Puzzle types documented for Loom: - Sensory Exploitation: Tower workers' visual perception exploited via Invisibility draft; Shepherds' fear exploited via Terror draft - Multi-Character Coordination: Forge Entry via Reflection as single-character identity substitution workaround - Observation Replay (existing): Full draft sequence memorization system with randomized melodic content - Pattern Learning/Knowledge Transfer (existing): Draft reversal system and mechanical grammar application Sources: 6 walkthrough files from gamefaqs, strategywiki, the-spoiler.com, walkthroughking
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<pre>
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|$$$$| |$$$| |$$$| |$$$| |$$$| |$$$| '$$$' |$$$|
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|$$$$$$$$$$, |$$$$$$$$$$| |$$$$$$$$$$| |$$$| |$$$|
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'$$$$$$$$$$$, '$$$$$$$$' '$$$$$$$$' '$$$' '$$$'
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S O L U T I O N
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by
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Game Cat
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(<a href="/cdn-cgi/l/email-protection" class="__cf_email__" data-cfemail="72251b1e191d2d41424242320b131a1d1d5c111d1f">[email protected]</a>)
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v. 1.0
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First, there are a couple of things which we have to get out of the way:
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the first is that this isn't an ordinary LucasArts adventure; the interface
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is greatly simplified. To "aim" at something, move the cursor over it so that
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a close-up image appears at the bottom of the screen. Clicking once will
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select that object. Double-clicking will cause Bobbin to (lord I hate this
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word) "interact" with the object; he may just look at it and give a
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description, or he may operate the object (knock over flasks, turn spinning
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wheels etc).
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If you wish to work a spell on the selected object, click once on the
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object and then click on the distaff at the bottom of the screen to play
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notes. If the spell is successful, you'll see a series of blue sparkles, if
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not, you'll see red sparkles.
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Each spell is composed of four notes. Easier difficulty levels will
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partition the distaff into sections, allowing you to cast spells more easily.
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Also, when hearing a spell on the easier levels, the correct notes will be
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written at the bottom of the screen. These are the only differences between
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difficulty modes.
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Also, it can be tough to see exactly where on the distaff to click on
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some of the harder difficulties. It is therefore far better to type out the
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notes on your keyboard - this will stop you from accidentally typing out the
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wrong notes.
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Before starting the game, have a paper and pen handy as there is no
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in-game way of noting different spells, which gets very annoying.
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Remember that some spells can be played backwards to create the opposite
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effect; the straw-to-gold spell played backwards will change gold into straw.
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Try undoing some of the spells that you've cast, or trying out spells in
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likely places.
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Lastly, some of the spells appear to be random, which is why I won't
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write down what combinations I had.
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Right then, let's go.
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---------=========Part 1: Bob-bob-Bobbin Along=========--------
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First of all, double-click on the red leaf to make it fall away and look at
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the stars in the sky. Now click on the road in the distance to make Bobbin
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walk down there. Keep walking to the left until you reach a fork in the road.
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Click on the village to enter it, then enter the first hut on your left;
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this is the Elder Weavers' tent. Walk all the way to the right. Now, as you
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walk from right to left, look at the various tapestries which give some
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history on the plot. Keep going right until the cutscene kicks in (note that
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you cannot go into that door in the background).
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**CUTSCENE**
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Bobbin will spy on a dicussion between the Elders (boo! hiss!) and Hetchel
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(yay!). It turns out that Hetchel has been teaching Bobbin how to use his
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innate powers - something they don't like the idea of. They had banned
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Hetchel from teaching Bobbin but she broke the rules and as a punishment,
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they are going to turn her into a swan. Instead, however, she becomes a swan
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egg. As they look on in surprise, a mysterious glowing swan enters through a
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large window and transforms the Elders into swans themselves.
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**CUTSCENE ENDS**
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When the cutscene is over, pick up Elder Atropos' distaff from the floor and
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double-click on the Loom. A spell will be played - the HUMAN-TO-SWAN Spell.
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Note it down. Now double-click on the egg and the OPEN spell will be played.
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Again, note this down. Remember that if you missed the spell the first time
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around, you can double-click again. Also note that as of yet, you cannot
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play the HUMAN-TO-SWAN spell; as the game progresses, you will learn the
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higher notes. Click on the egg and then use the OPEN spell.
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**CUTSCENE**
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Hetchel enters exposition mode and explains what's happening; ever since
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Bobbin was born, chaos has been entering the Loom. Fearing that Bobbin was the
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cause and will eventually destroy everything, they declined him the chance to
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learn weaving. Hetchel, however, knew that Bobbin was not the reason for the
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chaos and so decidedto help him secretly. She knows that nothing can stop the
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Chaos and they can only accept it or flee. The swan had come to save the
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village, but has left behind Bobbin and Hetchel and they must now find the
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flock before it is too late. She tells you to travel beyond the sea, opens up
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a hole in the fabric of reality and is gone.
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**CUTSCENE ENDS**
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Return to the village and then to the fork-road. Walk into the forest near the
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top of the screen, then to the left to enter it properly. Walk to the far left
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of this screen to reach a graveyard. Examine the thorns and a rabbit will
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shoot out. The owl on the gravestone will awake and snatch up the rabbit. Now
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look at the gravestone. It's your mother's and reads:
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Lady Cygna Threadbare
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7983-8004
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"Destiny shall draw the lightning
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Down from heaven; roll its thunder
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Far across the sea to where I
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Wait upon the Shore of Wonder
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On the day the sky is opened
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And the tree is split asunder"
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Yeah, sure, it doesn't exactly scan, but it does provide a vital clue on how
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to progress; note how the tree on the gravestone looks just like the one on
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the hill.Return to the right-hand screen (the one with the trees). Look at
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each of the four holes in turn to get the NIGHT-VISION spell. Return to the
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village.
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Now you're back in the village, enter the first house on your right.
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It's pitch black in here, but click once out in the darkness (so that a
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picture of your eyes appears at the bottom of the screen) and use the
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NIGHT-VISION spell. You can now see that there's a wheel for spinning straw
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into gold. Double-click on it to learn the STRAW-TO-GOLD spell. Try it out
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on the straw and backward on the gold. Fun, eh? Now leave the tent.
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Enter the tent furthest to the right (the one with a chimney coming out
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of the top). This is Hetchel's tent, and also one used for dying clothes.
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Take Hetchel's Book Of Patterns and tip over the large flask of green liquid
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to learn the EMPTY spell. Remember that if you don't get it the first time,
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you can double-click to listen again. Now examine the bubbling dye-filled
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cauldron to get the DYE spell. Practice using the DYE spell on the white
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cloths in this room, and the BLEACH spell (DYE backwards) on the green
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cloths. Remember that you ought to do this, as this kind of practice
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increases your range of notes quicker. You can try using these spells on
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many of the green cloths in the game, including the tapestry in the Elders'
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tent.
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Leave the village and this time head for the docks. Look at the birds
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to get the open spell again (just in case you forgot, or something) and then
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use it on the clam. You rotten sod. Still, the clam's loss is your gain, as
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this should give you another note on your distaff - f. Now return to the
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tree that you started off the game by.
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Remember the poem on your mother's grave? "On the day the sky is
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opened..." You got it! Click on the stars and use the OPEN spell. A
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lightning bolt will hit the tree, sending it falling into the water,
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where it will rest by the docks.
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Go there and hop aboard the tree by double clicking on the log once
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(to jump in the water) and again (to climb aboard). You will sail up to a
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huge waterspout (or "twister" - see?) double-click on it to hear the TWIST
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spell. Note, by the way, the swans in the background. They are teasing you!
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Oh well, use the UNTWIST spell(TWIST played backwards, but you guessed that
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already) to get rid of the waterspout and allow you to cross. head to the
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left of the screen to continue.
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--------========Part 2: Sun, Sea, Sand and Supervillains========--------
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You are now on a very pleasent beach, but there'll be no chance of getting a
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tan! Instead head for the green city in the background. It's all very Wizard
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of Oz, isn't it? Examine the workers up in the tower, then enter the green
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dome near the bottom of the screen. This place is actually some sort of
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graveyard for the people of the city.
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Examine one of the plaques and a man will come to greet you. (Also: you
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can now cast spells requiring the "g" note)
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**CUTSCENE**
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The city you are in is Crystalgard (fans of classic gameshow The Crystal Maze
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might like to note that the chap you are talking to - Master Goodmold - looks
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a little like presenter Richard O'Brien. If you squint. And look at your
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screen through a pair of tights) and the people who live there are dedicated
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to making crystal objects; sculptures, glasses, even orbs which allow one to
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look into the future. Goodmold mentions a rumour surrounding the Weavers; that
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anyone peering under the hood of a weaver will die. Bobbin will enquire about
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the swans, but Goodmold says that he has seen none ad leaves you to look
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around.
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**END CUTSCENE**
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Exmaine the plaques to read some twee metaphors for death ("final clarity"
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indeed). Now walk off screen to the right. Examine the crystal chalice.
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**CUTSCENE**
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There will be another short cutscene with Goodmold, as he tells of how a
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dragon plundered their treasure trove many years ago, leaving only the chalice,
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known as the "Chromax Conundrum". Why is it made of crystal instead of glass,
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asks Bobbin. "We don't know, that's the conundrum" Goodmold replies.
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**END CUTSCENE**
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Now walk to the left hand side of the screen and examine the bell. You'll ring
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it and be teleported to the back of the room. Now head through the door to the
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left. You'll come out in this room again, but this time at the top of some
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stairs. Walk down them and out the right hand side of the screen. You'll come
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out in a little gully, with two men talking nearby. Double-click to listen to
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them.
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**CUTSCENE**
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It appears that the man in green and black - Bishop Mandible - has ordered the
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construction of an orb which will allow him to see into the future. They leave,
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with the orb still on a pedestal.
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**END CUTSCENE**
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Now double-click on the teleport box just behind the orb. You will appear up
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in the tower, where you saw the workers before. They will see you and send you
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back to where you came from. Oh, well. Walk back down the gully again. Now
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you're back on this screen, walk DOWN the steps in front of you and through
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the ground-floor door. You will come out just behind the city. Walk up the
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path which takes you around the cliff to reach a nice forest. Keep moving to
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the left until a bunch of shepherds appear around you. The noise they make is
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the APPEAR spell. There will be a short cutscene in which they ask you whether
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you are the wizard they have been expecting and to prve your powers. There's
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nothing you can do now so walk back the way you came. As the shepherds
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disappear again, they will play the APPEAR spell backwards - this is the
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CAMOUFLAGE spell.
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Now return to the glass city. Don't enter it just yet - walk around the
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outside until you can see the workers on the tower again. Click on them and
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cast the CAMOUFLAGE spell. Now return to the orb/gully room and use the bell
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again. The workers can no longer see yo, and you are free to pass through.
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First, however, listen to the whiny conversation between the workers which
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fleshes out the plot a little. Also, use the scythe blade to get the SHARPEN
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spell. Now use the bell at the other end of the room to end up next to the
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scrying orb. Look into it to get the FEAR spell. Look into it again to see a
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cave on fire and a passage behind the blaze. Look a final time to get the
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HUMAN-TO-SWAN spell again. Return to the shepherds.
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Once they have appeared again, use your new FEAR spell on them. You will
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create the illusion of a big scary dragon which will terrify the shepherds and
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send them fleeing. Continue to the next screen.
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You'll see a shepherd asleep by the flock he's supposed to be tending.
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Examine them to see them bouncing over the fence. They will make the AWAKEN
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spell, so note it down. The shepherd will wake up and send the sheep back over
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the fence. They will play the SLEEP spell (it's the AWAKEN spell backwards, in
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case you hadn't guessed). Try using the DYE spell on the sheep by the shepherd
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to get a hint on how to complete the next puzzle. Continue on until you reach
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a village.
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Enter the large hut examine the lamb inside. There will be a short
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cutscene.
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**CUTSCENE**
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Bobbin meets a young shepherdess who claims to have called for him. It seems
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that a local dragon has been eating all of the sheep and a wizard has been
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called in to remedy the situation. She has mistaken Bobbin for the mage and
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asks for his help.
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**END CUTSCENE**
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Look at the lamb again to learn the HEAL spell and then leave. Now use the DYE
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spell on the flock of sheep outside to camouflage them amongst the grass.
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Unfortunately, the only white thing in the field now is you. This slight
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planning error will result in you being picked up and carried off by the
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dragon.
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OHH DEAR.
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--------========Part 3: Goodness Gracious, Great Balls of... oh, you
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guessed===X=====--------
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The dragon will drop you off inside the inactive volcano she has for a lair.
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Luckily, she's not into eating Weavers, so she'll let you be. Unfortunately,
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you are now stuck in a big cave with no obvious means of exit. But wait!
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Remember the scrying orb and the image of a burning cave? Chat with the dragon
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if you want, then use the GOLD-TO-STRAW spell on the huge pile of treasure to
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learn a new note ("a"). Now use the SLEEP spell on the dragon. She will snore
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flames onto the straw, setting fire to the cave and forcing her to fly off (you
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cruel sod). Once the flames have petered out, an exit from the cave will be
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visible in the background, so walk through it.
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You are now stood in a huge dark cave. Click on the darkness and use the
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NIGHT-VISION spell. Unfortunately, this time you won't be able to see
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everything
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in the room, only what is just around you. From the entrance, walk right, and
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down the steps. Enter the first passage you come to and now walk right all the
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way until you end up on a new screen. Walk down the steps in the centre of the
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room and then left up the bridge. Enter the leftmost passage then keep wlaking
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left until you fall down a cliff. You will now be stood in front of a pool.
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Examine it to get the REFLECT spell. Now use the EMPTY spell on the pool to
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find
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the original orb of scrying which was stolen by the dragon. Examine it once to
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see a burning volcano, a second time to get the HUMAN TO SWAN spell again and a
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third and final time to see Bishop Mandible grinning evilly. FILL the pool
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again
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if you want, then walk around the back of the stalagtite to enter the caves
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again. Enter the frst passage you find and then finally leave through the cave
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exit.
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Once outside the cave, use the UNTWIST spell on the spiral road to
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continue on your way. You'll wind up in a worrying red and black landscape at
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(yet) another graveyard. Examine the middle block-headstone, if you want, then
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use the AWAKEN spell on the sleeping boy. There will be another short cutscene.
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**CUTSCENE**
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The boy is called Rusty Nailbender and works for the Guild of Blacksmiths, for
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whom he has been gathering firewood. You'll see his (pretty impressive) guild
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house and he will tell you that he hasn't seen any swans.
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**END CUTSCENE**
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Now, there's no way you'll get into the Blacksmiths' Guild dressed up like a
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cut-price druid, so use the REFLECT spell on Rusty and you'll swap images. Now
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walk down to the Blacksmiths' Guild and wait for the doorman to let you in.
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Once
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inside, walk around the back of the pillar to reach the walkway in the
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background, then keep moving to the right. enter the room to start another
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cutscene.
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**CUTSCENE**
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You'll meet Rusty's master, the appropriately named Mr. Stoke, whose job is to
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keep the furnace burning. Unfortunately, Rusty was supposed to be collecting
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firewood and the only piece you have on you is your Distaff! Stoke takes the
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piece of wood from you and puts it in the firewood box, before locking you up
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in a cell as punishment for bringing back such a pathetic amount of fuel.
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**END CUTSCENE**
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Well, there's nothing much you can do without a distaff, so use the straw bed
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to go to sleep and another cutscene will begin.
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**CUTSCENE**
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As Bobbin sleeps on, Rusty (still wearing Bobbin's disguise) lies in the
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graveyard, oblivious to the singed and downright unfriendly dragon that hovers
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above him. Back in the cell Bobbin's REFLECT spell suddenly wears off, waking
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him up. It seems that because Rusty is now dragon-food the spell can no longer
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work.
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Back in the furnace room, Mr. Stoke is down to one stick of wood -
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Bobbin's
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distaff. Bobbin can only look on in horror as it is thrown into the furnace. In
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the fire however, the staff begins to emit some kind of blue energy, a distress
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beacon of sorts.
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Over at the graveyard, Rusty is nothing more than a bloodied skeleton and
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a rather pissed off spirit. The fabric of reality (literally) tears open as
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Rusty's spirit prepares to pass over onto the Other Side. Just after he passes
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through, Hetchel (still in swan form) flies through the hole, hearing the
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distress beacon emanating from the distaff. She flies down the great chimney
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and
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into the furnace. Snatching up the distaff she races into the firewood room and
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quickly slides the distaff under the door.
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**END CUTSCENE**
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Pick up the distaff and use the OPEN spell to unlock the door and leave the
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cell. Out here, you can use the FILL spell on the empty woodbox if you want.
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Now go down the steps in the furnace room to find Bishop Mandible in discussion
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with a Blacksmith and a second fellow hammering away at the last sword in the
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Bishop's armoury. (Incidentally, how DID that fella get up on that pedestal?)
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Anyway, listen to the Bishop's conversation and wait until the chap lifts
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up the sword, then quickly use the BLUNT spell on the sword. There will be a
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short cutscene in which Bobbin is captured by the Bishop.
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--------========Part 4: Chaos Theory========--------
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**CUTSCENE**
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The Bishop is annoyed by the potential threat to his plans, but has seen
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Bobbin high above and has him captured and taken back to the Cathedral.
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Bobbin finds himself a prisoner of the Bishop and his idiot manservant Cob.
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He is trapped in a little metal cage in a spooky dungeon. The Bishop mocks
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Bobbin and asks him to prove his skills.
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**END CUTSCENE**
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Now use an OPEN spell to unlock the cage you are stood in and yet another of
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those cutscenes will start up.
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**CUTSCENE**
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Bishop Mandible snatches the distaff out of Bobbin' hands but Cob stops him
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from taking it back. Mandible takes Bobbin out to a balcony overlooking the
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Cathedral's churchyard where he begins his Bond-villain-style exposition: he
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plans to tear apart the Pattern which separates the living from the dead,
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releasing spirits back into the living world where he will take command of
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this "Army Of The Dead". He plans to use the shepherd's meat to feed them, the
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Blacksmith's weapons to arm them and the Glassmaker's orb of scrying to lead
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them. all he needs is for a Weaver's distaff to open the fabric of the Pattern
|
|
to allow his army to enter the world. He leaves Cob in charge of Bobbin and
|
|
returns to the balcony, where he plans to use the distaff.
|
|
**END CUTSCENE**
|
|
|
|
Well, here you are in another fine mess. Examine the big scary green demon and
|
|
then the orb of scrying.
|
|
|
|
**CUTSCENE**
|
|
Bobbin is stopped from looking at the orb by Cob, who offers Bobbin a look at
|
|
the orb if he can look under Bobbin's hood. Bobbin tells him that this isn't a
|
|
good idea, but Cob reaches out anyway...
|
|
Out on the balcony, Mandible is irritated by screams coming from the
|
|
dungeons but turns back to his attempts to bring back the dead.
|
|
**END CUTSCENE**
|
|
|
|
Look into the orb again to see the HUMAN TO SWAN spell again, a second time
|
|
reveals a cooked bird of some sort and a third and final time shows a single
|
|
black swan's feather falling to the ground. Now leave through the doorway and
|
|
speak to Mandible.
|
|
|
|
**CUTSCENE**
|
|
Mandible tells Bobbin that he has arrived just in time to see the dawn of the
|
|
Age of Clerics. He casts an open spell which tears open not only the Pattern,
|
|
which leaves a tear hundereds of feet high, but also "anything within fifty
|
|
miles" of the Cathedral. Something begins to rise from the depths of the rift;
|
|
a spirit, but one utterly different to Rusty - it is skeletal and hideous, and
|
|
bears an uncanny resemblance to LeChuck from The Curse of Monkey Island. It is
|
|
Chaos, a being of phenominal power. Bobbin, recognising the danger he is in,
|
|
flees as a spell woven by Chaos tears Mandible to shreads. Muttering that he
|
|
has
|
|
been away for too long, Chaos flies off.
|
|
**END CUTSCENE**
|
|
|
|
Take your distaff from the floor of the balcony and return to the dungeon. Note
|
|
that the cage holding the green demon has opened as a result of Mandible's
|
|
spell.
|
|
Uh-oh. Return to the balcony and you'll be chased off it by the creature,
|
|
causing you to fall into the rift.
|
|
Now that you are Outside, you can see several openings into the world, all
|
|
of which you have visited before. Don't enter any yet, but keep going left
|
|
until
|
|
you reach a pond floating in space. click on it to enter.
|
|
This place looks like a bad acid trip draped in tinsel, but look! Who's
|
|
that swan talking to you?
|
|
|
|
**CUTSCENE**
|
|
It seems that the swans are actually those who have Transcended and accessed
|
|
the
|
|
Outside without dying. Bobbin is the first to actually see it with mortal eyes.
|
|
The lucky pup.
|
|
**END CUTSCENE**
|
|
|
|
Talk to the swan again.
|
|
|
|
**CUTSCENE**
|
|
It turns out that the swan is Bobbin's mother! She was turned into a swan and
|
|
banished from the island by the Elders for "Drawing an unseen child from the
|
|
Loom" hey, it happens to everyone). Naturally, Bobbin takes this information
|
|
badly, saying that he visits his mother's grave everyday. The swan explains
|
|
that
|
|
this was Hetchel's work so that Bobbin wouldn't ask too many questions. Hetchel
|
|
herself has returned to Loom island to try and stop the Chaos from reaching the
|
|
Loom, intending to destroy it rather than allow its' powers to fall under the
|
|
control of Chaos.
|
|
Cygna tells Bobbin that the best way to foil the Dead Ones' plans is to
|
|
close the rifts in the Pattern, making it harder to travel between them.
|
|
**END CUTSCENE**
|
|
|
|
Leave the pond and travel back across the Outside. Keep going right until you
|
|
reach a green rift. Enter this and you will end up back in the Crystal City.
|
|
The
|
|
tears are certianly taking their toll on reality, with the city grossly
|
|
distorted. Goodmold, the friendly glassblower you met before lies on the floor
|
|
in a pool of blood, having been attacked by a Dead Thing. You can either talk
|
|
to
|
|
him by double-clicking or try to HEAL him, but either way he will activate a
|
|
cutscene before dying.
|
|
|
|
**CUTSCENE**
|
|
Bobbin asks why the glassblowers did not use the great scythe to defend
|
|
themselves. In flashback, however, we learn that the guards surrounding it
|
|
were killed by Chaos who took the scythe for himself. There was no attempt to
|
|
fight back; by doing so they would only become as cowardly as their enemies.
|
|
Instead they decided to stand their ground and accept their fate with honour,
|
|
bravery and astounding stupidity.
|
|
**END CUTSCENE**
|
|
|
|
Leave through the rift again and cast a CLOSE spell on the split to seal it.
|
|
Now travel to the next rift, showing trees and a blue sky. Enter and you'll
|
|
find yourself at the shepherd's village.
|
|
Things aren't much better here. Huts are on fire and men and sheep lie
|
|
dead in the fields. Examine them to start a cutscene.
|
|
|
|
**CUTSCENE**
|
|
Fleece the high shepherd says that you are too late; the men were slain and
|
|
added to the dead's ranks with ease. Her songs of healing were useless.
|
|
**END CUTSCENE**
|
|
|
|
Use a HEAL spell on the bodies and hurrah! They are back to life! Of course,
|
|
this technically makes them zombies, but still, eh? Return to the Outside and
|
|
CLOSE the rift. Fly through the red hole.
|
|
You'll be spat out into the Blacksmith's graveyard, just by Rusty's body.
|
|
Examine it.
|
|
|
|
**CUTSCENE**
|
|
Rusty is pissed off. He's dead, and he's not taking it lying down. He explains
|
|
to Bobbin how he died, and shows the Weaver what used to be his Guild. Now it
|
|
has become the HQ of the Dead Ones and resembles a huge living mass of black
|
|
cloud, with electricity crackling all around it.
|
|
**END CUTSCENE**
|
|
|
|
Well you got the poor lad into this fix, you'd better HEAL him quickly. A
|
|
brief chat and you can leave and CLOSE the tear. Now head over to the right
|
|
again and close the huge tear leading to Bishop Mandible's Cathedral. For your
|
|
efforts, you'll recieve the "b" note. Now head all the way back to the pond.
|
|
Keep going left until you see an opening leading to Loom island. Enter it.
|
|
You'll be back at the Loom island graveyard, so head to the right. There will
|
|
be a short cutscene showing that the Dead Ones' HQ has travelled to the island.
|
|
uh-oh.
|
|
You'll automatically enter the Elders' tent. Walk to the Loom and examine
|
|
it. Again, you will hear the HUMAN TO SWAN spell, which heralds a cutscene:
|
|
|
|
**CUTSCENE**
|
|
Hetchel will fly past, chased by Chaos waving his scythe. She loses him
|
|
somehow and tells Bobbin that he must unmake the Loom. unfortunately, he
|
|
doesn't know what spell to play and Chaos is catching up. Hetchel tries to
|
|
tell Bobbin the spell to unmake the Loom, but Chaos uses a SILENCE spell on
|
|
her.
|
|
**END CUTSCENE**
|
|
|
|
If you didn't catch the SILENCE spell the first time round, look at the Loom.
|
|
Use it backwards on Hetchel to undo Chaos' spell.
|
|
|
|
**CUTSCENE**
|
|
Hetchel tries to distract Chaos so that Bobbin can unwork the Loom, but he
|
|
still doesn't know the threads. Before she can tell him, Chaos uses a COOK
|
|
spell to turn Hetchel into roast... swan?
|
|
**END CUTSCENE**
|
|
|
|
Again, if you didn't get the spell the first time around, examine the Loom.
|
|
Cast it backwards to restore Hetchel.
|
|
|
|
**CUTSCENE**
|
|
Hetchel will again try to distract Chaos but this time he isn't so playful;
|
|
he casts a spell which almost completely destroys the tiny swan; all that's
|
|
left is a single black swan's feather that falls to the ground...
|
|
**END CUTSCENE**
|
|
|
|
Look at the Loom to get the RIFT spell. Now, of you see Hetchel's feather on
|
|
the
|
|
floor? Remember the HEAL spell? Good! Click on it...
|
|
|
|
**CUTSCEENE**
|
|
"Hetchel's feather! It's still there!" cries Bobbin, who is clearly some kind
|
|
of
|
|
idiot. Chaos notes this and takes the feather for himself. Oh, well.
|
|
**END CUTSCENE**
|
|
|
|
|
|
Use the RIFT spell on the Loom.
|
|
|
|
**CUTSCENE**
|
|
A phenominal rift opens in the Loom, one so large that it splits the entire
|
|
island in half. Cygna Threadbare comes flying through, congratulating Bobbin.
|
|
The Loom is now unmade, Chaos can no longer use it for its' foul and nefarious
|
|
works! Unfortunately, the Pattern has been torn in two; one of which belongs to
|
|
Chaos and the other lies beyond his grasp. Those on Chaos' side are doomed, but
|
|
those on the other stand the chance of leading lives without darkness.
|
|
**END CUTSCENE**
|
|
|
|
You will now be able to cast the final note, "C'", and with it the final spell,
|
|
HUMAN TO SWAN. Enter the Rift and click on yourself. Cast the final spell and
|
|
sit back and watch the ending.
|
|
|
|
**ENDING**
|
|
"Fly away while you can, Weaver boy!" Chaos cries, as Bobbin transforms into
|
|
a swan. "One day we will meet again!" he screams as the scythe blade flies from
|
|
its'handle and into the rift, missing all the swans and flying off into
|
|
darkness.
|
|
Bobbin and the other swans fly up and out of the island, carrying behind
|
|
them a great quilt of Stars, a section of the Outside, marking their territory.
|
|
Fleece watches as they carry it over the glass city, then over the Blacksmiths'
|
|
country with Rusty looking on. Finally, they travel over the wide sea. The
|
|
scythe blade swings up, impossibly huge, becoming a crescent moon as the swans
|
|
fly off into the night, fading from sight as the credits kick in.
|
|
**THE END**
|
|
|
|
|
|
|
|
|
|
Spell list (in order of appearance):
|
|
|
|
+----------+-----------------------------+------------------------------+
|
|
| Spell | Where Found | Use |
|
|
+----------+-----------------------------+------------------------------+
|
|
| HUMAN TO | Double-click on Loom/Swan's | At end of game, the last |
|
|
| SWAN | eye in future crystal/ | spell you will cast. |
|
|
+----------+-----------------------------+------------------------------+
|
|
| OPEN | Played by the egg-Hetchel | Open Hetchel's egg/clam at |
|
|
| | in the Elder weavers' tent | dock/cause lightning at old |
|
|
| | | tree/unlock cell door in |
|
|
| | | Blacksmith's Guild/unlock |
|
|
| | | cage in Mandible's dungeon. |
|
|
+----------+-----------------------------+------------------------------+
|
|
| CLOSE | As above, played backwards. | Seal the tears in the Pattern|
|
|
| | | (can also use HEAL). |
|
|
+----------+-----------------------------+------------------------------+
|
|
| NIGHT | Played by all four owls in | Whenever you're in the dark, |
|
|
| VISION | tree holes on the first | natch. |
|
|
| | island; to get the fourth | |
|
|
| | owl, use the thorns on the | |
|
|
| | adjacent screen. | |
|
|
+----------+-----------------------------+------------------------------+
|
|
| STRAW TO | Spin the spinning wheel in | None. |
|
|
| GOLD | one of the village tents. | |
|
|
+----------+-----------------------------+------------------------------+
|
|
| GOLD TO | As above, played backwards. | Turn the dragon's gold into |
|
|
| STRAW | | straw. |
|
|
+----------+-----------------------------+------------------------------+
|
|
| EMPTY | Hetchel's tent; tip over the| Empty underground pool to get|
|
|
| | flask of green dye. | to the original orb of |
|
|
| | | scrying. |
|
|
+----------+-----------------------------+------------------------------+
|
|
| FILL | As above, played backwards. | None. |
|
|
+----------+-----------------------------+------------------------------+
|
|
| DYE | Examine green dye in | Turn sheep green so that they|
|
|
| | Hetchel's tent. | are not eaten by the dragon. |
|
|
+----------+-----------------------------+------------------------------+
|
|
| BLEACH | As above, played backwards. | None. |
|
|
+----------+-----------------------------+------------------------------+
|
|
| TWIST | Listen to the waterspout out| None. |
|
|
| | to sea. | |
|
|
+----------+-----------------------------+------------------------------+
|
|
| UNTWIST | As above, played backwards. | Destroy waterspout/unravel |
|
|
| | | twisted road. |
|
|
+----------+-----------------------------+------------------------------+
|
|
| APPEAR | Walk through the forest; it | None. |
|
|
| | is played by the shepherds | |
|
|
| | when you first see them. | |
|
|
+----------+-----------------------------+------------------------------+
|
|
|CAMOUFLAGE| As above, played backwards. | Cast it on the workers in the|
|
|
| | | tower to allow yourself to |
|
|
| | | pass through the top floor. |
|
|
+----------+-----------------------------+------------------------------+
|
|
| SHARPEN | Examine the scythe at the | None. |
|
|
| | Top of the tower in the | |
|
|
| | glass city. | |
|
|
+----------+-----------------------------+------------------------------+
|
|
| BLUNT | As above, played backwards. | Cast it on Bishop Mandible's |
|
|
| | | final sword. |
|
|
+----------+-----------------------------+------------------------------+
|
|
| FEAR | Look into the orb of scrying| Cast it onto the shepherds to|
|
|
| | inside the glass city. | pass. |
|
|
+----------+-----------------------------+------------------------------+
|
|
| AWAKEN | Make the sheep by the | Wake up Rusty when you first |
|
|
| | sleeping shepherd jump over | meet him. |
|
|
| | the gate. | |
|
|
+----------+-----------------------------+------------------------------+
|
|
| SLEEP | As above, played backwards. | Send the dragon to sleep. |
|
|
+----------+-----------------------------+------------------------------+
|
|
| HEAL | Examine the lamb in the | Heal the tears in the |
|
|
| | shepherd village whilst | Pattern (can also use the |
|
|
| | Fleece is with you. | CLOSE spell)/Restore the |
|
|
| | | shepherds/Bring Rusty back to|
|
|
| | | life. |
|
|
+----------+-----------------------------+------------------------------+
|
|
| REFLECT | Examine the pool in the | Use it on the sleeping Rusty |
|
|
| | caves beneath the dragon. | to swap images with him. |
|
|
+----------+-----------------------------+------------------------------+
|
|
| SILENCE | Chaos at the end of the | None. |
|
|
| | game, or the Loom. | |
|
|
+----------+-----------------------------+------------------------------+
|
|
| UNSILENCE| As above, played backwards. | Cast it on Hetchel after |
|
|
| | | Chaos has silenced her. |
|
|
+----------+-----------------------------+------------------------------+
|
|
| COOK | Chaos at the end of the | None. |
|
|
| | game, or the Loom. | |
|
|
+----------+-----------------------------+------------------------------+
|
|
| UNCOOK | As above, played backwards. | Restore Hetchel after Chaos |
|
|
| | | has cooked her goose. Or swan|
|
|
+----------+-----------------------------+------------------------------+
|
|
| RIFT | From the Loom after Hetchel | Cast it onto the loom to undo|
|
|
| | has been shredded. | it. |
|
|
+----------+-----------------------------+------------------------------+
|
|
|
|
|
|
Hope this Solution's been of some assistance, kids.
|
|
|
|
Game Cat (<a href="/cdn-cgi/l/email-protection" class="__cf_email__" data-cfemail="9dcaf4f1f6f2c2aeadadaddde4fcf5f2f2b3fef2f0">[email protected]</a>) Feel free to drop in and tell me what you
|
|
thought of the solution.
|
|
|
|
And now some places to go, people to see:
|
|
|
|
http://www.bubblegun.com The ultimate cult comedy site
|
|
https://theweekly.co.uk The penultimate cult comedy site
|
|
http://zzt.org Make your own computer games and
|
|
that
|
|
http://dialspace.dial.pipex.com/town/avenue/db38/ Except it's all in-jokes,
|
|
these days. Spangles, eh?
|
|
|
|
|
|
Legal stuff: Loom and all the characters contained within are property of
|
|
LucasArts. This Solution is written by and is copyright of Game Cat, Year
|
|
2000, and is completely unafilliated with LucasArts in any way, shape or
|
|
form, although if they want to offer him a job as playtester then he'll be
|
|
only too happy to accept.
|
|
|
|
|
|
</pre>
|
|
<hr>
|
|
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