Overview and Important Notes
We Were Here Expeditions: Friendship is a fifth installment in We Were Here series made by Total Mayhem Games studio. It’s a co-op puzzle adventure where coordination, communication and fast reaction play a big role. You will have to rely on your partner if you want to make it to the end, even more so if you want to get gold score. There is a total of three puzzles that you will endure (plus a mini-puzzle at the very beginning which is basically an introduction). They are not difficult, might require practice but you should have no problem in finishing them all to all. Depending on your skills and luck the game might take you 2 to 6 hours to finish.
After solving a puzzle, if you are not satisfied with the result, you can redo it by shredding your ticket into a RETRY machine. Amount of tries is unlimited. Also, trophies pop for both players (a host and a guest), so you don’t need to play the game twice.
Roadmap
The most efficient path to the Platinum is to aim for gold on every trial from the start. If you go for all gold tickets first, both players will get the Platinum without having to replay or do anything different. The only trophy that requires a bit of extra attention is
General Tips
Communication is everything. Every puzzle in this game is designed around verbal coordination. Establish a shared vocabulary for symbols, colors, and directions before you start each trial.
Aim for gold from the start. Don’t settle for completing a trial, retry until you get gold before moving on. This avoids having to replay large sections.
Use the retry machine strategically. If you fail early in a round-based trial, shred and restart immediately. Trying to recover from a bad early score is usually futile for gold.
Stay patient. Depending on your skills and luck, the game can take anywhere from 2 to 6 hours to fully complete. The puzzles are fair, and with good communication, gold is achievable on any attempt.
Shred five tickets for We Can Do Better! If you’re breezing through, deliberately shred a few tickets from any trial before cashing them in. You need five total across the whole game.
We're the Captains now!
Collected all Trophies in We Were Here Expeditions: The FriendShip!
Weigh Anchor, Set Sail!
Obtained access to The Friendship
You’ll get this trophy at the start of the game after solving an introductory puzzle which will bring you a ship and open gates to an amusement park.
After the game starts, you and your partner will walk until you come across a locked gate. A fence on the right side has to be held open for the other player to enter. Whoever walks through the fence will be on the right side for the first two trials, determining who does what in each puzzle. After entering and progressing forward, you will come across the first puzzle. The player on the left side needs to get a golden ticket to open the rotors, and the player on the right side has the code. By relaying the code, the player on the left will be able to get the ticket and insert it in the ticket booth, giving you both access to the boat and unlocking this trophy.
Welcome Aboard!
Joined the Captain's crew
This trophy will pop soon after
The Art of Parley
Obtained a ticket from Crewmate Carousel
Simply complete the Crewmate Carousel minigame with any score. A ticket will be produced regardless of your performance as long as you get through all the rounds.
Tiles, Trails, Treasure!
Obtained a ticket from Maps & Markers
You will be rewarded with this trophy after solving second puzzle and getting at least bronze score.
Pelagic Perils
Obtained a ticket from Siren's Curse
This trophy is for third and final puzzle. Gold score is not required for it, bronze is enough.
Gold Pact
Achieved a maximum score in Crewmate Carousel
This is a communication-based symbol-matching puzzle split into three stages of five rounds each.
Stage 1: One player will be in a room with a puppet striking a pose and four buttons. The other player has four puppets marked with symbols. Player B must describe to Player A the symbol that matches the first puppet’s pose, and Player A must press the correct button.
Stage 2: Exactly the same as Stage 1, but with the roles reversed.
Stage 3: Both players get double the options (8 wheels/dolls instead of 4), and the roles switch every single round.
For Stage 3, communicating as quickly as possible and standing back near the middle of the room so you can see everything at once will make this much easier. After getting all 15 rounds correct, the ticket machine will produce a golden ticket.
Tips:
- Agree on a clear, concise naming system for the symbols before you start. Use short words (e.g. “star,” “moon,” “anchor,” “wheel”).
- In Stage 3, the person whose turn it is to press the button should call out the pose first so the other player knows what to look for quickly.
- If you miss even one round, the gold score is lost — shred your ticket and retry immediately.
The Golden Ratio
Achieved a maximum score in Maps & Markers
This is a color-matching tile and totem puzzle played across two separate rooms.
The objective is to reach 21 points with each of the three colors. One player stands in a room with colored tiles; the other stands in a room with colored pillars (totems). The two rooms are linked, placing a tile on one side opens a pillar slot on the other.
Each tile has two sides: the front determines points (every color placed next to a matching color scores 1 point), while the back shows which pillar colors can be placed in the resulting slot. Both players must pick up their respective item using the same letter designation. The player with the pillars can discard one to reroll their available options, but this is limited and not generally recommended.
The best strategy is to try to get three of each color totem grouped together, then use any leftover totem to boost whichever color may need help. There are 10 tiles and totems to place, so cooperation and planning are essential.
Tips:
- Communicate before every placement: the tile player should tell the totem player what colors will be available on the back before committing, so the totem player can plan ahead.
- Aim to divide the totem grid into three distinct color zones early, this makes it much easier to build chains of matching colors.
- Avoid single-color pillar pieces (those that only allow one specific color) unless strictly necessary, as they reduce your flexibility.
- You have 10 rounds total, so plan your color distribution early rather than reacting last-minute.
Gold Medal Crewmates
Achieved a maximum score in Siren's Curse
This trial is asymmetric: one player becomes the “guide” with a full overhead view of the obstacle course, while the other player (the “runner”) can only see what’s directly in front of them. The guide must direct the runner verbally through 9 obstacles.
Here is a breakdown of each obstacle:
Obstacle 1: Basic. If your partner can’t figure this one out on their own, it’s a bad sign.
Obstacle 2: The guide must direct the runner across an invisible bridge to reach a button. The runner cannot see the bridge at all, so precise, step-by-step verbal directions are essential.
Obstacle 3: The runner must jump to the next platform exactly when a timer reaches zero. The guide calls out the countdown.
Obstacle 4: Immediately after landing the jump, the guide must alert the runner to stop. The runner’s instinct will be to go left, which leads to a fatal drop. Direct the runner to go right instead.
Obstacle 5: Moving platforms and walls are involved. The platforms shift on a set pattern every time the runner jumps. The guide can see which walls are “correct” (shiny from their perspective) and must direct the runner to them, even though the runner sees all walls as shiny.
Obstacle 6: There are two paths: one simple, one involving a challenging parkour sequence. Take the easier path unless you’re feeling brave.
Obstacle 7: Four classic pendulum swings. Time your calls carefully.
Obstacles 8 & 9: Similar to Obstacle 2 but much longer. The guide must speak louder and faster than the runner’s instinct, especially when the environment becomes chaotic. Using the lights on the walls as reference points helps significantly.
Tips:
- The guide should speak in short, clear commands: “Left,” “Stop,” “Jump now,” “Go right.”
- For the invisible bridge, count steps out loud together so the runner always knows their exact position.
- If the runner falls, the run is not necessarily over, check whether the game counts it as a failed obstacle or just resets that section.
- Stay calm on obstacles 8 and 9; panic communication is the most common cause of failure here.
Our Friendship is Golden
Achieved a maximum score in all trials and assembled the Golden Friend Ship!
If you successfully obtained the golden ticket in each of the three trials (Gold Pact, The Golden Ratio, Gold Medal Crewmates), this trophy unlocks at the end of the game when you assemble the Golden Friend Ship.
We Can Do Better!
Shred 5 tickets
After finishing any minigame, pick up the ticket that pops out and insert it into the RETRY machine rather than into the golden slot. This can be done with any ticket type. You are likely to earn this naturally while grinding for gold scores in Crewmate Carousel, since that trial has a tight time limit that may require multiple attempts. If you find yourself getting gold on everything first try, deliberately shred a few tickets from any trial until the counter reaches 5.
Ship Dip!
Completed the trials and launched a sea-worthy vessel!
After completing all three trials, simply proceed to the end of the game. The ship is assembled and the trophy unlocks automatically.