We Were Here Tomorrow Laser Puzzle: Crystal Order
The We Were Here Tomorrow laser puzzle in one line: Mirror, then Serene, then Fiery, yellow room before turquoise, plus the two-failure diagnosis that helps.
このガイドは現在英語版のみです。
Quick answer
Send the beam through Mirror or Piercing first, Serene or Stabilizing second, and Fiery or Heating last, routing it through the yellow room before the turquoise room and then into the central receiver. If the beam reaches the receiver and is rejected, your crystals are wrong; if it never reaches, your route is wrong. That single split is the fastest way out of the room.
What the receiver actually checks
The receiver is not a target. It checks the condition of the beam as well as its destination, which is why a beam that visibly hits the middle of the dish still produces Wrong Crystal Configuration. The three effects are applied in sequence, and the sequence is the answer, not the aim.
This is the detail most written routes skip, and it explains the most common complaint about the puzzle: it looks like the beam already worked. If your beam is landing and being refused, stop rotating reflectors; you are no longer solving a routing problem.
The order is Mirror or Piercing, then Serene or Stabilizing, then Fiery or Heating. Each crystal carries a paired name in the game, so the same specimen may be labelled with either word depending on where you read it.
Route order: yellow first, then turquoise
The physical route is emitter, yellow section, first crystal, turquoise section, second crystal, final heating crystal, central receiver. Yellow before turquoise is the part pairs get backwards, because both rooms look similar from the corridor and the beam path does not obviously prefer one.
Neither of the two public routes explains whether yellow and turquoise refer to the room lighting or the wall panels, so treat the colour as a visual landmark rather than a formal label. Walk into each room and agree with your partner on which one is yellow before you start turning anything.
Reflectors do not all have the same freedom of movement. Some rotate freely, others are effectively anchors that define the route, so map the anchors first and treat them as fixed waypoints. Changing several reflectors at once produces a new beam path without telling you which change broke the crystal sequence.
The reflector that hides behind the machinery
If the green beam will not connect at all, the usual cause is a partly obscured triangular optical component sitting behind the surrounding machinery. Players assume a crystal is missing and start swapping specimens, which changes a correct setup into a wrong one.
Inspect the space behind each machine along the beam path before you touch the crystal rack. The component is easy to miss because it is only visible from one side of the room, so the player on the mirror side should do that walk while the player at the rack stays put.
Work backwards when the forward route appears to end against a wall. Trace each segment from the receiver towards the emitter, note where the line stops making sense, and inspect that spot rather than restarting from the emitter.
Wrong Crystal Configuration: five checks
The error message is specific, so work the list in order rather than guessing. First, confirm the specimen is Pingosius Crystalis and not Pingosso Crystallo — the two look alike and a quick glance will not separate them. Second, confirm the other two are Rupium and Cattonimus, and read their names rather than their colours.
Third, confirm the sequence is Mirror or Piercing, Serene or Stabilizing, Fiery or Heating. Fourth, confirm the beam passes yellow before turquoise. Fifth, confirm the path is complete, including the hidden triangular component and the green beam segment.
If all five pass and the error persists, the puzzle is probably resetting on a failed input and you are reading a stale panel. Read the symbols again after each rejection instead of repeating the last attempt.
Who does what
Split the room by what each player can see. Player A stays at the crystal rack, installs specimens and reports the exact name and shape of each one. Player B stays on the mirror side, owns the route, and reports whether the beam is arriving and whether it is being rejected.
Use fixed landmarks in your callouts — yellow room, turquoise room, receiver, rack, the mirror beside the door — rather than left and right. The two of you are looking at the same room from opposite ends, so directional language inverts and costs minutes.
Read the receiver response out loud every time. "Arriving, rejected" and "not arriving" are two different instructions, and only one of them means Player A should touch the rack.
When you disagree about what the receiver said, walk back to it together rather than arguing. The message disappears quickly, and a pair who rebuild the state from memory usually ends up reverting a correct change. One player watching the panel while the other adjusts is the only reliable way to attribute an effect to a cause.
Saying the beam path out loud
Build the description before you touch a reflector. Name the emitter, the two coloured rooms, the rack and the receiver, then describe the beam as a sequence: "emitter to yellow wall, up to the first crystal, across to turquoise, down to the second crystal, into the heating crystal, into the dish."
With that sentence agreed, an adjustment becomes a single word instead of a conversation. "The turquoise segment is missing" is actionable; "it is not working" is not.
Both players should be able to repeat the route from memory before the first attempt. Pairs who cannot usually end up rotating reflectors that were already correct, which is how a solvable room turns into an hour.
Where the public routes disagree
Two routes cover this room and they agree on the crystal order, the room order and the failure split. They differ in detail: one names the three specimens with a single effect each, the other gives both effect words and adds the lookalike names.
Neither route says whether the yellow and turquoise labels refer to the lighting or the wall panels, so we describe them as the two coloured rooms and let you match them by eye. Neither route states that the crystal order is fixed for every pair, so treat it as the standard order rather than a guarantee.
One route was last updated before patch 1.1.2. That does not affect the crystals, since the patch notes never mention the optics room, but it does mean its notes on softlocks elsewhere are out of date.
Laser Puzzle FAQ
Is the crystal order the same for every player?
Can I brute-force the crystal order?
Does patch 1.1.2 change anything here?
関連ページ
We Were Here Tomorrow Crystal Puzzle: Which Three
Which crystals the We Were Here Tomorrow crystal puzzle wants, how to tell Pingosius Crystalis from Pingosso Crystallo, and the five-point error checklist.
We Were Here Tomorrow Optical Solution: Optics Lab
The We Were Here Tomorrow optical solution is the Optics Lab run: two phases, three crystal effects, and a reverse trace from the receiver that saves time.
We Were Here Tomorrow パズル攻略:全ルーム対応表
We Were Here Tomorrowのパズルを全ルーム別に整理しました。部屋の名前、各プレイヤーが伝える内容、そして完全な解法ページへのリンクです。