The first mission players will have to successfully complete in order to progress their main story line is “Wellington Under.”
After the first scene in We Happy Few where players have to redact and approve articles, with the option to sabotage a colleague, players will be heading to a party in which they experience their first withdrawal from Joy.
After players experience their first withdrawal from Joy they will find themselves in a tunnel where a new objective will unlock:
Find a way up and out.
Players will need to head towards the waypoint marked on their map, though they should note that there will be obstacles blocking them from this path, though these obstacles will be easy to solve and are made in preparation to allow players to understand the mechanics they will be facing in the future.
I strongly recommend that players take their time around this area, searching every compartment to ensure that they pick up the necessary items to progress.
Essentially when players get closer to the waypoint they will unlock a new objective stating:
Make a Lockpick and open the door.
Lockpicks have to be crafted and players may recognize this prompt from the first scene as there are a number of filing cabinets that players will not be able to open due to the lack of a lockpick.
Players can use 2 Bobby Pins in order to craft a lockpick, requiring them to head to the crafting menu, found in their inventory and depicted by the Hammer in order to combine the two Bobby Pins to make the Lockpick.
Bobby Pins will be located to the right of the door, though there are a number of objects that players will be able to collect including:
8 Bobby Pins
Carrot
2 Duct Tape
Electro-Lock Shocker
Empty Pill Bottle
Empty Syringe
2 Rotten Carrots
Scotch
24 Sovereigns
These items can be located in:
Chests
Desks
Fridges
Filing Cabinets
Maintenance Cabinets
Medicine Cabinets
Medical Supplies
Toilets
Upon unlocking the door players will find a Corpse, seemingly for colleague Rupert Underhill, which will have an Electro-Lock Shocker that will be required to escape.
Be sure to take a look around this room as you can locate the first Memory, Promises, which is considered a collectable. I will be writing a full guide about where to locate all of these collectables shortly.
Players will also be able to collect the following Notes before exiting:
Diary Of Prudence Holmes
Tie a String
Handwritten Letter
A letter from Miss Byng
Diary of Theodore Miner
Players will want to engage with the lever by the door in order to unlock this area as a Track Access Hatch whenever they need to craft or find a place to sleep as Track Access Hatch are going to be one of the most important locations players need to visit as they can upgrade crafting tables in order to have access to more intricate recipes and devices.
To the left of the main entrance of the Track Access Hatch players will find a Keycard Reader that is locked, make sure that you use an Electro-shocker in order to Hack it, which will essentially begin a fight with Theodore Miner.
Knock that bugger out and loot the room.
When the battle is over players can head to the desk in the control room in order to press the button that drops down the ladder players must climb up in order to escape.
Climb up the ladder that you see in the cutscene and you finish this step, taking you into the Garden District and unlocking the next mission, Point of Departure, which requires players to Travel to the Train Station.
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