The Sand Man

The Sand Man

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The Sandman Walkthrough
By ChrryAie
This walkthrough provided by vgperson [vgperson.com]. Some of the walkthrough I've rewrite it to make it understandable, This guide is for myself to make it easy for me when I'm stuck; but feel free to use the walkthrough through here or vgperson website.
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Loren Catholic School
Once out of the house, get a city map on a nearby board (right after that
cafe right from Sophie's apartment). Wander around until you meet someone
in the central park.

Go southwest to find a school. Check the door is locked. Go up the screen
and enter the hut on the right to get the stairs. Return it and use it
(from the menu, while standing on the wall) to climb the wall.

Check the front door, then go check the shiny spot on the left to get a shovel.
Use it to open the door.

Go east to the dorm, then to the second floor to find Anne's room. Once you
not finding him there, go to the chapel (across the stairs at 2F).

While looking for Anne, go to the cafeteria (right of the stairs at 1F) and go into the kitchen.
Push the box blocking the bottom entrance.
Blumberg Shopping Mall
Go to the mall, south from the park with the cutscene. Check the door,
then the security panel. Go left and up a screen, and check the car on
the road to enter it and get the security card.

Open your inventory and check the card. Return to the security panel
and enter the code. The numbers on the panel tell you which numbers
from the card to use. The Code is: 241917

Go up to the top floor and to Theater B on the right. Open the door
slightly to look inside.

Take the back entrance to talk to Regan. Check the far-right desk two
rooms back for cutters, and use them to cut the ropes.
(Or just get the cutters before talking to Regan.)

Get the cardboard box which falls down and put it on. Make your way
down the floors. Watch the patterns and make sure to stay still while
squatting most of the time, only moving when they're not looking.

On the first floor, use the doll to distract the soldiers, then run out.
Go meet David in the northern park.
JP Gordon & Chase
Go to JP Gordon & Chase in the northeast.
Check the card reader and the employee poster.

Go to the subway in the southeast of town.
Open the gate with the passcode. Check the cellphone.
Answer: 120000

Check the sleeping person behind the gate for an employee pass,
and return to JP Gordon & Chase and use it.

Go up to the third floor and enter the one open room.
Check the photo on the desk.

Go up to the top floor and enter the open room.
Run out of the building.

After being knocked out of the building, go back in.
Leave again and get the tooth outside.

Go to the central park. Follow the shadow to the apartment,
and go upstairs.
Going to the Sandman's House
Forest navigation.
(Taking the wrong path will take you to the same area.)

When you get to the swamp, stay as far away as possible
walk, or you will be gripped. Talk to Nixie after that.
Return to the screen and enter the house.

Show Sophie's teeth to the Tooth Fairy, and she'll push it away. Then go to
Nixie asks about Tibbyoung Grass. Go back to the forest to find him and
apply the dew on the teeth, then give the baby teeth to the Tooth Fairy
coins to give to Nixie.

Go ahead and check out that little house. Go back to the square and enter
log (Littlogrow), get out of there, and check again to take it with you
put it in front of the house.
The Sandman's House
Go up the stairs and through the middle door. Go through the maze tiles
(from the entrance: up, up, right) and press the switch at the end to
disable tiles.

In the next room, try to open the remote door, then walk to the back.
Let yourself be trapped. Continue to refuse to eat food.

Take a scrap at the entrance.
Continue past where you meet the Sandman.

In the left room, get a note from the wall. Go to the right room and talk
to Lullaby, then show the memo and notice so they can read.

Go to the fire extinguisher statue room. (For the latter, note
how the fire goes out six times, then there is a pause.) Pull the lever
in the next room to paralyze them.

Navigate through a maze of clear glass walls. Your goal is the left door,
not a ladder in the middle, and no fork in the road. Get the red color
bottle in the next room and use in the labyrinth space to mark the way.

Enter the lower door in the small medicine room. Then run.
(You want the emerald fire to go out until Sandman falls into the hole.)

Enter the door where the Sandman starts chasing you. Take the mirror
on the table to circle the castle faster. Continue through the mirror
(reverse control) room.

As the statue begins to sing, do four of these five things to expand yourself:
put your head on the statue, play music with a cell phone, splash your face with a bucket of water,
shout out the window, or use a cane (if you already have one). Be sure not to use
the mirror is here, or you will lose it for the rest of the game.
the mirror here, or you'll lose it for the rest of the game.
Working with Unicorn
Leave the house (you can use the Magic Mirror to warp to the entrance)
and go east to find Unicorn.

Back in the house, go right to find a Dust and a fallen painting. Talk to it,
and you'll notice the code that was hidden behind the painting.

Warp to Medicine Storage and use the code on the left door. Numbering
the jewels 1 to 8 from left to right, it's 32754168.

Inside the sandy room of shelves, get the stick and a sack from the wall.
Hide in the closet once prompted.

Go right from Medicine Storage to the glass maze. Face the unreachable
stairs, then use the stick to break the wall. Pick up one of the glass shards.

Go up into the room of jewels. Take the pink jewel... but you'll die if you take
this to Unicorn.

o up and get Notice 2 from the wall in the back room. Show it to Lullaby in the
Tea Room to have it translated.

Return to the back room and wash the jewel in the water bucket. Once you've
had the note translated, you can use the machine to make a real pink jewel.
Leave and give it to Unicorn.

There's a significant choice after you give Unicorn the jewel.
I want it back: Leads to two possible bad endings.
You can have it: Leads to a bad ending or the good ending.

Go west to the cave and check the entrance to talk to Dwarf.
Get the cage to the left and catch the Glimmers on the screen left of that.
Then enter the cave.

Go back to the Sandman's house and to the fire-breathing statue room
(right from the Emerald Flame Room). Use the stick to help the Dust for the
Translation Lenses. (If you never had Lullaby read the memo or notices, you
can put them on to read those now.)

Go to the world map room (south of Medicine Storage). There's a hole in the
bottom-left; go down it and get the Somewhere Key.

The Somewhere Key unlocks the door in the statue room, but first, collect the
sleeping sand ingredients from the first/second floor areas. Put a piece of Crygel
in the empty bottle, pick up a Snora fruit, and cut off the Caterlizard tail in the
kitchen with the shard of glass (from the broken wall in the glass maze).

Use the Somewhere Key to open the door behind the singing statue.

In the sand-making room, get the leather gloves from the counter. Use them
on the red candle to carry the flame to the pot. Grind the Snora Flora Fruit in
the milling machine.

Climb the ladder and check the pot. Put in the Snora Fruit Powder and Crygel
Fluid, then wait. Once the broth turns blue (4 color changes from the initial white),
put in the Caterlizard tail, then it'll turn yellow. Grab the bowl on the left, and use
it on the pot to bring the broth into the funnel. Push the button, and finally, put the
sleeping sand in the sack from the sand storeroom.

Go to the Emerald Flame Room and raise the lever. Use the leather gloves to pick
up the flame. (You can put the lever back down afterward.) Go to the small room
with the candles (left in the hall before the fire-breathing statues) and light them.

In the secret room, put on the Translation Lenses and read the diary.

Go to the long corridor and enter the door in the middle.
Avoid all the holes on the way up.
Endings
Bad Ending 1:
Let Unicorn keep the jewel, and kill the Sandman.

Bad Ending 2:
Take the jewel, and kill the Sandman.

Bad Ending 3:
Take the jewel, and use Sleeping Sand when the Sandman is down to 10 HP.

Happy Ending:
Let Unicorn keep the jewel, and use Sleeping Sand when the Sandman is down to 10 HP.
10 Comments
XxAnonyMitchxX Aug 30, 2024 @ 10:12am 
I just had to do this too @ash_is_tired
I think I just had to talk to the tooth fairy or nixie again. Hope that works!
ash_is_tired Aug 20, 2024 @ 11:56am 
it wont let me take the log in front of the small house, it just gives me the option of going through or doing nothing
wibbywhamwhamwozzle Nov 17, 2022 @ 4:41pm 
Hey CherryAie, I actually figured it out a bit ago but thank you for replying :) :special:
ChrryAie  [author] Nov 17, 2022 @ 6:26am 
Hi cheems, it should be able to grab the flame if you use the leather gloves , you need to use the leather gloves on the red candle to grab the flames .
wibbywhamwhamwozzle Nov 11, 2022 @ 12:32pm 
Could someone help me? After I created the sleeping sand when I go into the flame room it wont let me grab the flames even after putting on the leather gloves. I went in and out of my game but it still won't work.
ChrryAie  [author] Nov 7, 2022 @ 10:10pm 
Have you tried putting Snora Fruit Powder and Crygel together ??
Backshot Demon Nov 7, 2022 @ 1:35pm 
for some reason after i put the red flame and grind the snora fruit it won't let me put in the powder.
Poltergeist Nov 4, 2022 @ 10:37pm 
THANK YOU SO MUCH
full of aura Nov 4, 2022 @ 9:44pm 
you have to read or reread the Notice 1 in the empty candle room first then game will allow to grab the green flame
Poltergeist Sep 12, 2022 @ 12:35am 
cannot pick up the emerald flame for some reason. I must be doing something wrong.