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Production Line Wiki

**Production Line** is a game currently being developed by Positech Games. Production Line is a new car factory management/simulation/tycoon game.
A management/strategy game where the player runs a small, but growing car company. The objective is to grow your business whilst at the same time perfecting the layout, and production process for making cars, in order to bring the sale price for your cars as low as possible and thus make them available to the mass market. The game is singleplayer, isometric and designed for the PC. The mechanics of the game are unusual in that the player is not striving to make the product bigger, but to constantly subdivide the production process in order to squeeze out every possible optimization and make each stage of the production line as simple, fast and efficient as possible.

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Basic
Assemblers
Tasks
Technology
Components
Releases

* Videos
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Stockpile

Store resources imported from the Resource Importer through a Conveyors network

## Supply stockpile

Can be built by the user.
It's purpose is to :

* Stockpile resources before assembly stockpile requests them, to avoid an assembly to waiting for resources (when it does ask them) because the Resource Importer is too slow to provide them.
* Bring resources from an assembly stockpile.

Can contain up to 36 resources in total and user has to manually manage what resources and how many they want.
The managing is done simply by clicking on the building.

Be aware, to select the building or to connect it through the Conveyors network you must click/connect the corner with the lifts (see the green square in the screenshot)

## Assembler stockpile

Almost all assemblers do have a stockpile that will request resources in order to start a step of the assembly.

They will be managed by the game itself.
Alpha 1.41 (21 Dec 2017)

Posted Dec 21 2017

1) [GUI] Design scheduler window now has plus and minus buttons as well as allowing text edit.

2) [GUI] The 'new' that flashes on and off for slots is now disabled if those slots were already unlocked at the game start.

3) [Bug] Fixed bug where you would get an error notice if a conveyor belt went right past a resource importer.

4) [Bug] Fixed a bug relating to stockpiles not always accurately reporting when they were disconnected from the resource network.

5) [Bug] Fixed bug where save games from prior to build 1.4 would show missing slots for cars that were post-qa but not yet exported.

6) [Feature] Electric cars can now drive straight through the emissions check, because hahaha electric cars are awesome!

7) [Bug] Fixed bug where in certain circumstances custom lot rents for user-created or edited maps did not save correctly.

8) [GUI] Layout for the efficiency and marketplace dialogs changed to give much higher prominence to the important stats.

9) [Music] Added 2 new pieces of original music to the game!

10) [Balance] There is now a cap on the creation of new loans if you already have 3 taken out.

11) [Performance] Optimized processing for when there are a very large number of cars in the showroom.

12) [Feature] Smart Junctions can now be unlocked and used.

13) [Balance] The price pressure on features, wages and rent is now higher in the long run.

14) [Bug] Fixed bug where marketing campaigns were not correctly loaded from saved games.
Cult of Jack

**Cult of Jack** is one of the Quests in the game *We Happy Few*

## Objectives

* Power up the TV
* Open the chest in each house (3)

## Text

Poor things, they miss good ole Uncle Jack. He always brightened my day. I just need to pop a power cell in there.

It would be rather sneaky to ransack their houses while they're watching the telly, wouldn't it? Though I did fix it for them. I wonder what they've got?.
Alpha 1.04

*1) The task ‘make fuel tanks’ now unlocks when researched correctly.*

*2) Fixed some crashes and routing bugs caused by deleting resource importer bays.*

*3) Pop-up details on the slot-picker now should show decimal places for times.*

*4) Vehicle details windows limited to one per vehicle and can now be dragged by the player.*

*5) Fixed minute format bug in save games.*

*6) Pause now works as a toggle, and all speed controls have hotkeys.*

*7) Escape key now closes slot picker.*

*8) Slot picker has less visual ‘padding’.*

*9) Double-click on the relevant window now loads a save game.*

*10) The upgrades section of a slot details dialog is now hidden if there are no upgrades available for selection.*

*11) Any open dialogs are now correctly closed when going to the main menu.*

*12) Fixed crash bug when a single stretch of uninterrupted conveyor belt was over 64 tiles long.*

*13) Added new efficiency dialog which shows efficiency over time and also a snapshot of current slot efficiency.*

*14) Fixed bug where slots could be placed ‘spilling’ over into a locked factory area.*

*15) Fixed bug on low resolutions where the slot upgrades window did not fit on the screen.*

*16) Floating numbers fade out now even when paused.*

*17) Improvements to ‘load-balancing’ at junctions.*

*18) New ‘Efficiency’ dialog currently just showing global state of all slots now and over time.*

*19) Slight speedup of creating the load-game dialog.*

*20) New vehicle pop-ups show the reason a vehicle is stuck.*

*21) Some conveyor belt graphics now have darker, more obvious direction arrows.*

*22) Fixed incorrect sizes of some delivered resources.*

*23) New upgrade for painting slot: ‘High pressure paint nozzles’*

*24) Fixed bug where components built inside the factory at ‘make’ slots did not survive a save and load.*

*25) Corrupt resource deliveries to roof making and similar slots fixed.*

*26) New graphics for the tyre-making slot and the window making slot.*
Cultural Exchange

Quest objectives

> “
> Rigurt the Brash, leader of the Expedition for Nord Cultural Exchange, has asked for my assistance. I've agreed to trade a Nord book, clothes and relic for similar Dark Elf items.
>
>
> **Trade for a Dunmer book, Dunmer clothing, Dunmer relic**
>
> I can find the items Rigurt wants in Muth Gnaar, Shad Astula and the crafting district of Mournhold. I may have to convince the Dark Elves to trade, however, as they probably aren't aware of this Nord tradition.
>
>
>
>
> **Talk to the Rigurt the Brash**
>
> I made the necessary cultural exchanges. I should bring the Dunmer book, relic and clothing back to Rigurt the Brash.
>
>
>
> — game journal
>
>
>
Conveyors network

## Resource conveyors

Resource conveyors will transport resources from the Resource Importer to any Stockpile and from stockpiles to stockpile.

They are bidirectional, their speed can be upgraded from researches and you can cross connect many lines. (including interconnecting Resource Importer and Stockpile.

When selecting the Resource conveyors, you can drag'n'drop it to build it faster in any direction. The game will try to not build them over an assembler so you may have to build them individualy or shorter to avoid the game assistance.

You can place them over any building.

When you keep the left mouse press you will switch to the resource conveyor build mode.

A red square is an assembler Stockpile, greem square is where you will build your resource conveyors and the green line is where are existing resource conveyors.

## Conveyors

Use to move cars (partially or fully build) from assemblers to assemblers.

Conveyor are **unidirectional like assemblers. Meaning of you drag'n'drop a line from the left to the right cars will be able to go only from left to right.**

Look carefully at the black/yellow arrow on the edge to know where is the oneway.

This may be why you get a 'Next slot not found'.
Basic

Keep in mind this is an in-development game.

* It may (and *will*) contains bugs
* New items, features can be added, removed or changed at anytime.

### Mouse

* When in build mode, for Resource Conveyor or Conveyor you can drag'n'drop to help you building conveyors from point A to point B. Releasing the key mouse will built it. In such case, pressing the key mouse will also display the conveyor mode. Releasing the key press will return you back to the selection mode.
 Right | * Demolish an item on the map if you are not in the build mode (if there is not a green shadow on the map below your cursor). You will get a refund of 50% of the original buy value. You won't be refund for resources in Stockpile.
 Scroll middle wheel | Zoom in and Zoom out

## Menu

 Exit the current factory and return back to the main menu.

 Changes games options, currently you can only changes the sceenresolution, volumes, the resource conveyor GUI and the autosave

 Save the current factory

 Open the research window.
(You can also open it by clicking on the Research Office)

 Toggle the building popup. This is from where you can build assemblers or conveyors.

 Display production prices, sale price (and allow to edit it) and unsold cars.

The total count of unsold cars will be display above the icon in the toolbar.

 Show an overall efficiency statistics windows, including what your assemblers are doing.

### Electricity

The left number show what you do generate from your Power plant and the right number is the total amount you do use.
If you do use more electricity than you produce you will buy it.

Idling building or convoyers will not use electricity.

The background will be red when you don't produce enough energy.

The factory use a base amount of electricity at anytime.

### Cash

Display the current amount of cach you have.

It must always be greater than 0 or you will be gameover.

You can click on it to open the *Financial Dept* window.

This window allow you do see you incomes, expenses (including the stock price per item) and take a loan.

## Objectives

* Build and sell cars
* Don't reach 0$ or less

## Build order

You must connect Conveyor from Assemblers (and in this order) :

1. Chassis Assemblers
2. Fit Body
3. Paint
4. Fit Engine
5. Fit Accessories
6. Fit Electronics
7. Quality Check
8. Export

**Conveyors are ONE way** and will always be from the point you start building it (when doing a drag'n'drop) to where you stop building it.

## Other

* Game will pause if it isn't focused (game will pause if you do alt+tab for exemple) and will resume as soon as it got back the focus.
* If you zoom out enough you will see how each assembler is efficient by the car icon color (green, yellow or red).

The assembler color **is not** for the efficiency but an assembler color group.

## See also

* Conveyors network
* Strategy
Technology

The Research and Development screen is split into two categories: Processes, and Technologies.

Technologies include research tasks to unlock new features to add to your vehicle designs.

Technology color coding:

* Green - researched
* White - not researched
* Red - per-requisite missing (mouse over for details)

Additionally, dollar sign icons will be overlayed on each technology:

* Number of dollar signs shows usage in each price bracket (budget, mid-range, expensive, luxury)
* Color of dollar signs shows usage of feature: (universal, common, rare, very rare)

You are penalized for not including universal features in your vehicle designs.

Processes are broadly split into a few categories:

* Specialization: Allows new "Fit" Slots to be placed in your assembly lines. Many technologies have per-requisite specializations before they can be unlocked and used.
* Manufacture and Advanced production: Allows placing "Make" Slots in your factory. These allow local production of parts to lower your production costs.
* Efficiency: Improves conveyor speed, import speed, unlock smart junctions (flow control based on vehicle design), power plant production, and extra robots to improve slot speed.
* Administration: Unlock or improve administrative slots (research, body design, marketing, sales), QA Specialization is included here.

Notes:

Manufacturing unlocks will open up access to machines that can manufacture certain components used in the production process. These machines cost a lot compared to buying parts into the factory pre-built, but the raw material required to build each part is usually a fraction of the price. Depending on how fast you can produce a finished car, these machines will pay for themselves within a very short time.
Assemblers

Assemblers are machines that take components off storage stockpiles and assemble them in stages. There are several areas of assembly.

These consist of:

- Chassis

- Body

- Engine

- Accessories

- Electronics

The following is a list of Assemblers in the game Production Line.

## Combined Step assemblers

Combined Assemblers are assembly machines that combine every single operation in a given assembly stage. This means that the machine is only able to create a single car for all steps in that assembly stage per machine. Although it is much more time efficient, and sometimes cost efficient to build single step assembly machines to increase efficiency throughput, at the beginning of a game your lack of technology means you're only able to build the basic combined assembler machines.

Here is a list of the combined assemblers and their stats:
OD Wellie

## General

While exploring Wellington Wells Arthur can come across a wellie who has overdosed herself with joy.

One you find the Crash Syringe recipe which includes: 5 empty syringes, 1 rotten mushroom and 1 charcoal

Upon completing, a small cutscene plays and we learn the lessons of Joy.

# Journal Entries

She's having a horrible reaction to her Joy. I think it's going to kill her. If I jab her with a crash syringe, at least it will neutralise the joy in her systems.
Eric Blair Park

This was last updated during game version **Alpha V.39095**

Eric Blair Park is a small gated park, found in the village of Hamlyn. It is not yet known who the park is named after.

Here the encounter "Speaker's Corner" can be found. Related to this, the park has been littered with flyers inciting the people to storm the Parade District.

# War Memorial

The main attraction within is the Wellington Wells War Memorial, a bronze monument featuring several soldiers in 1940s era battledress, wielding Lee-Enfield rifles. Looking closely at the soldiers will reveal that they are wearing the same masks (and expressions) of Wellies, suggesting that, at some point, armed forces made up Wellies fought against the Germans, possibly while on Joy. Alternatively, this could be a whitewashing of history for the benefit of Wellie society.

The plaque on the memorial reads:

**THEY GAVE THEIR LIVES FOR VICTORY**

*Dulce et decorum est pro patria mori*
The Toll

**The Toll** is a quest in the game *We Happy Few*

## Objectives

* Locate the bees tree
* Pay the toll

## Text

How am I supposed to find honey? I hope I don't have to go rob a beehive. That would be unpleasant.

## Walkthrough

### Locate the bees tree

Locating the bees tree is relatively easy due to the sound of bees being heard when nearby it. The bees tree also always spawns in the first island you start in. It is also found in areas away from buildings or places with grasses. If unsure where to find these areas, look at your map and check for green areas or places that aren't marked on your map.

### Get the honey

You will have to create a padded suit to be able to harvest the honey safely, without being stung by bees.

### Pay the toll

After completing the quest, Bees!, come back to the toll bridge and place the honey inside the large metal tube that connects to the bridge's tower.

## Trivia

* Reading the signs in front of the bridge in the correct order reads; "no matter if - It's rain or sunny - to pay the toll - you must have honey"
Motilene

*This article is a stub. You can help We Happy Few Wiki by expanding it.*

**Motilene** is a purplish fluid, the primary purpose of which is to provide power for most objects and devices within the world of We Happy Few. Furthermore, Motilene is represented as a liquid saturated with electrical energy, which can be bottled into Empty Power Cells, which can be found throughout Wellington Wells.

This substance can be found at spill sites and is contained inside of Power Cells. A Motilene Harvester is required.

Motilene appears to derive its name from Thiotimoline, a fictional substance that first appeared in the spoof white paper, *The Endochronic Properties of Resublimated Thiotimoline* by Issac Asimov. This reference is made even more clear by a note that can be found during the story quest, "I Sing the Body Electric," referencing "thiomotilene crystals" and "endochronic properties".

1. ↑ https://en.wikipedia.org/wiki/Thiotimoline
Clive's Office: Anonymous Letter

**Clive's Office: Anonymous Letter** is one of the Notes found in the game *We Happy Few.* It is found in Clive Birtwhistle's office in the City Hall.

## Text

I've found an anonymous letter in Clive's office. Here's what it says:

"Dear Director Byng,

One of your employees is a subversive, and may even be a Downer! I overheard him in the commissary telling a friend that he thinks that his job redacting old articles is "silly," and "what's so scary about the truth?" He is very tall, and slim, with black hair, and brown eyes, and glasses. I know I should have asked his name, but I am a naturally shy woman, and..."

## Bark

Upon reading the note, Arthur states: "That little shit! He wants my view!"
Pre-Alpha Build 12

## Known issue

* The intermittent issue where bridges fail to spawn is not yet fixed. The fix is part of a larger modification that needs significant testing before being released.

## World

* Improved animation when picking up items.
* All foliage and trees were redone with added LODs, allowing more detail at a lesser performance cost.
* New models for lots of pickups.
* Corrected the hold position for many pickups when equipped or picked up.
* Increased frequency of water pumps.
* Shadows graphics setting split into Shadows and Lights:
* Shadows setting now only affect shadows instead of both shadows and lights.
* High/Ultra Shadows setting make use of Distance Field Shadow Casting to enable shadows at a longer distance for little cost.
* Low Lights disables shadows and most lighting effects. Very ugly, use only if desperate.
* High Lights enables more advanced ambient occlusion algorithms (DFAO).
* Ultra Lights does not do anything at this time.
* Geometry changes in Garden District houses to help navigate better.

## Gameplay

* Food Poisoning: The proper version of food poisoning has been implemented. Mild cases of food poisoning aren't very dangerous and might even be worth eating rotten food in a pinch. But don't let it worsen, because serious cases will kill you.
* Infection: This can occur when using dirty bandages or letting bleeding go on unchecked. Reduces maximum health significantly and requires either time or an antiseptic bandage to cure.
* Crafting recipes can now be found in the world for most pickups added in this update.
* Recipes essential to game progression can be unlocked by finding all their ingredients.
* New melee weapons: Pointy Stick, Scourge, Double Scourge, Double Rolling Pin, Spiked Cricket, Enhanced Cleaver, Shock Baton, Electro Hammer Pipe.
* New ranged weapons: Dart, Tranquilizer Dart, Berserk Dart.
* New grenades: Blue Molotov, Tear Gas Grenade, Berserk Bomb, Vomit Bomb, Dr. Feelgood Bomb, Smoke Bomb, Shock Grenade.
* New gadgets: Rick the Stunt Duck, Dick the Naughty Duck.
* New chemicals: Phlash, Feramyle, Sanitol, Dexipam.
* Night Blooming Nonesuch (formerly known as Rare Flower) only harvestable at night.
* Existing recipes have had their ingredients adjusted.
* Slightly increased interaction distance.

UI
--

* New player menu transitions.
* New icons for suits and other pickups.
* Shortened difficulty names to "Wakey Wakey" and "Good Night". (Which is just as confusing.)
* Support for resizable HUD bars (i.e.: from health upgrades).
* Fix player menu becoming unusable when dragging an item that is being used.
* Hide flavour image box for crafting recipes that don't have one implemented.

## Audio

* New set of female wastrel barks, courtesy of OtherButtons.

## Miscellaneous

* Improved robustness of Give/GiveN console commands (for you cheaters out there).
* New setting to pause the game when losing focus (i.e.: from alt-tab).
* Significant performance optimization during environmental transitions (from time of day or Joy effects).
* Fix saved games reverting to "Good Night" difficulty when loaded.
Lud's Holm

**Lud's Holm** is one of the Locations in the game *We Happy Few.*

This Location is filled with wastrels some of them are infected with the plague.
Bobbies also appear guarding the apple tree.
There are different ways of getting in order to get to Lud's Holm, either through the honey toll bridge or by repairing the pump at a checkpoint due be aware that two people Infected with the plague will be here so take caution
Prudence Holmes

*This article is a stub. You can help We Happy Few Wiki by expanding it.*

**Prudence Holmes** is a character in *We Happy Few*. Her office is located in City Hall.

In the game's intro, Arthur believes that Prudence is on a summer vacation; but, as his Joy begins to wear off, realizes that she has been missing for a very long time. When entering her office, you'll find spoiled food, "welcome back" cards that have apparently been there for weeks or months on end (indicating her co-workers are not aware of how long she has really been gone) and a full bottle of Joy. Arthur suspects that Prudence was off the medication. A letter found in Clive Birtwhistle's office from Director Victoria Byng promises that he can have Prudence's office if she fails to return from her "vacation", suggesting that Prudence's seniors know she will not be coming back.

== **Spoiler Warning!** This section contains detailed information about We Happy Few that may spoil your enjoyment of discovering the game's secrets for yourself.
Read at your own risk! ==

At the end of Arthur's Story, Arthur find Prudence dead in the vent at Apple Holm Station, although if you listen to all possible phone booth recordings (twelve in total) she will not be found in the game, possible aluding to the fact that her fate is intertwined with Arthur's, there are many points in these recordings where Mr Kite and Prudence seem to be talking about Arthur.
Sewing Kit

*This article is a stub. You can help We Happy Few Wiki by expanding it.*

**Sewing Kit** is a crafting ingredient.

## Source

Sewing Kits are fairly rare. They can sometimes be found in the upstairs of Garden District houses.

## Uses

Sewing Kits are used in crafting the following items:

* Fancy Suit
* Simple Suit
* Thick Suit
* Worker's Outfit
Bobby Whistle

*This article is a stub. You can help We Happy Few Wiki by expanding it.*

**Bobby whistles** are items dropped by Bobbies and can be used by the player by equipping it and pressing "F" or whatever key the player might have assigned to the action.

Blowing the whistle will startle anyone within hearing range (even other bobbies) and make them look around, bringing a considerate amount of attention towards you.
A Lovely Bouquet

Material 1: |  Night Blooming Nonsuch x2

**A Lovely Bouquet** is an item.

## Source

A Lovely Bouquet can also be crafted by combining the following items:

**Ingredients**
 Night Blooming Nonsuch x 2

## Uses

A Lovely Bouquet can be given to female Wellies (normal or Criers) in order to either get items or to calm them down.
Mrs. Stokes

**Mrs. Stokes** is a minor character in *We Happy Few*. She is seen hanging in Arthur Hastings' beginning underground shelter where she literally fell off her rocker. She had a daughter named Emily or Emma, who is referenced in her letters. There is a quest that requires you to dispose of her, which can be achieved by simply picking her up and dropping her outside of the place you spawn in after the prologue

## Quest

The following quest is related to Mrs. Stokes:

* Mrs. Stokes' Letters
* Mrs. Stokes

*As of the most recent alpha build, this quest appears to have been disabled as the area where she was supposed to be found hanging has been walled off.*

## Search

Currently, searching her corpse does nothing.
Plague

In *We Happy Few*, the **plague** is an infection that can be given to the player if they are attacked by a plagued wastrel. The plague will continue to make the player more and more tired before it kills them. The amount of time it takes to kill the player varies, but players can't sleep it off and it doesn't go away until the player dies. Nevertheless, according to the official Compulsion website, since the Life in Technicolour Update, plague "will no longer kill you.  Just game things."

## Cure for the plague

The plague can be cured with a phenocycline syringe. A syringe and its recipe can both be found at the Lud's Holm Bridge at the entrance to the second Garden District island. It is recommended to always have a phenocyline syringe on hand at all times.
Bees!

**Bees!** is a quest in the game *We Happy Few*

## Objectives

* Read the sign
* Equip a Padded Suit
* Get some honey from the tree

## Text

What does that sign say over there?

Now I can fill some empty bottles with honey.

Why on Earth do you need a sign for a bee tree? Do the bees go off on holiday from time to time?

Probably a bad idea to rob bees unless I'm wearing a padded suit, isn't it.

## Walkthrough

### Read the sign

The sign is a large wooden sign seen in the front of the bees tree. You must read the sign first in order to unlock the blueprint to craft a padded suit.

### Equip a Padded Suit

In order to equip a padded suit you must first craft it. The crafting recipe requires 4 Tough Linen, 3 Cloth, and 2 Sewing Kits and is found under the "Basic" category of your crafting menu. It also requires a 2x2 space in your inventory in order to craft it. Once, you've crafted it, you can then equip it. Be cautious however when wearing it near Wastrels as they might become aggressive or suspicious of you when walking near them.

### Get some honey from the tree

After equipping your newly crafted padded suit, you can then walk to the trunk of the tree and harvest some honey. Keep in mind you must also have an empty bottle in your inventory as well as space for the honey.
Downer Detector

## What they do

Downer detectors are devices you can find scattered across the village of Maidenholm and the Parade District. They can be found inside houses and along the streets. If the player is not on joy and they walk through a downer detector, it will set off an alarm which will alert the wellies.

## What to do about them

Most downer detectors will be connected to a trap controls box by a wire that you can follow to find the control box. When you find the trap controls box, you can either disable it with a clever trap tool or reverse the polarity with a polarity device.

If the player uses a polarity device on the trap control box, it'll reverse what the downer detector does. Instead it'll set off an alarm when somebody on joy walks by, and will be fine when somebody not on joy walks by.

A few downer detectors like the one in the top image (top right) will also be connected to spankers. Reversing the polarity on a downer detector will also reverse the polarity on the spanker meaning it will shock NPCs on joy and the player if they are also on joy, but will not care if they are not on joy.
Status effects

*This article is a stub. You can help We Happy Few Wiki by expanding it.*

**Status effects** are passive and active effects that impact the player.

## Passive effects

* **By Clothing:**
	+ **Proper Suit:** Increased suspicion from Wastrels.
	+ **Torn Suit:** Increased suspicion from everyone but Wastrels.
	+ **Padded Suit:** 20% protection from Melee attacks and immunity to Bees
	+ **Blending Suit:** Makes you 50% harder to see. Increased suspicion while crouching.
* **By Books:**
	+ Long Distance Runner: Increases maximum stamina by 5%
	+ 10% chance of NPC fleeing and dropping their loot
	+ -5% Stamina used by melee attacks
	+ The Lurker: Reduces visibility by 2%
	+ Where Do You Get Your Ideas: 1% chance of unlocking new crafting recipes when crafting items.
	+ Iron Lung: Reduces damage from toxic fog by 2%
	+ Bang On: Increases damage by explosive weapons by 2%
	+ Survivor: Healing items give 10% more health and activate 20% faster
	+ Stiff Upper Lip: Reduces all damage taken by 2%
	+ Chemist: Crafting no longer requires Rank 1 chemical stations.
	+ Breaker: Melee attacks have a 2% chance of breaking the target's weapon
	+ Undertaker: Increases corpse carrying and movement speeds by 10%

## Active effects

* **Sleep Effects:** If the player's sleep meter reaches to a certain point, the stamina meter will be reduced based on the different stages.
	+ **Tired:** (50% of Sleep Left) Maximum Stamina is reduced by 20%
	+ **Exhausted:** (20~25% of Sleep Left) Maximum stamina is reduced by 50%.
* **Food Poisoning:** Can be randomly caused by eating rotten food. There are three stages based on if more rotten food is consumed while inflicted, but the first two stages can be easily removed by sleeping or using a Neximide Pill.
	+ **Queasy:** The player's vision is blurred in random intervals, as well as walk speed being dropped significantly. The effects would last at the most 2 minutes if no other rotten food is eaten
	+ **Ill**: A more serious case as that not only the effects of Queasy is applied, but the protagonist may vomit until a certain time period passes, where it would go back to Queasy again.
	+ **Violently Ill**: A severe and fatal version of Ill. Not only do random cases of vomiting happen, but the effects continue to happen until a Neximide Pill is used or the player's hunger level hits zero.
* **Hungry:** Slows down your stamina regeneration by 10%.
* **Infection:** This can occur when using dirty bandages, or letting bleeding go on unchecked. Reduces maximum health by 50% and requires either time, or an antiseptic bandage, to cure.
* **Injured:** Minor damage taken.
* **Thirsty:** Slows down your stamina regeneration by 10%.
* **Plague**: Inflicted by being hit by a plagued person or interacting with plague ridden stuff, causes hunger, thirst and exhaustion raise faster until you die, can be cured by use of a Phenocycline Syringe if it is used fast enough, otherwise it will only stop the plague temporarily.
Mine Mine All Mine

**Mine Mine All Mine** is one of the Quests in the game *We Happy Few*

## Text

Someone has gone through a great deal of trouble to protect this place from nosey parkers. I wonder if they've got anything useful buried in there?

## Completed Text

I suppose I'd feel a little more guilty if they hadn't gone to such trouble to kill me.
Pre-Alpha Build 10

## Environment

* New filler system! The streets are now bordered by our new filler system. Don't worry, all your favourite shops remain, just in a different form; be on the lookout for new signs.
* Massive art update for both the Village and the third biome.
* Alleyways now implemented! Escape, prowl or just chill out at your leisure. They are a bit empty right now, but are functional.
* Cars! What's up with their wheels, though?
* New decorations in the Village!
* We have improved the distribution of the main interactable houses - take a look on our new map.
* Intersection tiles are a known issue. It's cosmetic only, and we will fix this in time.
* Updated ground leaves.
* World map size has been reduced; density of interactable buildings increased.
* Fuses no longer blind you in An Odd End.

## Gameplay

* Joy revamp: Joy intake is much more controllable now. Any amount of Joy will activate the effect and it is easier to keep it active by taking more as you need. Longer periods of time on Joy will result in a stronger and longer withdrawal.
* You can now sleep in NPC houses, but remember what happened to Goldilocks.
* Combat updates: you can now break NPC's weapons if you're wielding a more powerful weapon than they are.
* Combat updates: minor improvements to hand to hand combat (collisions/reactions).
* Combat animation updates: NPCs now move based on the root motion of their own animations (rather than adjusting the animation to match their move speed). Several new animations added to provide for more interesting combat - NPCs can now strafe diagonally. Should lead to better looking NPC combat.
* Needy NPCs: NPCs who want/need something will now spawn throughout the world. If you give them stuff, they might give you different stuff.
* Mantling changes: there are now low mantle and high mantle animations.
* New item: torch! The torch from An Odd End scenario is now craftable, and useable everywhere. Low quality settings can not use this yet, so An Odd End has been modified in Low quality settings to account for this. Still not as cool as a sonic screwdriver, but we're working on it.
* New item: stealth shoes! They're like slippers, but more home made.
* New item: brick! It's… a brick. Think of it as an upgraded rock.
* You may now choose to enjoy scenic river views while on a bench, without having to peer over the newspaper.
* Houses are now open, as opposed to locked by default.

UI
--

* Improved map! Lootable houses and other interesting tidbits now spawn inside the map, and there is a legend to help you.
* The new notification system is in. This is only used occasionally right now - you will see a lot more of it in the next update.

## Audio

* Lots of new NPC barks.
* Arthur shouldn't be self-reflective quite so often now, and occasionally says other things too.

## Under the Hood

* Fixed crash on looting certain NPCs.
* Significant improvements to memory usage. If you were memory limited on a 4GB machine before and moved to Low settings to compensate (even though your graphics card can do more), feel free to try a higher quality setting. Also lowers generation time.
Mrs. Stokes' Diary

Reason: "*Note details are also on page Notes*"

**This page is a candidate for deletion.**
Reason: "*Note details are also on page Notes*"

**Mrs. Stokes' Diary** is one of the Notes found in the game *We Happy Few.*

## Text

"Bitter dankeschoens"

"My memories are all combing back. It's horrible. I try to think only about nice things, but whenever I walk around these old streets I can see her running up and down.

Does she remember me, do you think? She was so young. Practicing her bitter dankeschoens. I wonder where they took her. And why she stopped writing.

I try to think what Stanley would say, but he's no use at all. He never was.

I don't know how much longer I can stand all this."

"There is that hatch on Apple Holm"

"If only I could flee to the mainland. There must be some people out there, otherwise did we trade for food with all those years?

But the Bridge is in the Parade District.

I suppose there is a subway hatch Stanley was always nattering on about, on Apple Holm. Stanley said one of his mates had a boat in there. You could row to the Parade, he said.

That ridiculous man, always talking rubbish. They've been dumping poison on Apple Holm for years. The fumes would kill you in a half a minute. Why on Earth did I marry such an idiot? I miss him so."
The Church of Simon Says

## About

**Note Also Contains Objectives for the "Sympathy for the Devil" quest**
Located in the Maidenholm update appears a church with a joy detector gate outside. Upon inspecting the sign outside, Arthur mentions finding a medal to get to the parade.
After knocking on the door, you are told to go find a gentleman by the name of Nick Lightbearer and to bring him back. Once reaching his house using hardcore parkour skills and a jimmy bar you must now turn off the security. Upon doing so, it is time to meet the man himself. After..."encountering him" its time to get back to the church. Now "Nick" heads back to the church. Time for "Nick" to play Simon says, and make sure you win! Now that was fun, but things went out of control, time to turn off the power and get your prize.

## Objectives

* Go to Church
* Locate Nick Lightbearer's Pad
* Bring Nick Lightbearer to the Church
* Turn off Nick's Security
* Talk to Nick Lightbearer
* Help Nick sober up
* Take Nick's Wig and Mask
* Take Nick's key to the Glass Case
* Take Nick's Fab Threads
* Exit Nick's pad
* Let the Games Begin
* Win at Simon Says
* Escape the Church
* Deactivate the Electricity
* Take the Medal
The Very Bad Thing

**The "Very Bad Thing"** is a terrible event that occurred in the aftermath of World War II that was so heinous that Joy was invented to block out memories of it's existence. Very few people in game that aren't mad or wastrels recall the event, and causing someone on Joy to remember has been shown to cause hospitalization due to shock.

Through Arthur's story, it is revealed that, several months after the German Empire conquered Britain, the Germans gave the English an ultimatum: hand every single child (except children 13 years or older) over to the occupational authorities or have their cities obliterated by a special Tiger Tank division. Eager to save their country, the remains of the government agreed, and thousands of children were ripped from their families and forced into cattle cars on trains to be shipped away. Unfortunately, years later, after the Germans left to fight the Soviets, the government discovered that the tank divisions left behind were made of paper-mache, meaning that England had been fooled into giving up children as hostages. Terrified of what might occur if the common people found out, an army camp was built around the "tank division" to scare away prying eyes, a historical revision organization was founded, and funding was put towards the creation of the mind-altering drug Joy to prevent anyone from remembering the truth.
A Family Divided

*This article is a stub. You can help TESO Wiki by expanding it.*

> “
> Survivors of the plague from Narsis have built a refugee camp inside long-abandoned crypts. Sela and her husband came to join the group, but became separated.
>
>
>
>
> **Escort Sela to Camp Entrance**
>
> Sela cannot find a way past the main barricade, and can't fight through the haunted crypts herself.
>
>
>
>
> **Discover Sela's Husband's Fate**
>
> Sela is concerned that she hasn't found her husband. It's possible someone in the camp may know where he is.
>
>
>
> — game journal
>
>
>
Cloth

*This article is a stub. You can help We Happy Few Wiki by expanding it.*

**Cloth** is a crafting ingredient.

## Source

Cloth can be easily obtained from various containers and NPCs.

## Uses

Cloth is used in crafting the following items:

* Bandage
* Banger
* Fancy Suit
* Large Purified Water
* Purified Water
* Simple Suit
* Water Filter
* Worker's Outfit
Pre-Alpha Build 13

## World

* Smaller world.
* New building generation system is in, meaning that the Village and Garden District are more densely packed. This should also mean no more missing bridges.
* Massive art upgrade to the Garden District. No, really. Literally everything in the Garden District has changed.
* Garden District buildings now have gardens! Finally. It's like we weren't even trying before.
* The train station is back, temporarily. Good luck getting in!
* Village security systems have been upgraded - be careful.
* There may be some useful loot in the Village safe house.

## Gameplay

* Improved tutorial/intro experience.
* 5 new encounters! These are the first "real" encounters that show what level of complexity we're aiming for.
* Manuals have been added! These allow you to permanently modify some built in stats, like your stamina regeneration and stealthiness. These do not persist across playthroughs.
* New "second chance" mechanic. This will be a more forgiving alternative to permadeath, where instead of dying outright, you are given a chance to recover.

UI
--

* New HUD! The needs system (including health) has changed, and is now represented by different icons at the top left of the screen. We now have location text letting you know where you are, and a suspicious icon will pop up when you're breaking the rules.
* You now have a status screen! The ? screen in the player menu has now been activated, and can tell you all about what kind of state you're in. Keep in mind that the art for the player menu is still placeholder.

## Performance

* Improved optimization for low end machines. We need to review the default settings for Low - Ultra, but all settings should be improved from previous update.
* Load times have been improved, but this is mostly a consequence of the smaller map. We are doing work in the background on improving this for the main map.
Crazy Legs

**Crazy Legs** is one of the Quests in the game *We Happy Few*

## Text

My God. It's Eric Liddell. I'm never going to run him down. He won every track meet he ever went to. I saw his shelf full of trophies once. You could equip a decent sized pub with all the brass cups.

Still. I don't remember him being able to run forever. Where does he get his stamina? Doesn't seem natural that anyone could go that fast that long.
Banger

*This article is a stub. You can help We Happy Few Wiki by expanding it.*

 Material 3: |  Cloth x1

**Banger** is a throwable weapon that explodes when impacted against something.

## Source

Bangers can be crafted by combining the following items:

**Ingredients**
* File:Black Powder.png Black Powder x1
* Canteen x1
* Cloth x1
Downers

**Downers** were the undesirable's of Wellington Wells who refuse to take their joy and were forced to live in Luds holm and Eel pie holm the districts that was badly hit during the second war some Downers are sane while others aren't. Some even have the plague. Most Downers comment, saying: *we are the Russians and the Americans* (referring to that Russia and America didn't help Britain) and *whatever happened to the children*.

Please help improve this if you can. The Discussion page may contain suggestions.

**This article may need cleanup to meet quality standards.**
Please help improve this if you can. The Discussion page may contain suggestions.
Psychotropic Syringe

*This article is a stub. You can help We Happy Few Wiki by expanding it.*

 Material 3: | File:Red Pills.png Red Pills x1

**Psychotropic Syringe** is a one-use item that reduces joy level by ??. This can be useful if you're in danger of an overdose after consuming joy-laced food, drink or healing items. It can also be helpful to get through the Joy Maze sometimes found on bridges between islands.

## Source

Psychotropic Syringes can be crafted by combining the following items at a chemical station:

**Ingredients**
* Empty Syringe x1
* File:Purple Pills.png Purple Pills x1
* File:Red Pills.png Red Pills x1
Anti-Future Device

Material 4: | File:Small Power Cell.png Small Power Cell x 1

**Anti-Future Device** is a craftable item in We Happy Few. It can be used to turn Security System against it's owner. If Power Cell is removed and replaced with the Anti-Future Device, Security System will no longer set off an alarm and will deal damage to everyone but you.

## Source

Anti-Future Devices can be crafted by combining the following items:

**Ingredients**
File:Adhesive.png Adhesive x 1

 Mechanical Parts x 3

File:Metal Bits.png Metal Bits x 2

File:Small Power Cell.png Small Power Cell x 1
Clive's Office: Business Letter

**Clive's Office: Business Letter** is one of the Notes found in the game *We Happy Few.* It is found in Clive Birtwhistle's office in the City Hall.

## Text

The Business Letter reads as follows:

"Dear Mr. Birtwhistle,

It is so thoughtful of you to suggest how best to rearrange the department. I am always grateful for suggestions from junior staff of how best to do my job as Director. However, I am afraid that it would be destablising to swap your office with that of Mr. Hastings. Fortunately, turnover in this department is high. If Pru doesn't return soon, I don't see why you couldn't have her office. In the mean time, I suggest you pop another Joy, and you'll feel the sunshine on your face, whether you have a window or not.

All the best,

Victoria Byng

Director"
Dark Suit

Material 3: | File:Simple Suit.png Simple Suit x1

A **Dark Suit** is an outfit that allows players to be stealthy and less noticeable to Wellies. This suit helps players break into homes and steal belongings with much less chance to be noticed by residence.

## Source

Dark Suits can be crafted by combining the following items:

**Ingredients**
* File:Black Powder.png Black Powder x5
* File:Chemical.png Chemical x1
* File:Simple Suit.png Simple Suit x1
Jimmy Bar

*This article is a stub. You can help We Happy Few Wiki by expanding it.*

 Material 1: |  Metal Bits x3

**Jimmy Bar** is an item useful for breaking and entering and can open windows, such as the ones at the back of Wellies' houses. It is also needed to pry open the hatch in the starting Safe House. Jimmy bar's can also be used to break open the coin box on old phone booths in the garden district to obtain sovereign, however this action is seen as suspicious to any nearby wastrels.

## Source

Jimmy Bars can be found in lockers, bookshelves in Wellies' houses, and upstairs in Garden District houses. They can also be crafted by combining the following items:

**Ingredients**
* Metal Bits x3
Production Line

**Production Line** is a game being created and developed by Positech Games. Production Line is a new car factory management/simulation/tycoon game.

## Description

A management/strategy game where the player runs a car startup car manufacturing company. The objective is to grow your business, whilst at the same time perfecting the layout and production processes to build cars, in order to bring the sale price for your cars as low as possible and thus available to the mass market. The game is singleplayer, isometric and designed for the PC. The game's play mechanics are unusual in that the player is not striving to make the product bigger, but to constantly subdivide the production process in order to squeeze every possible penny out of the cars sales through process optimisation and making each stage of the production line as simple, cheap, fast and efficient as possible.

## External links

* Official site
* Bug reports
* Facebook
St. Georges Holm

**St. Georges Holm** is one of the locations in *We Happy Few.*
This location is the original starting location for sally. as arthur you will pass through this location on the story mode.
This is the first island with doctors.
There is a brige leading from this island to the parade district.
Of story quests present are.

```
Two musketeers.
Letter of transit.

```

*This article is a stub. You can help We Happy Few Wiki by expanding it.*
Advanced First Aid Kit

*This article is a stub. You can help We Happy Few Wiki by expanding it.*

**Advanced First Aid Kit** is a usable item. It heals players for ??.

## Source

Advanced First Aid Kit can be crafted by combining the following items:

**Ingredients**
 Bandage x 2

 Healing Balm x 2

 Antiseptic x 1

## Formula

The formula for Advanced First Aid Kit can be learned by using Formula: Advanced First Aid Kit.

## Uses

Advanced First Aid Kit is used in crafting the following items:
Rotten Potato

**Rotten Potato** is one of the Items in the game *We Happy Few.*

*This article is a stub. You can help We Happy Few Wiki by expanding it.*

The Rotten Potato is a food item usually found in the Garden District, rarely seen in the Village. Food wise, it’s bad, since it doesn’t recover a lot of hunger and without the Iron Stomach perk, it’ll give food poisoning. It does however have its use in making Antiseptic, so it may still be a good idea to grab some of these when you can.