WE WERE HERETOMORROWWIKI
FIELD MANUAL

TWO PERSPECTIVES ↔ ONE SHARED ADVENTURE

Getting started

We Were Here Tomorrow Walkthrough: Chapters & Puzzle Help

Quick answer

Follow the prologue and six chapters, using the puzzle links below when you reach a matching machine. R&D Headquarters is visited more than once, so pair its name with your current task before looking up a solution.

Quick answer

Use this We Were Here Tomorrow walkthrough as a route through the game’s chapters and puzzle guides. Both players should agree on the current room and visible machine before opening a solution.

Chapter order

Stage Area Puzzle help
Prologue The Shoreline Learn to describe what only your partner can see
Chapter 1 R&D Headquarters, first visit Circuit board, floppy disc and dials
Chapter 2 The Exotic Matter Laboratory Crystal order, rings and gravity controls
Chapter 3 R&D Headquarters, second visit Server-room generator
Chapter 4 Temporal Research Centre G-46, time devices and overgrown rooms
Chapter 5 R&D Headquarters, third visit Revisit the facility with the current objective in mind
Chapter 6 The World Beyond the Rift Ghost Goop, plant logic and Rift Zero

Some numbered walkthroughs count The Shoreline as Chapter 1, making every later chapter one higher. Check the area name rather than treating the number alone as a match.

G-46: fifteen shape buttons

One player reads the G-46 target screens while the other operates the 3×5 G-46C panel. Put both levers in their blue zones. Count rows top to bottom and columns left to right while facing the button panel.

Read all three required elements in each target strip, including any permanently printed shape. Closed shapes may overlap exactly, but must not overlap only partly.

For the example target with the paired outward arrows, diamonds, central line and lower circle with side dots, the combination is R1C3, R1C4, R2C2 and R3C3. Use that combination only when the displayed target matches; otherwise build the shapes shown on your own screen.

TRC: what to do after the fuse box

When both sides have finished the fuse-box task but progress stalls, push the crystal forward toward your partner. Do not assume filling the slots is the final action.

If the Goop is charged and Hook is holding a glyph-marked handle to open a hatch above Goop, send Goop out of the basement through that hatch first. Goop can then help Hook climb out of the vent. Keep that sequence tied to this hatch setup.

Read plant logic as conditions and effects

Cross-like runes identify plants; triangular runes identify effects. Read the red end as IF and the unlit end as THEN. An eye sensor needs to see the Explorer before its chain runs.

Rune cue Effect
Arrows pointing inward Shrink
Arrows pointing outward Grow
Curved four-point star Phasing
Radiating star Activate ability

Check the current plant, effect and eye target before changing another terminal. Avoid applying opposite size changes at once.

Beyond the Rift: charging ghost Goop

For the room where Goop needs energy from the ghost’s body:

  1. Shoot Goop through the window on your left, toward the plant.
  2. Shrink the plant.
  3. Have Hook connect the Goop to the ghost source, or body.
  4. Select and recall the charged ghost Goop, rather than an ordinary block.

An ear plant must be awake and activated before it can hear singing. In the purple elevator area, look for removable webs, power spheres and handles connected to red cables; a handle can be easy to mistake for scenery.

Recover a soft lock

From the main menu choose change → start new journey, then have the host select the nearest checkpoint from your existing progress. Check the checkpoint name before starting. You may need to repeat actions that were not saved in that section.

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