Lucasfilm's LOOM solve walkthrough

  

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                  PRESENTS: 

 

                          Lucasfilm's  LOOM  solve 

 

                                    4/9/90 

                          Written/typed by Rom Chip 

 

 

      Mega Greets go to:Barimor & viper <Firm> / and of course always 

      to me mega buddy: CANDYMAN of The Humble Guys/Quartex...long live! 

 

 

         Heres the complete walkthru for LOOM. I solved this one in no 

    less than 4 hours..its more MOVIE than adventure...anyways, you 

should have at least fooled around with it abit to get yourself familiar 

with the game.   Your character is BOBBIN, your from the Guild of the 

Weavers..(they supposedly WEAVE the very fabrics of the universe with 

their device called the LOOM) On the beggining Island, you have Four major 

locations:CLIFFTOP, VILLAGE, PIER & FOREST-GRAVEYARD. 

 

     You start on the hilltop, first of all, go to the guild where the 

guild members are arguing over your fate, and when its all over, get the 

most important item of the whole game:The DISTAFF.  move pointer and click 

on the Egg, and watch for the notes displayed on your staff, write those 

notes down on paper (you should start writing down all the notes when you 

see them, as they are needed throughout the game as they are your spells.) 

 

    The first spell you learn is:OPEN...the notes for me, and i think 

possibly it may be different every game though, E C E D, were my four notes 

so take note to whatever your four notes will be...also you can cast the 

reverse of OPEN by playing the notes backwards...example: D, E, C, E =CLOSE 

 

   So "OPEN" the egg to get the Duck out which is the GOOD WITCH, then  

after 

you talk with her, go out and to the FOREST-GRAVEYARD, go past the forest 

into the graveyard and look for THORNBUSH, search it and a rabbit will leap 

out causing an OWL to chase it. (YOU DONT REALLY NEED TO LOOK AT THE GRAVE- 

STONE, BUT YOU CAN IF YOU WANT TO) Now, go to the forest where the Four  

trees 

that each have a Knothole in them, click on each one until it says they are 

all here...upon clicking on the last hole, watch your staff, as you get 

another spell:LIGHT or "SEE IN THE DARKNESS"...for me it was C C C C notes! 

four C's in a row. 

 

   now go to pier and cast OPEN spell on Clam, and the seagull will have 

his feast. Go then to Village again, go to Hut with Pile of gold and  

Darkness 

in the corner of the hut..Cast LIGHT spell on Darkness area, and you'll be 

able to see a SPINNING WHEEL and some Straw...Click on Wheel and straw and 

you should get a SPIN GOLD spell...so you spin your straw into gold...for  

me 

it was notes:D D D E...and remember, to SPIN GOLD backwards it was E D D D 

and it will turn gold back to straw. 

 

  Go to Last Hut which is the Good Witch's LAB...Click on the Vial to get 

an EMPTY/FILL spell, and click on the POT to get a spell:CHANGE GREEN... 

then cast CHANGE GREEN spell on Both piles of BLUE clothes..the spell for 

me was:C C C D...and a D C C C turns back from Green...dont forget to grab 

the book on the table before you leave.  Head back up to the Hilltop and 

click on the leave for no apparant reason, then click on the star-filled 

sky and cast the OPEN spell.  A rip in the Fabric of life will shoot a 

lightning bolt out and strike the tree next to you.  Go to pier and you 

should see a TREE-BOAT.  You should have gained an F note by now, if you 

have'nt, then you have not done something. 

 

   LEAVING THE ISLAND:The First Obstacle is a giant ocean Tornado, click 

it and you'll get another spell:TWIST ...So cast it backwards for UN-TWIST 

and the tornado should go away..for me it was: C F C C..and C C F C   for 

untwist.     Now your on a Beach with a forest to your left and a GREEN 

Glass city (the GLASSBLOWERS GUILD) on your right..go to the city first 

and roam all around to get familiar with it...The only thing you need from 

the GLASS city is to learn the Fear spell, to do this, stand outside 

near the tallest tower and click on the People you see at the top of the 

tower...(You should have learned a CAMOFLAGE spell somewhere here, but i 

forget where.) mine was C G C G..and backwards UN-CAMOFLAGE  G C G C..) 

  Cast Camoflage or Un-Camoflage on the men in the tower...(When you see 

RED magic Swirling, you know your spell is wrong, when its BLUE, you have 

successfully casted the correct spell)...when you have success with the 

men in the tower, find your way up, and you should be "Camoflaged" or 

invisible to them, and they dont notice you as the clean the Scythe in the 

tower...Anyways, find where the ORB is and click it to learn the FEAR 

spell  (use this spell on the sheperds in the forest to show em you really 

have powerful magic)...the spell for me was: E F F E. 

 

 After you got past the shepards (which by the way is where you picked up 

the Camoflage spell by watching them fade in, copy down the notes..guess 

you may have to visit the shepards before going to the GLASS CITY, i forgot 

which must come first, oh well.)  anyways, now you've come to a shepard 

whos sleeping watching his flock..click them on, and the jump over the 

fence and the shepard casts a SLEEP/UN-SLEEP spell to get them back over 

the other side of the fence and back to sleep..so you copy that spell down 

too. should be: C D E A...or A E D C. 

 

  Then Find the HUT, and talk to the Shepard and when your done, go out and 

stand in the middle of the flock of sheep..(dont worry about the baby lamb, 

theres nothing you can do for it)..Cast the CHANGE GREEN: C C C D spell 

on the flock of sheep and a dragon will swoop down and pluck you instead 

of a sheep away. 

 

 

   Dragons Den:Dont worry, the dragon wont hurt you but you gotta get out 

so you cast a reverse: SPIN GOLD spell on the dragons gold and it all turns 

to straw, then cast the spell:FEAR (same on used on the shepards to make 

em run away) and all the straw should catch on fire and "smoke" the dragon 

out...go down in the catacombs...Cast :LIGHT spell on Darkness so you can 

see your way round..this maze is pretty "one way only" so you really can 

make only few wrong turns or dead ends...just keep walking and eventually 

you'll fall into an area where a stagnant pool of water is..click on the 

pool of water to get a spell:REFLECTION  ...for me it was: A D D A... 

 

then cast Either EMPTY spell of OPEN/CLOSE spell on WATER to Drain it 

away so you can look at the orb...You cant take it so just look at it 

then put the water back and leave the area and continue your way out of 

the caves...When your finally out, you'll see a spiral stairs leading down 

the mountain outside, cast the Un-TWIST : C C F C  spell on the tower 

and a bridge will form.... 

 

  Now you should be on a ledge over looking the BLACKSMITH'S GUILD, 

and you'll see a child asleep here. Cast the Spell:REFLECTION spell Twice. 

and first, you'll wake him, and second will exchange clothes with him. 

After he goes back to sleep the second time..cast an Opposite Sleep spell 

which may be :C D E A  or i think it was A E D C..so that the boy wakes 

up and sees that you've exchanged clothes with me and doesnt mind. 

 

  Now continue to the right on down to the BLACKSMITH'S GUILD and into 

the front gate since now you look like one of their own kind...just keep 

following your way untill you find your Boss/Master...he'll scold you 

for not finding any wood to burn so he takes your staff and throws it 

into the fire and you into a cell for punishment...so sleep on the straw 

until your faithful GOOD WITCH-DUCK rescues your staff for you and you 

cast the spell:OPEN on the door to get out.  The only place to go now is 

down into where a SWORD is being made...the trick is to cast a spell on 

sword when the CLERIC and the other man are talking to the SWORD-FORGER, 

since the SWORDFORGER pauses to talk to the cleric, he is not hammering 

the sword and the NOISE doenst disturb your spells..cast the Un-TWIST 

spell on the Sword itself..i think it was: C C F C  for me...anyways, 

you'll be captured and taken to the CLERIC'S GUILD where your put into 

a cage...you can cast:OPEN spell to get out..then after the guard is killed 

by looking into your hood, you can go out the door to watch as the cleric 

uses your staff to summon the dead and rip the fabric of the universe open. 

 

   After CHAOS rips the Cleric's head off you can get your staff back, go 

back into the cages room and then back onto the ledge...wonder who that 

is thats following you onto the ledge..oh no, and wild creature...get the 

hell out...right into the VOID...now your " Floating in space" actually 

your BETWEEN DIMENSIONS in the Rip in the Fabric of the universe...You 

must cast the CLOSE spell (opposite of OPEN spell) on each hole in space. 

start with the CLERIC'S guild, then go to BLACKSMITH's GUILD, but before 

closing the hole, enter it and CAST a HEAL spell on the bones of that 

kid who got eaten by the dragon becasue of you. (i forgot to mention to 

get the HEAL spell when you were talking to the shepard concearning tha 

t baby lamb you couldnt do anything about)..well its: A C C A..for me. 

 and the boy should come back to life... 

 

    Go to Next hole in space and it should be the Shepards/Flock 

and they are all dead, cast the heal spell again and your done here too 

so close it up once your out.  And the last hole is the Glassblowers Guild. 

so go in and talk to the dying man..(there is nothing you can do to heal 

him so just talk and watch him die.)..CLOSE it up once your out too. 

 

  Keep going Left till you find the Pond with the Swans..Talk to your 

mother, and then keep going LEFT to the last hole..Now you should just 

about be back at the LOOM about now..and you'll see the GOOD WITCH-DUCK, 

Now the ending is a bit confusing, but there really is no way you can 

make a mistake. CHAOS will show up carrying the SCYTHE and try to get 

you to join him...(Come to the Dark Side of the Force LUKE!)  Cast the 

Heal spell on the DUCK...the CHAOS will keep trying to cast spells on 

the duck to keep her from tellin you the last note needed to destroy the 

loom...but you can click on the loom every so often to learn a new spell. 

 

   I think when the duck gets turned into a Glazed Cooked Turkey, you 

can either cast another HEAL spell or click the loom for the spell to 

fix the poor duck..i had B C C C...or try it backwards : C C C B... 

i think its an UNDO EVIL spell...then when the cooked turkey turns to 

a feather..consult the loom again..for another spell..B F B F... or 

try it backwards F B F B...on CHAOS...Then you should be able to cast 

the spell: A B B A which will destroy the loom cause a split in the Fabric 

 

 When the Swans show up to take you with them, you should have the last 

note on your staff by now, and by casting: C F G c  you should turn into 

a swan and fly off with the newly formed Patch for the Rip in the 

universe..you will win the game..(NOTE-The last spell; the notes are CFGC, 

the first C is the NOTE to the Far RIGHT, and the Last C is the NOTE to 

the FAR left on your staff)....Watch for LOOM II...cuz ya just know that 

that CHAOS dude is gonna try and Bop your little BOBBIN again..heh heh! 

 

              hope you have fun solving LOOM. 

 

 

                                      Rom Chip. 

 

 

 


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