We Were Here Tomorrow Puzzles: Complete Co-op Solutions & Walkthrough
Every We Were Here Tomorrow puzzle explained — resin mixing, laser calibration, gravity rooms, battery routes, and the Rift Zero ending choice.
Solving We Were Here Tomorrow puzzles is less about raw brainpower and more about how well you and your partner describe what you're seeing. The game drops two Explorers into Norček Industries, splits them across mirrored rooms, and hands them nothing but a walkie-talkie and a facility full of half-labeled machinery. That's the entire hook — and it's exactly why the We Were Here Tomorrow puzzles can feel brutal without a plan.
This guide breaks down every major puzzle stage, from the first three-symbol console to the final Rift Zero decision, with confirmed solutions, terminal routes, and crystal orders. For platform details and the latest updates, check the official We Were Here series website.
How the Co-op Puzzle Design Works
Every puzzle in the game follows the same template: one Explorer sees the instructions, the other reaches the controls, and neither can progress alone. Before touching anything, establish three things for each room — who can read the display, who can reach the mechanism, and what confirmation the machine gives when an input registers.
Two habits separate smooth runs from frustrating ones:
- Read the new display after a failure. A rejected input often rerolls the symbols entirely. Repeating the old combination wastes time.
- Describe shapes, not names. "Circle with eight lines curving clockwise" beats "the swirly one" every time.
| Rule | Why It Matters |
|---|---|
| One player reads, one operates | Most rooms physically separate information from controls |
| Failed inputs can reroll symbols | Old answers become useless after a reset |
| Confirm success indicators | A partly powered door usually means one device is still inactive |
| Use colors as landmarks | Corridors look inverted from different angles; left/right descriptions fail |
Early Norček Laboratory Puzzles
The opening chapters mix abstract symbol consoles with hands-on machinery, including a size-changing chamber that shrinks one Explorer so they can walk across a workbench. Here's the quick-reference rundown:
| Puzzle | How It Works | Solution |
|---|---|---|
| Three-symbol console | One reads symbols, other presses buttons | Read the current display; failures reroll it |
| Machinery pictures | Photos map to physical devices | Match the object first, then run the sequence |
| Canister transfer | Doors close as others open | Open door → retrieve canister → send through tube → open receiving side → install |
| Circuit matching | Six components, colored fasteners | Match all three symbols per socket — color alone isn't enough |
| Resin mixing | Five nozzles: 1/5 Butadiene, 2/4 Styrene, 3 Acrylonitrile | 4 → 3 → 1 → 4 (Styrene, Acrylonitrile, Butadiene, Styrene) |
| Floppy Disk Door 1 | Four rotating indicators | Stop each at the called direction in 90° increments |
| Floppy Disk Door 2 | Same setup, tighter timing | 45° increments, including all four diagonals |
| 3D printer grid | One moves a blinking cursor on a 4×4 grid | The central button commits each cell; the finished print yields the Green Key Card |
Two resin-mixing traps trip up most pairs: omitting the final Styrene fails the recipe, and a correctly selected nozzle does nothing if the container isn't parked directly beneath the outlet. On the floppy disk doors, indicators drift briefly after release, so time your stops accordingly.
Hook Gun vs. Goop Gun: Tools and the Cargo Elevator
After the shrinking lab, both Explorers receive prototype equipment that defines the rest of the run.
| Tool | Function | Key Details |
|---|---|---|
| Hook Gun | Pulls mechanisms, grabs distant objects, reaches ledges | Grappling functions never change |
| Goop Gun | Deploys cubes onto switches and platforms | Starts with one active cube; a later R&D upgrade allows two |
The Cargo Elevator stacks three separate requirements that look connected but aren't:
- Purple access card — retrieved through the side passages around the anti-gravity workspace.
- Fuse — mounted on a red mechanical arm overhead. Stop the nearby fan with the Goop Gun, then have your partner pull the lever that lowers the arm.
- Green access card — visible through the anti-gravity room's lower opening. Have your partner work the door control and grab it from the edge; you don't need to climb inside.
If the main door stays locked, check whichever indicator remains dark rather than repeating a device that already registered. One community-reported note: the Many Ways achievement requires activating this elevator without the Fuse, so achievement hunters should hold off here.
Later, the Magnetic Stabilizer flips the formula — the Goop Gun player must apply a cube effect directly to their partner, weighting the Explorer standing on the two-person plate. It's not a puzzle about placing cubes on switches; the player is the object.
Laser Calibration: Crystals, Beams, and "Wrong Crystal Configuration"
The Laser Calibration stage is where We Were Here Tomorrow puzzles peak in complexity. A beam reaching the receiver isn't enough — it must pass through the correct crystal specimens, in the correct order, or the machinery flashes Wrong Crystal Configuration.
| Crystal | Effect | How to Identify It |
|---|---|---|
| Pingosius Crystalis | Mirror / piercing | Rounded growths oriented toward the upper structure |
| Rupium | Serene / stabilizing | Oval, non-crystalline growths along the sides |
| Cattonimus | Fiery / heating | Traditional crystal shape with exactly two growths |
The catalogue also lists decoys — Cattonimo, Cattonium, and Pingosso Crystallo — that share colors with the real specimens. Matching color guarantees nothing; compare silhouettes against the shape descriptions.
The required order is Pingosius Crystalis → Rupium → Cattonimus, confirmed by an in-game email mnemonic: "Begin with the mirror whence truth shines bright; the serene stone second to steady the flow; the fiery heat blooms with a final glow." The beam route runs through the yellow room before the turquoise room, then hits the final crystal stage.
If you keep failing, check these in order:
- Confirm Pingosius Crystalis, not the lookalike Pingosso Crystallo.
- Verify Rupium and Cattonimus against the catalogue shapes, not colors.
- Ensure the beam encounters all three effects in sequence.
- Hunt for the partly obscured triangular reflector hidden behind machinery — the green beam has no usable route without it.
One run documented in player experience had the pair nail the entire configuration except the last crystal, simply because a three-growth specimen sat where the two-growth Cattonimus belonged. That's how close the decoys are.
Gravity Rooms and the R&D Power Network
The Gravitonics section inverts rooms and rotates floors while you're standing on them. Anchor yourself to the red L-shaped platform control, use the red/purple/blue corridors as landmarks instead of left/right calls, and reach the elevated blue Beta door via the lift — not by jumping from below. The final lever waits at the large purple T-junction: turn left, follow the passage, and seat the lever into its wall mount.
The R&D Power Network that follows is the longest puzzle in the game. Terminals use Greek-letter prefixes (Ψ, Σ, Θ, Δ, Λ), and a plain number like "3" identifies nothing on its own. Critically, a powered terminal isn't necessarily a useful next terminal — activating the wrong branch can strand the circuit.
| Route | Terminals | Sequence |
|---|---|---|
| Short | 17 | GEN → Ψ01 → Ψ04 → Ψ02 → Ψ03 → Ψ06 → Σ04 → Σ03 → Σ01 → Σ02 → Ψ08 → Θ03 → Δ02 → Δ03 → Λ02 → Λ03 → Λ01 → Ψ07 |
| Alternative | 20 | GEN → Ψ01 → Ψ04 → Ψ02 → Ψ03 → Ψ06 → Σ04 → Σ03 → Σ01 → Σ02 → Ψ08 → Θ03 → Θ02 → Θ04 → Δ05 → Δ04 → Δ03 → Λ02 → Λ03 → Λ01 → Ψ07 |
Key checkpoints: Σ03 opens the red access route, Σ02 the green, Δ03 the blue, and Ψ07 completes the network. Never mix the Theta and Delta branches between routes — pick one sequence and follow it from your last confirmed connection.
Temporal Research Centre, Xenobotany, and the Time Loop
The late game changes the separation itself: Explorers now interact with different versions of the same facility. Ventilation ducts carry full identifiers like H36B and H34E — a matching number with a different letter connects nowhere — and the hatch controller holds only one duct open at a time. Time-exchange spheres swap your positions between versions, so check whether your side holds a Fuse, charging station, or lever your partner still needs before committing.
The eight-slot Fuse puzzle hides its solution in plain sight:
| Row | Slot 1 | Slot 2 | Slot 3 | Slot 4 |
|---|---|---|---|---|
| Top | Orange | Empty | Green | Purple |
| Bottom | Green | Purple | Orange | Empty |
The nearby diagram warns "danger: avoid this fuse placement" — and reproducing that exact hazardous arrangement is what triggers the machinery. Leave both Empty slots unfilled, and don't confuse an empty slot with a pale-colored Fuse.
Xenobotany makes planting only half the job. Ask your future-side partner what the obstacle needs before choosing a seed:
| Seed Combination | Environment | Result |
|---|---|---|
| Blue + Purple | Sunlight | Sun-grown greenhouse specimen |
| Blue + Red | Water | Purple growth blocking/unblocking the later lab |
Finally, the time-rewind machinery replays earlier actions across cycles. Set up the first cube or control, build the next connection, then let the replay handle the setup while you cross during the active window. Cubes, plates, and levers were never meant to be handled in one uninterrupted run.
Rift Zero: Close or Stabilize?
The finale presents two genuinely separate endings: Close Rift and Stabilize Rift. Agree with your partner before either of you commits, because this choice is independent of every earlier puzzle. If you want both outcomes, the chapter-selection system returns you to the final stage afterward — no full replay required — which matters for the Dawn of Tomorrow and Tomorrow May Never Come achievements.
FAQ
Can you solve We Were Here Tomorrow puzzles solo? No. Every puzzle requires two players with voice communication, since information and controls are always split between rooms. Community reports confirm the game supports the series' Friend Pass setup, so only one of you needs to own a copy — verify current details on the official site before buying.
What is the resin mixer solution? Use nozzles 4 → 3 → 1 → 4: Styrene, Acrylonitrile, Butadiene, then Styrene again. The middle two chemicals get equal portions, with Styrene stabilizing before and after them.
Why does the laser keep saying Wrong Crystal Configuration? One of four things: the wrong specimen (check Pingosius Crystalis against Pingosso Crystallo), the wrong Rupium or Cattonimus match, the effects hitting out of sequence, or a missing green-beam connection behind the machinery.
Do the We Were Here Tomorrow puzzles change between playthroughs? Symbol-based puzzles reroll after failed inputs, and per community reports, some displays randomize between sessions. Fixed numeric sequences like the resin mixer and battery routes stay consistent, but always read your current symbols rather than reusing an old code.
By We Were Here Tomorrow Wiki TeamUpdated
Related Guides
We Were Here Tomorrow Balls Puzzle Guide: Chapter 3 Cable & Battery Solution
Stuck on the We Were Here Tomorrow balls puzzle? Get the full Chapter 3 cable and battery solution, exact module order, door rules, and co-op tips.
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 Botanical Garden Puzzle Guide: Tips & Walkthrough
Stuck on the We Were Here Tomorrow botanical garden puzzle? This co-op guide breaks down roles, stages, communication tips, and fixes for common mistakes.
We Were Here Tomorrow Cable Puzzle Guide: Rules, Path Sequence & Co-op Tips
Stuck on the We Were Here Tomorrow cable puzzle? Learn the node rules, the community-reported generator path, reset behavior, and co-op callout tips.