recursal/Fanatic-Fandom huggingface dataset:
Chest

**Chests** are treasure boxes that are stashed with items throughout Wellington Wells.

## Variants

There are two kinds of chests, one that is rectangular and made out of leather, and one that is wooden and half rounded at the top.

The latter is more rare than the former, but has the same function.

## Locations

Some chests can be found in the open while others are buried, Dig Spot notes show the location of where they are buried, the dig spot won't spawn unless the player has collected a dig spot note. Players can use a shovel to dig them up, some of the chests require a lockpick to open them.

In Survival Mode, all of the chests are open, meaning the player doesn't have to use a lockpick to open them. The player also finds chests by roaming around the Garden District, as Dig Spot notes are not present.

Chests can be found inside of Wastrel's houses, Safe Houses and Cellars. Chests can also be found in special areas throughout the game, albeit well hidden.

## *The Night Watch*

During the Night Watch, there's a couple of Sacrificial Witch Chests in Hamlyn Village for the player to find, all of which require a Witch Key in order to be opened. Once opened, a pink gemstone worth 75£ floats out of the chest before its automatically collected by John Constable.

## Loot

The amount of loot in each chest is randomized every time.

* Banger
* Berserk Bomb
* Bigger Banger
* Blue Molotov
* Bobby Truncheon
* Books
* Brick
* Brolly
* Caltrops
* Canteen
* Charcoal
* Chlorine
* Dart
* Dick the Naughty Duck
* Disposable Safe Cracker
* Electro-Lock Shocker
* Fine Linen
* Hallucinogen
* Inventory Expansion
* Jubilator Activator
* Lightning Rod
* Music Box
* Phlash
* Pipe Wrench
* Pocket Expansion Kit
* Power Cell
* Shortspike
* Spiky Brick
* Torch
* Torch (Empty)
* Tranquilizer Dart
* Used Up Gas Mask
* Vomit Bomb
* The "Winning Argument"
* Workbench Upgrade Kit

## Trivia

* The chest greatly resembles a WWII Military foot locker.

## Gallery

### Models

The chest model by Emmanuel Lauzon.The other chest model by Shawn Wiederhoeft.
### In-Game

A dig spot.A chest inside of the dig spot.A chest hidden away in the root cellar.Three chests hidden away in the General's office.The Night Watch Sacrificial Chest.

## Old Content

**Chests** have been in the game since the Pre-Alpha 11219 build, in which they could be searched through to gather valuable items.

###  Variations

Chests were considerably small, metal containers, aside for one chest located at Cutty and Son, which is golden instead of metallic. They'd only appear in certain Set Pieces.

###  Loot

* Alcohol
* Axe
* Mechanical Parts
* Metal Bits
* Shovel
Cozy Tea Park

**Cozy Tea Park** is a small side park in St. Georges Holm in Wellington Wells.

## Layout

Cozy Tea Park is a park with a large tree in the middle, and surrounding the tree are four corners that each has a white garden table with two chairs nearby. Both the player and NPCs can sit on the chairs.

There are three tall yellow grass patches that the player can hide in if they like.

## Items

* Glass Bottle
* Kettle
* 4x Tea

## Trivia

* The name is a reference to the Tea Cozy, a traditional British teapot cover and warmer, first introduced in 1867.

## Gallery

An early version of the park seen in the 11915 build.
Adams Park

**Adams Park** is a small park found near the edges of Eel Pie Holm.

## Overview

Adams Park is a park surrounded by a circular stone wall, with three stone archways.

Inside is a large tree, a chest with a radio next to it, a bathtub with water, pink flowers, and metal cans.

There's also a dead man next to the tree, named George Villiers. Next to his corpse is a Slightly Bloodstained Note.

## History

### Alpha

The park used to be part of the now removed quest, First Marriage, which had the player aid George Villiers from dying, as he had been stabbed by his wife some time before the player arrived.

After helping George, he'd tell the player which one of the many chests inside the circle were not trapped, before running off.

### Final Game

The park is now more of a reference of what it used to be part of.

## Survival Mode

Adams Park is a special location in Survival Mode, in which the player has to search the area for a Boat Capacitor.

George Villiers is not in the park, as the area is instead guarded by four Headboys.

###  Loot

* 2x Chest
* 2x Crate
* Rubber Duck
Bad batches of Joy

To: Dr. Anton Verloc, Haworth Labs

From: Tommy Flanders, Supervisor Unit 9

September 29, 1964

Thank you for your response to my letter about bad batches of Joy. While I apprechiate your offer, if I send "any employee who has a problem with the recent bath of Joy" to Haworth for your experimental treatment, you'll have my entire bloody staff knocking on your gate.

I hope you've got a plan B.

Regards
Tommy Flanders
Gates (Note)

This is a note from the Survival Mode of *We Happy Few*.

## Transcript

Blast it, somebody left the gates between the islands locked. Probably to keep us from tearing each other apart... but it's still an impediment. They must have hidden away keycards somewhere on the island -- probably kept them tightly guarded, too. If I can find them, I can make it through the gates.

## Location

Automatically added to the player's inventory when beginning a new game of Survival Mode.
Curious Device

The **Curious Device** is a device that the player comes across during Act l of *We Happy Few*, though the only time they'll get to use it is during the *They Came From Below* DLC.

## Events of *We Happy Few*

### Act l

Ollie hands Arthur the curious device inside of the old Train Station in Eel Pie Holm so that he can cross Salamanca bridge and move on to Hamlyn Village. The device is meant to make it seem as if he's an undercover bridge inspector, which Constable Wright believes.

### *They Came From Below* DLC

During the second part of the DLC, Roger comes across the Activator Test Chamber, in which the Curious Device is used to destroy the robots placed inside of four rooms.

From there, the player will be given obstacles they'll have to get past to advance in the DLC.

## Function

In the DLC, the device uses telekinetic electronic waves to move structures around, it needs to be held in close proximity to the **Curious Panels** in order to be activated, though when the electronic waves are in use, the player can move as far away from the Panel as they like.

## Trivia

* Arthur claims that it detects "structural irregularities" using shortwave radar, though he's more than likely making it up.

## Gallery

Item seen in gameThe Curious PanelThe device being used in the DLC
Ambigously Written Letter

Just a thought: the witches (yes, yes, roll your eyes, but do hear me out) know a good deal about medicinal plants.

What if we tested some of their potions to see if they truly do have medicinal properties?

I know you don't believe genuine MAGIC is involved for their potions to work, but that just means their potions work through CHEMISTRY. What have we got to lose?

We could do this as a sideline. It wouldn't have to compete with Joy per se -- it could just be another option.

Love,
Sally
Branch

The **Branch** is a light weapon in *We Happy Few*.

## Overview

The Branch is a fairly good early game weapon. It has long range, swings fast, and it can hit multiple targets at a time with the Chain Sweep skill, though it is not very durable and breaks quite quickly.

The playable character will hold the Branch with their right hand, and swing it broadly to hit their target. Attacks with the weapon can be charged in exchange for some of the player's stamina to deal a lot of damage.

The Branch is mainly wielded by Wastrels.

## Appearance

It's a somewhat short but thick tree branch, resembling a club.

## Locations

* Campfire
* Fireplace
* Garden District (groups of 1-3)
* Wardrobe
* Wastrel Corpses

## Crafting

The Branch is used to craft the following:

* Double Knocker
* Head Knocker
* Pointy Stick
* "The Help"

## Gallery

A dropped BranchWielding the BranchBlocking with the Branch
## Old Content

* 11219
* 17956
* 21735

## Information

### Console Command

Branch

**Branches** have been in the game since the Pre-Alpha 11219 build.

###  Overview

The Branch was a very weak weapon that worked decently enough in the early game.

Wastrels were more likely to wield the weapon.

It took up 2 slots in the player's inventory and could only be placed upright. Weapons could not be placed in the player's quickslot.

###  Crafting

Since the 17956 build, branches were used to craft the following:

* Double Scourge
* Pointy Stick
* Scourge

###  Trivia

* Interestingly, the item icon for the Branch is a very old version for the Bobby Truncheon, called NightStick in the files.
	+ The icon was changed to the current one in the 17956 pre-alpha build.
Bleach

**Bleach** is a crafting component in *We Happy Few*.

## Overview

Bleach is used to craft a variety of drugs, most of which can only be crafted by Sally.

## Appearance

It's a red container with a light blue cork and label, the label says Lime's Best.

## Locations

* Cupboard
* Toilet

## Crafting

Bleach is used to craft the following:

* Chlorine
* Digitalax
* Hallucinex
* Mercury Amalgam
* Sunshine

## Trivia

* The label of the bottle states "*Keep your life clean and bright with Lime's! Danger: Do Not Consume, Antiseptic.*" and "*We hope you enjoy our new stain fighting bleach formula, proven to create ever lasting refreshness. Only from Lincoln Cleaners!*"

## Information

### Console Command

Bleach

**Bleach** has been in the game since the Pre-Alpha 17956 build.

###  Overview

Bleach is a crafting component that is used to craft one item, Chlorine.

It took up 4 slot in the player's inventory, and it could not be placed in the player's quickslot.
Cyril McCutcheon

**This page is a candidate for deletion.**

*Remember to check what links here and the page history before deletion.*
(page was identical to Cryil's and is now redundant)

**Cyril McCutcheon** is an unseen Wellie in *We Happy Few*, only mentioned in a newspaper clipping found during the prologue, inside Prudence's office.

## The 'Breeder' Riot

The newspaper in question details how Cyril and his pregnant wife, Anne McCutcheon, were attacked by Ranulph Alderly and three unnamed women on the 6th of November, 1951. Although he and his wife ended up okay, the baby's condition is unknown.

The police who arrested the assaulters commented that "It is dangerous for women who are in a family way to strut their condition about. Frankly, it sets people off, when decent folk are doing their level best to forget."

## Trivia

* Reports of similar 'Breeder' riots have happened in 1950.
Advanced Machine Bits

## Information

### Console Command

MechanicalPartsAdvanced

**Advanced Machine Bits** are crafting components in *We Happy Few*.

## Overview

Advanced Machine Bits are used to craft a variety of gadgets and weapons.

## Locations

* Bookcase
* Cars (requires The Extractor)
* Dud German Bomb (requires The Extractor)
* Odds & Ends Shop
* Toolbox

## Crafting

Advanced Machine Bits are used to craft the following:

### Gadgets

* Dick the Naughty Duck
* Fridge Repair Kit & Spawner Repair Kit (Act III)
* Music Box
* Rick the Stunt Duck

### Weapons

* Electric Truncheon
* Least Jolly Brolly
Baby Feeder (Item)

## Baby Feeder

**Baby Feeder** is a Quest Item in *We Happy Few*, only obtainable in Act II.

## Overview

Sally requests the 'Bird Feeder' from Lionel Castershire so that Gwen is able to be fed automatically while she is off elsewhere.

At first, the item costs 400£, but this can be lowered to 200£ with the *Haggler* and *Hustler* skills.

To get sovereigns, the player can search Coin Boxes and Tills, or they can sell heavy weapons with high durability.

## Trivia

* Despite it not being requested, the baby feeder also appears on the Carrycot.
Cars

**Cars** are unusable vehicles and hiding spots, first implemented in the Pre-Alpha 14473 Build of *We Happy Few*.

## Appearance

Cars can be found in various different colours and patterns depending on the District the player is in.

In the Garden District, all of the cars are black and severely damaged, with greenery growing all over them. In Hamlyn Village, the cars will be a lot more colourful and in seemingly perfect condition. In the Parade District, the cars will mostly be coloured black, although there are a few colourful cars.

None of the cars have wheels, as they've been replaced with squares of some unknown material with the Executive Committee logo on the sides.

## Overview

Cars can be used in two different ways. The player can either hide in the boot of the car to escape a hostile mob, or they can hide the bodies of various NPCs in the boots. In order to do this, the player has to throw a body into an opened boot.

Wellies, Bobbies and Criers are the only NPCs that have special poses when they're in the boot, as Wastrels and Joy Doctors simply A-pose or clip into the ground when they're in the boot.

So long as the boot is closed, other NPCs will not notice the hidden body.

If the player has the Extractor on hand, they can use it on Cars to get Mechanical Bits.

## History

Cars used to be at least somewhat functional during the German occupation of Britain, between 1943 to 1947. It's implied that the cars were either pulled apart so that the metal scraps could be melted down and used for the war efforts against the Soviet Union, or simply stopped being usable ever since Wellington Wells stopped getting petrol from across the bridge.

## Trivia

* The cars seem to be based on the British car Morris Minor.
* The player can find blood and deceased wellies or mannequins inside of some cars.
	+ Considering that cars are unusable, these scenes are most likely staged.
* Miniature car decorations can be found in some areas of the game, in which they are scaled down versions of the regular models.
* When cars were first introduced, the player used to be able to hide in the front seat of the car, as the boot wasn't made to be interactible yet.

## Gallery

A spotted red carA stripey pink carA stripey brown carA black carA flowery green carA black car that's completely ruinedA wellette stuffed in the boot of a carA wellie stuffed in the boot of a carA bobby stuffed in the boot of a carA crier stuffed in the boot of a carThe player hiding in of the boot of a carA deceased wellie inside of a carA miniature car found at the Reform Club
Fanny Cradock

**Fanny Cradock** is a wellie living in St. George's Holm during Act I of *We Happy Few*.

She can be found waiting impatiently outside her house for the butcher's boy, Edmund MacMillan. Fanny is the third and last impatient person of the side quest, Superb Meat Boy.

## Appearance

The three impatient women have different appearances that stay the same every playthrough, though their names gets assigned to whichever person the player talks to first, with Fanny being the last one.

In this case, Fanny is a blonde and brown eyed wellette wearing a grey dress with white outlines, she also wears white knee high stockings and black Mary Janes.

## Events of *We Happy Few*

Arthur Hastings asks if the person waiting outside her door is waiting for Edmund, to which she responds by saying someone saw him going into the alley that smells like cheese, but refused to go look for him herself as that's where the Plough Boys convene. Much to Arthur's worry.

After delivering her package, Fanny gives him very special meat for him to deliver to the Butcher, stating that he's open for "New Sources."

## Trivia

* Fanny's name may be a reference to *Phyllis Nan Sortain "Primrose" Pechey*, better known as *Fanny Cradock*, who was a British restaurant critic, television chef, and writer.
Cough Medicine

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

## Information

### Console Command

CoughMedicine

**Cough Medicine** is a removed item, only available between the Pre-Alpha 11219 - XXXXX builds of *We Happy Few*.

## Overview

Cough Medicine was a health item that the player could use to regain their health, however, Joy would also enter their system.

It took up 1 slot in the player's inventory, and it could be placed in the player's quickslot.

## Trivia

* The icon for cough medicine would later be used for Ollie's Grog.
* The label reads, "*Brewster's Extra Strength Cough Medicine. Helps you sleep so you can start your day fresh and ready! Cherry flavored with Natural Ingredients. Contains no narcotics! 3 fl. oz.*"
Advice on curing the plague

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

To Our Prudent Friend:

I hope this note finds you well. If not, I've stashed the necessaries to cure plague in a rubbish bin:

1 empty syringe
1 rotten potato
5 rowan berries

The wastrels will eat the potatoes and berries if they find them, so you may have to find more of those on your own. Good luck!

Mr. Kite
Eric Blair Park

**Eric Blair Park** is a park located in Maidenholm, the park has a statue in memorial of the soldiers who fought during the German invasions.

## Layout

Eric Blair Park is a very small park that is used for public speeches.

## Quests

During the quest, Speaker's Corner, the revolutionary socialist William Godwin will hold a speech in the park, telling people that the rich Wellies from the Parade District are hoarding all the food for themselves and is the cause of it running out.

## Trivia

* Eric Blair is the name of real life British author, better known under his pen name George Orwell. Author of 1984 and Animal Farm.
Blood Toxin

**Blood Toxin** is a crafting component in *We Happy Few*.

## Overview

Blood Toxin is a Sally exclusive item that cannot be found anywhere in Wellington Wells, it has to be crafted.

## Appearance

Blood Toxin is a large glass jar containing dark red liquid.

The label uses the same icon for Night Blooming Nonsuches, albeit red.

## Crafting

Blood Toxin is used to craft the following:

* Antichoke
* Sleeptite

## Trivia

* Lilies, the flower that Night Blooming Nonsuches resemble the most, are moderately toxic for both humans and pets.
David Livingstone

**David Livingstone VC DSO (Victoria Cross Distinguished Service Order)** is a war veteran and border guard only met in Act I in *We Happy Few*.

## Appearance

David, unlike the soldiers, doesn't bear the same appearance as them, wearing a green torn suit and no happy face mask. He also wears glasses.

## History

David was a soldier who served at the battle of Dunkirk and at the battle of Ramsgate alongside Ollie Starkey and James Maxwell. According to his dialogue, he used to live in the Parade District until he was kicked out, presumably for not taking his Joy. Some time before Arthur meets David, his war medals were stolen by the Headboys.

## Events of *We Happy Few*

David will let Arthur have his keycard to pass through the Downer Revolver after he gets his war medals back. He can be found inside of the Church with Beryl Markham.

## Trivia

* David has a thick Yorkshire accent.
* David shares the same name as real life *David Livingstone*, a protestant missionary martyr, anti-slavery crusader, scientific investigator, and explorer.
* Along with Beryl Markham he is the only Wastrel that tolerates Wellies.
Crate

**Crates** are red wooden containers scattered throughout Wellington Wells. They are commonly found in the Garden District, though sometimes they also appear in Hamlyn Village and inside of Safe Houses.

Much like chests, crates contain valueables. Though unlike chests, crates are never dug up from the ground and doesn't require a lockpick to be opened, however they do need a jimmy bar to be opened.

## Locations

At the very beginning of Act I, a crate can be found inside of the abandoned house closest to the Garden District Rules sign.

In Mrs. Chaney's House as well as Sally's old home, there are three crates in the boiler room.

There's at least one crate in every Safe House and Wastrel's House.

There is at least one crate inside of the Cellars, with the exception of Root Cellars.

## Loot

* Black Powder
* Books
* Canteen
* "Coffee" Beans
* Dig Spot Location
* Feather
* Fine Linen
* Power Cell
* Torch (Empty)

## Trivia

* There are some crates that will look as if they're interactable, but aren't.
* Brown crates are not interactible.
* Crates used to be yellow.

## Old Content

**Small Crates** (now called Crates) have been in the game since the Pre-Alpha 11219 build, in which they could be searched through to gather items and other components.

###  Loot

* Adhesive
* Charcoal
* Joy Pill
* Mechanical Parts
* Rotten Apple
* Sewing Kit

## Trivia

* Despite being no longer interactable, yellow crates can still be found in the final game as background decoration.
Happy New Years

This a note from Act III of *We Happy Few*.

## Transcript

January 1, 1962

Happy New Year, my dear. Congratulations on your promotion to Executive Counsel to the Executive Committee. I feel certain that this will be one of Wellington Wells happiest years, thanks to all your hard work.
Your Happy Face campaign is a rousing success. I well remember when you suggested putting Joy in the water; you were right after all.

I am proud to call you my daughter. Keep up the good work!

Your Father,
General Byng

Dictated not read

## Location

Waterloo House, on the desk in Victoria's office.
Bread

**Bread** is a food item in *We Happy Few*.

## Overview

Bread will increase the player's hunger by 11'30'' in Story Mode.

NOTE: The hunger cannot be stacked in Story Mode, it's best to eat one foodstuff.

## Locations

* Crier Corpses
* Cupboards
* Cutty's Shop
* The Pub
* Rubbish Bin
* Shops
* Waste Bin
* Wastrel Corpses
* Wellie Corpses

## Crafting

Bread is used to craft the following:

* Sandwich

## Old Content

* Bread

* 11219
* 17956

## Information

### Console Command

N/A

The earliest version of **Bread**, it's been available since the Pre-Alpha 11219 build of *We Happy Few*.

###  Overview

Bread is a food item that the player could eat. Eating it would've increased both their hunger and heatlh.

It took up 2 slot in the player's inventory, and it could only be placed upwards. Alternatively, it could be placed in the player's quickslot.

###  Trivia

* Despite the description, it could not be crafted into a sandwich just yet.
* The icon depicts an elongated loaf, while the in-game model was a round loaf.
	+ Over the years, the icon would be updated to match the in-game model.
Different

**Different** is the name of a Memory in Act Il of *We Happy Few*.

## Location

In the main hatch on St. George's Holm, in the corner next to the chemistry set.

## Overview

Sally visits the Weird Sisters and begs them to make her more like other girls, but they refuse and instead tell her to keep studying chemistry.

## Transcript

Morgause: "Sally Boyle. What a lovely bunch of nonsuches. From your mum's garden?"

Vivienne: "But she's crying!"

Sally: "Can you make me different? I want to be different."

Nimue: "But you are different."

Vivienne: "She means like everyone else."

Sally: "I'm supposed to care about dresses and dances and all I can think about are rockets and chemicals. Can you give me something to make me silly?"

Morgause: "You don't have to care about dresses and dances. You just have to pretend to."

Vivienne: "Your mother told you to always tell the truth, didn't she?"

Nimue: "The lies they tell children."

Sally: "But you ladies don't care about dresses, do you?"

Vivienne: "But I love dresses!"

Nimue: "Keep to your chemicals. For later."

Sally: "Later? Later when?"

Vivienne: "Thing..."

Morgause: "...change."

Sally: "What do you mean? Do you know something? ... Where did you all go?"
Dear Father McCartney

Father James McCartney
St. John the Evangelist Church
South Parade
Wellington Wells

Dear Father McCartney:

It was so lovely to bump into you by the fountain the other day. I hope I didn't seem to distracted. I might have had a bit too much Joy that morning! You know how it is these days.

Has it really been so long since I was an altar boy in your choir? It feels like yesterday.

I have a favour to ask of you. It has been a few years now, if I remember right (which who knows anymore?), that I've felt out of step with the rest of the congregation at St. Michael's. More and more they argue about what Christ's forgiveness means if nobody can remember what they're asking forgiveness for. To tell the truth, I long for the old certainties I had as a boy. I miss absolution; I miss the body and blood. I miss going forth to sin no more. I want to return to the Church.

But I doubt Gillian would take kindly to my returning for the fold. Her knitting club is all St. Michael's. Her flower arrangement friends are St. Michael's. Our neighbors are all St. Michaels.

Is it wrong to want to convert in secret? And to take mass in secret? I suppose we did in the earliest days of the Church, didn't we?

I cannot remember the things I have done. But confession and mass wash all sin clean, do they not?

Would you have me back?

Yours most devotedly

Robin Willoughby
Forms...

September 10, 1964

TO: Alfred Southwick, Surpervisor, St Elmo Electrical Unit, Motilene Control HQ
FROM: Tricia Reeve, Department of Archives, Printing and Recycling. City Hall, Apple Holm.

We are all dismayed to learn of your Glee Club's misfortune. I am enclosing two copies of form A-221, Unexpected Staff Holiday, which must be completed in triplicate, as well as one copy of form FIN-753, Department Budget Adjustment Report. These should be filled in and returned within 3 days.

Cheers, Tricia Reeve
George

This is a note from *We All Fall Down*.

## Transcript

Susan —

I'm just a wee bit concerned about George. Ever since the little oopsie at the bridge site, he just hasn't been himself. I told him not to fuss - I'm sure there's plenty of ways he can be useful still! — but he just keeps carrying on like a real Downer.

I'll try and check in on him next week, but until then, if you wouldn't mind popping in every day or so, that would just be lovely. Do make sure he’s taking his pills, would you?

Harriet
Curious

This is a note from *They Came From Below*.

## Transcript

February 2, 1962

Some of the rooms have got so noisy with all the construction. Especially the spare parts room. I wonder how the robots can communicate with each other over all that racket!

March 21, 1962

When the environment is too loud, it seems my robots use ionization waves to communicate! Brilliant!

I'm going to make a device that throws ionization waves directionally. Then I can tell the robots where I want things put.

April 20, 1962

Too much fuss to translate English into ionization waves. But I have made a simple device hat throws directional ionization waves. It's basically a robot voice box I cannibalized with an enclosed parabolic disk. Now I'm just putting switches on everything I want to move around! Well, not everything -- each switch means I need to pop the ionization sensor out of a robots head, and I don't have an unlimited supply! Yet.

## Location

The note is on the same table as the Curious Device.
Bucket

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

* Empty
* Full

## Information

### Console Command

BucketFilled\_Motilene

The **Bucket** is a removed Quest Item, introduced in the Early Access 27755 build of *We Happy Few*.

It was used to retrieve Motilene for Helen Faraday during the quest, Faraday's Houseboys.

## Overview

To get Motilene, the player had to find a Motilene pipe that they could interact with to fill the bucket up with Motilene. The side quest, Downer Investigation, was the ideal place to retrieve Motilene.

Once full, the player can take the Motilene Bucket back to Helen Faraday.

## Removal

The Motilene Bucket was replaced with Faraday's Bucket, although not entirely, as the item does exist on its own and can be spawned into the inventory through Console Commands.

## Gallery

Item seen in the Early Access 27755 buildItem description
Garden District Kit

The **Garden District Kit** is an optional objective in the quest, Don't Cry Over Tinned Milk.

It contains a Torn Suit for Sally to wear, and a Cricket Bat.

The kit can be found in Sally's House, inside the middle cupboard next to the door leading to the back alley.

## Trivia

* The kit takes the same appearance as the Suitcase.
Health Pamphlet

This is a note from *We All Fall Down*.

## Transcript

HELPFUL HINTS FOR HEALTHFUL HYGIENE
A Publication of the Wellington Wells Department of Health

Perhaps you've heard rumours at the market, or received a tip from a neighbour: there's a case of the sniffles going around in Wellington Wells! Here are some cheap and cheerful tips for keeping your home germ-free!

1. Never venture into any of the districts currently being beautified -- all that plaster dust can really kick up the germs! Don't worry, your friends in those districts will wait for you!
2. Don't neglect, inject! Phenocycline needles are indeed sizeable, but don’t let that put you off! That small ouchie is a small price to pay for robust health!
3. A Doctor a day keeps the ickies away! If you or any members of your household are feeling logey, do contact the nearest Doctor! In extra-icky cases, he may ask you or your loved one to undergo advanced treatment at a local clinic. This may take a matter of days or even weeks, but keen health will be worth the wait!

WWDoH

## Location

The note is on the shanty wall next to the plague wastrel guarding a contraption.
Donald Johnston

**Donald Johnston** is the chef at the Victory Memorial Camp, he's one of the few friends of Ollie Starkey.

## Events of *We Happy Few*

Ollie Starkey comes across him outside the Canteen, surprised, Donald suggests he sneaks Ollie out with his cart. Ollie declines, but says he may need the help once he's done talking to the General.

After breaking into the General's office, Ollie hides in the back cart while Donald carries him out to the bridge boys. Outside the wagon loses a wheel.

Donald warns him not steal any of the food before running off to get the wheel fixed.

## Trivia

* He is the second Scotsman encountered in the whole game, the first is Ollie Starkey.
* Donald is the only solider not to pose Ollie as a threat.
* Ollie owes him Whisky, though he never actually pays this dept.
Epilogue

**"Strictly Enforced!"**
This article contains spoilers!
If you haven't finished the game, please proceed with caution.

The **Epilogue** is the very end of the main story for *We Happy Few*.

## Background

The Epilogue begins after the player finishes Act III, after Ollie broadcasted Uncle Jack's final tape and flew away with the Parade Balloon.

The player gets to see Arthur Hastings, Sally Boyle, Ollie Starkey and a few Wellies in a cutscene. Arthur will then get the option to either take Oblivion, a complete memory erasing drug, or to remember his past and move on, the choice is left for the player.

## Objectives

* Remember
* Forget

### **Forget**

Choosing to forget makes Arthur take the Oblivion pill, going back to his old life as a Wellie in Wellington Wells.

After the credits, the player gets to see a scene of Arthur riding a pink vespa in Mrs. Chippy Park, blissfully unaware of his awful past.

### **Remember**

Choosing to remember makes Arthur shrug off Inspector Peters' offer, who let's him continue to move on to the mainland.

After the credits, the player gets to see a scene of Arthur walking through a dense forest, continuously saying 'Lovely day for it!' to the greenery until he hears a bouncing ball and a person running after it.

Arthur is then face to face with a young boy for the first time in 15 years. Arthur tries to say 'Lovely day for it' to the kid, but the kid shuts his greeting down, saying it's actually been a shitty day considering that it's raining, which Arthur agrees with.

## Transcript

### **Epilogue**

Open/Close

Peters: Are you all right sir?

Arthur: I'd forgotten just how heinous a person I am.

Peters: The truth is not for everyone, sir.

Peters: Y'see, some people find they are stronger than they ever supposed.

Peters: Some people can let go of the confabulations that have comforted them.

Peters: Some make choices that surprise even themselves.

Peters: But perhaps these people are not you. Are you sure you don't wish to forget, and go back?

Arthur: I was happy before. Wasn't I?

### **Remember**

Open/Close

Arthur: Are you really a constable?

Peters: I patrol the boundaries. --Come on, sir. Once you're out there, you'll know what to do.

Arthur: Lovely day for it!

Arthur: I don't even know how to tell the truth any more...

Arthur: Lovely ... day for it?

Boy: Are you joking? It's been shitty all day! Did you not notice the drops of water falling out of the sky?

Boy: Gonna be shitty tonight, too.

Arthur: You're right. It has been rather a shit day.
Flour Bag

**Flour Bags** are crafting components in *We Happy Few*.

## Overview

Flour Bags are used to craft several drugs.

## Appearance

Flour Bags are medium sized paper bags that are coloured dark blue and light yellow. The bag says that the flour is all-purpose.

## Locations

* Counter
* Cupboard
* Flower pots

## Crafting

Flour Bags are used to craft the following:

* Neximide Pill
* Phlash
* Sunshine

## Trivia

* Flour being found in flower pots is a joke based on 'flour' and 'flower' being homonyms.

## Information

### Craftable

No

**Flour Bags** have been available since the Pre-Alpha build 17956 of *We Happy Few*.

###  Overview

Flour Bags were Crafting Components that did not have a purpose at the time that they were introduced.

A Flour Bag took up 1 slot in the player's inventory, and it could not be placed in the player's quickslot.
Dogberry Park

**Dogberry Park** is a "lovers park" for couples in St. George's Holm and Maidenholm.

## Layout

Dogberry Park is a large park with a big fountain in the corner depicting a man and a woman resting by a heart. To the left of the fountain is a pond.

Surrounding the fountain are three benches and tall patches of yellow grass for the player to hide in.

Benedick Keyes and Beatrice Gates are the only people found in the park, as no other NPC will enter it unless provoked by the player.

## Quests

* Love Birds - Act l
* Goodbye To All That - Act ll

## Collectibles

The memory, Rain can be found in the middle of the lake during Act I, and Beastly can be found in front of the statue during Act II.

A Dig Spot Location can be gathered on the fountain, the loose dirt will spawn in the other corner of the park once its been gathered.

## Trivia

* Dogberry is the name of a "self-satisfied night constable" character from Shakespeare's play Much Ado About Nothing written between 1598 and 1599.
	+ Dogberry is also the name of a real-life fruit that grows on Dogberry trees. Otherwise known as the Cornelian Cherry.
* The female statue has a hairstyle that is not commonly found on regular Wellettes, it only appears on the The Jacobean Society women, Mrs. Boyle and Maharajkumari Indira Devi.

## Gallery

The hairstyle.What the hair looks like underneath.
Executive Committee (Note)

This is a note from *They Came From Below*.

## Transcript

March 2, 1962

I visited the Executive Committee today. What a bunch of numpties. I offered them mechanization -- there hasn't been a car in Wellington Wells since the Germans rolled out! All they could think of was some sort of vehicle to run around scooping dead bodies off the street. Apperantly Doctors don't want the job anymore.

I'll have my robots build it, but I'm bloody well going to make it look ridiculous. Like a teapot! Serve them right.

July 31, 1962

I wonder if I could use the central processing unit of one of the larger robots to build a more effective Joy detector!

Actually it would probably be too complicated to program a single Robot Processing Unit to detect the various signs of Joy noncomliance -- the infrared, the spectogram, etc. But I could use one RPU for each, and then a RPU to synthezise all the data. Certainly simpler than what I had to do to design the Revolvers, with no help at all!

I'm really going to have to find some way to use these robot legs I'm accumulating. The RPUs, eyes and torsos are much more useful. Waste not, want not.

October 23, 1962

I know what could be useful! Agricultural robots! We need food, and people don't seem to garden like they used to! And plowing, tilling, and so forth ought to be easy enough to program, especially if you use more than one RPU.

Weeding would be really useful. No one likes to do that. Imagine a big sort of spider where each leg is a weed digger/cutter? Or several spiders working alongside each other? (If two heads are better than one, how about four heads?)

## Location

The note is on top of a blue canister, next to a vent grate.
Convention Rules

This is a note from *Lightbearer*.

## Transcript

NOTICE TO NICK FANS:

It is strictly forbidden to sneak into Nick's room in a laundry cart. In happier news, Miss Tabitha Sweet is recovering nicely from the bleaching. We all wish her well.

- The Management

## Location

The note is on the table between two lounge chairs, next to the fireplace.
Empathy for the Devil

*"Behold, I have been with you since the Beginning and I am that which is attained at the end of Desire."*
— On one of the gravestones.
**Empathy for the Devil** is a Story Quest in the *Lightbearer* DLC. It begins after Nick wakes up from the elevator fall from the previous quest.

## In-Game Description

I'm in Hell? Oh no no no! I want another chance! There has to be an exit!

## Walkthrough

Head down the hall and exit through the vault door and continue down the stairs.

The screams of men and women can be heard as Nick realizes he's in hell, the player cannot fall in the lava and will have to make his way past the cage to move forward.

After coming up to a church, the doors will explode open. Eventually Nick will be encountered by Foggy Jack, or who Nick presumes to be the Devil. Nick will then fall through the church floor and fall down into the hedge maze outside of the hotel, this ends the quest.

## Transcript

### **Arise and Come Forth Unto Me**

Open/Close

Foggy Jack: Ah. There you are! I've been expecting you for ages.

Nick: Oh FUCK! It's the devil!

Foggy Jack: I've had my eye on you for such a long time.

Nick: Fuck fuck fuck fuuuuuuuuuuuuck!

Nick: Shit! Piss! Bollocks! Bugger!

Foggy Jack: We're going to have such fun together!

## Trivia

* There are giant piles of Nick's special pills by the stairs.
	+ Judging by the appearance, it could be DSM Pills from when *We Happy Few* was in *Alpha*.
* There is a pile of Nick corpses in the cage, they're still breathing.
* On the wall, the word "Poseur" is scribbled on the wall, when translated from French it reads "Phoney".
* The name of the quest could be a reference to the song made by The Rolling Stones, *Sympathy for the Devil*.
	+ Though it could also reference the book *Empathy for the Devil: Finding Ourselves in the Villains of the Bible.*
* Nick Lightbearer's corpse can be found lying in a bathtub in the lava, referencing his death from Act I. Three of Reg Cutty's meat devices can also be seen behind him.
Glucose Syringe

**Glucose Syringes** are a medicine in *We Happy Few,* only usable in Act III. While not technically a drug, they appear in the Drugs section of the inventory.

## Overview

Glucose Syringes raises Ollie's blood sugar by 40% when used, which is always a bit over halfway in the safe zone.

This makes the syringes ideal, considering that foods either don't give enough sugar to last very long, or give way too much and inflict damage on Ollie.

## Location

After the player escapes from the train station, a Glucose Syringe is automatically added to their inventory.

Because Glucose Syringes cannot be found anywhere in the world, the player has to craft them:

* 3x Empty Syringe
* 1x Honey

The player will get three syringes in return.

## Trivia

* The size and shape of the Glucose Syringe is the same as the Empty Syringe.
	+ The liquid in the syringe is purple.
Crafting

Most items that the player picks up in *We Happy Few* can be used to craft something new, and some of the newly crafted items can also be used to craft something new. Some of the craftable items require a Workbench or a Chemistry Set to be crafted.

There are five menus for the player to navigate and craft items from, they include Survival, Outfits, Tools, Weapons and Chemicals. Below is a list that show all craftable items under its respective tab.

All of the items stay in the same tab through the rest of the game, however, some items change whether they require a Workbench/Chemistry Set or not between each Act and gameplay mode.

## List of Craftables

### **Outfits**

Open/Close Table

 Trainers | 2x Shredded Raincoat2x Cloth Scrap1x Sewing Kit5x Leather Scraps | 1x

 Gas Mask | 1x Used Up Gas Mask1x Charcoal1x Fine Linen | 1x

### **Tools**

Open/Close Table

 Torch(Empty)

 Crash Syringe | 1x Empty Syringe1x Rotten Mushroom1x Charcoal1x Lily Bulb | 1x

### **Weapons**

Open/Close Table

 Vomit Bomb | 1x Rotten Apple2x Rotting Meat1x Canteen1x Black Powder | 1x

### **Chemicals**

Open/Close Table

 Digitalax Antidote | 1x Digitalax1x Honey | 1x

 Ollie's Black Powder | 5x Charcoal1x Saltpeter1x Scotch | 3x

## Gameplay

During story mode, it doesn't matter whether the player has their items in their inventory or in their pneumatic stash, they will still be able to craft new things. This does not apply for Survival/Sandbox Mode however, as the player will be required to have the items in their inventory in order to craft anything.

Arthur seems to get a randomized crafting recipe every time he completes a quest or sidequest.

Sally and Ollie are unable to craft certain items from their crafting menu, this is because of their character perks. Sally cannot craft anything from the outfits tab, nor anything from the workbench. Meanwhile Ollie cannot craft anything using the chemistry set.

## Trivia

* In old builds of *We Happy Few*, the Crafting menu only had three categories; **Basic**, **Mechanical**, and **Chemical**.
	+ 'Basic' listed commonly used items such as disposable lockpicks, jimmy bars, pure water, and outfits.
	+ 'Mechanical' listed advanced gadgets and weapons such as bangers, anti-future devices, electro-lock shockers, hammer pipes, and the multi-tool.
	+ 'Chemical' listed drugs and health items such as the psychotropic syringe and first aid kit.
* The books 'Engineer' and 'Chemist' allow the player to craft items without requiring a Workbench or Chemistry Set. It should be noted that these books only appear for Arthur and not for Sally or Ollie.

## Gallery

### Final Game

The crafting menu seen in the final game, unable to craft something.The crafting menu seen in the final game, able to craft something.
### Old Versions

Pre-Alpha build 10447
(Screenshot taken from this video)Pre-Alpha build 21735
### Concept

Crafting menu, early design by Sarah Hamilton.Crafting menu, the final design.
Delicate Flowers

**Delicate Flowers** is the name of a Memory in Act Il of *We Happy Few*.

## Overview

Sally attempts to console her mother about giving up Elizabeth and Anne to Germany, only to end up being told she will never become a mother and truly understand what it's like to lose a child.

## Transcript

Mrs. Boyle: "I can't let them go off on their own."

Sally: "I'd go in their place if I could."

Mrs. Boyle: "They're not hard like you. They're delicate. They're flowers. They still climb into bed with me when they have nightmares."

Sally: "They'll be fine. They'll adapt. Kids adapt."

Mrs. Boyle: "You can't understand what it's like, can you? For someone to take your children away, to send them where you can't protect them, where you can't even hold them when they cry, when they're scared. You're not a mother. And you probably never will be, will you?"
Golden Knocker

The **Golden Knocker** is a heavy melee weapon in *We Happy Few*.

## Overview

The Golden Knocker is exclusive to Act I, where it can be found locked behind a case at the Reform Club.

The weapon is indestructible, but only in Story Mode.

## Appearance

The Golden Knocker is a makeshift club made entirely out of gold, consisting of a branch and a rock taped to the end.

## Locations

### Story

To get the Golden Knocker, the player has to find Madame Wanda's key, the key is located in the couch in the rumpus room. Because the fetishists will react if the player steals anything in the building, it's best to zap them all first with The "Tickler".

After getting the key, the player can return it to Wanda to complete the quest, the player can take her out afterwards to get the key back.

The display is alarmed, so the player has to press the button on the side of the desk to move a bookcase, revealing a control box. Use a shortspike on the control box to disable the alarm. Now the player can unlock the case and get the knocker.

### Survival

To get the Golden Knocker, the player must climb up to the very top of The Watchtower where it lies on the platform right next to the flag. There's also other goodies for the player to collect, such as Bigger Bangers, Blue Molotovs, and Medicated Balms.

Be aware that there is one headboy guarding all of these items, though he can easily be pushed off the tower to his death.

## Gallery

Wielding the Golden KnockerBlocking with the Golden Knocker
Glass Bottle

The **Glass Bottle** is a ranged weapon and gadget in *We Happy Few*.

## Appearance

Glass Bottles are simple, transparent glass bottles with a blank, grayish-yellow label on one side.

It also has a gilded bottle cap when wielded by the player, which immediately disappears when thrown.

## Overview

Glass Bottles are mainly used as distraction items, though they may also be used for other purposes. The bottles are single-use items and will break upon impact.

When thrown at an NPC, it has a very small chance of causing them to bleed.

During Act I, the player is able to obtain Strange Alcohol. They'll need glass bottles in their inventory in order to get said alcohol.

When the player drinks Scotch, they'll get a glass bottle in return.

## Locations

* Chest
* Crate
* Locker
* Rubbish Bin
* Rubbish Pile

## Trivia

* During *Alpha*, there were two versions of the glass bottle; the transparent one that is still used today, and an old green bottle with a dirty white label. These were two separate bottles and would not stack up in the player's inventory, though they used the same inventory icon. It was therefore likely removed because it caused too much confusion for players who attempted to stack the two, to no avail.
	+ It can still be found as part of decoration throughout the final game.

## Gallery

Item seen in game.Bottle in hand.Old version of the glass bottle.
## Old Content

* 11219
* 21735

* Glass Bottle
* Large Glass Bottle

## Information

### Craftable

No

The earliest version of the **Glass Bottle**, available since the Pre-Alpha 11219 build of We Happy Few.

In this build, there were two glass bottles. One was medium sized, while the other one was large.

## Overview

The Glass Bottle was an item that could store various fluids, specifically water. The bigger the bottle, the more water (and Joy) could be stored.

The player can obtain clean, pure water in the Garden District, and Joy contaminated water in Hamlyn Village.

Both the medium sized glass bottle and large bottle took up 2 slots in the player's inventory, and could only be placed upwards. Neither of the bottles could be stored in the quickslot, unless they were filled with water.

As of the 11915 build, empty bottles can be stored in the quickslot and be used as a distraction item.

## Trivia

* The icon for the Large Glass Bottle is the same as the icon used for Scotch.
	+ The icon for Alcohol, which was the earliest version of Scotch at the time, used a red tinted version of the icon.
* Despite canteens also existing in the same build, they were not used to store water like they do today, and were instead exclusively used to craft bangers.

## Gallery

The Glass Bottle seen in the 11219 build.The Large Glass Bottle seen in the 11219 build.

* Glass Bottle

## Information

### Craftable

No

In the PAX East 21735 build, **Glass Bottles** were changed slightly.

## Overview

The in-game model was changed into the one that is used today, and they were made to be throwable.

Glass Bottles placed in the quickslot can be used as distraction items. They are single-use and will break upon impact.