Guide 1Walkthrough

We Were Here Tomorrow Walkthrough: Full Game Route

A chapter-by-chapter We Were Here Tomorrow walkthrough for two separated players, with the callouts, the puzzle answers and the patch 1.1.2 changes.

By We Were Here Tomorrow Wiki Editorial

Quick answer

The run takes 10 to 15 hours and moves in a fixed order: rehabilitation suite, R&D wing, warehouse and cargo elevator, assembly line, optics lab, Temporal Research Centre, then Rift Zero. Each block below gives the answer first and the reasoning second. Patch 1.1.2 on October 23, 2026 fixed most launch softlocks, so ignore guides that tell you to reinstall.

How this route is written

The game separates the pair on purpose — the store page says you will "rely solely on your walkie-talkies" — so each block is two sets of information, not one narrative. Player A is whoever can read the instructions; Player B is whoever can reach the machinery. If you are reading, describe shapes and labels rather than "left" or "up", because your partner usually faces the other way.

Confirm three things before touching anything: who sees the instructions, who reaches the controls, and what the machine does when the answer is right. Most failed attempts are not wrong answers, they are one player solving a puzzle the other cannot see.

The path is not the only path: the official known-issues page calls multiple solutions a feature. Answers only one source reports are labelled unconfirmed.

Opening and the rehabilitation suite

You wake in a containment pod inside Norček Industries, with little memory of how you arrived, and supervisor Kathleen Bowe walks you through rehabilitation. The first real puzzle is a two-player hold: both of you press and keep holding before the door releases. One public route says Bowe mentions being frozen for several years; the store description only says "little recollection", so treat the number of years as unconfirmed.

The three-symbol console is next. One player sees three unfamiliar symbols, the other sees physical controllers across a wall. Agree on a spoken name for each symbol before pressing anything, because a rejected input changes the symbols and you re-read from scratch. The mechanical picture match then swaps symbols for photographs of devices — lever, button rig, pressure plate — and you follow the drawn connectors rather than the layout, because picture order is not physical order.

R&D wing: circuits, resin, floppy doors, printer

The circuit board carries six components with three symbols each, and the slots are marked with coloured fasteners, so matching one colour is not enough. The key is green square, grey pentagon, red triangle, purple star, blue Y-shape, yellow cross. Place the component whose position is forced first, then eliminate the rest.

The resin mixer is a four-input sequence: 4, 3, 1, 4. Nozzles 1 and 5 dispense butadiene, 2 and 4 styrene, 3 acrylonitrile — equal parts of the first two, styrene before and after. Move the container under the nozzle before firing, not after.

The floppy doors use different step sizes: door 01 moves in 90-degree steps, door 02 in 45-degree steps. The indicator turns blue on the correct position but keeps sliding after you release, so stop early. For the 3D printer, one player steers the cursor while the other reads the 4×4 pattern; the cursor does not light cells, the centre button toggles them. Clear the green key card, then test one move to confirm the mirrored direction.

Shrinking lab, canisters and the two tools

In the shrinking laboratory one player enters the pod and the other completes the sequence outside, then opens the exit. The small player walks the worktops, and falling off an edge returns you to the previous position rather than a checkpoint.

Canister transfer is a door-order puzzle. Open the canister door, take the canister, place it on the frame, use the transfer control, open the receiving side, collect and install. Transfer and door controls are separate mechanisms, and opening one door can close another.

The Hook Gun pulls distant levers and reaches high anchors; the Goop Gun makes solid blocks you can stand on, weigh down or fire at your partner. Early on you hold one block at a time, so reclaim it before placing another. The magnetic stabiliser looks like a two-player plate and is not: only one of you can reach it, and the answer is to fire the block effect at the partner standing on it.

Warehouse, cargo elevator and the assembly line

The cargo elevator needs the purple card from the side passage, the green card from below the anti-gravity room, and a fuse on a red mechanical arm. Stop the fan with goop, then have your partner pull the high lever that lowers the arm. If the door still will not open, check the three indicator lights one by one instead of repeating the device that worked; there is also an achievement, Many Ways, for starting the lift without the fuse.

On the assembly line one player faces a 4×4 symbol button array while the other reads the sequence, then both set three dials from 1 to 5. Describe glyphs by arrow count and direction, hollow or solid, line through the middle, curved or angular, and tick spacing — near-identical symbols are the main source of wrong inputs.

The gravity rooms rotate the floor, not the camera. A red L-shaped section turns, and the purple and blue corridors are your landmarks because the same corridor looks inverted from the far side. The Beta door opens from a lift, and the last wall lever sits at a purple T-junction if you turn left.

Optics lab and the Temporal Research Centre

The optics section has two phases. First a warm-up beam chain: rotate the reflectors that actually move, since some are anchored and only look adjustable. Then the crystal calibration, where the beam passes Mirror or Piercing first, Serene or Stabilizing second, Fiery or Heating last, through the yellow room before the turquoise one. A beam that arrives and is rejected is a crystal problem; a beam that never arrives is a routing problem. Check for the partly hidden triangular reflector behind the machinery before you blame a crystal.

In the Temporal Research Centre you stand in different time versions of the same facility. Read whole vent identifiers like H36B and H34E, remember the console opens one hatch at a time, and check whether your partner still needs anything on your side before swapping time spheres. The eight-slot fuse array is backwards on purpose: the diagram is labelled as a danger warning and copying it triggers the mechanism. We treat the per-slot colours as unconfirmed, since one public route supplies them.

Xenobotany is planting in the past and reading the result in the future. Two confirmed recipes are blue plus purple with sunlight and blue plus red with water, and the future-side obstacle tells you which. In the time loop you record your own movement and let it hold the plate, so when it fails, find the action that landed too late rather than moving faster.

Rift Zero, the endings and patch 1.1.2

The final console offers Close Rift and Stabilize Rift. These are two endings, not two steps, and the game does not warn you. Finish once, then use chapter select to reach the last section and take the other option, because the achievements are separate.

Patch 1.1.2 fixed the black screen when loading checkpoints, world content failing to load, Vivox voice not reconnecting, the disappearing walkie-talkie and inventory items locking after emotes, and added a DX11 launch option. It also closed the Chapter 5 hook-gun vent route, the Chapter 5 floor hole and the Chapter 7 test-room lock-in, so guides written between October 20 and 23 describe workarounds you no longer need. Chapter 7 checkpoint reports were still appearing on October 26, so reload the checkpoint from the main menu rather than restarting the journey.

Walkthrough FAQ

Do both players need this page open?

Not both, but both need the same callouts. The reader describes shape, colour and label, the operator repeats it back before pressing. Pairs who skip the repeat report a broken puzzle.

Is the route the same for every pair?

The layout is fixed, the path is not. The developer's known-issues page says most challenges have more than one way to solve or reach a point, so an alternative route is intended.

Where should one evening go?

Do the rehabilitation suite and the R&D wing in one sitting. That covers the circuit board, resin mixer, floppy doors and printer, the densest teaching block in the game.

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