We Were Here Tomorrow Floppy Disk Puzzle Guide: How to Open Both Numbered Doors
Solve the We Were Here Tomorrow floppy disk puzzle: solutions for both direction dial rooms, reset rules, and the Green Key Card that comes next.
The We Were Here Tomorrow floppy disk puzzle is where many co-op pairs hit their first real wall inside the shrinking laboratory. Two oversized floppy disk doors — marked 1 and 2 — seal off the computer-like passage that the miniature explorer needs to walk through, and neither one budges until both players complete their direction-matching controls. This guide covers the entire We Were Here Tomorrow floppy disk puzzle: the four 90-degree dials behind Door 1, the four 45-degree dials behind Door 2, the release-timing trick that prevents frustrating resets, and the 3D printer sequence waiting on the other side.
Like every challenge in the game — part of Total Mayhem Games' official We Were Here series — the solution depends on two explorers sharing information neither can see alone. One player reads the target display; the other stops the spinning indicators. Nail the communication and both doors open in minutes.
Where the Floppy Disk Puzzle Fits in the Shrinking Laboratory
Before you reach the disks, you'll have already worked through the circuit-matching sockets and the 3D resin mixing station. Once those are done, the shrunken explorer pushes deeper into the machinery and arrives at a passage styled like the inside of a computer — and that's where the two numbered floppy disk doors appear.
At this point the pair is split permanently for the sequence: one explorer stays miniature inside the machine, while the partner remains normal-sized at the exterior control panels. The doors will not open through exploration alone. They only respond once the direction-matching controls outside are completed, with the tiny player (or the outside player, depending on the setup) reading the required targets.
Here's the shape of the challenge at a glance:
| Door | Dials | Rotation Step | Directions Involved | Unlocks |
|---|---|---|---|---|
| Floppy Disk Door 1 | 4 | 90 degrees | Up, Right, Down, Left | First floppy disk barrier |
| Floppy Disk Door 2 | 4 | 45 degrees | 4 cardinal + 4 diagonal directions | Second barrier and the path to the 3D printer |
One warning before you start: if the miniature route appears to dead-end at an inaccessible pit or a closed disk, don't force a jump. Back up toward the shrinking chamber and coordinate with your partner at the outside controls instead. The route is blocked because a door hasn't been unlocked yet — not because you missed a platform.
Floppy Disk Door 1: Solving the Four 90-Degree Dials
The first control panel features four rotating direction indicators, and each one only moves in 90-degree increments. That keeps things simple: the only possible positions are Up, Right, Down, and Left. One explorer can see the required directions on a display; the partner physically operates the rotating indicators.
The division of labor looks like this:
| Role | What You See | What You Do |
|---|---|---|
| Reader (display side) | Four target directions in order | Call out each direction clearly, one at a time; reread the display after any reset |
| Operator (dial side) | Four spinning indicators | Rotate each dial toward the called direction, then release the control to stop it |
Work through the sequence with this routine:
- The reader examines all four target directions before anything moves.
- The reader calls out the first direction; the operator rotates that indicator.
- The operator releases the control to stop the dial — holding it does nothing.
- The reader confirms the result before moving to the next indicator.
- Repeat for all four dials.
The critical detail is the stopping delay. There's a gap between releasing the control and the indicator actually halting, and releasing at the exact moment the pointer appears aligned often causes it to advance one step too far. Based on community reports and player experience, this overshoot is the single most common failure in the whole sequence. Release a beat before the pointer looks perfect.
An incorrect position turns the corresponding indicator red and can reset the entire sequence. Worse, the target directions may change after a reset — so the reader must always reread the display rather than repeat a memorized combination. When all four indicators register correctly, they turn blue and Floppy Disk Door 1 swings open.
Floppy Disk Door 2: The 45-Degree Dials and Diagonal Directions
Head through the newly opened section toward the next control set. This mechanism looks similar but rotates in 45-degree increments, which introduces four diagonal positions on top of the cardinal ones. The precision demand roughly doubles, and so does the chance for miscommunication.
Here are all eight possible orientations, with callout phrasing that avoids confusion:
| Direction | Type | Suggested Callout |
|---|---|---|
| Up | Cardinal | "Straight up — twelve o'clock" |
| Right | Cardinal | "Three o'clock" |
| Down | Cardinal | "Straight down — six o'clock" |
| Left | Cardinal | "Nine o'clock" |
| Upper-left | Diagonal | "Halfway between up and left" |
| Upper-right | Diagonal | "Halfway between up and right" |
| Lower-left | Diagonal | "Halfway between down and left" |
| Lower-right | Diagonal | "Halfway between down and right" |
Clock positions work well here because the two players often view the machinery from different angles, and "left" for one player may not match "left" for the other. Agreeing on a shared vocabulary before the first dial spins saves several resets.
Two rules govern this room. First, read all four target orientations from the partner's display before stopping anything — then work through the indicators one at a time. Second, do not reuse the first puzzle's directions. The second mechanism requires its own four matches, and carrying over old answers is a guaranteed reset.
When the second sequence registers successfully, the remaining floppy disk barrier opens. Continue through the miniature passage toward the 3D printer controls.
Common Floppy Disk Puzzle Mistakes (and How to Fix Them)
Most failed attempts in the We Were Here Tomorrow floppy disk puzzle trace back to a handful of repeat offenders. The good news: every one of them has a quick fix once you know what you're looking at.
| Symptom | Likely Cause | Fix |
|---|---|---|
| An indicator turns red | Released one step past the target (stopping delay) | Release slightly before the pointer aligns |
| The whole sequence resets mid-input | One dial landed wrong | Reread the display — targets may have changed |
| Correct-sounding inputs keep failing | Reader is repeating a memorized set | Always read the current display, never an old combination |
| Mini explorer stuck at a pit or closed disk | A door hasn't been unlocked yet | Return toward the shrinking chamber and coordinate at the controls |
| Left/right calls keep missing | Inverted or offset viewpoints | Switch to clock positions or fixed room landmarks |
The reset behavior deserves special emphasis. Because targets can reroll after a failure, a pair that keeps shouting the same four directions is actively working against itself. Build the habit into your loop: reset happens, reader pauses, reader rereads, then the operator touches anything. That single pause eliminates the majority of repeat failures players report with this puzzle.
After the Doors: The 3D Printer Grid and the Green Key Card
Opening both floppy disk doors isn't the finish line — it's the entry fee for the 3D printer grid, which produces the Green Key Card your normal-sized partner needs for the earlier laboratory access door. Here's how that final machine works.
One player holds directional controls and a central activation button. The other watches a 4×4 grid of lights containing two important states: solid lights, which reveal the required pattern, and a blinking red indicator, which marks the position currently being controlled. The blinking light is not a target — it's your cursor.
| Step | Action | Result |
|---|---|---|
| 1 | Reader identifies the solid-light pattern | Both players know the target |
| 2 | Operator moves the blinking indicator with directional inputs | Cursor reaches the next cell to change |
| 3 | Operator presses the central button | That light toggles on or off |
| 4 | Repeat until all 16 cells match | Printer mechanism activates |
| 5 | Collect the Green Key Card, return to the chamber, restore size | Card slots into the earlier lab access door |
Orientation is the sneaky difficulty here. Because the two players view the machinery from different angles, the operator's "up" may move the cursor sideways on the reader's screen. Have the watching partner narrate where the blinking indicator moves after every input until the controls are mapped — then work the grid methodically. Moving the cursor alone changes nothing; the central button is what actually flips each light.
Once the pattern matches, the printer produces the Green Key Card. Grab it, get restored to normal size in the chamber, and slot it into the access panel that's been waiting for it. That clears the laboratory and opens the road toward the prototype equipment, the Hook Gun, and everything beyond.
Frequently Asked Questions
Does the We Were Here Tomorrow floppy disk puzzle change between attempts? Yes. The target directions can reroll after any reset, so a combination that worked on your last attempt may be invalid on the next. The reliable method is to treat every attempt as fresh: the reader rereads the display, then calls out the current four directions in order.
Why does my dial keep overshooting the target? There's a delay between releasing the control and the indicator actually stopping. If you release at the exact moment the pointer looks aligned, it often advances one extra step and turns red. Release slightly early and let the stopping delay carry it into place.
Can one player solve the floppy disk puzzle alone? No. The puzzle is built on split information — one explorer sees the required directions while the other operates the rotating indicators. Neither player has enough data to finish it solo, which is standard design across the whole co-op series.
What do the two floppy disk doors actually unlock? Door 1 opens the first barrier in the computer-like passage, and Door 2 opens the remaining one. Together they grant the miniature explorer access to the 3D printer controls, whose completed light-grid puzzle produces the Green Key Card needed for the earlier laboratory access door — the gateway to the rest of the facility.
Related Guides
We Were Here Tomorrow Battery Puzzle Guide: Hints, Solutions & Bug Fixes
Stuck on the We Were Here Tomorrow battery puzzle? Get co-op hints, step-by-step strategy, and fixes for the bugs that can quietly block your progress.
We Were Here Tomorrow Chemical Puzzle Guide: How to Solve It and What to Do When It Bugs Out
Stuck on the We Were Here Tomorrow chemical puzzle? Get solver roles, communication tips, and official fixes for the bugs that block your progress.
We Were Here Tomorrow Crystal Puzzle Guide: How to Solve It With Your Partner
Stuck on the We Were Here Tomorrow crystal puzzle? This co-op guide covers roles, walkie-talkie callouts, common mistakes, and fast-solving tips.
We Were Here Tomorrow Gem Puzzle Guide: How to Solve It With Your Partner (Without Losing Your Cool)
Stuck on the We Were Here Tomorrow gem puzzle? This step-by-step guide covers solver roles, communication tips, and mistakes to avoid with your partner.