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puzzle-design-kb/walkthroughs/loom/gamefaqs_tricrokra_archived.html
Bryce 11df54bc26 Analyze Loom: Add sensory-exploitation examples (tower stealth via Invisibility, Terror on shepherds), multi-character-coordination single-character substitution variant (Forge entry via Reflection), strengthen observation-replay and pattern-learning documentation with detailed Loom draft systems
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
2026-03-18 08:33:02 -07:00

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<h2 class="title">Walkthrough by <a class="contrib1" href="/web/20190509091820/https://gamefaqs.gamespot.com/community/Tricrokra">Tricky</a></h2>
<p><b>Version:</b> 15.03 | <b>Updated:</b> 03/30/15</p> </div>
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<div id="faqwrap" class="ffaq">
<pre class="faqtext" id="faqtext"><span id="faqspan-1">
___________ .__ __
\__ ___/______|__| ____ | | _____.__. ______
| | \_ __ \ |/ ___\| |/ &lt; | |/ ___/
| | | | \/ \ \___| &lt; \___ |\___ \
|____| |__| |__|\___ &gt;__|_ \/ ____/____ &gt;
\/ \/\/ \/
Walkthrough for Loom
This is a TXT conversion of a FAQ originally written in HTML.
For the HTML version (for which you are always guaranteed to have the
newest version) please visit http://faq.tbbs.nl
==========================================================================
FAQ Index
==========================================================================
* Intro section *
Welcome to Loom ............................. INT0000000000
There is no such thing as 'Abandonware' ..... INT0000000001
How does this FAQ work? ..................... INT0000000002
Characters .................................. INT0000000003
* Walkthrough *
Island of the Weaver's Guild ................ WLK0000000000
New Island .................................. WLK0000000001
Glassmaker's guild .......................... WLK0000000002
Shepherd's guild ............................ WLK0000000003
Dragon's Cave ............................... WLK0000000004
The Blacksmith's Guild ...................... WLK0000000005
Cleric's guild .............................. WLK0000000006
Beyond the pattern .......................... WLK0000000007
The grand finale ............................ WLK0000000008
* Backgrounds *
Draft Sheet ................................. BCK0000000000
* Ending Stuff *
Copyright ................................... END0000000000
Contacting me ............................... END0000000001
INT0000000000
===========================================================================
Welcome to Loom
===========================================================================
Welcome to the game of Loom. This is not a hard adventure game, but you may
need to think a bit.
This was the first point-and-click-adventure ever created with the
no-death-and-no-stuck-forever-policy. It means you can never die, and also
that you can never get in a situation which renders the game impossible to
beat. It's the standard for point-and-click-adventures today, but when Loom
came out it was pretty revolutionairy. Sierra, the company being rather
infamous for its deaths and getting stuck situations, really tried to bash
this policy down since Loom became too easy. Well I guess the Monkey Island
series proved otherwise. :)
This game works differently than other games in the genre though.
You only have ONE inventory item. The Weaver's Distaff, and you need it for
almost everything.
You need to learn drafts by examining stuff and find out where to use which
draft. The drafts show as music notes. You don't have to understand music
theory to play Loom. You just see the notes light up on your staff, and all
you need to do is to play those notes in the same order and you'll perform
the draft.
The drafts also work backwards. If A-B-C-D would turn day into night, then
D-C-B-A would turn night into day. Not that his draft exists, but that is
the basic idea.
I also need to note that except for two drafts, all drafts are different on
each play-through, so that is why I cannot write them down in this FAQ as
you will always have different notes than I have.
Please check out the draft table near the buttom of this FAQ and you can
print the table and write down the notes in it.
All drafts have four notes, no more, no less, no exceptions.
This game does work in DosBOX, but it also works in ScummVM.
There are some slight differences between the original version and the
CD-ROM version, but those are all cosmetic differences. The puzzles are
EXACTLY the same so this FAQ should work on all versions.
INT0000000001
===========================================================================
There is no such thing as 'Abandonware'
===========================================================================
I got my own copy back from the old days (I guess I'm old), but how to
obtain the game LEGALLY today, I don't know.
Well, personally I don't care at all if you have a legal copy or a pirated
one. But as a FAQ writer I must note a few things.
I know there are countless sites on which this game might be downloadable,
but I'm pretty sure nearly none of them are legal.
People believe the games are free for download and that the original
copyright-holder doesn't care anymore if you do.
I hate to disappoint you, but they DO care. Believe it or not. They are
still trying to hunt down any site which breaches their copyrights. The
entire idea of abandonware does therefore not fully exist.
A few companies gave in. &quot;Flight of the Amazon Queen&quot; for example has been
released for free, for example, but for Loom that is not the case.
Unless the copyright-holder announced explicitly otherwise, downloading
Loom for free is illegal until 70 years after it's initial release. So if
you really want a free download, come back in 2062. (The original version
may get free in 2060).
If you know any LEGAL means to obtain the game let me know and if I can
confirm that place is indeed legal, I'll add it to this FAQ.
INT0000000002
===========================================================================
How does this FAQ work?
===========================================================================
*:&gt; When I start a line like this, I'm in a new locations
= and
= this
= way
= I
= summarize
= all
= you
= have
= to
= do!
I mostly will imprint a name of the location. This is no official name, but
this way you know where I am. ;)
INT0000000003
===========================================================================
Characters
===========================================================================
*:&gt; Bobbin Threadbare
Bobbin is your main hero. He's nicknamed &quot;Loom-Child&quot; but he has no
clue why. He's a weaver, but he's not really welcome in the guild as
the other weavers fear him for reasons Bobbin doesn't know.
*:&gt; Cygna Threadbare
Bobbin's mother. She appears to have died. Try to find out more about
her, because dead or not, she is important.
*:&gt; Hetchel
Hetchel took care of Bobbin after he lost his mother. Because she
leaked secrets of Bobbin she is turned into a black swan as a
punishment.
*:&gt; The Weaver's guild Elders
They fear Bobbin. They want to kill him for that, but a giant white
swan comes to the rescue. Who or what is that swan?
*:&gt; Master Crucible
Leader of the Glassmaker's guild.
*:&gt; Bishop Mandible
Leader of the Cleric's guild. He appears to be a ruthless man with no
mercy or interest in others.
*:&gt; Fleece
Leader of the Shepherd's guild. She can teach you the healing draft.
*:&gt; Rusty Nailbender
A member of the Blacksmith's guild. He's very lazy and likes to sleep
all day.
*:&gt; Cob
Mandible's assistant. He's never learned manners, but he was too dumb
to learn those anyway.
WLK0000000000
===========================================================================
Island of the Weaver's Guild
===========================================================================
*:&gt; Hillpeak
= Click on the road in the distance and follow it to the west
*:&gt; Outside village
= Enter the village
*:&gt; Village
= Enter the elder's tent. It's the big tent near the fire.
*:&gt; Elder's Tent
= Walk all the way east until you'll be eavesdropping on the Elders
= After the Elders disppeared pick up the distaff
= Double click the egg and you'll get your first draft ECED
= Now click that egg once so that you can see it on your status screen
and play the ECED draft.
= Leave the Elder's Tent.
*:&gt; Village
= East
= Enter the far east tent
*:&gt; Green dye tent
= Push the flask and you'll get the Empty / Fill draft (the draft as
you see it will empty stuff, in reverse it will fill them)
= Examine the dye pot to learn the Dye White to Green draft
= Now use the reverse version of the draft to make all the cloths green
= Leave the tent and the village
*:&gt; Outside village
= Go to the pier
*:&gt; Pier
= Use the open draft (eced) on the clam (you just need to have done
this to obain the next note, which you won't get now, though) :)
= Leave
*:&gt; Outside Village
= Enter the forest to the North
*:&gt; Forest + Graveyard
= Go West
= At the graveyard examine the thorns until a rodent tries to run away
from you and... oh, poor fella.
= Go back into the forest
= Click all tree holes from left to right to get the &quot;Light&quot; draft
= Go back to the graveyard
= Read the up front tombstone. It belongs to Cygna Threadbare, which is
(in case you missed it), Bobbin's mother.
= Go back to the spot where the game began
*:&gt; Hill Peak
= Click the sky and cast the &quot;Open&quot; draft and the tree on this top will
be struck by lightning and fall down to the end of the pier
= Go back to the village
*:&gt; Village
= Enter the center tent
*:&gt; Dark Tent
= Click the darkness and cast the light draft
= Click the spinning wheel to learn the straw to gold draft
= You should now obtain the &quot;f&quot; note. If you do not obtain it, you
missed something.
= Leave the tent and go to the Pier
*:&gt; Pier
= Jump into the water
= Get onto the log
*:&gt; The sea
= Examine the waterspout to learn the &quot;Twist&quot; draft
= Cast that draft in reverse on the waterspout and it will disappear
= Exit west to get onto the new island upon your arrival you'll get the
&quot;g&quot; note.
WLK0000000001
===========================================================================
New Island
===========================================================================
You'll meet two new guilds here. The Shepherd's guild and the glass maker's
guild.
We'll first have a very short meeting with the Shepherd's guild, but after
that we'll first
go to the glassmakers guild before we really go to the Shepherd's guild.
*:&gt; Beach
= Enter the forest
*:&gt; Forest
= Proceed west and the Shepherd's will appear, and you'll get the
visible/invisible draft in the process.
= For now this is all you have to do with these bullies, just go north
and exit this screen towards the glassmaker's city
WLK0000000002
===========================================================================
Glassmaker's guild
===========================================================================
*:&gt; Outside glass city
= Enter the city
*:&gt; Inside the glass city
= Upstairs
= Exit East
*:&gt; = Double click on the two guys you see here and you'll eavesdrop on
them.
= Exit North
*:&gt; = Click on the tip of the tower and cast the invisible draft. Nothing
really special may appear to happen, but it is pretty important.
= Go back to the previous room the way you came
*:&gt; = Enter the &quot;cabin with bell&quot;. Double click it to activate it
*:&gt; = Eavesdrop on the workers
= Examine the scythe they are working on to learn the &quot;Sharpen&quot; draft
(not required to finish the game, but hey, a draft's a draft).
= Use the west bell
*:&gt; = Examine the sphere several times and you will see some hints and the
&quot;Transcendence&quot; draft (which you already have, but you cannot cast it
yet), you'll also see the &quot;Terror&quot; draft which you need pretty soon.
= Now make your way out of the city the way you came back into the
forest.
WLK0000000003
===========================================================================
Shepherd's guild
===========================================================================
*:&gt; Forest
= Try to go west and the shepherds will stop you again.
= Use the &quot;Terror&quot; draft on them and they'll flee
= Exit west
*:&gt; Meadow
= Examine the sheep to get the sleep/wake draft
= Go west
= Ente the barn
*:&gt; Barn
= Examine the sheep and you'll meet Fleece
= Examine it again and Fleece will teach you the healing draft
= Exit the barn
*:&gt; Meadow
= Use the dye green draft to color all the sheep green and you'll be
taken by the dragon.
WLK0000000004
===========================================================================
Dragon's Cave
===========================================================================
Well you cannot go back to the older locations any more, but you won't need
that.
You are in the dragon's lair now, but as you cannot die, it's not really a
problem ;)
*:&gt; Dragon's Lair
= Cast Gold 2 Straw on the dragon's treasure (she'll get mad, but like
we care about that) :P
= Cast sleep on the dragon (now watch what happens) :)
= Now the cave behind the dragon will be revealed. Enter it
*:&gt; Dark Cave
= Cast the light spell on the &quot;Darkness&quot;
= Downstairs
= Hit the cave
= East
= Exit East
*:&gt; Room with more stairs
= Hit the stairway down in the center of this room
*:&gt; Dark Cave
= North
= Ignore the gateway and go west in stead
= Hit the gateway there
= West until you'll fall down
*:&gt; Underground lake
= Examine the lake to learn the &quot;reflect&quot; draft
= Cast the &quot;Empty&quot; draft on the lake
= Examine the sphere you revealed 3 times to get all the hints from it
and once again the &quot;Transendence&quot; draft.
= Now walk east and go around the stone wall on the east side of that
wall. I hope I explained it well, as I spend hours to get out of this
room on my own first playthrough as the way out is not very obvious.
*:&gt; Dark Cave
= East
= Hit the cave
= East
= Hit the exit
*:&gt; Twisted bridge
= Use the Untwist draft on the stairway around the rock
= Cross the bridge you created now
WLK0000000005
===========================================================================
The Blacksmith's Guild
===========================================================================
*:&gt; Wasteland
= Use the wake draft to wake up the boy and hear him out until he goes
back to sleep. (You'll find out this is Rusy Nailbender)
= Use the reflect draft on him and you'll now look like Rusty, and
Rusty will now look like you.
= Proceed East
*:&gt; Gate to the Forge
= Wait until they open the gate for you
= Enter the Forge
*:&gt; Inside the Forge
= North and go around the corner
= East
= Follow the way
= Exit East
*:&gt; Fireplace
= Approach the guy. He will (uh-oh) confiscate your distaff and throw
you into the brig.
*:&gt; Brig
= Take a nap on the straw
= Sit out the events and eventually your distaff will be moved under
the door of the brig
= Pick it up
= Cast &quot;Open&quot; on the door
= Leave
*:&gt; Fireplace
= Well, let's make ourselves usefull and cast the &quot;Fill&quot; draft on the
woodbin (though this is entirely optional)
= Exit downstairs
*:&gt; Big Hall
= Now eavesdrop on Mandible and the foreman.
= When at the end of the conversation the smith in the center has his
sword up, cast either &quot;Blunt&quot; or &quot;Twist&quot; on it. (If you mess up, just
eavesdrop again and you can try it again).
WLK0000000006
===========================================================================
Cleric's guild
===========================================================================
*:&gt; Prison
= As soon as the bishop allows you to, just open your cage with the
&quot;OPEN&quot; draft. (This will lead to Mandible confiscating your distaff.
You cannot prevent that).
= When you are back in prison try to examine the sphere, Cob will try
to stop you, but his own stupidity will get him out of the way.
= Try it again for some final hints (once again 3 of them)
= Exit the prison
*:&gt; Balcony
= Speak to Bishop Mandible. See what will happen. The &quot;Unmake&quot; draft
will also be revealed. You can hear that draft later in the game
again, so don't you worry.
= Pick up the distaff (you won't lose it again)
= Go back inside
*:&gt; Prison
= LEave the prison again, and a monster will force you into the hole
Mandible created.
WLK0000000007
===========================================================================
Beyond the pattern
===========================================================================
*:&gt; Space
= Close the way you came in with the close draft
= Hit the gateway to the volcano
*:&gt; Wasteland
= Examine Rusty's skeleton
= After Rusty has stopped raging, cast healing on Rusty's corpse (his
skeleton, not his spirit)
= Step back into the portal
*:&gt; Space
= Close the portal
= Step into the next portal
*:&gt; Meadow
= Heal the dead shepherds with the heal drafts
= After Fleece and the other shepherds, leave go back through the
portal
*:&gt; Space
= Close the portal
= West
= And step into the next portal
*:&gt; Glass city
= Talk to the dying guy (you can try to heal him, but he refuses your
healing). Hear him out until he dies.
= Step back into the portal
*:&gt; Space
= Close this one too (you will gain the &quot;b&quot; note)
= Keep going west
= Go to the lake
*:&gt; Shore of Wonder
= Speak to the swan
= Proceed west
= Step through the portal
WLK0000000008
===========================================================================
The grand finale
===========================================================================
*:&gt; Graveyard + Forest
= Go to the village
*:&gt; Village
= Go into the Elders tent
*:&gt; The Great Loom
= Examine the Loom
= After Chaos silenced Hetchel examine the Loom to see the spell Chaos
used for that.
= Cast the draft in reverse on Hetchel
= After Chaos turned Hetchel into a fried duck examine the loom to get
the spell
= And cast it in reverse to undo this spell
= After Chaos destroyed Hetchel, copy the spell from the Loom
= Use it to destroy the Loom (and you'll now the the high C)
= Step into the gap caused by destroying the loom
*:&gt; Space
= Click on yourself
= Cast the draft C' f g c (first high C, last low c).
CONGRATULATIONS, YOU SOLVED LOOM!
BCK0000000000
===========================================================================
Draft Sheet
===========================================================================
I recommend you to copy and paste the draft sheet below into your favorite
text editor and print it. Then fill in the notes in the sheet.
The notes that are the same every playthough are always filled out, the
ones not filled out, will differ every playthrough.
+------------------------------------------------------------------------+
| LOOM DRAFT SHEET |
+--------------------------------------------------------+---+---+---+---+
| Open / Close | e | c | e | d |
+--------------------------------------------------------+---+---+---+---+
| Empty / Fill | | | | |
+--------------------------------------------------------+---+---+---+---+
| Dye white to green / green to white | | | | |
+--------------------------------------------------------+---+---+---+---+
| Straw 2 gold / Gold 2 straw | | | | |
+--------------------------------------------------------+---+---+---+---+
| Twist / Untwist | | | | |
+--------------------------------------------------------+---+---+---+---+
| Visible / Invisible | | | | |
+--------------------------------------------------------+---+---+---+---+
| Sharpen / Blunt | | | | |
+--------------------------------------------------------+---+---+---+---+
| Heal | | | | |
+--------------------------------------------------------+---+---+---+---+
| Reflect | | | | |
+--------------------------------------------------------+---+---+---+---+
| Silence / Unsilence | | | | |
+--------------------------------------------------------+---+---+---+---+
| Fry / Unfry | | | | |
+--------------------------------------------------------+---+---+---+---+
| Unmake | | | | |
+--------------------------------------------------------+---+---+---+---+
| Transcendence | C'| f | g | c |
+--------------------------------------------------------+---+---+---+---+
Now below there's a list explaining where the drafts can be found and what
they do:
Item:&gt; Open / Close
= Found: Double click the egg at the great Loom
= Used: Opens and closes stuff
Item:&gt; Empty / Fill
= Found: Push the flask in the dye tent
= Used: Empties stuff and in reverse fille them
Item:&gt; Dye white to green / green to white
= Found: Examine the pot in the dye tent
= Used: The only time you need this to finish the game is to color
sheep to green. Otherwise you can color any white object to
green, or in reverse green to white. It will only work on
those two colors.
Item:&gt; Light
= Found: Tree holes, forest/graveyard.
= Used: Light something. There is no reverse version of this draft
Item:&gt; Straw 2 gold / gold 2 straw
= Found: Examine the spinning wheel in the dark tent
= Used: Turn straw to gold or vice versa
Item:&gt; Twist / Untwist
= Found: Examine the waterspout
= Used: Twist stuff or make it blunt. In rever you can untwist
stuff.
Item:&gt; Visible / Invisible
= Found: Copied from the Shepherds
= Used: Turn yourself visible or invisible to certain people. You
need to click on the people who must see or not see you.
Item:&gt; Sharpen / Blunt
= Found: Examine the scythe in the glassmaker's guild city
= Used: The only time you need this (in reversed form) is to blunt
the sword Bishop Mandible ordered. As you can miss this
draft (and then you can never get it again), you can also
use the Twist draft to make this happen
Item:&gt; Terror
= Found: You'll see it on the glass sphere at the glassmaker's guild
= Used: Scare the bullying shepherds away.
Item:&gt; Sleep / Wake
= Found: Click on the sheep at the sleeping shepherd
= Used: Several uses, put the dragon to sleep and wake a sleeping
guy you see later.
Item:&gt; Healing
= Found: Click the sick sheep in the barn of the Shepherd's guild
= Used: Bring back the dead
Item:&gt; Reflect
= Found: Examine the water in the underground cave
= Used: Switch looks with somebody else
Item:&gt; Unmake
= Found: Chaos reveals it to you
= Used: Destroy the great Loom
Item:&gt; Silence
= Found: Copied in the Loom after Chaos used it on Hetchel
= Used: Undo the silence spell on Hetchel by casting this in
reverse
Item:&gt; Fry
= Found: Copied in the Loom after Chaos used it on Hetchel
= Used: Undo the Fry spell on Hetchel by casting this in reverse
Item:&gt; Unmake
= Found: Copied in the Loom after Chaos used it on Hetchel
= Used: Destroy the Loom
Item:&gt; Transcendence
= Found: This draft is already seen when the Elders use it on
Hetchel at the beginning of the games, and you can find
this draft many times after that
= Used: Use this draft at the end of the game on yourself to win
the game
Also note that at the start of the game you only have the notes c,d, and e.
The notes f, g, a, b and C (capital C is the high C, the lower case c is
the low c. I used it that way in the entire FAQ).
Below is a list when you obtain all the notes:
c:&gt; Start game
d:&gt; Start game
e:&gt; Start game
f:&gt; When you completed all tasks on the weaver's island. The
&quot;Twist/Untwist&quot; draft will always contain this note, so you cannot
leave the island until this is done.
g:&gt; Upon arriving on the island of the Sheperd's/Glassmaker's guild.
a:&gt; Make the dragon's treasure worthless
b:&gt; Close all portals in space
C:&gt; After destroying the Loom. You only need this note for the final draft
to finish the game.
END0000000000
===========================================================================
Copyright
===========================================================================
This FAQ has been written and been copyrighted by Jeroen P. Broks aka
Tricky.
It has been licensed as:
Creative Commons: Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
END0000000001
===========================================================================
Contacting me
===========================================================================
First and most of all, DON'T try to e-mail me. E-mail addresses shown in
public are always only shown because some websites require me to and which
are as a result of that overflooded with spam and therefore never dug
through. In other words, your mail will very likely NEVER be seen at all!
Some websites have an internal personal message system. GameFAQs has that
system for example. Problem is I only visit GameFAQs to host my FAQs
because they are the biggest medium for FAQs and when I got nothing to
upload, you'll hardly see me there, so your messages there will also very
likely not reach me at all. When you see this FAQ on sites other than my
own or GameFAQs, it's very likely I don't even know it's hosted there, and
due to the Creative Commons license, hey I don't even have to know :)
So, if you have any questions or remarks regarding my FAQs, please go to my
own FAQ site at: http://faq.tbbs.nl and make your comment or your question
right there. When you post there, I will always know immediately and very
likely I will answer in only a few days, if you are lucky even the same
day.
Oh yeah not to sound arrogant or anything, but I'll give you a glimpse of
some mails/comments/spam I received in the past on my FAQs and those are
the kind of messages that will most likely not get answered. Here I give
you my reply at forehand!
*:&gt; Not to be rude but you know NOTHING about this game?
= Not to be rude, but you write NOTHING I have to know about this game.
= I also need you to know that most games I wrote FAQs on have been
played over and over about 20 times or more, and games I played less,
will very likely get a FAQ update after another 10 or 20
playthroughs. How many FAQ writers can say the same? (No, I'm not
being arrogant. I'm just an idiot for doing that, but I like doing
that) :P
*:&gt; You did not cover even half you should cover
= Then give me the other half
*:&gt; Me gustan tus FAQs
= Yo no comprendo
= In other words only send your mails in English or Dutch. Those are
the only two languages I know good enough to have a conversation in.
*:&gt; Fix your English
= Be glad I write in English. If I spoke my own language you may not be
able to understand me, at all.
*:&gt; Hey idiot, fix your FAQ!
= Hey idiot, fix your manners!
*:&gt; I got the best viagra for sale
= If I would ever need that stuff you will NOT be the one I'd buy it
from!
*:&gt; Your stories about how copyrights work are incorrect
= Obviously unlike you, I've read all proper documentation about that
subject and even spoken with the guys who actually deal with stuff
for a living. I'm not claiming to be an expert but I told you what I
know and also what I needed to know for my other activities outside
of FAQ writing.
= Perhaps this is interesting:
http://www.copyrightservice.co.uk/copyright/p01_uk_copyright_law
(This is the UK version of the document, but copyright is an
internationally set up phenomenon, and the core of the copyright
rules are the same in all countries in which the copyrights are part
of the law).
*:&gt; You SUCK in levelling up (I often hear that about my RPG FAQs)
= You need to cheat your way through a game by grinding?
*:&gt; I simply LOVE your FAQs. Thanks a lot.
= You're welcome. I'm glad they were helpful ;)
-- == END OF DOCUMENT == --
</span></pre>
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