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A pilgrim wanders in the desert, headed to Mount Distant. Visibility is minimal. The fierily blowing winds and fatigue make even what his sight witnesses unreliable, as if everything around him were turning with no rest. It is not easy to keep track of directions and orient himself, while even the camel he rides is prone to leave by night. Furthermore, the letters from past pilgrims who ventured through this land all speak of ill fate.

Not that he doesn't have anything to rely on. He brings with himself a Sun Medal (useful to know the time of the day), a compass, a dragon emblem, six sticks that can be driven into the ground and serve as directional reference points; even footsteps can prove helpful, though it takes the sand short time to fill them.

Key places are fixed, while other elements in the environment, as well as the position of the camel — that wanders away every night — and pieces of equipment — that the wind may take away during the pilgrim's sleep time — vary from game to game. The daring man will encounter death if caught by the falling night far from is cart or without his camel; otherwise he is going to fulfill is journey reaching Mount Distant.

There are four difficulty settings: Wanderer (“A gentle breeze blows around you. You pull your coat closer”), Traveller (“The winds whip past you. You shield your eyes with your hand”), Navigator (“The storm is everywhere. You feel it consuming you”), Pilgrim (“The storm destroys you. Good luck. You will not survive”). The desert is rich in secrets; besides, different pack animals to ride, real as well as imaginary creatures, can be unlocked, and letters by other travellers collected.


Sandstorm Windows Bestiary
Sandstorm Windows Riding the "Axehead"
Sandstorm Windows Title screen
Sandstorm Windows The third day is ending

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