LOOM (LucasFilm) (?)
Solution:
ESCAPING FROM THE ISLAND:
At the start of the game you will be summoned by the elders of the village
so make your way there first and enter the tent on the left. Once inside the
tent walk to the far right and listen to the conversation for a bit of
background information. Once the people have stopped talking, PICK UP the
Distaff and CAST the Open draft on the egg.
Listen to what Hetchel has to say and then leave this tent and go to the
tent on the far right. Inside, TAKE the book (you will not need it), and
EXAMINE the flask to find out the Emptying draft. Also EXAMINE the Dye Pot
to learn the notes to the Dyeing spell, and try it out on some of the white
wool.
Now leave the village and go through the forest to the cemetary. Take a look
at the thorns to disturb a rabbit which will unfortunately be caught by the
owl that was on the headstone. READ the headstone that the owl was on (a
clue what you should do in a minute) and then walk off in his direction back
into the forest. EXAMINE all of the holes in the trees to learn the notes to
the Night Vision Spell and then go back to the village. Enter the tent in
the middle and CAST the Night Vision Spell on the darkness to reveal a wheel
some gold and some straw. Screw around with the wheel to find out the Straw
into Gold Spell; try this spell on the straw on the floor to improve your
skills.
Go down to the docks and CAST the Open Spell on the clam and you should gain
the power to be able to CAST the next note on your Distaff. Now go back to
the cliff top where you originally started and CAST the Open Spell on the
sky, and a huge lightening bolt will hit the tree and knock it into the
water. Go down to the docks, JUMP into the water and CLIMB onto the tree.
You will automatically go out to sea, and there you will come up against a
large water spout stretching out to the sky. Get close to it and learn the
Twisting Spell, and then CAST it backwards to get rid of the obstacle. You
will also learn the next note on the Distaff, when you reach the island.
MEETING THE OTHER GUILDS:
The first place to go when you arrive on the new found island is the forest.
There you will be stopped by some invisible shepherds. As they appear so do
the notes to a spell. Make a record of the tune as the shepherds become
visible. (It is the invisibility spell) Don`t bother trying to impress them
with your magic as it is not yet possible.
Head towards the glass city, but don`t go inside yet. If you have a look
around you will notice some men working at the top of a tower. CAST the
invisibility spell on them for later use. Now go inside and find two people
talking alongside a large shpere. Listen to what they have to say and then
USE the teleporters to get into the tower where the men were working. (They
will not see you thanks to the invisibility spell.)
EXAMINE the scythe that they are rubbing to learn the Sharpening Draft and
then go through the other teleporter. You should now be by the sphere, so
look into it for the solution to your problem with the shepherds. (You will
see yourself cast the terror spell) You can also look into it two more times
for some more info.
Go back to the shepherds and when they ask you to cast a spell, CAST the
Terror Spell to get rid of them. Walk to the left and into the next screen.
You will encounter a flock of sheep and a sleeping shepherd. EXAMINE the
sheep to acquire the sleep draft and then carry on going left. Eventually
you will arrive in the shepherds village. Go inside the first house and
EXAMINE the lamb. A woman shepherd will notice you and after quite a bit of
talking and examining of the lamb, she will tell you the healing spell. Go
back outside and CAST the Dyeing spell on the sheep to protect them from the
Dragon. (This will not protect you and the Dragon will pick you up instead.)
INSIDE THE DRAGON`S LAIR:
The first thing to do is to turn the gold that the Dragon is lying on, into
straw. (You should learn the next note on the staff at his point.) Then put
the Dragon to sleep. As he snores the straw will start to catch fire and
frighten him off. This leaves you to find your way out of the volcano.
Make your way through the maze of tunnels within the mountain until you come
across a pool of water. EXAMINE the pool to learn the reflection spell, and
then CAST the empty spell to drain the water away. Stuck in the mud you will
find one of Crystalgard`s spheres and if you look in it, you will see into
the future. Leave this chamber and head outside the mountain to where you
will find a set of winding stairs, but on the other side the path has
broken, stopping you from going any further.
CAST the twisting spell backwards on the stairs and they will join to the
other side of the ledge, enabling you to get across safely.
THE GUILD OF BLACKSMITHS:
Walking onto the next screen you will notice a young boy sleeping on the
ground. USE the sleeping Spell backwards to wake him up. When he goes back
to sleep CAST the reflection spell to make yourself look like him. You can
now go into the blacksmiths guild and have a look around.
When you arrive at the furnace room the stoker will mistake you for the boy
and throw you into the cell without the Distaff. There isn`t a hell of a lot
you can do without the Distaff, so go to sleep on the straw. While you are
asleep the young boy will be killed by the Dragon and Hetchel will rescue
the Distaff from the furnace and push it under the door to your cell. PICK
UP the staff and OPEN the door (You can also turn the straw into gold if you
want.) Exit the cell and go down the stairs in the furnace room.
Here you will see the man that you saw in the sphere talking to the foreman.
He has just bought some swords. When the man in the center holds up the
sword, CAST either the reverse of the sharpening spell, or the twisting
spell to ruin it. You will then be captured and taken to the castle of
Mandible and locked in a cage.
MANDIBLE THE CLERIC:
Mandible will talk bullshit for a while, but when he stops, do as he says
and CAST open on the cage door. When he has finished talking to you again
and has left you by the cages with Cob, look into the sphere. Cob will stop
you and try to look into your face. After he has gone look in the sphere
three times and then go out to the parapet where Mandible is and EXAMINE
him.
After Chaos has disposed of Mandible, PICK UP the Distaff and go back down
to where the cages are; notice that the creature from one of the cages has
gone. Go back out to the Parapet and you will find out where the creature
went.
Now that you are inside the hole that Mandible created, float around and go
into the various holes as you encounter them. In the first one, you will
meet Rusty`s ghost. CAST heal on his bones to bring him back to life. The
next hole takes you back to the shepherds. CAST heal on them as before, and
then move onto the next location. At Crytalgard try to heal Goodmold, but
when he won`t let you move on.
At last you will arrive at the shore of Wonder, and this is where all the
swans went to. Cygna will tell you to go back and close all of the holes. Do
as she says and then go back to the Shore of Wonder and continue left.
BACK AT THE WEAVERS ISLAND:
By now you should know another note on the Distaff. Go to the great Loom,
and EXAMINE it. At this point Hetchel should arrive closely followed by
Chaos himself. She will try to tell you how to destroy the Loom, but Chaos
will cast silence on her first. Make a note of the draft he plays and then
play it backwards to restore Hetchel`s voice.
Before she can tell you what the spell is, Chaos will deal with her once and
for all and turn her into a cooked turkey. If you didn`t catch what spell he
cast, EXAMINE the Loom and it will show you what Chaos cast. Once more
restore Hetchel by CASTing the spell Shaping (backwards). Finally Chaos will
destroy Hetchel totally, but in doing so he will reveal to you the spell
that Hetchel was trying to tell you.
CAST this spell on the Loom to destroy it, ripping a hole in the dimension
you are in. Get in the hole and cast Transcendence on yourself and you will
have finished the game!!
THE END!
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