Guide 2Puzzle index

We Were Here Tomorrow Puzzle Guide: Every Room

Every We Were Here Tomorrow puzzle mapped to its room, with the official room name, the callout each player makes, and links to the full solution pages.

By We Were Here Tomorrow Wiki Editorial

Quick answer

There are 21 puzzle entries in one public index of the game, spread over the rehabilitation suite, R&D, the assembly line, optics, the Temporal Research Centre and Rift Zero. The six puzzle words players search for collapse into three rooms: generator, battery and cable are the R&D power network, while laser, crystal and optical are the Optics Lab. Each block below says which name belongs to which room and links to the full solution.

Two names for every puzzle

The game names rooms; players name puzzles. That gap is why a search for "battery puzzle" and a search for "cable puzzle" often land on the same screenshot from different sites. The official store page only promises puzzles that "challenge the rules of time, gravity, and space", so the room labels come from the routes and indexes people publish, not from a developer list.

Three pairs are the same room, and treating them as separate puzzles is the most common way to waste an evening. Generator, battery and cable all belong to the R&D Headquarters power network that runs from the GEN module to the final one. Laser, crystal and optical all belong to the Optics Lab calibration, which has a warm-up phase and a crystal phase.

Where a room has two widely used names, this page gives both. If your partner is reading a different guide, agree on the room name first, then the puzzle name, then the answer.

Puzzle map by chapter

The cleanest public index groups the rooms in the order you meet them. Rehabilitation Suite opens with a door puzzle where one player reads a monitor and the other operates the matching device. R&D follows with the circuit board, the chemical resin mixer, the floppy disk machine with a size swap, the spinning dials, the 4×4 light grid and the canister transfer.

The middle stretch is the warehouse lift with its platforms and fuse and key-card room, then the assembly line symbol grid and dials, then the heavy goo pressure plate that needs two players' weight on one plate. Optics has the laser and crystal calibration plus the ring symbol door in the tunnel outside it.

The late game is the Temporal Research Centre: the G-46 symbol panel, the time atrium fuse console, the greenhouse, the 58-second time loop and the Rift Zero rune puzzles. The exact count of rooms varies by how you split the corridors, which is why this page lists them by area rather than claiming a definitive total.

The R&D power network: generator, battery, cable

This is one room with one continuous electrical route, and it starts at the GEN module and ends at the final module. You may only activate a module connected to the last one you lit, you must start at GEN, and no module can be used twice. Three coloured doors unlock extra segments as you go, which is where most pairs lose the thread.

If you are searching for the generator puzzle, start with the full route and the four segments split at the doors. If your panel uses letters instead of Greek symbols, you are looking at the same sequence in shorthand — that is the battery page. If your route keeps breaking right after a door opens, the cable page explains why the route does not follow the door.

All three pages open with the same answer, because all three words point at the same room. Pick the one that matches what you are looking at: the room, the panel, or the failure.

The Optics Lab: laser, crystal, optical

This room has two phases. The warm-up phase is a beam chain you route from the emitter to the receiver by rotating reflectors, some of which are anchored and only look movable. The crystal phase is a three-effect sequence: Mirror or Piercing, then Serene or Stabilizing, then Fiery or Heating, with the beam passing through the yellow room before the turquoise one.

The laser page covers the order and the routing. The crystal page covers which three specimens are correct and how to tell them from the lookalikes. The optical page covers the room itself, the reverse-trace method and the reflector that hides behind the surrounding machinery.

One rule covers all three: a beam that reaches the receiver and is still rejected is a crystal problem, and a beam that never arrives is a routing problem. Decide which one you have before changing anything.

Time, scale and gravity puzzles

The Temporal Research Centre is the densest area in the game and the one most likely to send you looking for help. You and your partner occupy different time versions of the facility, the console opens one hatch at a time, and vent identifiers have to be read in full. The fuse console near the time atrium is deliberately counter-intuitive: the diagram warns you against a layout and that layout is the answer.

Xenobotany asks you to plant in the past and read the result in the future, with the future-side obstacle deciding which recipe you need. The time loop hands you recorded movement instead of a second body, so you solve it by timing rather than speed.

Rift Zero closes with rune puzzles built like sentences — when this plant is in this state, that plant becomes that state — and a test room where a giant cactus blocks the door until you break the rune chain.

Stuck? Check these four first

The official known-issues page lists four things as features rather than bugs, and they account for a large share of "the puzzle is broken" reports. Most challenges have more than one solution, so your route failing does not mean the room is unsolvable. You must stand directly in front of a temporal anomaly to interact with it, which is not obvious from the side.

Goop block stacks sometimes cannot be climbed from one side, and the fix is to walk around and climb the other side. And proximity voice means you can hear your partner directly when you are close, with the walkie-talkie only appearing on screen once you are out of earshot — so silence is not always a connection problem.

If a room still will not respond after those four checks, reload the checkpoint from the main menu instead of restarting the journey. That keeps your chapter progress.

Puzzle FAQ

Why do two guides give different answers for the same puzzle?

Usually because they are describing different rooms under the same nickname, or a longer alternate route. The power network and the optics lab each have a shorter and a longer path, and both work.

Do I need a guide for every room?

No. The early rooms teach the callout habit you need later. Pairs who solve the circuit board and the printer without help tend to clear the assembly line alone.

Which puzzle has no reliable public solution?

The six-ring symbol door and the G-46 panel each rest on a single public source, so treat their exact numbers as unconfirmed until you see them in your own game.

Related guides

Pick your next page

Every guide links back to the index, and the official links stay one click away.