Whispered Stories: Sandman Walkthrough

Welcome to the Whispered Stories: Sandman walkthrough on Gamezebo. This walkthrough includes tips and tricks, helpful hints, and a strategy guide on how to complete Whispered Stories: Sandman.

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Game Introduction – Whispered Stories: Sandman

Welcome to the Whispered Stories: Sandman walkthrough on Gamezebo. This walkthrough includes tips and tricks, helpful hints, and a strategy guide on how to complete Whispered Stories: Sandman.

General Tips

General Tips

  • There are three modes of gameplay:
    Sleepyhead – hints recharge quickly and interactive areas are indicated visually
    Dreamer – hints recharge more slowly and interactive areas are not indicated
    Insomniac – no hints, puzzles can’t be skipped and interactive areas aren’t indicated
  • The cursor will change into a spyglass in places you can inspect more closely
  • A hand icon means you can pick up an object to go into your inventory
  • A boot icon indicates places where you can exit to the next scene
  • The hint button will show you if there are any actions you can complete in the current scene. If there are no actions in the scene, it will indicate which way you need to go. However, the hint system is a bit erratic as there are a few occasions where it guides you in a certain direction and then stops, and occasionally it keeps sending you back to a place where you need to complete the next action even if you haven’t found all the objects required for the action. You will then have to go and find these objects on your own.
  • In Sleepyhead mode the hint button appears to be inexhaustible, in Dreamer mode you need to wait until the hourglass has filled up again
  • The hint button also works in hidden object scenes (HOS)
  • In most of the HOS you will get a few “yellow items”, which are items that require an extra action to find (like opening a safe or putting two items together). In Insomniac mode these items are not indicated in yellow, so you will have to find them yourself. However, your cursor will change into a gears icon over objects that require an extra action, and clicking on that object will give you a hint as to what it needs. You will also get a hand icon when you can pick up an object in a HOS to use on another object
  • In Sleepyhead and Dreamer modes puzzles can be skipped (be aware that there is no hint button in puzzles, only a skip button – I accidentally skipped a few puzzles when I was hoping for a hint).

Chapter 1: The Ghost City

 Sandman

  • Click on the drain cover and pick up the SCREW
  • Go right and talk to the little girl
  • There is nothing to do here right now so go on to the boathouse

 Sandman

  • Zoom in on the fishing rod
  • Put the SCREW on the wheel and turn the wheel to reel in the BOOT
  • Take the FISHING ROD
  • Go back one screen
 Sandman
  • Zoom in on the pier in the water
  • Use the FISHING ROD to get the bobber
  • Take the KEY from the bobber
  • Go back to the boathouse
  • Zoom in on the door
  • Open the lock with the KEY
  • Turn the key and enter the boathouse

 Sandman

  • Pick up the 6 BOARDS
  • Zoom in on the boat

 Sandman

  • Click on the jack to raise it
  • Put the BOARDS on the floor
  • Place the boards under the boat in the indicated order, so that all grooves in the wood fit together
  • Take the JACK
  • Play the HOS

 Sandman

  • To get the bait you need to reel in the fishing line (green). To get the nine you need to place the three weights on the scale (yellow). When you’re done you get an ICE PICK (red)

 Sandman

  • Inspect the crates on the right and take the CAN OPENER
  • Use the ICE PICK on the ice to get a DOOR HANDLE
  • Back out to the main street
  • Follow the little girl to the back of the street

 Sandman

  • Zoom in on the basement window
  • Use the JACK to spread the bars
  • Enter the basement

 Sandman

  • Zoom in on the glass cloche on the shelf
  • Take the HAMMER
  • Use the HAMMER to straighten the SCREWDRIVER
  • Inspect the work bench
  • Take the DRY RAG
  • Exit the basement and go back to the main street

 Sandman

  • Zoom in on the gate
  • Take out the 6 screws with your SCREWDRIVER

 Sandman

  • To open the lock you need to slide the three colored jewels into the slots with matching color
  • Go into the garden

 Sandman

  • Throw the BOOT at the cat
  • Zoom in on the drainpipe
  • Open the drainpipe with your CAN OPENER
  • Take the PUMP HANDLE
  • Zoom in on the pump on the right

 Sandman

  • Assemble the pump and put the PUMP HANDLE on it
  • Swing the handle to get some water
  • Put the DRY RAG in the water and pick up the WET RAG
  • Pick up the CROWBAR
  • Play the HOS

 Sandman

  • To get the yellow rose, put the brush with yellow paint on the rose (yellow). To get the smile, put the sausage in the pan with two eggs to make a smiley face (green). The SCRAPER is inside the picnic basket (blue)
  • Go to the back of the street and down into the basement
  • Zoom in on the workbench again

 Sandman

  • Clean the safe with the WET RAG
  • Take the handle (orange) and put it on the safe
  • To open the lock, click the buttons on the safe until you find three images that go with the images already shown (rain/umbrella, lock/key, rose/hand), then pull the handle of the safe to open it
  • Now assemble the light according to the image on the wall
  • Place the items in order from bottom to top: 1. the magnet; 2. the metal cylinder that was behind the rag; 3. the wheel; 4. the other cylinder; 5. the red wire and the blue wire
  • Finally, add the light bulb from the safe to the top
  • Spring the mouse trap with the feather (blue)
  • Move the poster on the wall
  • Place the cheese from the mouse trap by the hole in the wall
  • Put the mouse in the running wheel
  • You can now play a HOS in the cabinet on the wall

 Sandman

  • To get the red water, put some of the red powder in the test tube (yellow). Use the scalpel to take the button off the bear (blue). Rotate the magnifying glass until you can see the ant (green). Pull the papers off the calendar until you get the 7 (orange). When you’re done you get a FILE (red)
  • Use the CROWBAR on the boards across the door
  • Go through the door into the railroad club
 Sandman
  • Take the SILVER COIN
  • Exit through the front door and go back to the main street
  • Go right to the bridge
  • Zoom in on the puppet theatre
  • Put the SILVER COIN in the slot

 Sandman

  • You get a series of obstacles for the knight to pass. Each time you have three choices on how to overcome the obstacle, which are indicated by the three wooden coins shown on the side. Pick a coin and put it in the slot above the red light, making the light turn green. Then hit the light and see what happens. Keep trying until you find the right solution. It’s quite entertaining to choose the wrong options, but the correct choices are:
    Coin 2, beaver
    Coin 3, magic wand
    Coin 2, shield
    Coin 3, violin
    Coin 2, crowbar
  • Take the diamond
  • Go back to the basement

 Sandman

  • Zoom in on the poster on the left wall
  • Remove the poster with the SCRAPER
  • Remove the boards
  • Put the DIAMOND on the GLASS CUTTER
  • Zoom back in on the glass cloche on the shelf
  • Cut the glass with the GLASS CUTTER
  • Take the ACID
  • Go back to the main street and right to the boathouse

 Sandman

  • Zoom in on the hatch in the floor
  • Use the ACID to open the lock
  • Put the DOOR HANDLE on the hatch and turn it to open
  • Move the items under the hatch aside until you find an OAR
  • Play the new HOS in the boathouse

 Sandman

  • The die and the bottle are both inside the safe. When you’re done you get the other OAR
  • Back out to the water

 Sandman

  • Zoom in on the rowboat
  • Place the two OARS
  • Use the FILE to cut the chain
  • Click on the boat to sail to the pirate ship
  • While you’re on the water, you need to navigate obstacles by clicking on the left and right arrows. Don’t worry, you won’t crash or sink! Each time you hit an obstacle you just stop until you’ve moved aside

Chapter 2: The Pirate Ship

 Sandman

  • Pick up the PIRATE HAT and the FEATHER DUSTER
  • Remove the skeleton’s head so you can get the first PICTURE FRAGMENT (1/5)
  • Zoom in on the octopus in the tank and take the two PICTURE FRAGMENTS (2/5 and 3/5)
  • Go into the ship’s cabin

 Sandman

  • Take the EYE PATCH and PICTURE FRAGMENT 4/5
  • Inspect the painting on the wall and take PICTURE FRAGMENT 5/5
  • Clean the picture frame with the FEATHER DUSTER and take the FISH SYMBOL (1/2)
  • Zoom in on the locked box on the bedside cabinet

 Sandman

  • Place the five PICTURE FRAGMENTS on the box
  • Recreate the image by swapping pieces around
  • Take the KNIFE
  • Go back to the deck

 Sandman

  • Zoom in on the loose board
  • Use the KNIFE to get the second FISH SYMBOL (2/2)
  • Zoom in on the treasure chest on the stairs
  • Place the two FISH SYMBOLS
  • For the next three puzzles you need to slide the gems around until they’re all in the correct place

 Sandman

 Sandman

 Sandman

  • Take the SABER
  • Go back into the cabin

 Sandman

  • Zoom in on the mannequin
  • Place the PIRATE HAT, EYE PATCH and SABER on the mannequin
  • Take the bottle of elixir
  • At the end of the dialog, take the ROPE PICTURE (I can’t help it, that’s what they’re calling it)

Chapter 3: The Sorcerer

  • Back out to the main street and go to the railroad club at the back of the street

 Sandman

  • Zoom in on the curtains on the wall
  • Put the ROPE PICTURE on the hook and pull it

 Sandman

  • Find the 12 differences
  • Take the STACK OF PUZZLES from the compartment that opens
  • Zoom in on the puzzle box on the table
  • Put the STACK OF PUZZLES on the box

 Sandman

  • Recreate the image by swapping pieces around. Pieces that are in the correct place light up but can still be moved, so be careful. It’s easiest to start by matching pieces to the outside edges of the puzzle
  • Take the CRANK from the compartment that opens
  • Go out into the street

 Sandman

  • Zoom in on the fence by the bridge and place the CRANK
  • Turn it to lower the bridge
  • Cross the bridge to the path with the broken carriage
  • There’s nothing you can do here right now, so go up the path up the hill to the stream
  • There’s nothing to do here either, so go on to the sunflower patch
  • Play the HOS in the sunflowers

 Sandman

  • Take some sunflower seeds and put them in the birdhouse to get the bird (yellow). Remove the red curtain to find the hook and the butterfly (blue). When you’re done you get a HOOK
  • Go on to the windmill

 Sandman

  • Talk to Emeris. You need to find his hat and five cats
  • The first KITTEN is in the pot on the stove (1/5)
  • Make a mouse out of the ingredients by the pot: add three slices of salami, a black olive for a nose, two pieces of cheese for eyes, two peas for pupils, a parsley leaf for hair, some pretzel sticks for legs, one of the curly crackers for a tail and three green olives for feet
  • Take the SAUSAGE MOUSE

 Sandman

  • Zoom in on the bag of flour on the right
  • Put the SAUSAGE MOUSE on the floor by the bag
  • Take the KITTEN (2/5) and the NEEDLE AND THREAD
  • Use the HOOK to take down the GLUE
  • Go up the stairs

 Sandman

  • Click on the hat on the bed
  • Take the WATERING CAN
  • Go back downstairs
  • The kitty in the hat is now at the foot of the stairs – click on it again
  • Go outside to the sunflower patch

 Sandman

  • Use the NEEDLE AND THREAD on the windsock to make a NET
  • Back out to the stream

 Sandman

  • Use the GLUE on the bear statue (green)
  • Reassemble the bear statue (yellow)
  • Zoom in on the bear’s mouth and take the SLINGSHOT
  • Fill your WATERING CAN in the stream (blue)
  • Use the NET to catch a FISH (pink)
  • Go back to the sunflower patch

 Sandman

  • Use the SLINGSHOT to shoot down the APPLE (don’t forget to pick it up!)
  • Zoom in on the sunflowers (blue) and use the FILLED WATERING CAN to water them (pink)
  • Take the KITTEN (3/5)
  • Inspect the cart in the back (green)
  • Take the HAT and the WHEEL
  • Put the FISH on the basket (orange) to lure the KITTEN (4/5)
  • Go into the windmill and up the stairs

 Sandman

  • Use the SLINGSHOT again to take the clothes peg out of the mill mechanism
  • The last kitten is hanging from one of the blades of the windmill
  • Use the HOOK to get the KITTEN off the blade (5/5)
  • Go downstairs and give the HAT and the five KITTENS to Emeris

Chapter 4: The Magic Spell

  • After the dialog, take the COPPER STAR
  • Go upstairs

 Sandman

  • Put the COPPER STAR on the night stand
  • Take the ROLLER from the drawer
  • Go back to the sunflower patch and play the new HOS

 Sandman

  • Use the magic wand on the hat to get the rabbit (yellow). Use the crowbar on the crate to find the corn (green). Use the chisel on the stairs to complete the anchor (blue). When you’re done you get an OIL CAN (red)
  • Back out to the stream

 Sandman

  • Use the OIL CAN on the AXE to take it out of the wood
  • Back out to the broken carriage
  • Use the AXE to chop down the tree
  • Exit in the top left to the stone cottage

 Sandman

  • Zoom in on the well and take the SCREW
  • Back out to the broken carriage and the cow
  • Give the APPLE to the cow
  • Go past the cow to the cabin by the lake

 Sandman

  • Release the raccoon from the trap and take the TRAP
  • Zoom in on the tree and use the JACK to widen the crack
  • Take the MATCHES
  • Zoom in on the bench and take the BUCKET
  • Put the two pieces of the hedge clippers together and fix them in place with the SCREW
  • Take the HEDGE CLIPPERS
  • Go back out to the carriage and go back to the stone cottage

 Sandman

  • Use the HEDGE CLIPPERS on the ivy and take the ROPE
  • Zoom in on the cottage door and take a STONE
  • Click on the door, then use the TRAP on the door handle to fix it to the well mechanism
  • Zoom in on the well
  • Put the BUCKET down on the side
  • Put the ROPE on the beam above the well, then pick up the end of the rope and fasten it to the bucket
  • Put the STONE in the bucket
  • Drop the bucket down the well
  • Enter the cottage

 Sandman

  • Pick up the six pieces of FIREWOOD
  • Zoom in on the printing press and take the RUBBER MALLET (which isn’t made of rubber)
  • Zoom in on the oven and use the RUBBER MALLET to take the wedge out
  • Open the oven and put the FIREWOOD inside
  • Light the fire with your MATCHES
  • Go back outside

 Sandman

  • Now the bees have been smoked out, you can climb up to the chimney
  • Take the KEY
  • Throw the RUBBER MALLET at the ladder to the water reservoir
  • Go to the top of the reservoir

 Sandman

  • Put the windmill back together by attaching the five blades to the rotor (yellow), putting the metal rod in the mechanism (green), putting the small wheel on the toothed wheel (blue) and finally fixing everything together with the belt (pink)
  • Enter the reservoir

 Sandman

  • Roll out the bandage on the right and cut off a piece with the scissors
  • Put the piece of bandage in the jar with water and give it to the raccoon
  • Play the HOS
  • Now make the raccoon a cup of tea

 Sandman

  • Put the mug in the jar of water and then put it on the camping stove
  • Light the stove with your matches. You won’t see any fire, but the water will start to boil. If it doesn’t, try another match
  • Put the tea bag into the boiling water
  • Take some tea with the thimble and give it to the raccoon
  • Play another HOS
  • Cut the apple in two with the knife and give one half to the raccoon (shown in pink two images above)
  • When you’re done he will give you some INK
  • Go back into the cottage

 Sandman

  • Zoom in on the cabinet above the oven
  • Open it with the KEY
  • Take the WOODEN HORSE
  • Back out to the broken carriage and zoom in
  • Put the WOODEN HORSE on the lock

 Sandman

  • The horse on the left needs to be placed in the same position as the horse on the right. You need to click on the actual limbs, not on the rotating joints. Move the head and the forelimb and hindlimb
  • Take the PAPER
  • Go back to the cottage and go inside

 Sandman

  • Zoom in on the printing press
  • Put the ROLLER, PAPER, WHEEL and INK onto the press
  • Turn the wheel
  • Pick up the MAGIC SPELL
  • Back out to the carriage and go up the hill and back to the windmill
  • Give the MAGIC SPELL to Emeris
  • Take the MAGIC ELEXIR

Chapter 5: Sandman’s Lair

  • Go back all the way to the main street
  • You can now go down the drain into Sandman’s lair
  • Talk to Mary, then go right into the treasure room

 Sandman

  • Inspect the flesh-eating plant and take the CORKSCREW
  • Go back to the main room
  • Zoom in on the barrel and take out the cork with the CORKSCREW
  • Take the WRENCH from the barrel when the water has drained
  • Go back into the treasure room

 Sandman

  • Zoom in on the pipe in the wall
  • Use the WRENCH to remove the four bolts
  • Take the CLASP out of the pipe
  • Zoom in on the coat on the mannequin
  • Put the CLASP on the belt
  • Open the coat
  • Play the HOS

 Sandman

  • To get the heart, finish stitching the half heart with the needle and thread (green). The two pins are a safety pin and a clothes pin. Open the padlock with the key to take it down (yellow). When you’re done you get a CANE (red)
  • Go back to the pipe

 Sandman

  • Take off the MAGNET with the CANE
  • Go back to the main room
  • Zoom in on the cloche on the table
  • Remove the cloche with the MAGNET
  • Take the CHICKEN LEG (I had to click it several times)
  • Go to the treasure room

 Sandman

  • Zoom in on the flesh-eating plant and give it the CHICKEN LEG
  • Take the VALVE (it appears to be more like a wooden ornament than a valve, but there you go)
  • Zoom in on the paintings on the left wall
  • Put the VALVE in the empty space on the frame
  • This reveals a safe. However, you need a stethoscope to open the safe
  • Play the new HOS in the coat

 Sandman

  • Undo the handcuffs with the tweezers (yellow). The hook is in a pocket at the bottom of the coat (blue). When you’re done you get the STETHOSCOPE (red)
  • Go back to the safe behind the painting and put the STETHOSCOPE on it

 Sandman

  • You now need to rotate the metal discs on the left until the stethoscope shows three blue lines. You’ll know if you’re close if you first get one red line followed by two yellow ones. The blue lines follow the yellow lines. Do this for all six discs. The first time I played this I never managed to get this to work, no matter how often I reset the discs, and I had to skip the puzzle. However, the second time I started in the middle and worked my way out, never needing to do any of the discs more than once and it opened at first go. The screenshot shows the position of the discs when the lock opened for me
  • Put your MAGIC ELIXIR on the bag of sand inside the safe – the bag will go blue
  • Take the MAGIC SAND
  • Return to the main room and give the MAGIC SAND to Mary

Chapter 6: Getting out of the Cell

 Sandman

  • Zoom in on the glass on the floor and take the SKELETON’S HAND
  • Exit to the right to the second cell

 Sandman

  • Zoom in on the hook on the wall and take the HELMET
  • Zoom in on the treasure chest and use the SKELETON’S HAND to take off the cobwebs
  • You get a SKELETON CANDLE
  • Back out to the first cell and back out to a third cell

 Sandman

  • Remove the doll from the chair and take the CHAIR
  • Go back to the first cell
  • Place the CHAIR on the floor under the lamp
  • Light the SKELETON CANDLE in the lamp
  • You get a LIGHTED SKELETON CANDLE
  • Back out to the third cell

 Sandman

  • Light both lamps with the LIGHTED SKELETON CANDLE
  • Zoom in on the well on the right
  • Take the PIECE OF LEATHER
  • Go to the first cell

 Sandman

  • Zoom in on the glass on the floor
  • Use the PIECE OF LEATHER on the shard at the front
  • Pick up the GLASS KNIFE
  • Go back to the third cell

 Sandman

  • Fill the HELMET with water in the well
  • Zoom in on the wall on the left
  • Moisten the mortar using the WATER HELMET
  • Remove the mortar with the GLASS KNIFE
  • Remove the stone and take the FILE

 Sandman

  • Zoom in on the window
  • Use the FILE to remove the middle ROD
  • Completely empty the well with the HELMET and take the SWITCH
  • Go back to the first cell and right into the second one

 Sandman

  • Inspect the bed
  • Cut open the doll with the GLASS KNIFE and take the PLIERS
  • Take the ROPE
  • Go to the first cell
  • Zoom in on the lamp
  • Put the SWITCH in the hole on the right side of the lamp and click on it to turn the lamp down
  • Take the KEY TO THE CHEST with the PLIERS
  • Go right into the second cell

 Sandman

  • Open the chest with the KEY TO THE CHEST
  • Put the ROD on the hammer head and get a HAMMER
  • Zoom in on the HOOK in the wall and take out the nails with the HAMMER

 Sandman

  • Go back to the bed and out the HOOK on the stick
  • Fix the two together with the ROPE
  • Pick up the WOODEN STICK
  • Go to the first cell
  • Use the WOODEN STICK on the bars to get the PRISON KEYS
  • Open the door with the PRISON KEYS
  • Leave the cell

Chapter 7: Rescuing Mary

  • Go down the middle passage
  • Inspect the pillar under the left dragon

 Sandman

  • You need to click on the crystals until they all burn white. Each crystal affects some of the crystals surrounding it. The best way to do this is to start with the middle crystal at the top (circled blue) and making your way around counter-clockwise. Make sure that you change the crystals before the one you’re clicking on to white. Then move on to the next one and click it until the crystal before it turns white etc. Finish with the crystal in the top right (circled pink) as it affects only itself
  • Push the button that appears in the middle

 Sandman

  • Take the PITCHER and the three STONE SYMBOLS
  • Fill the PITCHER with water and use it on the red hot TRUMPET on the stairs
  • Use the TRUMPET on the bat
  • Pick up the other two STONE SYMBOLS
  • Pay attention to the two sets of symbols on the wall and remember the positions of the symbols
  • Zoom in on the pillar under the right dragon

 Sandman

  • Place the five STONE SYMBOLS
  • You need to rotate the two discs until the symbols are in the positions shown on the wall. I can’t give you a walkthrough as the starting positions may vary, but the solution is shown in the image above
  • Go through the door
  • To get Mary out of the hourglass, you need to activate the three tuning forks so that the glass shatters

 Sandman

  • Find the four fuses and put them on the device on the right to activate the first tuning fork (yellow)
  • Find the three dials and put them on the middle device, then click them all to make them point to the left to activate the second tuning fork (blue)

 Sandman

  • The third fork is the hardest. You need to somehow get three green bars on the left side and four green bars on the right side of the device on the left. The two arrow keys (pink and blue) move the bars from one side to the other. The two levers (yellow and green) either completely fill or completely empty the columns
  • From the default position this is very easy: Pull the right lever (green) to fill the right column to 5, then push the < arrow (blue) to move one bar to the left, leaving 4 on the right and 3 on the left
  • If you’re completely stuck, pull both levers to empty both columns, then do the following:
  • Pull the right lever (green) to fill the right column up to 5
  • Click the < arrow (blue) to move 3 to the left, leaving 2 in the right
  • Pull the left lever (yellow) to empty left
  • Click the < arrow again to move 2 from the right to the left
  • Pull the right lever to fill the right column up to 5
  • Click < to move 1 to the left, leaving 4 on the right and filling the left to 3
  • The end!