Loom

In LOOM, nothing you do will kill you, and you won't get "stuck" because you missed a clue elsewhere. So there should be no need to save your game unless you want to quit and take a break, or you feel more comfortable having a saved game position.
Be sure to keep a pencil and a piece of paper handy at all times to write down the "drafts" (musical spells) you hear in your adventure. The "Book of Patterns" contains a lot of spells you won't hear or need. You will only need the following spells (list these on your piece of paper): Open, Empty, Dyeing, Night Vision, Straw into Gold, Twisting, Invisibility, Sharpen, Terror, Sleep, Healing, Reflection,   Silence, Unmaking, and Transcendence. Note that Open and Transcendence are the only spells which are pre-printed in the Book of Patterns. Write their drafts on your paper now. The open draft is e, c, e, d. The trancedence draft is C, f, g, c.

LOOM begins with you, Bobbin Threadbare, sitting alone at the top of a lofty crag with nothing to keep you company but a tree with a single leaf. Look at the leaf and go down to the village and enter the Sanctuary tent. Go east all the way to the Loom. Listen to the elders and Hetchel. Get the Distaff, and learn TRANCEDENCE at the Loom. Look at the egg and learn OPENING Spin the OPENING Draft on the egg. Go west out of the tent and enter Hetchel's tent. loom3.jpgLook at the Dye Pot and learn DYEING Draft; dye all the cloth. Look at the flask and learn EMPTYING Draft. Leave the tent and go to the graveyard. Look at the thorns. Look at the grave for a clue. Go back to woods and look at on of the tree holes. There's an owl inside, from wich you wil learn NIGHT VISION Draft. Go Back to the village. Enter the dark tent in front of Hetchel's (only three of the tents can be entered). Look at the darkness and spin NIGHT VISION Draft. Look at the wheel and learn STRAW INTO GOLD Draft and spin STRAW INTO GOLD at the straw.
Now go to the Sanctuary tent and spin STRAW INTO GOLD at the tapestry with the end torn of. Go to the top of the mountain (where you started at first). Look at the sky and spin OPENING Draft. loom5.jpg - 5691 BytesA lightning wil hit the tree. Now go to the Dock. Look at the clam and spin OPENING Draft. Jump into water and get on the log. Go west all the way to the Waterspout. Look at the waterspout and learn TWISTING Draft. Look at the waterspout and spin UN-TWIST Draft (reverse TWISTING Draft). Go all the way to the west. Go north into the woods, where you meet 4 shepards. You will learn UN-INVISIBILITY as they enter the scene. Take the path to the left all the way down. Reach Crystalgard by following the trail. Look at the workers in the Tower; do this while you are outside at the foot of the Tower. Spin INVISIBILITY on the workers at the top of the tower and enter the tower. Enter Crystal elevator by using the bell. Walk to the left bell and use it. Look at sphere 3 times for clues. Learn TERROR Draft from the sphere when it shows the shepard guard. Return to the tower. Look at scythe and learn SHARPENING Draft.
Go back outside, to the foot of the tower. Enter the dome-shaped building and look at the graves to get Goodmold to talk to you and part with some clues. Walk to the east to the Cristal and chalice. loom1.jpg - 4779 BytesGo to the Crystal and look for more clues from Goodmold. You can spin UN-EMPTYING Draft on the Chalice if you want to fill it. Exit east and go back to shepard guards. Look at the sleeping shepard. Look at the sheep and learn SLEAPING draft. Walk west to the Shepard house. Look at the Lamb and get clues from the girl. Look at the lamb again and learn HEALING Draft. Leave the house and go east. Look at the sheep and spin DYEING Draft so they change colour. The Dragon will take you to its Lair. Look at the Dragon. Look at the gold. Look at the gold again and spin UN-STRAW TO GOLD, which turns gold to straw. Look at the Dragon. Spin SLEEPING Draft. Go north into the caves. These are just a very tiny maze. Just walk around until you find the pool, which can't be reached directly from the entrance. An effective method for reaching them is to go east and look at darknes. Spin NIGHT VISION Draft on the darkness. Go south and enter the first cave. Go south some more then west until you fall off the ledge. Look at the pool and learn the REFLECTION Draft. loom2.jpgLook at the pool and spin EMPTYING Draft. Look at the sphere 3 times for clues. Look at the dry hole and spin UN-EMPTYING . Go behind the rock and leave the cave to the northwest.
Look at the steps, and spin UN-TWISTING on the steps. Follow the steps to the Halls of forge. Look at the boy and spin UN-SLEEPING. Listen to the clues. After he falls asleep, look at him (Rusty) and spin REFLECTION on him. Go east to forge. Enter the forge. Follow the path back arround the corner, then to the right, then south and finally east. After you are put in the room, look at the straw. When Hetchel puts the Distaff under the door, get it and look at the door. Spin OPENING on the door. Exit and go down. Look at the men talking. Listen to the conversation for clues. Look at the men again, then look at the sword when the swordsmith quits hammering. Spin TWISTING on the sword, which leads you to being captured and taken to the bishop's castle. (no matter how long you wait, the swordsmith never finishes the sword. The bishop gets more and more impatient. You must TWIST the sword in a moment of quiet). You will be taken to the Bishops castle.
Look at the door. Spin OPENING. After bishop gets your staff, listen to the conversation loom4.jpg and look at the sphere 3 times for more clues. Go outside and look at the bishop again. Get your Distaff and go back outside, where a creature pushes you into the void. Look at the hole that goes back to bishop's castle. Spin HEALING on it. Go west and enter the next hole. Look at the bones (Rusty). Look at the bones and spin HEALING. Exit the hole. Look at the hole and spin HEALING(you can shut the holes in the void but they must be done inside the void). Go west to next hole. Enter shepard's meadow. Look at the shepards and spin HEALING on them. Exit the hole and spin HEALING on the hole. Go west to next hole. Enter the crystal gard. Look at Good mold and spin HEALING on him (do this before he talks as he'll die). Listen to the story and get more clues. Exit the hole. Look at the hole and spin HEALING.
Go west to next hole. Listen to your mother's story. Go west all the way to the loom. Look at the loom. Look at Loom again and learn SILENCE. Look at hetchel and spin UN-SILENCE. Look at the Loom again and learn SHAPING. Look at the cooked swan and spin UN-SHAPING. Look at the Loom again and learn UN-MAKING. Look at the Feather. Look at the Loom and spin UN-MAKING on it. Enter the hole. Look at yourself and spin TRANSCENDENCE.

Thats it folks, I hope you enjoyed it...


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