- We Were Here Forever is a two-player co-op puzzle game built entirely around voice communication
- Walkie-talkies connect you and your partner, but only after you each find one in the opening prison
- Describe, don't assume: most early puzzles involve shapes, symbols, and buttons one player cannot see
- Patience beats speed: clear callouts like "left arrow, then square" solve puzzles faster than guessing
- Escape is only the start: getting out of the prison opens the larger world of Castle Rock
We Were Here Forever Guide: Getting Started
We Were Here Forever drops two players into separate prison cells deep beneath Castle Rock, with no way to see each other and no shared screen. Everything depends on talking. Before you can even coordinate puzzles, each player must find a walkie-talkie hidden in their own cell so the two of you can communicate at all.
Video Highlights:
- Full opening walkthrough from the prison cells to the first escape
- Live example of symbol callouts: "left arrow, square, pentagon"
- Door-shape puzzle solved with shape-by-shape descriptions
- Rock-paper-scissors style decision moment between players
- First cutscene trigger after escaping the prison block
Treat every puzzle as a translation exercise. One player sees the answer, the other holds the controls. Precise vocabulary ("trapezoid with four sides," "semicircle," "lightning bolt shape") is the difference between a five-minute solve and an hour of frustration.
Core Co-op Communication Rules
Every puzzle in the game follows the same loop: one player has information, the other has the input device. Your job is to move information across the voice link cleanly.
| Rule | Why It Matters | Example Callout |
|---|---|---|
| Name shapes exactly | "Weird symbol" solves nothing | "Pentagon, then square" |
| Confirm before pressing | Prevents wrong inputs on timed puzzles | "Ready? Go" |
| Use directions consistently | Left/right must match the input player's view | "Your left, top row" |
| Repeat back what you heard | Catches misheard words instantly | "Circle then star, correct?" |
| One speaker at a time | Overlapping voices cause missed info | Pause, then respond |
The Describer
- Sees the symbols or instructions
- Focuses on precise vocabulary
- Confirms each input as it happens
The Inputter
- Holds the buttons, levers, or keys
- Repeats calls back before acting
- Reports results immediately
The Swap
- Roles switch constantly between puzzles
- Stay flexible and swap vocabulary habits
- Whoever sees less, listens more
Left and right are relative. Always orient directions from the perspective of the player physically pressing the buttons, not the player reading the symbols.
Prison Escape Walkthrough
The opening prison sequence teaches every mechanic the game will use later. Follow these steps in order.
Search Your Cell
Explore every interactable object in your starting cell. One of you will find the walkie-talkie first, which unlocks voice communication between both players.
Solve the First Symbol Doors
One player sees a sequence of shapes (arrows, squares, pentagons); the other has the matching input panel. Call out each shape in order: "left arrow, then square, right, again left." Confirm each press before moving on.
Match the Door Shapes
Later doors use more complex shapes like trapezoids, semicircles, and lightning bolts. Describe them by feature count when names fail: "four sides, slanted top" for a trapezoid, "half a circle" for a semicircle.
Navigate the Joint Corridors
Once both players are free of their cells, you will move through shared areas but remain separated by bars and walls. Look through windows and grates to describe what the other player cannot see, including crowns, towers, and potion symbols on the walls.
Collect Keys and Trigger the Cutscene
Gather the shaped keys (triangle key, circle key) scattered through the upper floors, unlock the final door, and hold position together to trigger the escape cutscene out of the prison block.
The cutscene after the prison escape opens the wider world of Castle Rock. New areas introduce timed puzzles, so practice your callout discipline now while the pressure is low.
Common Beginner Mistakes
| Mistake | Consequence | Fix |
|---|---|---|
| Vague shape names | Wrong inputs, locked doors | Use exact geometry terms |
| Ignoring second-floor items | Missing keys, dead ends | Check every floor, both players |
| Rushing timed puzzles | Timer resets, restart | Practice the callout before starting |
| Describing from wrong view | Mirrored inputs | Orient to the inputter's perspective |
| Talking over each other | Missed instructions | Take turns, confirm, respond |
Some puzzles in the mid-game include countdown timers. Agree on your full callout sequence before either player activates anything, because restarting a timed puzzle wastes more time than planning does.
Pre-Escape Checklist
Run through this list before and during the prison escape to make sure nothing is missed.
Prison Escape Goals:
- Locate the walkie-talkie in your cell
- Solve the first symbol door sequence
- Match all door shapes including trapezoid and semicircle
- Describe wall markings (crowns, towers, potions) to your partner
- Collect the triangle and circle keys on the upper floors
- Trigger the escape cutscene together
FAQ
Q: Do I need a microphone to play We Were Here Forever?
Yes, effective voice communication is essential. The game is designed around describing symbols, shapes, and instructions your partner cannot see, and every We Were Here Forever guide agrees that a working mic is the single most important piece of equipment.
Q: Can both players see the same puzzles?
Rarely. Most puzzles are asymmetric: one player sees the solution (symbols, markings, diagrams) while the other holds the input mechanism. This asymmetry is the core design of the entire game.
Q: What happens if we describe a shape wrong?
Usually nothing permanent. You retry the input. However, on timed puzzles a wrong sequence can force a full restart, so confirm each callout before pressing.
Q: How long does the prison escape take?
For a first-time pair communicating well, the prison sequence typically takes under an hour. Players who struggle with callouts may take longer, since every door depends on accurate shape descriptions.
