Getting Through We Were Here Librarian
We Were Here Librarian is the fourth entry in the cooperative puzzle-adventure series by Elsewhere LLC. It follows the same formula as the earlier games: two players, one split between being inside a magical library and the other outside, working through word and logic puzzles to progress. Unlike We Were Here Together, which runs about four hours, Librarian tends to take closer to three hours if both players are relatively sharp on the puzzle side. The game requires the We Were Here Forever base save to carry over the character's level, but it plays as a standalone experience. You do not need to have beaten the earlier titles to understand what is going on here.
We Were Here Librarian Walkthrough
I will walk through the puzzles in order. This assumes both players know which role they are playing. If you are new to the series, I suggest starting with a quick video to learn how the comms system works before diving into the mechanics below. The guest outside starts at the front doors. The first puzzle is a simple book-ordering task on the reception desk. There are four books displayed with colored spines. The host inside receives a clue on a small card that references the Dewey Decimal arrangement in the room. You need to line up the books from shortest to tallest shelf position based on the numbers written on the bookends. The code unlocks the inner door. Most groups solve this in about ninety seconds. It is designed to teach communication, not to trick anyone. Once through, the host enters the main reading room. This area contains the first major puzzle: the card catalog. The host must locate six specific books using the catalog drawers. Each drawer contains a card with a partial code. The guest outside watches the book-return chute and sees which books are being reshelved by other patrons in the simulation. The guest calls out which books matched the titles the host is looking for. The host reads the call numbers, writes down the digits, and builds the six-digit code. This puzzle usually takes most teams five to eight minutes because people tend to grab the wrong cards and then try to back-track their way through it.
A common mistake here is focusing too hard on the visual layout of the shelves rather than the catalog numbers themselves. The colors on the book spines are decoration. The digits in the call numbers are what matter. Pay attention only to the numbers that appear in the format DDD-D-D.
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Act 2 — The Restricted Section
After the catalog, the host enters a hallway lined with locked cabinets. Each cabinet has a small plaque with a Latin phrase. The guest finds a manuscript page describing which phrases correspond to which elemental themes: fire, water, earth, air. The host must open the correct cabinets based on the theme and retrieve the key pieces. There are four cabinets total, and only the ones matching the earth and water themes contain useful items. The fire and air cabinets are dead ends. I spent nearly four minutes on this section once because I misread one of the Latin phrases. "Terra firma" does not mean fire, even though the plaque has a warm orange tint. The color coding is intentionally misleading. Trust the text on the manuscript page, not the aesthetic of the cabinet. Once you have both key pieces, combine them in the inventory to unlock the next door. The guest, meanwhile, is solving a mirror reflection puzzle in the courtyard. Four mirrors are positioned around a central stone plinth. The guest must angle each mirror so that a beam of light reflects off all four and hits the target rune. The solution is not obvious from a single vantage point. You need to walk the perimeter and trace the light path mentally before adjusting anything. Take your time here. Rushing the mirror angles wastes more time than slow observation.
Act 3 — The Manuscript Vault
This is the longest section in the game. The host enters a large vault room with a central pedestal and four alcoves along the walls. Each alcove contains a puzzle type, and all four must be completed before the final code appears. The puzzles are: a word unscramble, a numerical sequence, a symbol-matching grid, and a pressure-plate floor tile layout. The word unscramble gives you seven anagrams. Each solved word reveals a letter. The letters spell out a hint for the numerical sequence, which is simply a Fibonacci variant. Write the sequence down on paper or a notes app. Doing it in your head leads to errors by the sixth term. The symbol-matching grid uses a 4x4 layout. The guest sees the correct arrangement on a framed tapestry across the room. The host sees the empty grid and must communicate which symbol goes where. Use a coordinate system like A1, B3, etc. Otherwise you will end up saying "the one near the red thing" and arguing about it for two minutes.
The pressure-plate puzzle is the one that trips people up most often. Eight floor tiles have symbols, but only four are safe. The clue is hidden in the ambient audio. Certain chimes play when you step on a safe tile. If you hear a low bell tone, that tile is good. If you hear a sharp click, step back immediately. The guest should stand near the entrance and listen while the host tests. This section typically takes ten to fifteen minutes for a team that is communicating cleanly.

Act 4 — The Final Chamber
After the vault, both players converge on the same room for the last puzzle. The host controls a large book with three rotating rings. Each ring has a set of words. The guest has a keycard that shows which word combinations are valid based on grammatical rules from earlier in the game. The three rings must align so that the resulting sentence makes syntactic sense. There are multiple valid sentences, but only one opens the door. The others are grammatically correct but contextually wrong for the story beat. The valid sentence is: "Knowledge binds those who seek it across time." Any variation of word order that preserves this structure works. Do not overthink the grammar. The puzzle is straightforward once you realize that every noun and verb present in the available pools belongs to that single sentence. Completing the puzzle triggers the ending cutscene. There is no post-game content or additional difficulty mode in Librarian.
Multiplayer Setup Notes
The game supports local co-op on console and Steam Remote Play Together for online partners. If you are playing online, voice chat is required. The built-in text chat is not functional for puzzle communication. Use Discord or a similar tool. Input lag can affect the mirror and pressure-plate sections on Remote Play, so pause between attempts if your connection is unstable. The game sells for a modest price on Steam and frequently appears in sales bundles with the rest of the series. It is not worth buying individually unless you have already cleared the earlier entries and want something shorter to play with a friend.