The Card Loom โ walkthrough
Each entry is one command, in order, separated by slashes.
Directions are abbreviated (n, se, u, d). This is
the exact sequence the game's own test suite runs, so it is always current.
Act I โ The Frame
design / ask cleave about cards / ask cleave about order / ask cleave about chain / d / e punch lift the first row / punch throw the cream shuttle / punch beat / chain / run
The three cards in the right order. The walkthrough asks Cleave first, because the three things he says are the whole of the language.
Act II โ The Pattern
design / d / w / n / ask deane about twenty / ask deane about cleave s / e / e / ask cleave about motion / punch lift the first row / punch throw the cream shuttle punch beat / punch repeat from 1 seven times / punch lift the second row / punch throw the crimson shuttle / punch beat / chain run
ask cleave about the motion is the act. Everything before it is finding out that he is the person to ask, and everything after it is seven cards.
Act III โ The Fault
take the wax / d / nw / take the cream / se / se ask alfie to count / nw / e / lace the band / ready / run wait / wait / wait / wait / wait / wait n / change the cop / s / s / examine the cloth / examine the rule wait / wait / wait / wait / wait / wait wait
The first ten commands are the whole act. Once the strap is over, the walkthrough is waiting, walking to the box side, and changing a cop โ because that is all there is, and that is the point.
Act IV โ The Other Loom
s / e / u / u / ask father about eyes / ask father about 1831 take the sack / read the chain / ask father about the third leaf / ask father about the machine / ask father about the binding
ask father about 1831 before touching the sack. Nothing in this act opens until he has been asked.
Act V โ The Last Run
d / e / ask cleave about the third row / w / u / punch lift the first row punch throw the cream shuttle / punch beat / punch repeat from 1 seven times / punch lift the second row / punch throw the crimson shuttle / punch beat punch lift the third row / punch throw the cream shuttle / punch beat / chain / d / e run / send for the buyers / run / teach them
The last three cards are the decision. The walkthrough puts them in and then goes up the hill on the Sunday; go home instead, leave the three cards out, or refuse in the counting house, and you get the other three endings.
Still stuck, or found something that looks like a bug? Write to hello@freetextadventures.com โ every message gets read, and it is also where to send an idea for a future adventure.