Here We Are Together Again Radio

We Were Hither Together

We Were Hither Together

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We Were Here Together - Walkthrough

Complete walkthrough through the game

Chapter 1 - The Signal


Now keep superlative of the house and yous can find a betoken transmitter. Thats the same that you lot tin can detect within the firm. So one of you lot stay on top, the other get down in the house.

The player on the roof must select the frequency at which a line of a dissimilar colour will be displayed on the screen. There are only two buttons for this. Choose a moving ridge on which in that location will be another line and tell the second player below how it looks and how much it needs to exist changed.

The role player below will have four buttons. "Upwards" and "Downwards" are responsible for the summit of the wave. And "Left" and "Right" for its width. With these buttons, he must build that wave, which the actor on meridian of it is shown in a dissimilar color.

Two players need to match only 4 waves. 3 will be musical, and the latter is just with a vocalism transmitting coordinates. Afterward that, both players go to the room with the great map on the wall.

Chapter 1 - The Map


When you stand in front of the big map, think of the radio messages you hear the whole time in the house.

  • Charlie 753
  • Beta 754
  • Delta 195
  • Echo 469
  • Beta 481
  • Charlie 447

Yous can see in front of the map two levers that are responsible for the coordinates. One lever per player. Holding the lever you make the slider, which is located in the lower left corner of the map, move. You lot demand to extend this slider to the three places marked with a circle (you lot have not marked them yet).

When the slider reaches i mark, information technology again moves to the beginning. If you mark an unnecessary place, yous will hear a characteristic signal of failure and all marks will disappear.
If one player turns the photographic camera away from the lever, the slider volition return to the outset.

Chapter 1 - Snowmobil

Its fourth dimension to starting your vehicle!
The starting time player must become to the tank well-nigh the auto, and the second to run to the other two tanks, which are outside the house (you opend that door with valve number 4).

Both of you must achieve number 6 at the maschine in the garage.

Within you have the post-obit numbers

  • -8
  • -4
  • -4

Exterior on the leavers you can pull the following numbers

  • 8
  • v
  • v
  • eight
  • 7
  • 4

The thespian on the street should pull the lever with the number 7 on both tanks. And the player near the car pulls the lever with the number 8.

Chapter 2 - The Wall


You see now an old, cleaved mine with a lot of wodden elevators.
The special affair nearly it is, that they are paired on both sides and their characteristic is that lifting i elevator on the left side, you lot lower the other on the right side.

Continue the post-obit steps to pass this puzzle

  • Two players kickoff arroyo ii elevators (diamond mark) and turn in. These elevators are needed to introduce players to the rule of the puzzle.
  • Next, the player on the correct steps onto the elevator with the dynamite marking. The player on the left side enters the dynamite elevator from his side and goes downwards 2 times, lifting the same elevator on the right.
  • The player on the right goes along the roof of the elevator farther on and turns left to this elevator and takes him upward 1 time. He leaves it and goes back to the elevator with dynamite.
  • The role player on the left lifts the elevator with dynamite, lowering the right. The player on the right goes into the elevator with the mine car mark and rises to the very height. It goes along the roof of the elevator with pickaxeto the side by side elevator with the dinosaur skull. Lowers it 1 time. Adjacent, the histrion on the right returns to the elevator with a pickaxe, lowers it one time and returns to the elevator with a dinosaur skull.
  • The player on the left side goes to the elevator with the mark and rises to the very superlative and through the roof of the elevator with the pickaxe goes to the elevator with the dinosaur skull.

Both players take turns going up to the cave passages and notice 2 levers. They must be simultaneously held to open the gate to the cave and become to the next affiliate.

Chapter 3 - Frozen Tracks

You're trappend in a cavern now!
You lot encounter a lot of levers to open different gates. Each leaver open just gates with the same color.

To escape, practise the following steps with your friend.
To continue it simple, let's call both players P1 and P2

  • P1 goes into the passage to the left, and P2 closes it by pulling the blood-red lever on the right. P1 goes to the blueish lever.

  • P1 pulls the lever and steps on the platform near the beginning gate for its part. P2 do the same with its own. Both make a general counterclockwise rotation.
  • P1 goes down the corridor to the correct to the side by side platform through the bluish gate (P2 is still at the lever and tin turn it) turns the platform counterclockwise passing to the yellow lever and activate.

  • P1 goes back along the same path, asking P2 to pull the blue lever.
  • P1 goes into the passage to the left, and P2 closes it by pulling the red lever on the right. P1 goes to the blue lever.
  • P1 goes into the passage to the left, and P2 closes it by pulling the red lever on the correct. P1 goes to the blue lever.
  • P1 goes into the passage to the left, and N2 closes it past pulling the red lever on the right. P1 goes to the blue lever.

Chapter 4 - Misty Valley

Finally complimentary, but the next puzzle is non far abroad.

The only matter you see is a big completeness and the showtime of a bridge. In this puzzle, i of the players builds a bridge through the mechanism in the cave, and the other steps on it.


Go on the right way and you tin enter a small, dark cave. Having entered the cave,activate the lever on the left in guild for the machinery to work. Later that, clicks on the mechanism itself.


The bridge is built with the correct arrangement of characters one later some other. The same symbols are on every function of the bridge. First, the player in the cave must line up the signs so that a line tin be fatigued through them.

Star (center) -> Sun -> Moon -> Jupiter -> Stars -> Universe

The player on the bridge goes on it successively stepping on each sign.
Keep in mind that after the office with the Stars, the span is divided into 2 parts. The thespian on the bridge must go to the left to the part with the Universe and stand in that location until the actor in the cave rebuilds the bridge.

The role player must now mentally draw a line starting from the universe.

Universe -> Stars -> Comet -> Eclipse -> Moon -> Sun

The thespian starts from the Universe to go to the Stars and turns to the role of the span with the Comet. If the player in the cave correctly placed the characters, then the player on the bridge will not have difficulty passing the bridge to the end.

Lookout man out, if you pause the line by moving the symbol bated,the span will lower and the player volition fall on it!

Chapter v - Two Paths

Each player start in different locations, each of which has the image of a chessboard. They are combined.
Ane of the actor can put spheres with elements on the baord and the second can draw lines between them.

On the left and correct side of the wall you will find a note with combinations to solve the riddle
To solve information technology, you need to do equally shown in the screenshot.

Chapter 6 - Foreign Encounters

To get further, one of yous needs to take a candle from the tabular array and go down. There will be a riddle with electrical wires.

I player will have a circular plate and settings marked with colored lines on the wall. The second role player volition have poles there that are wired. In the eye is a tabular array with a lever that supplies electricity and capsules with the aforementioned colored lines as the 2d player.
They must be inserted into the mail in the right order.


The actor with the pillars needs to place the capsules from the entrance to the stop then that the sequence is the same equally the second player on the plate.
Starting with blueish blue.

  • blue bluish
  • red blue
  • 1 xanthous
  • xanthous green
  • 1 blue
  • ruby-red dark-green

Be intendance, this riddle is limited in time. The longer you decide, the lower the large brawl in the colonnade room falls. When it touches the water, the thespian in this room will dice and the riddle will have to be started new.

Chapter 7 - Overgrown

Starting time, for both rooms, look arround and collect 4 pieces of pipe. These are necessary to the installation because it volition be necessary to transmit flames of a certain colour. The task is to arrange the pipes and so that there are no leaks in any of the rooms.

Information technology is also necessary to fill up three tanks with dark-green, orangish and majestic flames. While in one of the rooms there is a lever for supplying a cerise flame, and in the other ii levers for yellow and bluish.


Beginn with what color you similar.

Green

To practice this, pull the yellowish and blue levers and conform 3 slots in two rooms of the piping. Slots can be rotated, and pipes tin exist inverse among themselves. This will be needed in the future.
The symbols beneath indicate the types of pipes and their location in the slots.

Unmarried lever room: ┣ ┛━
Room with two levers: ━ ┓┳

________________

Orange

Nosotros turn off the blue lever in one room, and plow on the carmine in the other room. Afterwards that, we alter the pipes in the slots.

Single lever room: ┓x ━ (ten = no pipe)
A room with two levers: x┏ ━ (x = no pipe)

________________

Purple

Turn off the xanthous lever and turn on the blueish. We change the pipes.

Single lever room: ┻ ┛━
Room with ii levers: ━ ┓┏

Chapter vii - The Fountain

The player of the two-lever room must go to the empty fountain and get downward the stairs to turn the valve, which will launch the puzzle. It is limited in time and should be prepared for it.

If you activate the valve, water flows in and the stairs on the side turn.

Tip:
If you can non see well because of the h2o level, hop! That can help for a short time.

The player in the fountain needs to gradually climb the stairs, which the second player volition rotate in parts in his room through a special mechanism (First screen).
Each of the stairs refers to a specific symbol.
These symbols are too indicated on the ceiling above the fountain. This is a symbol of the Comet.

As a result, nosotros have the following organisation on the mechanism:

  • Top Left → Jupiter
  • Left → Stars
  • Upper Right → Lord's day
  • Lesser Left → Big Star
  • Correct → Moon

It is in this sequence that they volition demand to be rotated. This is done by laying a line of gears from the heart to the desired ladder. If this line touches the cherry gears, the line will not rotate the ladder.

Listen to the second histrion, he volition talk when it will exist necessary to rotate the ladder, and when it will be necessary to stop.

At that place are stock-still tiers between tiers with symbols, they must exist reached on the stairs of the marked tier. The last tier will need to be tightened before exiting the reservoir

Chapter seven - Poisons

On the right of the room you stand up in a old greenhouse. And then its time to brew a few potions!


In one room with a reservoir there are three taps with fluids of three colors: green, orange and purple. At that place is also a small garden where you need to abound fruits, seed bags and scoops are scattered throughout the garden. Y'all must take the necessary seeds and plant them on the bed and watered it with the correct liquid.

Here are the recipes from another player's room:


In the other room can you observe all the equipment. Ane device with two slots and the other with iii. We need a dual-slot. Based on recipes, combine the ingredients here.


The rooms of ii players are connected by rails with trolleys. They are needed to transfer resource for potions to each other. One puts objects in a trolley and presses a lever. Some other picks up these items and uses them for their intended purpose.

You need to brew the following poisons to create one, deadly toxicant to defeat the carnivorous found.

Having received all three potions, they demand to be folded into another device with three slots. Afterward receiving the black potion, you demand to fill it in the sprayer, which lies on the tabular array next to the recipes in the same room in which you lot received the potion. The device must be transferred to another player, and he, in turn, must spray them on a huge plant that stores a second stone. The stone must exist taken.

Affiliate viii - Hidden Answers

In this chapter, you lot both find yourself in rooms that are similar to each other, but there are significant differences. The goal is to find 6 books hidden throughout the room. All these books have a big letter on the front end, and then you tin detect them maybe a litte bit easier.

The order in which the books must be found does non thing!

Book #1

At first, one player can discover 4 objects in his room to collect. These 4 objects are:

  • sand clock
  • globe
  • cube

You tin can not practise annihilation with these objects except to place them seemingly randomly in the room.
Your partner have likewise this items in his room. Place all four at the same position equally in the other room. Afterward that, a box will open up on the second floor of both rooms in the corner. Both players must have a volume from there.

Book #2


One of yous can collect paintings that depict strange animals. The second player must explain where they are located. The first player must place the collected pictures in the indicated places.
1 of the paintings does not contain an animate being, but a man (the portrait differs from that in the other room). Put it in place to the left of the door.
After completing the task, one flick on the stairs volition open. At that place volition exist a volume.

Book #3


In addition to 6 "strange" animal paintings, there are likewise 3 paintings with floral ornaments. Each motion-picture show is divided into iv squares, which the second player can rotate. Squares should be gear up so that the drawings in all three paintings coincide with the image of the aforementioned paintings in another room.
After that, the film to the left of the clock volition open. There will be a book

Book #iv


In the middle of the rooms there is a candle holder. Only 1 role player can light candles. The second thespian should tell what candles they have on.
After that, the box with the book under the candle holder will open.

Book #v


On the pedestal near the stairs there is a spherical purple device, information technology glows when the get-go histrion approaches sure crystals. There are 5 of it in the room and you need to light them all.
If the first player approaches the crystal, and the 2nd ball flashes rapidly, it means that it must exist activated. If you actuate the incorrect crystal, then all others volition be canceled.
After execution, a box with a book volition open under the ball

Book #6


The first player has divisions to the correct of the clock, and the second has switches in the same identify. They are responsible for the sound of the clock, the crush frequency and the sound of the cuckoo.
The first player must explain this to the second player, and he must adjusts the parameters of his watch to the clock of the kickoff player, and then clicks on the button below.
Later on execution, a door with a volume will open under the clock.

At present you've collect all 6 Books. Become down in the corner to the left of the fireplace. You must set in your book now in the right order. Remember the picture next to the entrance door.

A histrion with a picture of a bearded man looking to the left should make up the word ESPIAN.
A actor with a picture show of a man looking to the right - NEPIAS.

Chapter nine - The Soulstone

Both players together must create a third stone. Ane histrion has a board with a tabular array (screen below), on which you lot demand to create a stone, and entries around which the components are shown and named.
On the table, these components are indicated as abbreviations.

These abbreviations must be decrypted by the second player, since he has a volume with decryptions. Too in the room of the second player in that location are components with images. And three devices.
One combines two components into one, the 2nd disconnects one component into two, and the third is needed to connect the 3 components that are indicated beneath the stone in the table (OH, OT, PF).

Chapter ten - The Betrayal (1)

After receiving the alchemical stone, ane of the players gets into the cage, and the second goes through a hugger-mugger passage instead, which is divided into two corridors.
In both hallways knights stand in front of colored curtains.


Get-go yous demand to release a friend using the lever that is adjacent to the window.

The released histrion volition find a hall in which there are 4 of the aforementioned statues of knights infrront of colored curtains. In the centre of the hall there will be a button that will rotate all knights 90 degrees.
The player in the hall can move the curtains behind the knight to highlight it. You can simply move one curtain at once.

In one corridor there is a knight whose lever is broken. His curtain is blue. The next knight at the window will exist with a yellow curtain. And in the other corridor both levers piece of work. The one closest to the window will be with a cerise and white curtain. The concluding knight of that corridor stands in forepart of a green mantle.

To solve the puzzle yous need to perform the following sequence of actions:

  • The role player in the corridors must turn the knight'south lever with the yellowish curtain.
  • The player in the hall presses the push once.
  • The role player in the corridors turns that yellowish lever over again.
  • The role player in the hall presses the button one time again
  • The thespian in the corridors runs to the other side and turns the knight's lever with the red curtain.
  • The histrion in the hall presses the button one time.

Chapter ten - The Betrayal (ii)

After the previous knights, the side by side riddle volition be around the OTHER four knights forth the regal throne. I player is in the hall, and the 2d must approach the other knights from the other side through the iron doors.

Each knight holds in his manus a sure weapon and shield with an image of an animal on his back. Weapons and shields must be arranged based on the tips that are written on the tablets. These plates are on each side.

One thespian places weapons, and the 2d shields.

The player who placed the weapons do the post-obit
From left to right if y'all stand up in front of the throne with the male monarch.

Axe HammerSwordMace

The player behind the wall do the following with his shields. Again from left to correct if you look straight to the wall.

DragonDeerPhoenixBear

Subsequently solving the riddle, a cutscene sets in, in which the role player who placed the shields runs out through the throne to another thespian in the smashing hall.

Now its time for the final decision! yous can choose between

  • You sacrifice yourself
  • you lot impale your friend with the dagger

Notes

ashburnsirsee.blogspot.com

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1888292399

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