Some games just click: Woven is such a game. We had the pleasure of reviewing it and had a blast doing so. (you can find the review here)
Time to make a guide for the puzzles, Yvonne already wrote up chapters 1 and 2, now it’s my turn to list all the puzzles for chapter 3, the Beach.
We didn’t set out to make a fully fledged Walkthrough, but rather focus on the puzzles and where to find the Blueprint machines. If possible, we will direct you in the right direction to find what you need!
The Beach Life
The Eagle who saved you from the spider deposits you in the dunes above the beach. Very different surroundings, the patterns aren’t in bell flowers anymore, but in clams.

In this chapter there are to discover:
- 4 Blueprint machines
- 3 caves
- 28 patterns
- 5 Glitch’s memories
So let’s get started. Follow the path down, on the left of the path tucked in at the base of the tree is a memory machine for Glitch.

Carry on down the path and you find a Blueprint machine on the right. Use it to receive Bird blueprint, an important one as it adds new abilities.
Follow the path downwards until you come to a Sewing Machine use it and click on the bird Blueprint and change Stuffy’s Arms to wings….it’s nearly time for Stuffy to fly.
Carry on down the path until you come to a machine with pads on the ground that is clearly out of power. To complete this puzzle Stuffy must stomp on the pads to rotate them, and ultimately connect the lines. Keep stamping on the tiles until all the lines connect to power the machine, it may take a few stomps on each tile to get them all connected. Don’t worry about the lines that point sideways, it’s not like all have to connect.

This is the connection you ned to connect the lines….
Machine- – – – – – – – – |
|- – – – – – – – -|
|- – – – – – – – – Machine
You will know when you have done it correctly as the lines will turn red as they connect properly and you get a cutscene.
It isn’t exactly flying
After the power is connect move down the path until the edge of the water and if you’ve already changed Stuffy’s arms to wings, fly over the water. Land beside the metal spider shaped objects, there are a few items to scan for patterns on this wee island.

Once you have finished scanning the patterns walk to the end of the island with the large wheel in the water and fly Stuffy over to the left side of the land across the river, up over the bank and past the plants. Go down a narrow path between the hills until you come to a cave, enter the cave and once inside the cave turn on Glitch’s light.

Retreat your steps back to the river and cross over to the other side of the river, again on this side of the river are some patterns to look out for. Avoid the blackish sand area as a spider will chase you. Cross over the hill and down towards brown boulders near the lake and you will find a cave for Glitch to light up. While in the cave look out for 3 symbols on the wall and take a note of them as you will need them later.

Take out the Spider
Exit the cave and take a right along the lake edge, over the large hill down to the brown rocks on the left. You pass a sewing machine on the way which is on the lakes edge. Follow along the brown rocks till you come to a gap, go into the gap and watch the cut scene where the spider gets stuck in the gap. That takes care of him!

Retrace your steps back along the brown rocks, fly over the water hugging the rocks right round until you find the machine for Glitch’s Memory. From there hug the rocks again going left until you come to the back of the spider stuck in the rocks, scan the back of the spider.
Turn around and there is a pattern hiding between the rocks at the shore for Glitch to scan. Carry on along the shore away from the spider and watch out for a clam that can be scanned. Carry on along the shore coast and in the distance is a sewing machine once you reach it change Stuffy’s legs to jumping legs of the bird or cat.

Fly over the water ( little tip if you keep the wings on Stuffy’s arms while moving around he moves faster) along to the outcrop near the waters edge. Notice the jump pad in the sand, stand on it and use Stuffy’s voice to call over the Turtle, jump on its back and float to the island and use the Blueprint machine to receive a Racoon Blueprint.

Hop back on the turtle and return to the mainland.
Getting caught in the furnace machine
This scenario might not play out for you, but Yvonne was stubborn and despite the warning, made Stuffy fly farther out over the water. If you do, Stuffy is gobbled up by a giant metal worm and ends up in a sort of furnace room.

Don’t worry if you are, as no harm will come to poor Stuffy. If you leave the room you can go two ways: up a walkway that will lead you to a gap in the wall, where you can look down into a room with cogs and some metal beetles. If you have your goats feet knit, you can hop down. If not, there’s another way as well.

Head back and take the other turn to find a gold coloured hexagon pad for you to stomp on. Quickly go through the door that opens, and you find yourself in the room with the cogs and metal beetles. The sliding door closes after you, but don’t worry. Nobody interferes with you.
Find a box with a cylinder on it on which a metal beetle sits. If you make a sound multiple times, it starts running and turning the cylinder. If he goes fast enough, the sliding door next to it opens. Go through and up the ramp, you’ll be spitted out on the side of the dune.
Using turtles as a bridge
Just past the reeds beside the river there are some larger turtles swimming in the water, approach the shoreline and using Stuffy’s voice as the first turtle swims close to shore will make that turtle flip over allowing Stuffy to stand on its belly, it won’t flip back over once you move Stuffy on to it so you are safe to do so.

Once the second turtle swims close to the one Stuffy is standing on use his voice again and the second turtle will flip over. Carry on doing this with all the turtles until Stuffy reaches the other side of the river and can go on to dry land.
Once on the other side take a left until you find a Glitch’s memory machine, move on in the same direction and there is a clam under a tree for Glitch to scan once Stuffy has opened it by stomping.

After scanning the clam pattern move up along the waters edge until you find a pattern in the sand, scan this and you will receive the Beach fashion pattern as you will need this pattern later on to proceed on the level. Return to the large turtles that you used before as a bridge and cross over the river again using Stuffy’s voice as before.
Saving baby turtles
On the shore go left and follow the coast and head for the large grey and red machine in the distance, this is the machine that you powered on earlier in the level. After the cut scene go up along beside the pipe and through the gap in the pipe turn left and move down to the dead tree where you will find another pattern for Glitch to scan.

After scanning the pattern rerun the way you came but instead of going through the gap in the pipe follow it down to the waters edge where you will discover a clam to be scanned. Follow the coast line along past the strange cylinders object sitting on the water edge until you come to a metal pillar upon which you will find some markings resembling the ones in the cave earlier.

After the cut scene move to the sewing machine just down from the pillar and change one of Stuffy’s arms to a pushing arm by using the Anteater blueprint while you are using the sewing machine change Stuffy’s pattern to the Beach Fashion pattern that you found earlier.
Ignore the pillar for now and walk up the left side of it and over the brown rocks to find another pattern. Take a left and go down in to a green grass area we’re you will find some small and large turtles, watch the cut scene.

Stand near the small turtle on the left, and wait for a large lobster with a clam shell on its back to appear. When it gets close to the small turtle use Stuffy’s push arm to turn the turtle over, mother turtle moves in and blocks the lobsters route and it moves away. Move over to the left and find another small turtle and repeat the process the same for this turtle and the lobster changes course, follow the lobster up the slope stamp Stuffy’s foot to open the clam to find a Glitch’s memory to listen to.

Retrace your steps to the last baby turtle you flipped over and go through the gap in the rocks, turn right as you enter the grassy area and up over the crest of the hill. Over to the top left of this area, sitting under some palm trees, there is a clam to be scanned.
Find Blueprint number 3
Hug the cliff on the left of the palm trees and go past the machine and the blueprint machine sitting on an island. We will return to it soon.
Carry on hugging the cliff and keep you will come to a pattern on the wall to be scanned. Carry on in the same direction hugging the cliff and along the grey path and you will come to the last cave.
Go back the way you came and back to the sewing machine near the pillar, change Stuffy’s arm to the Cat arm to push buttons and make sure the other arm is a wing…..Stuffy can still fly with one wing. Move Stuffy back to the island where the blueprint machine is sitting.

On the large grey pillar press the switch on the side of it at the bottom to raise the water around the blueprint machine and using the slight dip in the sand fly Stuffy over to the machine. You know what to do, this is blueprint Bear.
The Green Crab
Fly back over the water and go left. In the distance is an island this is where you are heading for. But before going to the island, see the grey rocks at the left where you find a cave.

Once you have flown across the water to the island you will find a cornflower pattern on the ground for Glitch to scan. After scanning the pattern turn right and move down to the waters edge and over to the brown rocks, you should be flying so you can hoover over the water.
In between the rocks on the shore will be a green crab. Now the idea here is for Stuffy to call the crab which follows his call and lead the crab over the water to some bubbles that you will see. Keep calling the crab until it reaches the bubbles and it will lift an acorn out of the water for Glitch to scan. You get the pattern Comfy.

Once you’re successful at that, float over the water back on to the island and past the pattern you scanned on the ground, fly across to the trees on the other shore. Here you see a dam like structure and on the left in front of the tree is a clam shell to be scanned for another pattern.

Fly across the water that is in front of the dam, where the deep blue water is, once on land take a left straight up the hill along the grass path until you come to a switch overlooking a small pond with the last blueprint machine on it.
Press the switch and watch the cut scene, with the water gone you are able to access the blueprint machine, return the way you came and take a sharp right were the palm trees are and down to path to the blueprint machine for the final blueprint number 4. ( sometimes it’s hard to identify what kind of animal it is!)

Retrace your steps back down to the shore line and follow it by going left, there is a pattern on the ground beside the trees to be scanned, continue following the shoreline right to the end until you come to a clam shell to be scanned.
Beach fashion Pattern
Proceed up the hill following the cliff on the right until you reach the sewing machine. Change one of Stuffy’s arms to the pushing arm from the Anteater and change his other arm to the claw from the Bear.
Once you change his arms go right on exiting the sewing machine and down the path until you find another pattern to scan. Carry on down the path until you come to a Snake and since Stuffy should be still wearing the Beach Fashion pattern the snake lets him past to find a Glitch’s last memory behind the snake.

Walk back out past the snake and move forward in to a green planted area on the left in this area you will find a tree with a checked blue and white cloth at its base with some black wooden balls which stuffy should pick up one at a time and move them over to the other side of this area where you will find the same checkered mounds, three balls are needed to block the space. It might take a few goes to get the balls picked up but bare with it. Once the three balls of wool are lined up turn around then flip the turtles until find a pattern ( Burgundy) under a particular turtle to scan it.

Make your way back up to the sewing machine and change one of Stuffy’s arms back to a wing, go left exiting the sewing machine and down the path and retreat your steps back over to the island and then over to the mainland…..don’t try flying over the open water as Stuffy will get eaten by a worm that will jump out of the water, the metal worm Yvonne met earlier on. On the main island make your way to the Orange and Black pipe and follow it all the way up the hill through the gap in it and over to the sewing machine to change Stuffy’s arms to the Cat claw and the Anteater pushing arm.
Move Stuffy over to the large machine and use the cats claw are to push the button to switch flip the icons, these are the symbols you had to take note of when you found them previously in a cave. In case you forgot this is the sequence of symbols ….from the bottom it’s is a circle with a line though it, next symbol up is a box with three lines coming out of the right side and the top and finally a picture of an old man.
There are two switch’s to move, the switch on the front will move the icons and there is the switch on the left side to fix each icon in place one you move it to the right symbol.
See picture below for the right icon in put to power the machine.

The Crowned Crab
Once you have done that turn around and walk away from the machine towards the trees up a hill and towards the brown rocks until you meet a large red crab, use Stuffy’s voice to draw the crab over to pick up a cog that is laying on the ground (in a cluster of cogs). Using Stuffy’s voice draw the crab back down to the metal gates you have just left and when the crab reaches the machine it will replace the missing cog on the left side.
Once that is done walk back on past where you found the crab originally and follow the coast line until you come to a sewing machine and ramp with a water wheel sitting in the water. Use the sewing machine if you need to and have Stuffy with a cat claw or a bear claw. Go to the water wheel and hit the switch until the container on the water wheel with the cogs in it is facing Stuffy. Pick up a cog and turn around and follow the green path until you come to a power pump, on the side is where you place the cog that Stuffy is carrying.
After the cut scene follow the pipes that are partially buried in the sand all the way back to the large iron gates. Walk through the opening in the now working machine to watch the cut scene and finish Chapter 3.

I am in chapter 3. The crab has the gear in his hand, but no matter where i call him near the door he doesnt place the gear. He just walks around and stops.
I have literally done every other puzzle in the chapter, including repairing the water pump, but this one is keeping me from moving to chapter 4. I even tried to place the gear myself but no go. The crab isnt doing his job.
Please help! I love this game!
Hi Sara, first of all, thank you for reading, Woven is a lovely game! Paula and I just talked about whether we remember the answer, as it’s been quite some time since we played Woven. I seem to remember being stuck at the same point. And the only thing I can remember is that, in hindsight, I hadn’t done all that needed to be done yet. If you haven’t done the required things in the chapter, even if it’s not directly connected to the King Crab, then it won’t do your bidding. I’m sorry I can’t remember the specifics anymore. Good luck, I hope you succeed!