The Loom picks one target and never stops hunting them, combining extreme damage with a relentless pursuit that forces the whole team to keep moving.

The Loom is a Level 3 monster in R.E.P.O. and one of the most unnerving threats in the game. It is an extremely tall creature in a black dress, head stooped and jaw hanging open, that glides silently across the floor. The moment it activates, it locks onto a single target and never loses track of them.
Unlike monsters that wander aimlessly, the Loom immediately marks one semibot when it becomes active. The marked player sees a brief translucent overlay of the Loom's hands reaching for them, paired with a heartbeat sound, confirming they are the target. From that point, the Loom always knows exactly where its target is and moves steadily toward them, ignoring all obstacles.
Its attack involves placing its hands on either side of the target's head, then delivering a clap that deals 100 damage. That clap also releases a shockwave that launches valuables and players, with the launched player taking an additional 25 damage if they hit a surface. Crucially, the Loom is not locked into completing its attack animation: if the target moves out of range before the clap lands, it simply withdraws its hands and resumes chasing.
The Loom can change targets if another player remains in its path for long enough. If no semibot can be reached at all, it retreats to another part of the map and waits. After roughly 30 seconds of active pursuit, it gives up and retreats regardless, signaled by a loud sound effect and the target's screen flashing orange. It cannot jump or scale vertical terrain, and despite being able to float back out of pits, it will not use that ability to chase players at higher elevations.
The Loom retreats on its own after about 30 seconds of pursuit, which means a coordinated team can use its marked target as bait to keep it occupied and predictable while the rest of the squad clears the room or secures valuables. Its docile behavior toward non-targeted players also means up to all but one teammate can move around it freely during the chase, which can be exploited to efficiently work the map while only one person needs to focus on survival.
The Loom's biggest limitation is that it cannot handle elevation. It will not chase a player who is standing above it, and this causes it to give up unusually quickly. It is also slow and cannot jump, making it easy to kite in an open space. Its attack animation has a clear wind-up and can be cancelled entirely by moving out of range before the clap lands. With a strength breakpoint of 13 it cannot be picked up under normal circumstances, but dropping to 5 when stunned means a coordinated team can move it. Its real danger is not in a one-on-one situation but when combined with other monsters that force the target to stay mobile and exposed.
The Loom has 500 HP, which is substantial, but it is slow and cannot dodge. The most practical window to deal damage is while it is occupied chasing its target. One or more un-targeted teammates can attack it freely from behind or the side during the chase without drawing its aggression, as long as they do not stay in its direct path for too long.
Stunning the Loom drops its strength breakpoint from 13 to 5, so a stun is the single most important tool for controlling it. Once stunned, teammates can pick it up and reposition it, or pile on damage while it is immobile. Aim for consistent hits from ranged or melee weapons during the pursuit, timed between its lunge attempts at the target. With 500 HP you should expect to land a significant number of hits, so coordinate the attack rather than relying on one player. Avoid attacking from the front while its arms are raised for a clap, as the shockwave release can interrupt your approach and deal damage.
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| HP | 500 |
| Level | 3 |
| Damage | Clap 100 Shockwave Physics 25 |
| Strength to pick up | 13 |
| Ability | Locks onto a single semibot and always knows exactly where they are, pursuing them relentlessly |
| Danger level | High |