chain

> x rocks. (You don't find anything but a faint smoke smell.)

> n. (no path)

> drop rod. (You'll use it here later.)

> e. n. e. n.

General Store

> x Bill. x counter. x shelves.

> talk to him.

> 1 (hi)

> 1 (sale?)

> 1 (labels)

> 1 (Lucy?)

> 1 (missing)

> 0 (end)

> s. ne.

Barber Shop

> x barber. talk to him.

> 1 (Moin?)

> 1 (brought?)

> 1 (gunshot wound?)

> 1 (wife?)

> 2 (mine?)

> 2 (borrow Molly?)

> 0 (end)

> x Molly. talk to Molly. g. g. g.

> x chair. x mirror. x bottles.

> sit on chair. (no time for that)

> take Molly. (nope)

> give cookie to Molly. (She eats it.)

> take Molly. (success!)

> sw. w. s. w.

Hill Chain

> x rocks. (Molly hops onto a specific boulder and squawks "FIRE!")

> move boulder. (not by hand)

> x boulder. (gap found)

> take rod.

> put rod in gap. (gap isn't wide enough)

> drop rod.

Leave Molly where she is.

> e. n. e. n.

General Store

> talk to Bill.

> 1 (chisel?)

> 1 (gooseneck?)

> 1 (look maybe?)

> 1 (pince-nez?)

They're on his wife's grave.

> 0 (end)

> s. e.

Gallows

> x gallows. x noose. (cut)

> x platform. move sand. (need a tool)

> n.

Cemetery

> x bushes. x crosses. (which?)

> 1 ("Biff Clayton" / "1837-1868")

> 2 ("Mathilda Brooks, née Walker" / "1808-1869")

> 3 ("Wendy Porter" / "1816-1875")

> 4 ("Lucille Thompson, née Powell" / "1845-1878")

> 0 (end)

Hm. Bill never told you his wife's name, did he?

> s. w. n.

General Store

> talk to Bill.

> 1 (wife's name?: Mathilda)

> 1 (shovel?: see Marten)

> 0 (end)

> s. ne.

Barber Shop

> talk to Marten.

> 1 (shovel?)

> 1 (borrow shovel?: he gives it)

> 0 (end)

> x shovel.

> sw. e.

Gallows

When you first enter the gallows while carrying the shovel, an elderly woman tells you off. "Looking for your friends, eh?"

> n.

Cemetery

Mathilda's name was on the second cross.

> x grave.

> 2 (found the pince-nez!)

> 0 (end)

> x pince-nez.

> s. w. n.

General Store

> talk to Bill.

> 1 (give pince-nez)

> 1 (crowbar?: he puts it on the counter)

> 0 (end)

> take crowbar. x it.

> s. w. s. w.

Hill Chain

> put crowbar in gap. (You widen the gap.)

> take rod. put rod in gap.

The boulder moves, but you also black out and remember Claire getting her portrait drawn.

Molly is gone. The rod is bent and no longer useful.

> n.

Cave

Foolishly, try to continue in the dark. This is a necessary step.

> n.

It's too dark to go further. Duh. Return to the saloon.

> s. e. n. e. s.

Saloon

> talk to Ella.

> 1 (lamp?: you may take it)

> 0 (end)

Although you can't take or move a chair, you can do this:

> put chair under lamp.

> stand on chair. take lamp. d.

> x lamp. (It is filled...)

> light lamp. (... but how to light it?)

> talk to Ella.

> 1 (light the lamp?: ask Bill)

> 0 (end)

> n. n.

General Store

> talk to Bill.

> 1 (matches?: You buy some.)

> 0 (end)

> take matches. x them.

> s. w. s. w. n.

Cave

> light lamp. (with matches)

> look.

> x boulder. x precipice.

> climb boulder. (not without gear.)

Hike back to Bill once more.

> s. e. n. e. n.

General Store

> talk to Bill.

> 1 (climb)

> 1 (rope)

> 0 (end)

> s. ne.

Barber Shop

> talk to Marten.

> 1 (gallows)

> 1 (rope: He put it in the hatch and nailed it up.)

> 0 (end)

> sw. e.

Gallows

> dig sand with shovel. (hatch now visible)

> x hatch.

Surely there's another way to phrase this command without "use"?

> use crowbar on hatch.

> x opening. take rope. x rope.

> w. w. s. w. n.

Cave

> tie rope to boulder. d.

Vault

> x fellow. x alcove. x Lucy. x Michael.

> x kettlesorx vatsorx balls.

> take gun. shoot fellow. (no: too rash)

> talk to Lucy. (no: take care of guard first)

> throw hanky. (The man bends down to pick it up.)

> hit guard with shovel. (The men didn't notice. You take the hanky back.)

> talk to Lucy.

> 1 (okay?: You use the crowbar to free them.)

> 1 (happened?)

Lucy pulls you and Michael into the niche as Ron Thompson (Lucy's stepfather) and Calvin Mifflin enter the vault. After an outburst from Lucy, Ron sees the prisoners are free, and the men start reaching for weapons.

In this crisis, tIme slows down. You have time to examine things before you act.

> look. (You see a cart loaded with barrels.)

> x barrels. (One has "NG")

> x cart. (You see a wedge under a wheel.)

> shoot wedge. (The cart of nitro rolls towards you! You push Lucy and Michael to the ground...)

💥 EXPLOSION 💥

Sheriff's Office

You wake on a bed. Michael, Lucy, and Sheriff Dunder are here.

> talk to sheriff.

> 1 (happened?)

> 1 (re Michael's head)

> 1 (end up there?)

> 1 (they doing?)

> 1 (Lucy's mother?)

> 1 (Thompson?)

> 1 (produce?)

> 1 (effort)

> 1 (show drawing)

> 1 (where?)

> 1 (must go!)

> 1 (give hankie)

> 0 (end)

Steppe

You head eastward to the city, wondering who told Claire you were in a military prison.

*** FIN ***

> x Billy. i.

I assume you returned all your borrowed tools to their owners, and gave the matches to Ella.


Extras

Characters

During the game, there are random sightings and cameos:

Mentioned:


Credits

This is the response to CREDITS:

Many thanks to Olaf Nowacki, Hannes Schüller, Michael L. and my family for testing and helpful advice. This game was translated from the original German version Staub with kind help from mathbrush and DeepL. The cover image was created with help from Stable Diffusion XL.


Inventory

One of the more awkward features of this game is establishing a need for something before you can talk to anyone about it. Your character will be doing a lot more walking than would otherwise be necessary because of these design choices.


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