The Card Loom โ€” walkthrough

Complete spoilers. Every puzzle, in order. If you only want a nudge, the hint page gives you one thing at a time.

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.

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