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Key & Compass presents:
Sand-Dancer
by Aaron Reed and Alexei Othenin-Girard

Sand-Dancer is a Glulx interactive fiction game written with Inform 7 and is © 2010 by Aaron Reed and Alexei Othenin-Girard. It's an example game for Aaron Reed's book Creating Interactive Fiction with Inform 7. At the 2010 XYZZY Awards, it won the Best Supplemental Materials award.

In this game, you play as Nakaibito "Knock" Morales. You just drove your pickup truck deep into the desert and crashed into a saguaro. What were you thinking? Were you thinking at all? Grandma said you have three animal guardians who watch over you. Tonight, you could really use their help.

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

ControlCenter Roof Foreman'sOffice StorageRoom Base ofTower StagingArea BreakRoom OpenDesert CrumblingConcrete Weed-strewnRust Middle ofNowwhere Burrow Back-tracking (followmovements) lookup (trade with Sand-dancer) (trade withCoyote) d d out u u in

Walkthrough

Middle of Nowhere

Note: It's pitch dark here. You can only see because your truck's headlights are on.

> x me. i.

> think about stories. (Grandma says you have three animal guardians who watch over you.)

> x lighter. x jacket. x wallet.

> x photo. (no, not yet)

> open wallet. x license. x receipt.

> think about shit job.

> x jade. take it.

> x saguaro. x lizard.

> open glove box. x pack. take it.

> x truck. out.

> x truck. (The fuel line's ripped and you're out of gas.)

> n.

Crumbling Concrete

The jade isn't the only thing you can break the window with, but it's the handiest.

> throw jade at window.

> enter windoworin.

Staging Area

> light lighter. (You spot a desk.)

> touch desk. open drawer.

> take flashlight. turn it on.

> take jade.

> x hole. take tape. (no: not with cobwebs there)

> n.

Foreman's Office

> take key. think about Ocean.

> x poster. (emergency freq is 102.3kHz)

> s. e.

Break Room

> x radio. (on/off switch, dial set to 77.2kHz)

> turn it on. (no power)

> x cage. x blanket.

> open cage. (locked)

> unlock cage with key. (The key snaps.)

> break cage. (can't)

> n.

Storage Room

> x panel. turn on lights.

> x cans. x cabinet. open it. look in it. (empty)

> u.

Roof

> x barrel. push barrel. (too heavy)

> d. d. s. w. out. n.

Base of the Tower

You don't need the tin can.

> x can. x tower.

> se.

Weed-strewn Rust

You need the flashlight to see here.

> take guidebook. read it.

> look up lizard in it.

> think about high school.

> open photo. x ultrasound.

> think about news. (You need to make a decision.)

> w. in. e.

Break Room

The radio won't work unless you turned on the building's power.

> turn on radio.

> set radio to 102.3

> ask him about what that means.

> tell him about being lost.

> say yes.

There's a huge cold front coming, and no rescue until morning. You need to find a way home yourself or get food and shelter for the night, or you'll freeze to death.

> turn off radio.

> w. out.

Crumbling Concrete

You see movement to the west; this won't happen until after the radio conversation. It might not happen immediately, wait if necessary.

> w.

Open Desert (several locations)

You've lost sight of the tower and your truck. You may see random things in the desert like a boulder, lizard skin, or a dead cow; ignore them. But do follow any movement you see that's a specific direction.

Yes, you can stubbornly wander in whatever direction you like, but you won't get anywhere unless you follow the distant movement.

> z. (repeat until you see movement again)

> FIRST-DIRECTION.

> SECOND-DIRECTION.

> THIRD-DIRECTION.

> FOURTH-DIRECTION.

Burrow

> x rabbit. (It asks you what's up.)

> look up rabbit in guidebook.

> ask him about himself.

> ask him about grandma.

> ask him about knows.

You acquire the graduation night memory.

> think about graduation.

> tell him that you don't know.

To help you decide what to do, he offers a trade for either strength or courage.

> ask him about trading. (What you trade will be changed.)

> ask him about strength. (Needed to survive the night.)

> ask him about courage. (Needed to return to Ocean.)

> trade cigarettes for strength. (no: he only wants memories)

Take inventory if you don't remember what memories you have. You must trade one of them, such as the last day of high school, for either strength or courage:

He tells you the others are coming, and to "Look up."

> look up.

Backtracking

> n. n. in.

Staging Area

If you have courage:

Continue:

> e.

Break Room

If you have strength:

Continue:

> n. u.

Roof

If you have strength:

Continue, either climbing the pushed barrel or jumping with courage:

> u.

Control Center

> take opener.

> smell. (Its source isn't obvious.)

> search junk. (You find nothing.)

> d.

Roof

If necessary, wait around until the rain stops and you smell sage and acquire the Family Guy memory.

> think about Family Guy.

> d.

Storage Room

> take can. g. (Unluckily, you keep finding unedible spoiled food.)

> s. w. out.

Crumbling Concrete

A figure in the distance waves to you.

> w.

Open Desert (again)

The direction you go doesn't matter.

> s. s. s. s.

Eventually, coyotes surround you.

> hit coyote. (Most of the coyotes slink away, but one stays, and suddenly it's just a guy.)

> x guy. (He offers you a cigarette.)

> say no.

> look up coyote in guidebook. (missing page)

> ask him about himself.

> ask him about rabbit.

> ask him about advice. (he declines)

> ask him about business.

He offers luck or scent, and the cost is two memories.

> ask him about luck.

> ask him about scent.

If you have strength, you want luck.

If you have courage, you want scent.

Take inventory if you don't remember what memories you have. You must trade two of them for either luck or scent:

Coyote tells you that Sand-dancer is next. You're back at...

Base of the Tower

> s. in. e. n.

Storage Room

If you have luck:

If you have the perfume memory now:

Continue:

> u. u.

Control Center

If you have scent, you smell gasoline under a metal sheet:

If you have the road trips memory now:

Continue:

> d. d. s. w.

Staging Area

> out.

Instead, the ground shakes and sand starts pouring in! Find another exit!

> e. n. u.

Roof

The shaking stops, lizards dance around you, then a huge lizard is here. That's Sand-dancer.

> x lizard.

> say hello.

> ask him about himself.

If you have the tape and oranges, he offers either the emergency blanket or the gas can. Pick one.

> take blanketortake gas can.

Likewise, if you have the blanket and gas can, he offers either the tape or oranges. Pick one.

> take tapeortake oranges.

He asks if you're happy with your story.

> say yesorsay noortell him you're not sure.

If you have both the blanket and oranges, he offers spirit for three memories.

If you have both the tape and gas can, he offers honor for three memories.

Regardless, he also offers freedom for all your memories.

> ask him about spirit. (for staying the night)

> ask him about honor. (for returning to Ocean.)

> ask him about freedom. (for unmaking the past)

Take inventory if you don't remember what memories you have. You must now trade for spirit or honor or freedom:

You now have your final gift and are returned to...

Crumbling Concrete

> in. (or any other direction)

If you have spirit, you spend the night safely and are rescued in the morning. You head west, wade into the Pacific, and you crash.

If you have honor, you fix the truck, drive back to Ocean, and crash in her bed.

If you have freedom, your life starts playing backwards, but you can't stop it when you want to. Your life continues to unspool until you were never born.

Regardless:

*** The End ***


Extras

Characters

Mentioned:


Endings

All three endings end with the The End epitaph, but they're quite different.


Inventory

Initial items

This is the stuff you brought with you: everything you're initially carrying, wearing, or have somewhere in your truck.

Found items
Memories

Brood about (or think about) your memories after you acquire them. With the animal guides, trade one or more memories as required for talents. Feel free to trade away whichever memories you don't want. There's no obvious penalty to losing any particular memory.

Talents

You will get one talent from Rabbit, one talent from Coyote, and one talent from Sand-dancer.


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