Co-op Guide

We Were Here Tomorrow is played by two people online, each with one tool. This page covers how the roles are set, how you talk to each other, where the game splits you up, and what each of you does at every checkpoint.

Roles

Your role is the gun you take at 2-4 Experimental Prototypes: the Hook Gun player and the Goop Gun player. The role sticks to you for the rest of the run, every later takeout only gives you your own gun, and many doors, plates and chains are built for one of the two. The main menu's role swap and the achievements tied to one role are covered on the help page.

Hook & Goop Guns · Swapping roles before a run

Talking to each other

Close by

Within 35 m you hear each other directly. Walls between you muffle the voice, and from 20 m it starts to echo. A few rooms turn this off, so you have to use the walkie-talkie there. (2-1–2-2, 3-5–3-6)

Walkie-talkie

Further away, hold the walkie-talkie key to talk and let go to listen. Only one of you can talk at a time: if you both hold it, the line is busy. The Director's radio calls come over the same walkie-talkie.

Press & Hold [Walkie Talkie] to use the radio Release [Walkie Talkie] to listen

In the game's key settings: Walkie Talkie, Push to Talk, Emote Wheel · Voice chat problems

Where you are split up

Most of the game you can walk to each other. At these checkpoints you start apart; in the Temporal Research Centre you are even in different eras of the same building.

CheckpointsHook GunGoop Gun
3-4 Instability at 99%apartapart
3-8 Instability at 91%apartapart
5-3 Thieves of TimePresentConstruction era
5-4 OvergrownPresentRockbury (the past)
5-5 Back to the FuturePresentRockbury (the past)

Who does what

Every step the walkthrough gives to one of you, checkpoint by checkpoint. Everything else you do together.

3-1 The EML

Hook Gun

Together

Goop Gun

  • Goop the target that opens the battery room.
  • Goop the target that opens the door to the Assembly Line.

3-4 Instability at 99%

Hook Gun

  • The next side lever opens a lower door for you.

Goop Gun

  • The same lever opens a hatch for you.

3-5 The Magnetic Stabilizer

Hook Gun

  • Pull the hook-only chain high on the east wall at the corridor's south end and keep holding it: the duct hatch above opens and the Goop Gun player drops into the corridor.

Goop Gun

  • Goop the lump on the east wall of your room until it is a platform, climb it and follow the duct to the hatch over the corridor.

3-7 Accelerator Targeting

Hook Gun

  • You start on the lower floor, behind your own door.

Goop Gun

  • You start on the upper floor, behind your own door.

3-8 Instability at 91%

Hook Gun

  • Your door opens with its button or with the green key in its slot. A green key lies near where you start.

Goop Gun

  • Your door opens with its button or its pressure plate.

3-9 The Gravitonics Department

Hook Gun

  • You work the lift and the bottom of the hall.

Goop Gun

  • You have your own entrance and exit doors and a hatch that teleports you.

4-2 Crew Quarters

Hook Gun

  • Step into one cabin of the split lift and pull its chain: yours goes down.

Goop Gun

  • Step into the other cabin and pull its chain: yours goes up.

4-3 Routing Power

Hook Gun

  • You start on the lower floor, by the ENERGY REBOOT sign.

Goop Gun

  • You start on the upper floor, by the ENERGY REBOOT sign.

5-1 The TRC

Hook Gun

  • On the walkway, pull the chain only the Hook Gun can pull: it opens a small vent hatch.
  • Stand in the lift.
  • Down below, press the button: it opens the doors on both levels so the Goop Gun player can follow.

Goop Gun

  • Goop the target by the glass door: the door stays open while the goop is on it.
  • Hold the chain outside the lift: it takes the Hook Gun player down.

5-2 Fully Powered

Hook Gun

  • Hold the chain only the Hook Gun can pull.
  • You stay in the present.

Goop Gun

  • The time machine sends you to the construction era.

5-3 Thieves of Time

Hook Gun

  • You are in the present.
  • Optional: the keycard on the Security Office desk fits the keycard machines near the Department Head Office, but it opens nothing. The announcer says its clearance was revoked.

Goop Gun

  • You are in the construction era.
  • The time-glass panels let you send goop between the eras: in the foyer, the main hall and the security area.

5-4 Overgrown

Hook Gun

  • In the present, go through the DECONTAMINATION ZONE into the Xenobotany greenhouse.
  • In Rockbury, pull the hook lock on the greenhouse door.

Goop Gun

  • You are in the main hall in Rockbury. Alard talks to you from his tower.

5-5 Back to the Future

Hook Gun

  • Take the battery bulb (the Hook Gun can pull it to you).
  • Leave by the greenhouse exit: it opens with the plants done and the bulb in hand. The decontamination takes you back to the main hall.
  • Put the bulb in the slot by the time machine by hand (the Hook Gun can't place it).

Goop Gun

Together

6-1 Norček Proprietary

Hook Gun

Together

Goop Gun

  • Only the Goop Gun is upgraded this time: it now holds three goops. The Hook Gun keeps its two hooks.

6-2 V3 Prototypes

Hook Gun

Together

Goop Gun

  • Goop the slot by the hatch: it frees the hatch button.

7-3 The Theta Splice

Hook Gun

  • In the quantum cave the lifts move when either of you stands in them. Pull the sphere to turn the ghost source, then the pillar with the battery. Once the battery holds ghost, the wall at the end bridge goes: pull the bridge into place.

Goop Gun

Together

Checkpoints and saving

The game saves at checkpoints, numbered the way the in-game checkpoint menu numbers them and the way this wiki does. When a checkpoint loads, it sets each player's inventory and tools; the guns are not in hand at 4-1–4-5, 6-1.

Saving and replaying checkpoints · How do I replay a checkpoint or go back to a chapter?

Crossplay and split-screen

Crossplay is a setting; there is no split-screen. Details on the help page: Does the game have crossplay? · Is there split-screen or a Friend Pass?