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- Proudly Present LOOM
-
-
- Getting Started
- NOTE: We recommend that you first make a backup copy of all disks and put
- the originals in a safe place. The disks are not copy-protected, so to copy
- them, just follow the instructions that came with your computer.
- You can play Loom from either a hard disk drive or a floppy disk drive.
-
- Keyboard Controls
- To spin drafts using the keyboard, you can use either of the following set
- of keys or click the mouse on the appropriate notes on the distaff:
-
- Q W E R T Y U I
- or
- C D E F G A B [shift]C
-
- Note: these keys correspond to the tonal positions of the distaff on the
- screen.
-
- Function and Command Keys
-
- F5 Save or Load a Game (only when the cursor is visible.)
- ESC Bypass a Cut-Scene
- F8 Restart a Game
- SPACE Pause the Game
- F6 Sound Control (one press disables music but retains sound
- effects. second press disables all sounds.
- third press restores all sounds.)
- > Faster [shift] period
- < Slower [shift] comma
- ALT i Reposition Instantly
- ALT j joystick on n.o. note: I'm not sure if this works on the
- ST version as these docs are from IBM
- ALT x / Exit Game
- CTL c
- CTL v Version Number
-
-
- Save/Load Instructions
-
- If you are playing from floppy disks (and not a hard drive), you will need
- a blank, formatted disk BEFORE you start to play. This disk will become you
- Save/Load disk. If you are playing Loom from a hard disk, your games will
- be saved in the directory with the game files.
- Press F5 when you want to save or load a game. If you are playing from
- floppy disks, you will be asked to insert your Save/Load game disk. Once
- the Save/Load screen is displayed, you can move the cursor and click on
- either SAVE, LOAD or PLAY.The SAVE/LOAD option will not be available during
- the opening sequence.
-
- TO SAVE:
- Click on the SAVE option. The current list of saved games will be
- displayed in slots along the left side of the screen. Select a slot by
- pointing the cursor to it and clicking. Now you will be able to type a new
- name for that slot or use the backspace key to change the existing name.
- Pressing ENTER will reactivate the cursor. Click the cursor on OK to save
- the game, or CANCEL if you have changed you mind and do not wish to save it.
-
- TO LOAD:
- Click on the LOAD option. The current list of saved games will be
- displayed in slots along the left side of the screen. Select a slot by
- pointing the cursor to it and clicking. Click the cursor on OK to load the
- game, or CANCEL if you have changed you mind and do not wish to load it.
-
- Note: Loading a previously saved game will cause you to lose the game you
- are currently playing.
- SAVE/LOAD is disabled during cut-scenes (whenever the cursor disappears
- from the screen).
-
-
- About Loom
-
- In Loom, you play the role of Boffin Threadbare, a young boy coming of age
- in a fantasy world on the brink of apocalypse. Wielding a legacy of magical
- knowledge, you will set out across a landscape filled with beauty, danger
- and excitement, making new friends, solving mysteries, and growing in
- experience and power as you weave your way toward a destiny of overwhelming
- consequence.
- Loom is unlike traditional "adventure games" in many ways. Its goal is to
- let you participate in the unfolding of a rich, thought-provoking fantasy.
- It is neither a role-playing game (although it incorporates elements of
- role-playing), nor a collection of brainteasers. Its simple mysteries are
- designed to engage your imagination and draw you deeper into the story, not
- to frustrate you or increase the amount of time it takes to finish.
- You can never be stranded while playing Loom. We've gone to great lengths
- to insure that you will never find yourself in a situation from which you
- cannot escape. If you're not sure how to proceed, remember: the knowledge
- you need to continue the story is always available somewhere nearby. You
- don't need to save and restore your game frequently to insure success
- (although you can if you want to). Don't be afraid to experiment. Nothing in
- the game can "kill" you. If you're really stumped, ask a friend for help.
- Sooner or later, the answers will reveal themselves!
- Most important of all, Loom is designed to be completed, not played
- halfway through and then thrown on a shelf and forgotten. We spent a lot of
- time and effort creating these disks. We want you to enjoy them all!
- Listen to the audio drama! The Dolby Stereo cassette tape included in your
- Loom package will tell you everything you need to know to play the role of
- Bobbin and to enter his world. Listening to this tape before you start the
- game will help you to enjoy the story to its fullest. You'll also gain a
- clearer understanding of how Bobbin can weave magic to affect his
- environment.
- Read the Book of Patterns! It contains important information about the
- magical powers you will soon command.
- Read the rest of this manual! Loom looks and plays like no other adventure
- game. Take the time to learn how to make the most of its unique design.
- This is you role... You direct the actions of Bobbin Threadbare, an
- inexperienced member of the Guild of Weavers. At the beginning of the story,
- Bobbin doesn't know very much about the power of the Weavers or how to use
- it. As he encounters and masters increasingly challenging situations, Bobbin
- becomes a more proficient Weaver.
- If this is your first computer adventure game, be prepared for an
- entertaining challenge. Be patient, even if it takes a while to figure out
- some of the puzzles. If you get stuck, you might need to solve another
- puzzle first or discover a musical pattern. But hang in there and use you
- imagination, and you will guide Bobbin to understand the mysteries of the
- Loom!
- We've included the Book of Patterns to help you learn the magical patterns
- that have been created by Weavers over the millennia. As Bobbin explores the
- world around him, certain actions on his part cause musical nots, or
- threads, to be played. Pay attention to these threads- they will always
- occur in a series of four, which the Weavers call a draft. As the Book of
- Patterns points out, each draft has its own unique effect, and discovering
- the purpose for each draft is the secret to success in the world of Loom. As
- Bobbin finds new drafts, write down the individual threads (each draft has
- four) for future reference. Be sure to use a pencil when writing drafts in
- the Book of Patterns! Each time you start a new game, the threads of each
- draft may be different.
-
-
- Playing the Game
-
- After the opening title sequence and introduction, you will see Bobbin
- standing high atop a rocky peak overlooking the island of Loom. You begin
- directing his actions when he finishes talking and turns to face you. The
- screen is divided into the following sections:
-
- 1) The Animation Window is the largest part of the screen. The animated
- action takes place there. It shows the "camera's-eye view" of the room or
- location where Bobbin is.
-
- 2) The Distaff, the magic staff of the Elders, is represented graphically
- below the Animation Window. The distaff is essential to Bobbin's success, as
- it allow him to spin the drafts which affect the world around him in
- different ways. Remember, Bobbin must first find the distaff for it to
- appear on the lower part of the screen!
-
- 3) The Icon Box is in the lower right corner of the screen. When the
- cursor touches an object on the screen that can be used in some way, this
- box will display an icon representing that object (except when Bobbin is
- already standing next to an object).
-
- To move Bobbin around, move your cursor into the Animation Window, point
- it where you want him to go, and click. If you point to an open door and
- click, Bobbin will walk through it.
-
- To examine or "use" an object, point to the object and double-click, or
- click on the object's icon in the Icon Box. Some objects will produce the
- sound of a draft (or part of a draft) when activated in this way. Bobbin
- must be standing next to an object in order to examine it or spin a draft on
- it. You'll know when he's standing next to an object when its name appears
- under the icon in the Icon Box. You can deselect the object in the Icon Box
- by pressing the ESC key.
- To spin a draft, point and click on each note on the distaff in the proper
- sequence. For example, if you hear a series of four musical sounds in the
- game, like C D E C, you should first write the sequence in the Book of
- Patterns. next to the corresponding draft description. Then, you can try the
- draft yourself by clicking on an object on the screen, waiting for Bobbin to
- stand next to it, and repeating the same four notes on the distaff. Note: If
- you wish to stop spinning a draft while in the process of spinning it, you
- can press ESC.
- "Cut-scenes are short, animated sequences - like scenes from a movie -
- which provide clues and information about the characters (like when Bobbin
- is greeted by the message nymph). While you are viewing a cut-scene, you do
- not direct the action and the cursor will disappear from the screen.
-
- Things to Try of the Island of Loom
-
- Touch the leaf on the tree next to which Bobbin is standing in the
- beginning of the game. (You can "touch" the leaf by moving the cursor over
- and double-clicking.)
- Walk to the Sanctuary of the Elders, at the far left end of the village.
- Inside you will find three tapestries which Bobbin can tell you about. You
- will also find the Elders in a heated discussion, and the Loom.
- Pickup the distaff which was dropped by the Elder Atropos. You must have
- this object to complete the game.
- Open the swan's egg into which Hetchel was transformed. Double-click on
- the egg to hear the Draft of Opening. Then, using the distaff, spin the
- draft on the egg yourself.
- Walk to Hetchel's tent, at the far right end of the village. Here you will
- find a flask with dye in it and a bye pot full of boiling dye. Using each of
- these objects will produce interesting and educational effects. (Be sure to
- have a pencil handy!)
-
-
- The Book of Patterns
-
- E C E D Opening - This fundamental draft is traditionally the first
- - - - - one taught to novice spellweavers. Once mastered, it may be
- spun into tarpaulins, theater curtains, or any covering that
- must be whisked aside on command.
-
- Dyeing - This draft was perfected by the dye chemists of the
- - - - - Woonsocket Chapter, who slaved for hours over steaming pots
- to satisfy the Clerics' appetite for colorful vestures.
- Originally woven into all types of fabric, the applicability
- of the Dyeing draft has diminished over the course of
- centuries. Now it works only on wool.
-
- Summoning - Chiefly spun by the Elders in those rare
- - - - - instances when a member's physical presence is required in
- the Sanctuary. The draft may be perceived by its recipient in
- many different ways. It most often takes the form of a small,
- luminous spheroid, referred to in children's stories as a
- "messenger nymph".
-
- Tongues - The Pattern of Tongues was first spun into the
- - - - - dinner placemats at the 423rd Conclave of the Guilds, held at
- Elstree in 7610. For the first time, the Guild delegates
- could understand each other's speeches. This innovation was
- widely praised until an Undertake was overheard insulting a
- Florist. Both Guilds were plunged into a bloody war lasting
- five hundred years.
-
- Silence - Silence was hailed as a welcome relief for first-
- - - - - time parents and dwellers in college dormitories.
- Unfortunately, our Guildmasters are too often hired to spin
- these threads in situations of doubtful appropriateness. The
- worst offender is the Guild of Conductors, whose members
- frequently impost a draft of Silence over their audience
- before a concert.
-
- Emptying - The contents of almost any filled container may be
- - - - - instantly unravelled with this handy draft. Before its
- development c. 4200, the streams of Woonsocket ran green with
- the discarded dyes of the chemists. Avoid the temptation to
- spin Emptying upon lakes or clouds; its range is deliberately
- limited to prevent catastrophes such as the Double Deluge of
- 4204 (for which the Guild admits no responsibility).
-
- Unmaking - Novices are often impatient to acquire the
- - - - - undeniably dramatic ability to Unmake physical objects.
- Luckily, these volatile threads lie well beyond the grasp of
- all but the most mature spellweavers. Entire armies can and
- have been disembodied by the transawesome power of Unmaking.
- Let us hope we are never again called upon to demonstrate our
- craft in this manner.
-
- Extinguishing - Open flames are easily smothered with the
- - - - - draft of Extinguishing. It untangles the threads of oxygen
- and fuel within a conflagration almost instantly, with few if
- any side effects any very little smoke. The Guild of
- Firefighters awarded us with their 6222 Plaque of Distinction
- for the development of this safe, fast-acting treatment.
-
- Sharpening - Scissors, pins and knitting needles are the
- - - - - usual benefactors of this simple draft. In ancient times,
- however, warriors often submitted their blades to our
- Guildmembers for treatment. A formal protest by the
- Blacksmiths resulted in the Wetstone Bridge Treaty of 7550,
- which specifically prohibits the use of the Sharpening draft
- on weapons of war.
-
- Blessing - Also known as "Casino's Bane". Blessed items
- - - - - acquire a charmed state of probability which manifests itself
- as "good luck" to laymen. Use of this draft outside the Guild
- is restricted by the Emerick Agreement of 5858, which
- coincidentally supplies our treasury with an ample endowment
- from the Order of Statisticians.
-
- Straw into Gold - When times are lean, the Elders may invoke
- - - - - this draft to generate extra revenue. Its use is strictly
- regulated by the Treasurer of the Guild to prevent inflation.
- Other Guilds, ignorant in the ways of spellweaving, have
- concocted a variety of outlandish fairy tales involving this
- rather elementary weave.
-
- Temblor - Temblor was discovered by a reckless (and now very
- - - - - dead) spellweaver who directed the threads of Rending upon a
- thought-to-be-dormant volcano. Eagerly sought after by the
- Guild of Seismologists, this extremely dangerous draft is
- included here only for reference; its spinning has been
- forbidden by the Guild since 7331.
-
- Rending - The inventors of this innocent draft could not have
- - - - - imagined how badly it would be abused. The Guild of Embalmers
- originally licensed the draft for tearing rags into long
- strips. When the Embalmers were disbanded in 6529, a legal
- battle awarded the rights to the Guild of Career
- Politicians, who employed it to shred documents. The secret
- wandered from one unscrupulous Guild to another until it
- ended up among the Assassins, whose uses for Rending are too
- horrible to describe.
-
- Night Vision - The threads of this distinctive and beautiful
- - - - - draft are extrapolated from the song of nocturnal birds. At
- one time, Night Vision was prized by the Guild of Miners,
- whose legendary underground realm was chiefly illuminated by
- luminous tapestries bearing our Seal. Tragically, demand fell
- off after the Great Earthquake of 7331.
-
- Healing - In Volume 19 of her Brief History of the Guild of
- - - - - Weavers (Guild Press, 5620), Third Elder Lazykate documents
- the way bandages were treated with Healing as early as 1716.
- The four threads have evolved far beyond their original form.
- They can now be spun into virtually anything which needs
- rejuvenation, with the notable exception of the spellweaver's
- own body.
-
- Shrinkage - Many fabrics contract when exposed to moisture or
- - - - - heat. In studying this phenomenon, the ancient Weavers
- isolated the threads that cause this natural Shrinkage, and
- soon developed a draft to weave the effect into any material
- object. Be wary in its use! Open spun, the Shrinkage threads
- can never be unwoven.
-
- Desire - The draft of Desire has its origins in the primitive
- - - - - days of our community, when it was used to lure unsuspecting
- passersby into Guild shops. When spun upon a creature or
- person, it warps the threads around the spellweaver so that
- he or she resembles whatever thing the victim desires most.
- The illusion is quite fragile and impossible to maintain for
- more than a few moments.
-
- Waterproofing - The 5992 expedition of Fifth Elder
- - - - - Spindleshank to the rain forests of Lesser Uxbridge yielded
- this very practical draft, which shields any fabric from the
- effects of moisture. The Poison Galoshes Panic of 6003
- almost resulted in a permanent ban on Waterproofing, until it
- was revealed that magazine test reports had been rigged by
- the Guild of Umbrella Openers.
-
- Reflection - This draft was commissioned by the Guild of
- - - - - Dancers to expedite costume changes for their 500th
- anniversary performance of the classic ballet Olema. When
- properly invoked, the spellweaver immediately assumes the
- appearance of the being the draft is spun upon, and vise
- versa. The four threads are based upon the mating grunt of
- the slit-throated chameleon.
-
- Terror - This draft reweaves the spellweaver's appearance
- - - - - into a form drawn from the deepest anxieties of the being the
- threads are spun upon. In effect, it turns you into the thing
- the recipient fears most. Terror works only on sentient
- beings, but its potency more than makes up for this
- limitation. It is approved for limited therapeutic use by the
- Guild of Psychotherapists.
-
- Folding - Archaeological evidence suggests that Folding was
- - - - - never supposed to be spun upon the fabric of space. Instead,
- its inventors seem to have been more concerned with the
- management of laundry! No faster or more convenient way has
- been found to move a spellweaver from one place to another.
- Caution must be exercised when Folding a section of space
- already Folded by another spellweaver. Careless spinning can
- create an uninhabitable "wrinkle" zone, such as the
- Gainsborough Blind Spot.
-
- Invisibility - When spun upon a person or group, Invisibility
- - - - - frays the focus of their vision, rendering the spellweaver
- quite difficult to see. The provenance of this draft is
- uncertain. It seems to have been acquired (under questionable
- circumstances) from the Guild of Shepherds, whose genius in
- the art of stealth is probably unrivaled.
-
- Confusion - The reason why this unusual draft developed is
- - - - - lost in time. Revisionists claim that it was spun into the
- cheaper fabrics sold at Guild shops in an attempt to
- undermine the confidence of bargain hunters. Whatever its
- origin, Confusion's potency has not diminished over time. One
- spin leaves a victim helplessly bewildered until the
- spellweaver is safely out of sight.
-
- Shaping - Only a handful of Weavers possess the concentration
- - - - - necessary to Shape a material substance. The threads of the
- draft must be spun with unusual single-mindedness before the
- Pattern will yield. Even then, a successfully Shaped object
- may revert to its original form if the draft is not rewoven
- periodically.
-
- Twisting - The origins of this ancient draft are lost in
- - - - - history. The earliest references to it are woven into the
- foremost hem of the Long Tapestry, beside threads depicting
- the manipulation of flax and yarn by hand. Tradition has it
- that the four notes were derived from the rhythmic squeak of
- First Elder Swellfax's own spindle.
-
- Warmth - What Weaver has never been wrapped in the cozy
- - - - - threads of a Warmth draft? Second only to Aphrodesia in
- popularity (they are often sold together), Warmth has been a
- staple of our Guild for much of our recorded history. Even a
- thin gauze coverlet feels as substantial as a Penumbrian
- quilt after a single application.
-
- Aphrodesia - The Guild's quick rise to prosperity and
- - - - - influence was due in very large part to the success of this
- best-seller. Fabrics woven with threads of Aphrodesia are
- guaranteed to soften the heart of even the most indifferent
- love interest. Only the Elders are privileged to know the
- true origin of the draft. Rumors of a secret affair between
- Second Elder Twillfast and a member of the Guild of Organists
- are malicious and completely unfounded.
-
- Sleep - It would be difficult to find a pillow, baby bonnet
- - - - - or sleeping bag that has not been imbued with the soothing
- properties of this popular draft. The Guild of Nannies
- requires its use in all household fabrics, and the
- Anesthesiologists have approved an industrial-strength
- version as an alternative to chloroform.
-
- C'F G C Transcendence - Few indeed are the Weavers who have
- - - - - successfully spun this, the most subtle and mysterious
- expression of our art. Transcendence dissolves the ties that
- bind our threads into the Pattern, elevating mind and body to
- an undefined state of existence. Transcended beings are said
- to assume the form of birds, constellations, or even
- sunspots. Because corporal punishment is forbidden in our
- Guild, Transcendence is occasionally used as a means of
- humane banishment, but only for the most unforgivable
- infractions of the the Rules.