We Were Here Tomorrow Particle Accelerator Walkthrough: Maintenance Tunnels, Magnetic Stabilizer & Terminus Puzzles
Stuck on the We Were Here Tomorrow particle accelerator chapter? Our walkthrough covers tunnel A06, the magnetic stabilizer, and the terminus finale.
Few co-op games test a partnership like the We Were Here Tomorrow particle accelerator chapter, where one player crawls through pitch-black ductwork while the other watches gravity flip completely upside down. Community playthroughs of the We Were Here Tomorrow particle accelerator section reveal a consistent pattern: pairs who narrate every action breeze through in a single session, while silent teams stall at the simplest switch. This guide breaks down each stage — maintenance tunnel A06, the goop weight trick, the magnetic stabilizer levers, and the synchronized terminus buttons — so you and your partner can power up the machine without becoming the next silhouette smeared across the wall.
What Is the We Were Here Tomorrow Particle Accelerator Chapter?
The We Were Here Tomorrow particle accelerator sequence is one of the later co-op stretches in the game, and it leans hard into the series' signature formula: two players, two separate spaces, and nothing but a voice link between you. The setting is a decaying Antarctic research complex run by the fictional Norsec Industries, a corporation whose posters ("Dream it, live it, monetize it") say a lot about why everything is going wrong. You can explore the full series on the official Total Mayhem Games website.
What makes this chapter memorable is how far it pushes asymmetry. One player spends entire stretches upside down. Another crawls through ductwork with no idea what waits above them. According to player experience from full playthroughs, the area extends well past where the game's demo cut off — the terminus itself was brand-new territory for returning players.
The chapter also deepens the lore. Scattered documents reference an "unfortunate vaporization" in the exotic matter laboratory, a board member named Alec T. Penbrundle, and a morale memo enforcing a total news blackout. None of it is required reading to solve the puzzles, but it explains why the facility feels so hollow.
Puzzle Flow at a Glance
Before diving into the We Were Here Tomorrow particle accelerator gauntlet, here's the full sequence based on community playthrough footage. Every stage hinges on the same core loop: one player manipulates the environment while the other confirms, counters, or climbs.
| Stage | Area | Objective | Key Mechanic |
|---|---|---|---|
| 1 | Antechamber | Place cubes to open each other's paths | Cube slots wired to distant platforms |
| 2 | Ductwork drop | Descend into the maintenance level | One-way tube with no return trip |
| 3 | Maintenance tunnel A06 | Reunite and move the heavy platform | Goop makes a player extra heavy |
| 4 | Lowering platform | Ride the lift down through the fog | Button-controlled descent |
| 5 | Magnetic stabilizer | Pull both levers to activate the machine | Paired levers (untimed) |
| 6 | Terminus | Push both buttons to power the accelerator ring | Synchronized inputs |
Bring three things into this chapter: a working microphone, a notepad, and patience. Several puzzles look like they need two people standing in the same spot when the real answer is one player doing something unexpected — like getting covered in goop.
Maintenance Tunnels Walkthrough: Cubes, Goop, and Gravity
The Cube Relay
The chapter opens with each player holding a cube and staring at a slot on the opposite side of the map. Placing your cube into a receptacle effectively "plugs into" a platform and lets your partner proceed — and the reverse works too, so you can activate each other's switches from far apart.
The biggest early mistake is acting without confirming. In one popular playthrough, a player refused to push a button until their partner confirmed they were through the door, which likely saved them from a soft-lock. Adopt the same rule: no switch gets pressed until both players verbally agree.
Ductwork, Lockers, and the Tape Player
Eventually one player must fall down a tube into total darkness. Below sits a row of lockers, a second cube, and a tape player — a classic series setup hinting that audio logs matter. Meanwhile, the other player navigates corridors that rotate their gravity, ending up upside down relative to their partner.
When you're separated like this, describe landmarks instead of directions. "I'm above you, behind a vent cover" beats "go left," because your left and their left may be opposite directions once gravity flips.
Hatch A06 and the Goop Trick
Midway through the tunnels you'll reach a heavy platform that seems to require two people. The far side is unreachable, pushing does nothing, and pulling fails. Per community reports, the solution is the chapter's strangest mechanic: coat your partner in goop. The goo makes them extra heavy — heavy enough to weigh the platform down so it can finally move.
It's easy to miss because, as one playthrough noted, it's the first time goop affects a player rather than an object. While you're here, call out the maintenance hatch number (A06) aloud. Shared reference points like hatch codes keep both players' mental maps in sync.
The Magnetic Stabilizer: Levers, Lore, and a Bridge of Magnets
Before the accelerator can fully power up, you'll need to activate the magnetic stabilizer. Each player finds a lever in a separate room, and both must be pulled down. The good news, confirmed by the playthrough: the levers are not timed. One player pulled well after the other and the machine still engaged. A "three, two, one" countdown is unnecessary — but it feels great.
Activation is the chapter's visual highlight. The stabilizer lurches forward, spins up, and extends "into the purple," locking into place and forming a bridge between the two players' areas — one of you above, one below, finally able to see each other again. The stabilizer's safety announcement even jokes about metal tooth fittings before activation, the kind of dark humor the series does best.
The rooms around the stabilizer are packed with lore worth reading:
| Document | Author / Source | What It Reveals |
|---|---|---|
| Board letter | Alec T. Penbrundle, Member of the Board | Interviews reopened to fix Dr. Kathleen Bow's staffing shortage after an "unfortunate vaporization" in the exotic matter laboratory |
| Morale memo | Dr. Bow, Director of R&D (concerning Dr. Robert Murray) | A total news blackout is "the only way to maintain staff morale"; entertainment locked to All Creatures Great and Small, Dallas, and Saturday-night Charlie's Angels |
| Employee file | ARC Antarctic Division, ID 320471 | Location redacted, history encrypted — the facility is hiding something |
| Wall posters | Norsec Industries | "Dream it, live it, monetize it" and "We make the future" |
| Sticky note | Unknown employee | Simply reads "You're fired" |
The news-blackout memo is the darkest joke in the chapter — a research station so worried about global collapse that it locks its televisions to 1970s programming. Community players consistently flag these notes as standout environmental storytelling.
Terminus Finale and Co-op Communication Tips
The final ride takes you down a lowering platform into fog, through tubes that rotate your gravity mid-transit, and eventually to the We Were Here Tomorrow particle accelerator terminus itself — a massive ring chamber where, per the playthrough, a human silhouette is permanently blasted into one wall. Someone with a ponytail didn't make it. Remember that vaporization the board letter mentioned? The facility doesn't let you forget.
At the terminus, two buttons must be pressed simultaneously. When both players push together, lights ignite around the ring and the center begins making ominous clicking noises. The playthrough's closing line sums up the mood perfectly: "I don't feel like we should be, but I don't think we have a choice."
Everything in this chapter rewards disciplined communication. These habits, drawn from player experience, prevent nearly every common stall:
| Situation | What to Say | Why It Works |
|---|---|---|
| Before any switch or button | "I'm pressing it now — are you clear?" | Prevents double-activation confusion |
| Flipped gravity sections | "I'm upside down; look straight up" | Orientation beats left/right when your maps are mirrored |
| Paired levers and buttons | "Three, two, one — pull" | A shared count syncs inputs, even untimed ones |
| Tracking cubes | "I've got my cube back" | Cubes change hands across zones; verbal inventory prevents soft-locks |
| Exploring separately | "Maintenance hatch A06, closed on my end" | Shared landmarks build one mental map instead of two |
One final tip: write down every number you encounter. Hatch codes, employee IDs, door labels like 50-D — the series loves making you recall details from twenty minutes earlier, and the player holding the notepad always becomes the team's most valuable asset.
FAQ
How long does the We Were Here Tomorrow particle accelerator chapter take to complete?
Based on player experience, expect roughly 30 to 60 minutes depending on how well you communicate. The referenced playthrough cleared the tunnels, stabilizer, and terminus in a single session, but teams who stop to read every lore note should budget closer to a full hour.
Do the magnetic stabilizer levers need to be pulled at the exact same moment?
No. Community playthroughs confirm the levers are untimed — both simply need to be pulled down. One player in the referenced video pulled noticeably late and the stabilizer still activated, so don't waste time perfecting your synchronization.
What does the goop do in the maintenance tunnels?
Coating a player in goop makes them extra heavy, which is the key to moving the stuck platform near tunnel A06. It's the chapter's most unexpected trick, and many teams miss it because it's the first time the goop targets a person instead of an object.
Is the terminus the end of the game?
The We Were Here Tomorrow particle accelerator terminus is the climax of this chapter, not the whole story. The machine powers up and the ominous clicking suggests the narrative continues beyond it — so when those lights come on and something starts spinning, don't panic. Just keep talking.
By We Were Here Tomorrow Wiki TeamUpdated
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