Bridge Crossing

**"Quiet Zone!"**
This article contains information on removed, old or unused content that isn't a part of the game anymore.

* 21735
* 27755

**Bridge Crossing** is a removed side quest in *We Happy Few*. In which Arthur had to find a way across the gateway to St. George's Holm.

## Objectives

* Obtain a Constable's Keycard
* Unlock the Bridge Gate
* Obtain a Power Cell
* Power the Joy Detector

## In-Game Description

Damn it! The bridge is all locked up. I suppose the Bobbies are off having tea. I'll need to find a way to get across it on my own. I can't get through the Downer Detector until it's got power. So I need to get my hands on a power cell.

If I can get a keycard, I can use the door that the bobbies use. Maybe I can borrow one from some bobbies somewhere.
Open sesame! I hope they don't get in too much trouble without their key card. They seem like decent chaps. Oh, well, needs must when the devil drives. Back to the bridge I go! Now I can unlock that pesky gate!

I can't believe that worked. You can't beat British technology! Built to take a beating ... and a bit of vomit.

Open sesame!

## Walkthrough

The player has the option to either get a Power Cell or a Constable's Keycard, both of which could only be gathered from Lud's Holm.

Getting the Power Cell was the easiest, as all the player had to do was defeat some wastrels and get Ralph to vomit motilene back in a cell, return to the bridge and pop it in the control box. Though, the player also needed a Joy or DSM Pill, or else they'd get shocked by the Downer Detector.

Getting the Constable's Keycard was far more difficult, considering that even one bobby could kill the player in about two hits, and there were three of them. The keycard itself was on top of a box labeled 'chest' nearby the campfires, closest to the gate blocking off the Apple Tree. The easiest way to get it was to run into the camp and be precise enough to press E on the keycard, and not investigate the chest it laid on top of, and then run for dear life away from the bobbies.

An easier strategy of obtaining the Keycard would be to give one (or all) of the bobbies some Alcohol, which would distract them from the player stealing the Keycard. However, the player would have to be careful not to sprint, as that would snap them out of their drunken state.

With the keycard, the player only needed to unlock the door on the bridge and go on to St. George's.

## Trivia

* This quest has since been removed, although the requirements to get the power cell and keycard has been repurposed into Motilene Makes You Strong and Forbidden Fruit, respectively.

**Bridge Crossing** was slightly changed in the Early Access 27755 version.

## Objectives

* Obtain a Constable's Keycard
* Unlock the Bridge Gate
* Obtain a Power Cell
* Power the Joy Detector

## In-Game Description

Damn it! The bridge is all locked up. I suppose the Bobbies are off having tea. I'll need to find a way to get across it on my own.

I can't get through the Downer Detector until it's got power. So I need to get my hands on a power cell.

If I can get a keycard, I can use the door that the bobbies use. Maybe I can borrow one from some bobbies somewhere.

Well that was rather disgusting. I hope this thing still works.
Now I just need to put the power cell in the capacitor, and the Downer Detector's good to go.

I hope they don't get in too much trouble without their key card. They seem like decent chaps. Oh, well, needs must when the devil drives. Back to the bridge I go!

I can't believe that worked. You can't beat British technology! Built to take a beating ... and a bit of vomit.

I hope they don't get in too much trouble without their key card. They seem like decent chaps. Oh, well, needs must when the devil drives. Back to the bridge I go! Now I can unlock that pesky gate!

Open sesame!

## Walkthrough

The player has the option to either get a Power Cell or a Constable's Keycard, both of which could only be gathered from Lud's Holm.

Getting the Power Cell was the easiest, as all the player had to do was defeat some wastrels and get Ralph to vomit motilene back in a cell, return to the bridge and pop it in the control box. Though, the player also needed a Joy or DSM Pill, or else they'd get shocked by the Downer Detector.

Getting the Constable's Keycard was far more difficult, considering that even one bobby could kill the player in about two hits, and there were three of them. The keycard itself was inside of the crate nearby the campfires, closest to the gate blocking off the Apple Tree. The easiest way to get it was to run into the camp and quickly press E twice on the crate to get all contents from within, and then run for dear life away from the bobbies.

An easier strategy of obtaining the Keycard would be to give one (or all) of the bobbies some Alcohol, which would distract them from the player stealing the Keycard.

With the keycard, the player only needed to unlock the door on the bridge and go on to St. George's.

## Changes

Unlike the 21735 version, the Constable's Keycard was now inside of the crate instead of on top of it, making the task of acquiring the card a bit easier, but still about as dangerous.