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We Have Been Together in 100 of Past Lives and Here We Are Again

Complete walkthrough through the game.

Affiliate 1 – The Valves

You wake upwardly in a minor house in the middle of nowhere. Go out of your room and observe your friend.

Our get-go mission is to detect 5 valves to open all doors around the house. So lets become!

Start Valve

2d Valve

Third Valve

Fourth Valve

5th Valve

Chapter 1 – The Signal

Now become on pinnacle of the house and you lot can detect a betoken transmitter. Thats the same that you lot can find inside the house. And then one of y'all stay on top, the other go downward in the firm.

The player on the roof must select the frequency at which a line of a different color will be displayed on the screen. At that place are simply two buttons for this. Choose a wave on which in that location will be some other line and tell the second player below how it looks and how much it needs to be changed.

The thespian below volition have iv buttons. "Upward" and "Down" are responsible for the height of the wave. And "Left" and "Right" for its width. With these buttons, he must build that wave, which the actor on top of it is shown in a different color.

Two players need to match simply 4 waves. 3 will be musical, and the latter is just with a voice transmitting coordinates. After that, both players get to the room with the nifty map on the wall.

Affiliate 1 – The Map

When you lot stand up in front of the big map, call up of the radio messages y'all hear the whole fourth dimension in the house.

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

You can run across in front of the map two levers that are responsible for the coordinates. One lever per player. Holding the lever y'all make the slider, which is located in the lower left corner of the map, motion. You need to extend this slider to the three places marked with a circle (you accept non marked them notwithstanding).

When the slider reaches one mark, information technology again moves to the beginning. If you mark an unnecessary identify, you will hear a characteristic point of failure and all marks will disappear.
If ane player turns the camera away from the lever, the slider will render to the get-go.

Chapter one – Snowmobil

Its time to starting your vehicle!

The first histrion must go to the tank well-nigh the motorcar, and the 2d to run to the other two tanks, which are exterior the firm (y'all opend that door with valve number iv).

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

Inside you take the following numbers

  • -8
  • -four
  • -4

Exterior on the leavers you tin can pull the following numbers

  • 8
  • 5
  • 5
  • viii
  • vii
  • four

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

Chapter 2 – The Wall

You see now an old, broken mine with a lot of wodden elevators.

The special affair about it is, that they are paired on both sides and their characteristic is that lifting one elevator on the left side, you lower the other on the right side.

Go along the following steps to laissez passer this puzzle:

  • Two players first approach two elevators (diamond marker) and turn in. These elevators are needed to introduce players to the dominion of the puzzle.
  • Next, the player on the right steps onto the elevator with the dynamite mark. The player on the left side enters the dynamite lift from his side and goes down 2 times, lifting the aforementioned lift 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 up i fourth dimension. He leaves it and goes back to the lift with dynamite.
  • The role player on the left lifts the elevator with dynamite, lowering the right. The histrion on the right goes into the elevator with the mine auto mark and rises to the very acme. Information technology goes along the roof of the elevator with pickaxeto the next elevator with the dinosaur skull. Lowers information technology i time. Side by side, the actor on the right returns to the elevator with a pickaxe, lowers information technology 1 fourth dimension and returns to the elevator with a dinosaur skull.
  • The histrion on the left side goes to the elevator with the mark and rises to the very top and through the roof of the elevator with the pickaxe goes to the elevator with the dinosaur skull.

Both players take turns going upwardly to the cavern passages and detect two levers. They must be simultaneously held to open the gate to the cave and go to the side by side chapter.

Chapter three – Frozen Tracks

Y'all're trappend in a cave now!

You come across a lot of levers to open up dissimilar gates. Each leaver open only gates with the aforementioned colour.

To escape, do the post-obit steps with your friend.

To keep it unproblematic, let's call both players P1 and P2

  • 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 pulls the lever and steps on the platform near the starting time gate for its part. P2 practise the same with its own. Both brand a full general counterclockwise rotation.
  • P1 goes down the corridor to the right to the next platform through the blue gate (P2 is still at the lever and can turn it) turns the platform counterclockwise passing to the xanthous lever and actuate.

  • P1 goes back forth the aforementioned path, asking P2 to pull the bluish lever.
  • P1 goes into the passage to the left, and P2 closes information technology 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 blueish lever.
  • P1 goes into the passage to the left, and N2 closes it by pulling the red lever on the right. P1 goes to the blue lever.

Chapter 4 – Misty Valley

Finally gratis, only the next puzzle is not far away.

The only thing yous see is a big abyss and the beginning of a bridge. In this puzzle, 1 of the players builds a bridge through the machinery in the cavern, and the other steps on it.

Go on the right mode and you can enter a small-scale, night cavern. Having entered the cavern,actuate the lever on the left in society for the mechanism to piece of work. After that, clicks on the mechanism itself.

The bridge is built with the correct system of characters one after some other. The same symbols are on every part of the bridge. Get-go, the player in the cave must line upwards the signs so that a line tin can be drawn through them.

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

The player on the bridge goes on it successively stepping on each sign.

Continue in heed that afterward the function with the Stars, the span is divided into ii parts. The histrion on the span must go to the left to the role with the Universe and stand there until the player in the cave rebuilds the bridge.

The player must at present mentally depict a line starting from the universe.

Universe -> Stars -> Comet -> Eclipse -> Moon -> Lord's day

The player starts from the Universe to become to the Stars and turns to the office of the bridge with the Comet. If the actor in the cave correctly placed the characters, then the actor on the bridge volition not have difficulty passing the span to the end.

Picket out, if you lot suspension the line by moving the symbol bated,the bridge will lower and the player will autumn on information technology!

Chapter v – 2 Paths

Each thespian starting time in different locations, each of which has the image of a chessboard. They are combined.

1 of the thespian can put spheres with elements on the baord and the second can depict lines betwixt them.

On the left and correct side of the wall you will detect a note with combinations to solve the riddle.

To solve it, you need to do as shown in the screenshot.

Chapter six – Foreign Encounters

To go further, one of you lot needs to take a candle from the tabular array and go downwards. There volition be a riddle with electric wires.

One histrion will have a circular plate and settings marked with colored lines on the wall. The second player will have poles there that are wired. In the middle is a tabular array with a lever that supplies electricity and capsules with the same colored lines equally the second player.

They must be inserted into the post in the right order.

The player with the pillars needs to place the capsules from the archway to the end so that the sequence is the same as the 2d player on the plate.

Starting with blueish blue.

  • blue blueish
  • cerise blue
  • ane yellow
  • yellow dark-green
  • 1 blue
  • blood-red green

Exist care, this riddle is express in time. The longer you decide, the lower the big ball in the pillar room falls. When it touches the water, the player in this room volition dice and the riddle will take to be started new.

Chapter 7 – Overgrown

Start, for both rooms, await arround and collect 4 pieces of pipe. These are necessary to the installation because it will be necessary to transmit flames of a certain color. The task is to arrange the pipes so that in that location are no leaks in any of the rooms.

It is also necessary to fill three tanks with greenish, orange and majestic flames. While in one of the rooms there is a lever for supplying a red flame, and in the other two levers for yellow and blue.

Brainstorm with what color you like.

Green

To do this, pull the yellowish and bluish levers and adapt three slots in two rooms of the piping. Slots tin can be rotated, and pipes tin be changed amongst themselves. This will be needed in the future.

The symbols below indicate the types of pipes and their location in the slots.

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

Orangish

Nosotros plow off the blueish lever in one room, and turn on the red in the other room. After that, we change the pipes in the slots.

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

Majestic

Turn off the yellow lever and turn on the blueish. We alter the pipes.

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

Chapter 7 – The Fountain

The role player of the two-lever room must get to the empty fountain and go down the stairs to turn the valve, which will launch the puzzle. It is express in time and should exist prepared for information technology.

If you actuate the valve, water flows in and the stairs on the side plow.

Tip: If y'all tin not see well because of the water level, hop! That tin assist 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 (Outset screen).

Each of the stairs refers to a specific symbol.

These symbols are besides indicated on the ceiling above the fountain. This is a symbol of the Comet.

As a outcome, we have the following system on the mechanism:

  • Top Left → Jupiter
  • Left → Stars
  • Upper Right → Sun
  • Bottom Left → Big Star
  • Right → Moon

It is in this sequence that they will need to be rotated. This is done by laying a line of gears from the middle to the desired ladder. If this line touches the ruby-red gears, the line will not rotate the ladder.

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

There are fixed tiers between tiers with symbols, they must be reached on the stairs of the marked tier. The concluding tier will need to be tightened before exiting the reservoir.

Chapter 7 – Poisons

On the right of the room you lot stand in a quondam greenhouse. So its time to brew a few potions!

In one room with a reservoir there are 3 taps with fluids of three colors: light-green, orange and purple. There is also a small garden where yous need to abound fruits, seed numberless and scoops are scattered throughout the garden. Y'all must accept 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 tin can y'all detect all the equipment. Ane device with two slots and the other with 3. We demand a dual-slot. Based on recipes, combine the ingredients hither.

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

You demand to brew the following poisons to create one, deadly poison to defeat the carnivorous plant.

Having received all iii potions, they demand to be folded into another device with 3 slots. After receiving the blackness potion, you need to make full information technology in the sprayer, which lies on the table next to the recipes in the same room in which you 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 rock. The stone must be taken.

Chapter 8 – Hidden Answers

In this chapter, you both find yourself in rooms that are similar to each other, only there are pregnant differences. The goal is to observe 6 books hidden throughout the room. All these books accept a big letter on the forepart, so yous tin can discover them peradventure a litte fleck easier.

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

Volume #ane

At first, one thespian can find iv objects in his room to collect. These 4 objects are:

  • sand clock
  • earth
  • cube

You can not do anything with these objects except to place them seemingly randomly in the room.

Your partner take also this items in his room. Place all 4 at the same position as in the other room. After that, a box will open up on the second flooring of both rooms in the corner. Both players must take a book from there.

Book #2

1 of you can collect paintings that draw foreign animals. The second histrion must explain where they are located. The first player must place the collected pictures in the indicated places.

I of the paintings does non contain an animal, simply 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 picture on the stairs will open. There will be a book.

Book #iii

In addition to 6 "strange" animal paintings, there are also 3 paintings with floral ornaments. Each movie is divided into 4 squares, which the second player can rotate. Squares should exist set so that the drawings in all three paintings coincide with the image of the same paintings in another room.

After that, the picture to the left of the clock volition open. At that place volition be a book.

Volume #4

In the heart of the rooms at that place is a candle holder. Merely one player can light candles. The 2nd player should tell what candles they take on.

After that, the box with the book under the candle holder will open.

Book #5

On the pedestal near the stairs there is a spherical purple device, it glows when the first role player approaches certain crystals. There are 5 of it in the room and you need to calorie-free them all.

If the first player approaches the crystal, and the second ball flashes speedily, information technology means that information technology must be activated. If you activate the wrong crystal, and then all others will be canceled.

Afterward execution, a box with a book will open under the brawl.

Book #6

The first player has divisions to the right of the clock, and the second has switches in the same place. They are responsible for the sound of the clock, the beat out frequency and the sound of the cuckoo.

The outset player must explain this to the second player, and he must adjusts the parameters of his watch to the clock of the first role player, and then clicks on the button beneath.

After execution, a door with a book will open nether the clock.

Now y'all've collect all vi Books. Go down in the corner to the left of the fireplace. You must set in your book now in the correct guild. Remember the pic adjacent to the entrance door.

A histrion with a picture of a bearded man looking to the left should make up the word ESPIAN.

A player with a movie of a man looking to the correct – NEPIAS.

Affiliate nine – The Soulstone

Both players together must create a third stone. One thespian has a board with a table (screen below), on which you need to create a rock, and entries effectually which the components are shown and named.

On the table, these components are indicated equally abbreviations.

These abbreviations must be decrypted by the second player, since he has a book with decryptions. Also in the room of the second player there are components with images. And three devices.

1 combines 2 components into one, the 2nd disconnects i component into two, and the third is needed to connect the iii components that are indicated below the rock in the table (OH, OT, PF).

Chapter x – The Betrayal

After receiving the alchemical stone, ane of the players gets into the muzzle, and the second goes through a secret passage instead, which is divided into two corridors.

In both hallways knights stand in front end of colored curtains.

Get-go you lot need to release a friend using the lever that is next to the window.

The released player will observe a hall in which at that place are four of the same 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 tin can motility the curtains backside the knight to highlight information technology. You can just move one drape at once.

In one corridor there is a knight whose lever is broken. His curtain is blueish. The next knight at the window volition be with a xanthous drapery. And in the other corridor both levers work. The one closest to the window will exist with a ruby-red and white curtain. The last knight of that corridor stands in front of a green curtain.

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

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

Affiliate 10 – The Betrayal (2)

After the previous knights, the side by side riddle will be around the other four knights along the royal throne. One 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 hand a certain weapon and shield with an prototype of an animal on his back. Weapons and shields must exist arranged based on the tips that are written on the tablets. These plates are on each side.

I histrion places weapons, and the second shields.

The player who placed the weapons practice the following.

From left to correct if you lot stand in front end of the throne with the king.

Axe → Hammer → Sword → Mace

The role player behind the wall do the following with his shields. Again from left to right if you lokk direct to the wall.

Dragon → Deer → Phoenix → Acquit

After solving the riddle, a cutscene sets in, in which the player who placed the shields runs out through the throne to some other role player in the great hall.

At present its fourth dimension for the terminal decision! you can choose between:

  • You sacrifice yourself.
  • Yous kill your friend with the dagger.

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Source: https://gameplay.tips/guides/5530-we-were-here-together.html