Puzzle types documented for Loom: - Sensory Exploitation: Tower workers' visual perception exploited via Invisibility draft; Shepherds' fear exploited via Terror draft - Multi-Character Coordination: Forge Entry via Reflection as single-character identity substitution workaround - Observation Replay (existing): Full draft sequence memorization system with randomized melodic content - Pattern Learning/Knowledge Transfer (existing): Draft reversal system and mechanical grammar application Sources: 6 walkthrough files from gamefaqs, strategywiki, the-spoiler.com, walkthroughking
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<pre>
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Daventry
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- RPG/Adventure game mantra - Go to every house, click on everything,
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talk to everyone, search every pixel!
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Follow crow to lakeside. Talk to Wizard. Go to house with bale of hay.
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Notice axe on the beam. Push hay, climb it to reach axe. Go to mill,
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chop down the tree to stop the water mill. This will allow you to get
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the rope. Climb up to the wizard's tower in the middle of the lake.
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Click the quill, tear the page off the spell book, and use it on the
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globe. Use the reveal potion to see the invisible chest near the
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shelves. Use the bell from the chest on the odd gadget at the foot of
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the tower. Bang it 3 times with your axe to get the sword. Go to the
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waterfall, climb up at the side, push the rocks to block part of the
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water flow. Enter the waterfall to reach the castle. Use the candles on
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the walls to open the secret door in the fire place. Push against the
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king's picture to get the key. Go to next room, picking up the torch ash
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along the way, and click on the mirror. At the knight's tomb, break the
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entrance with your axe and get the ring from the coffin. Use the key to
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unlock the portal room in the ruins across the tomb. Kill the skeleton
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on the top floor to get a leather armour. Use your axe to break into the
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house with the door boarded shut. Get the scroll of might. There is a
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unicorn next to a toxic pool you can talk to northern part of town. Go
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the the town chapel, climb up the wall next to the main entrance. Pick
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up the sacred candle, push the urn near the window. Kill monster
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guarding the door to the town crypt to get the crossbow. Enter to
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portal. Return to the wizard and hand him the ring, the candle and the
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ash. Return to the portal.
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Dimension of Death
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- Explore every inch of the place, you need to pick up some rocks and
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pull some switches to to disarm some traps. Don't trade your sword for
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the weapons dropped by the skeletons.
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- Climb any tower or high wall you can find.
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- DoD is a square compund. Lord Azriel's prison is in the South-East(SE)
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region.
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- Boxes and urns can be broken with your sword.
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Lord Azriel's Prison & Broken Shield - Move around killing all the
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skeletons. Pick up the giant spinning key and get a piece of broken
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shield from a fallen knight. Boxes can be broken with your sword. Use
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the key on the four lights near the entrance by pushing against it after
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inserting it into the slot. Enter Lord Azriel's prison. Solve the step
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puzzle (this can be done by simple trial and error, if you don't end up
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where you started, you are on the right track) and speak to Lord Azriel.
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Open the gates to the Compound of the Dead.
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Chainmail - There is a skeleton in chainmail on top of a tower in the
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Eastern(E) region of the map, North(N) of where you started. Keep
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hacking at him, slowly pushing him back till he falls off the ledge.
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Pick up the chainmail from his remains.
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Crying girl - She is trapped in the South-West(SW). Climb up the
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southern high wall in the big area with the pool of water(it gives you
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health if you drink it). Climb down on the other side to reach the girl.
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Push the block blocking the entrance to free the girl.
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Girl's brother - He is lying in a corridor in the southern halls.
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Boatman - He is at the North-Western part at the banks of the River of
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the Dead.
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Key to switch room - Dropped by a skeleton in the sparring room South of
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map, East of the dead brother.
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Angel - She is at the health pool. Push away the four metal blocks to
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release the switches on the floor and she will appear.
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Rust - Dip the broken shield into the River of Dead.
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Portal Room. It is west of the tower where you got your chainmail.
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Portals to War, Respite, Immortality, Justice - The switches are at the
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tower East of the Angel. Use your rocks to keep the switches activated.
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Use your map to see which switch opens which portal. Open Respite first.
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Respite/Skull - Jump over from the highest block. From the shelves on
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the left, pick the skull 3rd shelf down from the top, the 7th skull from
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the left. Push the column and use it to jump back.
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War/Feather - Place the skull on the headless statue to get the Feather.
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Immortality/Bleeding Heart - Heart will be automatically healed once the
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Scales of Justice are balanced.
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Justice/Scales - Place the feather on one pan, then walk forward to jump
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onto the other pan to balance the scales.
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Mould - It is sunken in the pool of blood at the end of the corridor
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with the smell. You can pick it up after healing the heart which causes
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the blood to subside.
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Switch Room/Opening Gate to Bridge of Life - The levers on the east wall
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lowers the four entrance gates to the prison cells. Lower all of them.
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Open your map to see the bars being lowered. West wall levers represent
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each of the four rows of cells. The South wall levers opens the cells.
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Select one lever on the West wall, then lower all 4 levers at the South
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wall, then enter the prison hall to kill the trapped spectres/skeletons
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and pick up whatever is inside the 4 open cells. Go back to the switch
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room and pick another lever from the West wall, then lower all 4 levers
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on the South wall, then back to the cells to clear the next 4 opened
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cells. You will have to repeat this 4 times as there are 4 rows of
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cells/4 West wall levers. The Lever that opens the gate to the Bridge of
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Life is in the last Eastern-most cell.
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Door in switch room/Throwing Hammer - Walk through it, it is a fake
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door.
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Bridge of Life - Use the Hammer to throw the mechanical lever on the
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left of the bridge to lower it.
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</pre>
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