Loom/Walkthrough

Optional puzzles are marked in ITALIC.

Loom Island

 * You wake up. Examine the LEAF. To go to the village, click on the middle of the rock you are standing and Bobbin will descend it and appear on the pathway further from the camera. Click on the end of the path and he will traverse to another path. Click on its end and you will change screen.
 * You are now near the shore. Go to the village
 * You are now in the village of the Weavers. You can visit some bt you were asked to visit the Elders in the Sanctuary, the big hut on the left. Go there.
 * Proceed on the right. Examine the three TAPESTRIES, continue on the right and you will watch the Elders' council.
 * Much is happening. The Elders punish Hetchel transforming her into an egg. They are ready to punish you too but a swan comes and does this to themselves. All the Weavers are now swans and disappear in the sky, leaving the Pattern for ever.
 * You are alone now. Click on the DISTAFF and examine the EGG. It wants to OPEN so help it. (If you try twice to leave the room without opening the egg, it will open by itself)
 * Hetchel is reborn as a swanling and briefs you about your 'mission'. She then leaves the pattern to find the other swans. Your task is now to find the swans.
 * Leave the Sanctuary and return to the village screen. Enter the hut on the far right, which is Hetchel's house.
 * Take the BOOK OF PATTERNS (actually included with your game box). Since this game understands no inventory, nothing changes if you overlook it. Examine the CAULDRON and learn the DYEING draft. Try it on the white CLOTHs. You can also try the reverse (BLEACHING) on the green cloths. Examine the FLASK so that you learn the EMPTY draft (not required to finish the game).
 * Leave the village and return to the general view with the village, the dock and the woods. Enter the woods.
 * Examine the HOLEs, one by one. They have owls but the last one is empty.
 * Go left and you will see an OWL blocking the inscription of the GRAVESTONE. There are two eyes blinking in the THORNS. examine them and the owl will leave to catch the rabbit. You can now read the stone, which is actually LAdy Cygna's grave. This is a hint to leave the island.
 * Go right and you can examine the HOLEs again, which now are full. You learn the NIGHT VISION draft.
 * Return to the village. There is a hut (near the ramp from which you came) you haven't visited. Enter it.
 * It's dark, cast NIGHT VISION on DARKNESS and examine the WHEEL. You learn STRAW INTO GOLD. Try it on the STRAWS. You can also try the reverse, GOLD INTO STRAW on the GOLD.
 * Leave the hut, the village, and return to the place you started the game. Look at the SKY and, according to the hint on the gravestone, cast OPEN. A thunder cuts the tree which floats to the dock.
 * Having learnt and practiced the 3 new drafts, you are now esperienced enough to cast the F note.
 * Follow the pathways once more and go to the dock where the tree is. Examine the GULLS and OPEN the CLAM. Ascent the ramp and fall in the water. Click on the tree and you are ready to sail.
 * In the middle of the ocean there is a massive WHIRLWIND. Approach it to hear spinning the TWISTING draft. If you want approach some more to see the animation where it spins you away and you fall again in the sea, since you never die in this game. Cast the reverse of it, the UNTWISTING and it's disappearing. Continue your travel till you reach another shore.

Fold

 * Return to the woods. When the Shepherds show up, cast the TERROR on them. They see you as a Dragon and run away.
 * On the left you reach the Fold. Examine the Sheep and the Shepherd will wake up (the WAKE draft). He will return them to their original position, and sleep again (SLEEP draft).
 * Move to the far left and enter the hut. Examine the Lamb. Fleece Firmflanks will show up and will think you are the Wizard she sent for to get them rid of the Dragon. Examine the Lamb again. She will teach you the HEAL draft. Each time you examine it, Fleece will repeat the song.
 * Go outside. The field is full of sheep now. Cast the DYE draft on them. They turn into green and the dragon catches you!

Dragon's Cave

 * You can examine the DRAGON, and then the HOARD to learn her story. She tells you that one of the scrying spheres has been lost after an earthquake.
 * Cast GOLD INTO STRAW on the hoard and then either SLEEP or TERROR on the dragon. She catches on fire and leaves.
 * Enter the cave and cast NIGHT VISION on the DARKNESS.
 * Now there is a maze-like sequence. It's not very hard. Just enter the caves and follow the trail. If you find yourself on a dead-end, just go back and try another way. Eventually you will find yourself on a plateau on the foreground. Go behind the formation.
 * You will find yourself now in another portion of the cavern. Follow the trails, until you will fall off the cliff. You will reach now another plateau on the foreground.
 * Examine the POOL and you will learn the REFLECTION draft.
 * If you have learned EMPTY, cast it on the POOL. It will empty and you can examine the SPHERE the dragon told you about. Do it thrice and you will see some obscure future events.
 * Now go behind the formation and you are once more in the caves. Follow the trail up to the exit.
 * Outside, cast UNTWISTING on the STEPS and the bridge will be fixed. Follow the way.

Forge

 * At the lowest end, you will see a BOY sleeping. Cast the WAKE draft (or any other) and he will wake up. He will introduce himself (Wellwrought "Rusty" Nailbender) and tell you about the Guild of Smiths. He then will fall again asleep.
 * You can try to enter the Forge. You can try OPEN the GATE and enter, to see what will happen. You can try it about 5 times and see different replies each time the Smiths drive you out, until the replies are repeated.
 * Cast the REFLECTION on RUSTY. You change appearances. You can try the WAKE draft to see his reaction. Enter the Forge.
 * Go to the far right and meet with Stoke. You are imprisoned for punishment instead of Rusty. Examine the HAY and sleep. A lot is happening, your Distaff is lost, Rusty is killed and Hetchell gives you the Distaff back. Cast OPEN on the DOOR and get free. Outside you can try and FILL the WOODBIN.
 * Go downstairs and listen to the CONVERSATION between the Foreman and the Bishop. When the banging stops and Edgewise lifts the SWORD, you can cast BLUNT or TWISTING on it. You will have this opportunity twice during the conversation. If you don't manage to be fast enough (or just want to hear all the conversation, you can click the CONVERSATION again each time and try again until you make it.
 * You are discovered and captured.