Full We Were Here Tomorrow walkthrough with puzzle solutions, all 8 plushie locations, both Rift Zero endings and 100% achievement tips. Start your run now.

We Were Here Tomorrow Complete Walkthrough: All Puzzles and Plushies

Sora Tanka

I'm a lifelong otaku who covers overlooked anime classics, rising Roblox games and the hidden corners of gaming. When I'm not hunting rare retro VHS tapes, I'm tweaking my home theater setup.

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Published: October 29, 2026  |  9 min read  |  Last updated: October 29, 2026

You wake up in a pod after five years under the Antarctic ice, a cheerful director hands you a gun that shoots jelly cubes, and your best friend is already arguing that the crystal is "obviously the blue one." Welcome to the newest entry in the series. This We Were Here Tomorrow walkthrough takes you through every major puzzle in order, from the Wellness Check to the final Rift Zero choice. It also covers all 8 hidden plushies by chapter and checkpoint, and how to clean up all 37 achievements without replaying the whole campaign. Grab your walkie-talkie, agree on what to call the weird symbols, and let's go.

⚡ Quick Answer

We Were Here Tomorrow is a two-player online co-op puzzle game. You progress from the Wellness Check through the shrinking lab, Cargo Elevator, Gravitonics, R&D, the Temporal Research Centre and Xenobotany, then choose to Close or Stabilize Rift Zero. It has 37 achievements and 8 plushies, and chapter select lets you see both endings.

What Is We Were Here Tomorrow and How Does It Play?

We Were Here Tomorrow is the sixth game in Total Mayhem Games' asymmetrical co-op series. It launched on October 20, 2026 for PC, PlayStation 5 and Xbox Series X|S at $19.99, with full crossplay. Two Explorers wake inside the retro-futuristic Norček Industries facility. Director Kathleen Bowe guides them through a list of "assignments" that feel a little too convenient.

The big change from earlier games is gear. One player gets the Hook Gun, which grapples, pulls and reaches distant targets. The other gets the Goop Gun, which spawns solid cubes for pressure plates, platforms and, yes, sticking your partner in place. The story is standalone, so you don't need the castle games to follow it. You can grab it on the official Steam store page.

We Were Here Tomorrow walkthrough key art showing the retro-futuristic Norček facility
Photo by Total Mayhem Games on Steam

"Only together you can decide what Tomorrow will hold."

📊 Key Stat: The game passed 350,000 wishlists before launch. The series has reached over 15 million players since the original arrived in 2017. Early critic scores mostly land between 7 and 9 out of 10.

We Were Here Tomorrow Walkthrough: Every Puzzle in Order

Many displays reshuffle their symbols after a failed attempt, so treat the codes below as answers for fixed puzzles. For everything else, follow the process rather than copying someone else's pattern.

1. Wellness Check and the Opening Consoles

  1. Hold the first paired interaction: Both players activate their mechanisms at the same time to open the testing rooms.
  2. Three-symbol console: One player reads three symbols and the other presses the matching controls. Name each symbol out loud before anyone touches a button.
  3. Machinery pictures: Match each picture to its real lever or button by following the wires, not by screen order.
  4. Canister transfer: Open the container room, place the canister in the transfer holder, send it through the tube, then open the receiving side. Sending it does not open the door for you.

2. Shrinking Lab, Resin Mixer and the Green Key Card

One Explorer shrinks in the size chamber while the other runs the controls outside. The tiny player then rebuilds a circuit. Each component carries three symbols: Green is Square, Gray is Pentagon, Red is Triangle, Purple is Star, Blue is the Y shape, and Yellow is Plus. Place the components with only one valid socket first.

For the 3D resin mixer, dispense once at each nozzle in this order: 4, 3, 1, 4. That gives Styrene, Acrylonitrile, Butadiene, then Styrene again. Next come the two floppy disk doors. Door 1 uses four dials that turn in 90 degree steps. Door 2 adds diagonals in 45 degree steps. Finally, toggle the 4×4 printer grid with the center button to print the Green Key Card.

3. Prototype Guns and the Cargo Elevator

Doors with multiple colored cables need both tools. Trace each cable to its hook target or cube switch. At the Cargo Elevator, you need three things:

  • The purple access card from the side passages.
  • The green access card. It sits low in the anti-gravity room opening, and you can grab it from the edge.
  • The Fuse. Goop the fan to stop it, then pull the lever that lowers the red arm holding the Fuse.

⚠️ Important: One achievement asks you to start the Cargo Elevator without the Fuse. If you're going for 100%, figure out that route before you plug the Fuse in, or plan a chapter select return.

4. Particle Accelerator, Magnetic Stabilizer, Lasers and Six Rings

The accelerator has a 4×4 symbol grid. Describe arrows, filled centers and crossing lines, then set three dials from 1 to 5 based on your partner's readout. The Magnetic Stabilizer plate needs more weight than one Explorer has. The fix is to stand on it and let your partner goop you, which is more fun than it should be.

For Laser Calibration, send the beam through Pingosius Crystalis, then Rupium, then Cattonimus, passing through the yellow room before the turquoise one. Watch for the lookalike decoys Pingosso Crystallo, Cattonimo and Cattonium. If the beam stalls, look for a half-hidden triangular reflector behind the machinery. The Six Rings commonly resolve to 4, 1, 5, but read your current symbols first.

5. Gravitonics and the R&D Power Network

In Gravitonics, use the red, purple and blue floors as landmarks instead of left and right. Rotate the red L-shaped floor and ride the lift up to the Beta door control. For the final lever, turn left at the purple T-junction.

In R&D, read terminals by full ID, letter plus number. The short route is GEN → Ψ01 → Ψ04 → Ψ02 → Ψ03 → Ψ06 → Σ04 → Σ03 → Σ01 → Σ02 → Ψ08 → Θ03 → Δ02 → Δ03 → Λ02 → Λ03 → Λ01 → Ψ07. Don't mix it with the longer alternate route. Here the Goop Gun upgrades from one active cube to two.

Video by @KitaNashGaming on YouTube, used for informational/commentary purposes.

6. Temporal Research Centre, Xenobotany and the Time Loop

Now the two of you are in different versions of the same rooms. Read duct labels in full, like H36B versus H34E, and use the time-exchange spheres only after checking what each side still needs. The eight-slot Fuse panel copies the "danger" diagram, read left to right:

  • Top row: Orange, Empty, Green, Purple
  • Bottom row: Green, Purple, Orange, Empty

In Xenobotany, the past player plants and the future player reports what grew. Blue + Purple seeds with sunlight make one climbing specimen. Blue + Red with water makes the later purple growth. For the time loop, record a setup action in one cycle and use the replay in the next. If you keep failing, find which action happens too late instead of just running faster.

7. Rift Zero: Close or Stabilize?

Check nearby containers for access cards, insert both, and bring the final apparatus online. Then choose Close Rift or Stabilize Rift. They are two separate endings with two separate achievements, so agree with your partner before either of you commits.

Where Are All 8 Plushies in We Were Here Tomorrow?

There are 8 Octodoc plushies and none in Chapter 1. Each one exists only once per session and vanishes when someone grabs it.

# Chapter Location Checkpoints
1 2 Common Room, on a yellow sofa between coffee tables 2-2, 4-4, 6-1
2 3 Cluttered console beside the Health and Safety purple office 3-7, 3-8
3 4 Wall bunk behind green curtains during the power rerouting puzzle (Hook Gun player) 4-2, 4-3, 4-4
4 4 Crew Quarters workshop, on a green cart 4-2, 4-3, 4-4
5 5 Red-carpet lobby outside Xenobotany, by a small white table 5-1, 5-2 (5-3 to 5-5 Hook Gun player only)
6 5 Hidden nook above the generator room machine with the traffic cone; stack two goop cubes to reach it 5-1, 5-2
7 5 Teal-carpet office overlooking the greenhouse; goop the entrance plant to open it 5-4, 5-5
8 7 Farpoint Outpost, on the table in the alien flowerbed under the Norček sign 7-4 only

⚠️ Important: Plushies count for whoever picks them up, not for the team. If your partner grabs one, it disappears for you too. Decide who collects before Chapter 2. Use Continue rather than loading older checkpoints, which can reset your collection attempt.

TikTok video by @indie1st, used for informational/commentary purposes.

How Do You Get We Were Here Tomorrow 100% Achievements in One Run?

Good news for completionists: unlike older entries, you don't need two full playthroughs. Most of the 37 achievements unlock through the story. These are the ones to watch:

  • Many Ways: Activate the Cargo Elevator without the Fuse.
  • Partner pranks: Goop your partner, lock them in place, hook them, and grapple to an Energized surface.
  • Crouch slide: Just do one. Style points included.
  • Referral Bonus: Invite a friend through the game.
  • Dawn of Tomorrow and Tomorrow May Never Come: Finish one ending, then use chapter select for the other.
  • Class 1 Hoarder: Personally collect all 8 plushies.

Here's the part most guides miss. Because plushies are personal and single-copy, a duo who both want Class 1 Hoarder should let Player 1 sweep all 8 on the main run. Player 2 then uses the checkpoint list above to replay only those chapters. Mind the 7-4 plushie and the Hook Gun player restriction on the late Chapter 5 checkpoints.

💡 Pro Tip: Assign the Hook Gun role to whoever is NOT on plush duty for the first run. That person has to take plushie 5 on the late checkpoints during cleanup anyway.

How Should You Communicate in We Were Here Tomorrow?

When my partner and I hit the second floppy disk door, we lost ten full minutes because "up left" meant two different things depending on which way we were facing. I was certain I'd said it clearly. I had not. What finally worked was the habit I now swear by: the reader calls one input, the operator repeats it back, and only then does anyone press anything. It felt slow, and it was twice as fast as yelling.

  • Give silly but unique names to symbols before starting a sequence ("angry fork," "donut with horns").
  • Use colors and landmarks in gravity rooms, never left and right.
  • If audio cuts out, test with a quick number swap both ways before resetting a puzzle.
  • Party chat on Discord or console works fine if the in-game radio gets glitchy.

Frequently Asked Questions

How long does it take to beat We Were Here Tomorrow?

A pair that already knows the solutions can finish a full 100% run in about five hours. First-time duos who talk through every puzzle should plan for roughly seven to eight hours, or longer if you get stuck arguing over which crystal looks more like a potato.

Can you play We Were Here Tomorrow solo?

No. The game requires exactly two players in online co-op, and each Explorer sees information the other needs. There is no solo mode or AI partner. Crossplay works between PC, PlayStation 5 and Xbox Series X|S, so your partner can join from a different platform.

Do you need two playthroughs for 100% achievements?

Not a full second run. Chapter select lets you return to the Rift Zero choice for the other ending and revisit plushie checkpoints. The catch is that plushies count per player and vanish once grabbed. If both of you want Class 1 Hoarder, the second collector replays those chapters.

How many plushies are in We Were Here Tomorrow?

There are 8 unique Octodoc plushies. Chapter 1 has none. The first sits in the Common Room in Chapter 2, and the last waits on a table in Farpoint Outpost in Chapter 7. Collecting all eight yourself unlocks the Class 1 Hoarder achievement.

What are the two endings in We Were Here Tomorrow?

At Rift Zero you pick Close Rift or Stabilize Rift. Each choice unlocks its own achievement: Dawn of Tomorrow for securing the rift and Tomorrow May Never Come for closing it. Agree with your partner before committing, then use chapter select to see the other outcome.

Do you need to play the earlier We Were Here games first?

No. We Were Here Tomorrow is a standalone story set in a brand new retro-futuristic facility. Longtime fans will spot familiar series touches, but every entry works on its own, so newcomers can jump in here without missing anything they need for the puzzles.

Is We Were Here Tomorrow Worth Finishing to 100%?

Absolutely, especially now that the series dropped the old "play everything twice" rule. The trick is planning: settle who carries which gun, who hunts plushies, and when to try the fuseless elevator, and the cleanup is short. Bookmark this We Were Here Tomorrow walkthrough for your next session. If you haven't started yet, it's on Steam, PS5 and Xbox. Just maybe agree on what "up left" means first.

📚 Sources & References

  1. We Were Here Tomorrow, Steam Store Page, Total Mayhem Games
  2. We Were Here Tomorrow Is Out Now, Total Mayhem Games Press Release, October 2026
  3. We Were Here Tomorrow Comes to PS5, Xbox Series X|S and PC in October, Worthplaying, September 21, 2026
  4. We Were Here Tomorrow Launches October 20, Inven Global, September 2026
  5. We Were Here Tomorrow Walkthrough: All Puzzles and Rift Zero, Whisper of the House, October 21, 2026
  6. All Plushies in We Were Here Tomorrow, VGTimes, October 27, 2026
  7. We Were Here Tomorrow Achievement List, Exophase
  8. We Were Here Tomorrow Critic Reviews, OpenCritic
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