LOOM ---- TYPED BY FINNY ESCAPING THE ISLAND At the beginning you will be summoned by the Elders of the village. Make your way to the village and enter the tent to the left. Once inside the tent, walk to the far right and listen to the conversation for a bit of background. Once the people have stopped talking pikc up the distaff and cast the open draft on the egg. Listen to what Hetchel has to say and then leave the tent and go to the tent on the far right. Inside, take the book (even though you will not need it), and examine the flask to find out the emptying draft. Also examine the dye-pot to learn the notes of the dyeing spell, and try it out on some white wool. Now leave the village and go through the forest to the cemetery. Take a look at the thorns to disturb a rabbit which will unfortionatly be caught by the own that was on the headstone. Read the headstone that the owl was on (a clue to what you should do in a minute) and then walk off in the owls direction back into the forest. Examine all of the holes in the trees to learn the notes of the night vision spell and then go back to the village. Enter the tent in the middle and cast the night vision speel on the darkness to reveal a wheel, some gold and some straw. Muck around the wheel to find out the Straw into Gold spell; try this spell on the straw to improve your skills. Pop down to the docks and cast the open spell on the clam and hopefully 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 key, and a huge lightning bolt will hit the tree and knock it into the water. Go down to the docks and jump into the water then climb onto the tree. You will automatically go out to sea, and there you will come up against a large water spout streching up to the sky. Get close it and learn the twisting spell, and then cast it backwards to ger rid of the obstacle. You'll also learn the next note on the distaff when your reach the island. 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 at this point) then put the dragon to sleep. As he snores the straw will start to catch fire and frighten him off, leaving you to find a 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 and learn the reflection spell, and then cast the empty spell the drain the water away. Stuck in the mud you will see one of the Crystalgard's spheres and if you look into 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. MEETING THE OTHER GUILDS The first place to go when you arrive on a new found island is to the forest. There you will be stopped by some invisable shephards. As they appear so do the notes to a spell. Make a record of the tune as the shephards become visable , it is the invisibility spell! Head towards the grass 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 speel on them for later use. Now go inside and find two people talking alongside a large sphere. Listen to what they have to say and then use the teleporters to get into the tower where the men are working (they won't 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 a solution to your problem with the shephards (you will see yourself cast a terror spell). You can also look in it twice more for more information. Go back to the shepherds and when they ask you to cast a spell, cast terror to dispose of them. Walk to the left and into the next screen where you will encounter a flock of sheep and a sleeping shepherd. Examine the sheep to aquire a sheep draft and then carry on going left. Eventually, you will arrive at the village of the shepherds. Go inside the first house and examine the lamb. A women shepherd will notice you and after quite a bit of talking and more 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; unfortionatly, it won't protect you and the dragon will pick you up instead. THE GUILD OF THE BLACKSMITHS Walking onto the next screen, you will notice a young boy sleeping on the group. Use the sleeping spell backwards to wake him up, and when he goes back to sleep cast a 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 in a cell without the distaff (oh shit!). There is not a lot you can do without the distaff, so go to sleep on the straw. While 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 of your cell. Pick up the staff and open the door. Exit the cell and go down the the furnace room. Here you will see the man that you saw in the sphere talking to the foreman. He has just bought a load of swords. When the man in the centre 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 up in a cage. MANDIBLE THE CLERIC Mandible will ramble on for a little while but when he eventually stops, do as he stays 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 at your face (and you are not pretty). After he has gone look into 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 monster from one of the cages is gone. Go back out to the parapet and you will find out where the beast got to. Now that you are inside the hole that Mandible created, float around and into the various holes as you encounter them. In the first one you will meet rusty's ghost. Cast healing on his bones to bring him back to life. The next hole takes you back to the shepherds. Cast heal on them as well before moving onto the next location. At Crystalgard try to heal Goodmold but he 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 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 yet 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 more turning her into a cooked turkey. If you didn't catch what spell he cast, examine the loom and it will show 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 all along. Cast this spell on the Loom to destroy it ripping a hole in this Dimension. Get in the hole and cast transcendence on yourself and now, at last you will have completed the game!