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Loom hints

Short Hints
                               
Quester: Denis Bykov (Golden Bull)
Writer: Vadim Philippov (Isaac)


You begin on the rock with a tree. There is a lonely leaf
on the tree. Touch it. (This action may be omitted.) Go down
to the village. Go to the hut of the Council. You should
remember all the tunes played. Wait, listen, and remember
everything that is said here. It is VERY important. Take the
distaff. Point it to the egg. Remember the notes played.
Point the draft to the egg once more, and play the tune
yourself. Hear Mother Hetchel, she will tell you what to do
next. Touch the Loom and remember the tune. You will need
it. Go to the forest, and, further, to the graveyard. Point
at thorns. There is a rabbit there. It will frighten the
bird that was sitting on the tombstone, and it will go to a
tree hole. Look at the grave. Read carefully. Point at all
the four tree holes and remember the resulting tunes. Go
back to the village. Enter the hut to the right. There must
be some gold there. Point to darkness. Play the tune from
the tree holes to the darkness. Point the distaff to the
wheel. Remember the tune. Play this tune to the straw. It
will turn into gold. It is needed just to practice in
wizardry. Go to the farthest hut in the right. Point to the
book and you will take it. Point to the pot. Remember the
tune. Play the tune to the heap. It will change the color
(Practice again! Everything you will do on the island is
for the sake of practicing your wizardry.) Go to the pierce.
Point to the clam and play the "egg" melody. (This melody is
for opening things.) The clam will open and the seagulls
will eat from it. You will be given extra notes. Go back to
the rock with the tree (the very beginning). Point to the
sky and play the "egg" melody (You remember this is the
opening melody?).The sky will open (Remember the line on the
tombstone about "opening Sky"?) The lightning from the sky
will hit the tree, it will split, and a part of it will swim
to the pierce. Go there. Mount the log and you will leave
the island.

Point at the waterspout. Remember the tune. Play it
backwards to the waterspout. You will be able to go further
and reach the land. You will be given one more note. There
you will meet strange men. Remember the tune they play. They
will ask you to prove you are a wizard. Go north. You will
enter Crystalgard. The tune is "The Dance of Little Swans"
by P.I.Tschaikovsky. Go to the tower at the very end of
Crystalgard and you will see masters working up there. Point
at the masters and play the shepherd melody. It will make
you invisible for them. Enter the tower and come up to the
bell. It will teleport you to the masters who sharpen the
scythe. Go to the bell on the other side. It will telepot
you to the Sphere. Look into the Sphere and you will see
into the future. The Sphere will tell you the way to
frighten the shepherds. Exit the tower. ("Little Swans"
again. These tunes get a little boring sometimes, don't
they?) Go back to the shepherds and show them! Play the
Sphere melody to them. They will surely run away. (Who
wouldn't?) Go west. Enter the hut. You will see a lamb
there. Point at the lamb. A young woman will come and tell
you about a terrible local dragon. The lamb is sick. The
woman will sing a song. Remember the tune. Leave the hut and
come up to the sheep. Make them green. (Remember the tune
that made the heap green?) Unfortunately, you will not
change YOUR color. That is why the dragon will snatch you
easily and carry you to its cave. There it will sit on some
gold. Play the tune that converted the straw into the gold
backwards. You will be given an extra note. Play the terror
melody to the dragon. Go to the cave. Play the darkness
melody. In the long run you will slid down and find a pool.
Point to the pool. Remember the tune. Play the opening
melody. You will find a sphere. Look into it. It will be a
little hint, but you'll have to look into it thrice. Now you
may go. On top of the stairs play the waterspout melody
backwards and go down. You will find yourself at a
graveyard. Walk to the tower. Your access will be denied. Go
back to the sleeping boy at the graveyard and play ANY tune
to him. He will wake up and talk to you. When he falls
asleep again, play the pool melody to him. Your clothes will
be changed. Go to the city. Find Mr.Stoke. He will lock you
up. Have a rest. Watch the movie.

Take the distaff. You're back to business. Open door with
the approriate tune. Here goes a difficult part. Listen to
the men and wait until they end. At the moment the Smith
rises the sword, play the waterspout tune. It will twist the
blade. You will be caught and taken to the Temple. After a
talk with the Cleric, open the cage. Watch the movie. Try
to look into the Sphere. After the guard vanishes, do it.
Thrice. Leave the room. AFter the Cleric is dead, take the
distaff. Go back to the room and leave it again. You will
enter the Chaos Space. You have to enter every hole of the
four and revive persons with the help of the lamb melody.
After you revive them, close the hole with the opening
melody played backwards. After you have closed all the holes
and have had a talk with your mother, you will be given the
last note but one. Go through the pool to the Loom Island.
Point to the Loom. Remember the tune. Play it backwards to
Mother Hetchel. After Chaos turns Mother Hetchel into the
fried duck, point to the Loom again, and play the tune
backwards to Mother Hetchel. And once more. And then play
the last Loom tune to the Loom.

And then at last you will be given the last note. Play the
initial Loom melody to yourself. You will be turned into a
swan. Your Quest is over.

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