recursal/Fanatic-Fandom huggingface dataset:
Franklin's Pawn Broker

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

**Franklin's Pawn Broker** was the old name for the Odds & Ends shop, and had a very different purpose compared to the final release of *We Happy Few*.

## Overview

Instead of being a shop where the player could buy and sell items, Franklin's Pawn Broker was more of a set piece the player could explore. The front door of the shop was guarded by a Bobby, who'd constantly knock on the door. The only way inside was through an alley on the left that'd let the player sneak into the building by climbing on various objects and through an open window.

The inside of the house had its furniture knocked over, blocking off certain rooms. The player had to collect 2 fuses that had a random spawn location upon every new game, although they could also get a third one if they activated an event. The event in question involved a Wellie sitting by a television with no signal, upon approaching the Wellie he falls over and 'lets go' of the third fuse. Aside from the Wellie by the TV, 5 other corpses can be found throughout the house, some of which have quite brutal executions.

Once the two fuses have been found, the player could go downstairs to the main floor where they had to activate a console using the two fuses they found to unlock the nearby door. The door would lead to the main shop area which, much like the rest of the house, has all of its objects and furniture turned upside down. By the door was a mechanical station with a Broken Multi-Tool on top, which the player can take and craft into a fully functional Multi-Tool.

## Trivia

* The shop is now known as the Odds & Ends shop, run by Lionel Castershire.
* The blueprints for the Torch and Empty Torch could be found in this location during the 17956 Pre-Alpha build.
* On the top floor is a fridge that blocks off access to one of the rooms, the room is actually an empty walk-in freezer.
	+ Cutty and Son and Franklin's Pawn Broker used the exact same house layout. So while the walk-in freezer cannot be accessed at Franklin's Pawn Broker, it could be accessed at Cutty and Son.
* This special location was probably modified into the current side quest, You Can't Beat the Odds, in which the reward for a functional Multi-Tool remains the same.
* Since none of the NPCs had names at this point in time, it's unclear if one of the Wellies were supposed to be Franklin, or if he'd gone on holiday some time before the player got there.
Harold Stulter

**Harold Stulter** is a secretary at Haworth Labs and is responsible for starting the worker's riot seen in the *We All Fall Down* DLC.

On October 23rd, 1964, Harold and the other workers started a mutiny against Dr. Verloc for the recent bad batches of Joy, demanding that Verloc be removed as administrator of Haworth Labs, and bring Sally Boyle back to take over as the leading position.

In the list of demands he wrote that they wanted to complete the Coconut Joy formula soon, stop creating and testing what happens when they take bad batches, and avoid slow downs.

## Trivia

* Harold cannot be found among the rioters at Haworth Labs.
FAQ

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

## Transcript

JOY FACTS

Everyone is talking about Joy, the fabulous new wonder drug from Haworth Labs. You've probably heard that you must take your Joy -- immediately! Here are some answers to some commonly posed questions about the drug,

Q: IS IT TRUE THAT JOY HAS A BITTER AFTER-TASTE?
A: Not true! Joy, available in Chocolate (and soon, Coconut!) has a pleasingly sweet flavour that lingers on the tongue.

Q: DOES JOY CAUSE CONJUGAL DYSFUNCTION?
A: Not true! Joy users remain maritally vigorous while on their regime. And on the contrary, some rare cases of priapism have been noted in avid users!

Q: IS THERE SUCH A THING AS TOO MUCH OF A GOOD THING?
A: As long as you keep to Dr. Haworth's prescribed regimen of one pill an hour, you've got nothing to worry about. Resist the temptation to over-indulge.

Q: IS IT POSSIBLE TO DEVELOP A TOLERANCE TO JOY?
A: Not at all. But if you entertain the (false) assumption that your Joy has stopped working, a brief chat with a Doctor should sort you out.

Q: WAS THE JOY FORMULATION BASED ON STIMULANTS USED BY GERMAN FORCES IN WARTIME?
A: No.

## Location

The note is on top of the toilet in the upstairs bathroom, leading from Victoria's bedroom.
Eviscerator Part

* Spare Part
* Broken Part

## Broken Eviscerator Part

The **Broken** and **Spare Eviscerator Parts** are quest items in Act I of *We Happy Few*. special piece of machinery needed to make the Eviscerator functional, it serves as a Quest Item for the side quest, The Slaughterer's Apprentice.

## Overview

The items are found during The Slaughterer's Apprentice.

After Reg Cutty asks Arthur to test his machine known as "The Eviscerator", it will malfunction, and a broken part can be picked up. Arthur retrieves the spare part from a shelf near the exit in order to fix the machine, and keeps the broken part in order to sabotage another one of Reg's machines later on.

## Trivia

* The icon used for the Spare Eviscerator Part is the same icon that was used for the removed Small Power Cell.
Downer Investigation

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

**Downer Investigation** is one of the oldest quests in the game, implemented in the Early Access 27755 build of *We Happy Few*.

The current version of the quest is called **Moon Juice Leech**.

## In-Game Description

That poor man. What was he thinking? You can't go near a Spanker, they'll kill you. I should see what he's got in his pockets. He won't be needing it.

That's strange! He ha some kind of device for disarming electronic devices! Why didn't he use it? Ohhhh... Of course. Joy makes you forget.

Well, Inspector Hogarth won't be finding my electrocuted body, now that I've got this thing. I hope.

## Walkthrough

The player had to find a way to distract or kill the three bobbies guarding Robert Peel Park, either by throwing a glass bottle for them to investigate, or gifting them alcohol to get drunk.

Once the bobbies had been dealt with, the player could search Eddie York's corpse.

## Transcript

Bobby: Ohhhh ... that's a shame, that is. I told you to leave the Moon juice alone, Eddie. What were you thinking, going near a Spanker like that? You never had the common sense that God gave an ordinary bowl of porridge, did you? What am I supposed to tell Sarah, then? Can't exactly tell her you died heroically in the line of duty, can I? Wish you'd join the force with me. What a shame. What a shame.

## Changes

At some point, the second bobby was added for the first one to talk to after the initial monologue. Additionally, Eddie's surname was changed from York to Coke.

For the story quest, Faraday's Houseboys, the player was tasked to fill a bucket of Motilene for Helen Faraday, which could only be done in Robert Peel Park through the Motilene Pipe that Eddie was trying to get to.
Feramyle Syringe

**Feramyle Syringes** are drugs in *We Happy Few*.

## Overview

Feramyle will increase the player's stamina regeneration by 100%, while also giving them a temporary 10% stamina boost. It takes three seconds for the stamina bar to fully regenerate from zero.

It lasts for 1 minute and 30 seconds.

## Trivia

* The name of the drug is a pun, possibly from the idiom, 'by a mile'.

## Gallery

Old descriptionCurrent descriptionItem seen in game.

## Information

### Materials

1x Phytosteroid
1x Alcohol
1x Empty Syringe
1x Tea Leaves

### Console Command

StaminaRegenBoost

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

###  Overview

Feramyle increases the player's stamina regeneration by 100%, and seemingly slows stamina consumption by an uncertain amount.

The effects last for 30 seconds.

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

###  Trivia

* The file name for the Feramyle icon is "Ironman Syringe", although it cannot be spawned using that name.
Edith Sedgwick

**Edith Sedgwick** is a character in the *We All Fall Down* DLC. She's one of the queuers at Haworth Labs.

## Appearance

Edith's appearance is random on every playthrough, however, she'll keep her appearance every time the player loads their save.

Her name is not random.

## Quotes

If the player talks to Edith, she'll say the following:

* "I bet it's even better than Strawberry. I hope it is."
* "What's your favourite flavor? If it's not cheeky to ask."

## Trivia

* Edith's name is a reference to *Edie Minturn Sedgwick*, an American acress and fashion model.
	+ Edie is referenced again in the main game, known as Edith Minturn.
Dickie Bow

**Dickie Bow** was the head manager of the control room of St. George's underground hatch.

After many years of service, Bow received permission from Scargill Quality Control to no longer need a gas mask while working. However, this was a severe misjudgment, as one of the pipes burst, leaking motilene fumes throughout the base before eventually kiling him.

## Trivia

* His gas mask can be found in the locked room next to the entrance.
* His appearance is randomly generated on each playthrough.
Double Knocker

The **Double Knocker** is a light melee weapon in *We Happy Few*.

## Overview

The Double Knocker is a very good mid to late game weapon. It has medium range, swings somewhat slowly, runs out of durability very slowly, and it can hit multiple targets at a time with the Chain Sweep skill.

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

## Appearance

The "Double Knocker" looks like a makeshift club consisting of a tree branch and two rocks taped together at the end of the branch.

## Crafting

The weapon has to be crafted in order to be used, as it cannot be found in the world.

The blueprint for the weapon is randomly located on the map, on Workbenches or Chemistry Sets.

## Gallery

A dropped Double KnockerWielding the Double KnockerBlocking with the Double Knocker
## Old Content

* 17956
* 21735

## Information

### Materials

2x Rock
1x Branch
2x Duct Tape

## Information

### Materials

2x Rock
1x Branch
2x Duct Tape

### Console Command

DoubleScourge

The **Double Scourge**, known today as the **Double Knocker**, has been in the game since the Pre-Alpha 17956 build.

###  Overview

The Double Scourge was a strong weapon and enhanced version of the regular Scourge that was much more useful in the early game.

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.

###  Trivia

* A scourge is a leather whip that is used for physical punishment, very different from the weapon in the game.
Eunice Plaskett

**Eunice Plaskett** is a randomly generated character in the *We All Fall Down* DLC. She's found waiting nearby a Mood Booth in Dunkerton District.

## Quotes

If the player talks to Eunice, she'll say the following:

* "A wait's never a bother when I know there's a lovely Joy pill at the end of it!"

## Trivia

* Her name and appearance is randomly generated on every playthrough.
	+ However, if the player were to load back into Dunkerton District, she keeps the same name and appearance that was randomly chosen for her.
Everybody's a Winner!

It's a clipping from Saturday's newspaper:

"The Hamlyn Village weekly Simon Says game offered more than the usual excitement last Friday. The game was reaching its usual fever pitch, with contestants dropping out right and left, then suddenly alert villagers noted a small squad of Wastrels sneaking up from the direction of the bridge to the Garden District. They were presumably taking advantage of the absence of villagers from their homes and shops in order to steal into town and, well, steal.

"As everyone knows, there is plenty of Wastrels in the Garden District -- it is, after all, the Garden District -- but they seem to like our food better.

"The hue and cry went up, and the entire village chased after these "Joy-less" malcontents, who escaped into the river and were never seen again. So, although no prize could be awarded, since no one could remember who was still in the game, everyone was a winner!

"The break-in seems to have resulted from a temporary failure from a diagnostic kiosk on the bridge. The kiosk has been fixed, so future games of Simon Says can go ahead undisturbed."

## Trivia

* Sometime in *Alpha*, the player was required to get this note in order to pass through the bridge leading into St. George's Holm. This is no longer the case.
Draft Letter

This is a note from Act I of *We Happy Few*.

## Transcript

ctober 9

o the Executive Committee:

I am writing to request more funds for our study of Coconut Joy. While we have not yet found a dosage that allows our subjects to complete the fun ride without soiling themselves, I remain committed to this research.

Perhaps the problem is that we're using plague wastrels? I have asked Verloc to send over some of his healthy Downer subjects, but he has declined. [CROSSED OUT: That man never shared so much as a sidewalk in his entire life. ]

I understand the rationale of using only people who won't be missed, but I am convinced we would have better results with better test subjects and more funding. Surely it would be wise to continue seeking an alternative to Dr. Verloc's "Permanent Solution" in the event that his research [CROSSED OUT: turns out to be complete balderdash] is not the success he imagines?

I do hope you can see your way to increased funding of my research. [CROSSED OUT: Even though I'm not an arse-kisser like]

## Trivia

* The "O" from "October" being missing and instead being found on the line below appears to be a mistake from the developers.
Fast Travel

**Fast Travel** is a game mechanic in *We Happy Few* that let's the player travel to a safe house at any time. If playing as Arthur, the player will encounter their first Fast Travel location when playing through the tutorial island.

## Overview

To travel somewhere, the player can open up their map and click the blue arrow pointing downwards, this should give the player a prompt asking them if they want to travel there. If the player is in a safe house, they have to interact with the door.

In order to actually travel, the player will need an active hatch. Most hatches will need to be activated first before the player can use them.

## Exceptions

The player cannot fast travel if they're overburdened, in combat, bleeding, falling, dying, or in a set location (Houses/Departments/Sally's House/Hatches).

## Fast Travel Locations

There's a total of 9 fast travel locations in Wellington Wells. 12 including special locations such as Barrow Holm or Ratholm.

Depending on the Act, the amount of hatches may vary. The exact location of the hatches change with every new game, but they can all be located by going through their respective side quests.

### **Garden District**

* Eel Pie Holm, two hatches. - Stranger in a Strange Land, Mastermind
* Ravensholm, one hatch.
* Lud's Holm, two hatches. - Meet the Neighbours, No Exit

### **Hamlyn Village**

* Maidenholm, one hatch. - Really Bad Gas
* St. George's Holm, two hatches. - Sub Terra Sub Rosa

### **Other**

* Barrow Holm, one hatch.
* Parade District, one hatch. - The Last Hatch
* Ratholm, two hatches. - Ratholm

## Trivia

* Fast Travel was implemented on the 17th August, 2017.
Harry Haworth

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

**Harry Haworth** is a character in *We Happy Few*, and is the creator of Joy.

Arthur can set off the Coconut Joy test formula in his room, which will cause him to vomit non-stop.

## Appearance

Harry's appearance is random on every play through.

From what is seen of his behaviour, he appears to be the most contempt, only banging on the glass pane. However, his notes state that he experiences yelling fits, expresses a multitude of death threats towards the "caretakers", hits those who get into contact with him, and attempted to commit suicide by banging his head against the wall.

## History

Born in 4th of July, 1900, he grew up to become a very clever chemist in Wellington Wells. On the 12th of June, 1950, Harry gets commissioned by General Byng to create something to make all of the citizens happy again, as their guilt and grief over the German Occupation and The Very Bad Thing became too much to bear.

He, together with a few other chemists, invents Joy in 1951, successfully bringing back happiness into Wellington Wells.

Despite this, in 1956, he writes to General Byng regarding some concerns about their supplies, stating that the necessary ingredients required to create Joy is eventually going to run out. In the same letter, he suggests doing some research regarding phrenology, as he's discovered that true happiness lies in physical manipulation of the brain.

On the 9th of February, 1957, Anton Verloc would write to General Byng, stating that all of the resources are going into research in phrenology, a 19th century pseudoscience. He later states that he's unwilling to listen to anyone, before asking what they should do about it.

Harry would be last seen on his way to General Byng, before being declared having gone on holiday. In truth, he'd be imprisoned in Anton Verloc's cells on the 10th of November, 1960.

Ever since then, he's been one of Verloc's test subjects for new Joy formulas.

## Events of *We Happy Few*

### Act I

Arthur Hastings discovers notes written by him all over Haworth Labs. He eventually discovers Haworth imprisoned in his former lab, locked away from the world.

The player can then dose him with the latest test batch of Coconut Joy, causing Haworth to bend over and begin to vomit. No other interactions can be initiated with him. A patient notes across from his holding cell states that he is highly dangerous and crafty.

### *We All Fall Down* DLC

Harry Haworth is not seen during this DLC, but he is mentioned by Victoria Byng while talking with Anton Verloc.

## Trivia

* His name is a reference to British chemist *Sir Norman Haworth*, best known for his work on Vitamin C. Which can be used to cure and prevent scurvy.
	+ Haworth is also a location in West Yorkshire, England.
Fatigue

**Fatigue** is one of the basic attributes that the player has to be aware of in *We Happy Few*. It pertains to how well-rested the player is.

## Overview

#### **Restoring Fatigue**

If the player were to deprive themselves of sleep in Story Mode, they will not die from it. Instead they'll have a stamina de-buff until they sleep. The player only needs to sleep for one hour in order to fill the fatigue meter completely.

Sleep deprivation in Survival or Sandbox mode, however, will eventually begin to kill the player. The player will suddenly enter the process of dying, giving them a few minutes to regain their fatigue level before they die. One hour of sleep restores 10% of the fatigue meter, meaning the player will have to sleep for several hours for it to reach 100%.

Players can rest up via all available beds in Wellington Wells. Beds can be found inside hatches and houses.

#### **DLCs**

In the DLCs, survival is not the main focus, and fatigue is disabled.

## Trivia

* The ability to sleep was introduced in the 14473 build.
* Eating chunky stew will make the player slightly less fatigued.
Erwin Rommel

**Johannes Erwin Eugen Rommel** (also known as “The Desert Fox”) was born in November 15th, 1891 in Southern Germany at Heidenheim. He was the Führer of Germany during the occupation of Wellington Wells, two decades before the events of *We Happy Few*.

## History

Rommel was a highly decorated officer during World War I and rose to field marshal in the Wehrmacht (Defence Force) of Germany in World War II. In 1941, after the invasion of the Soviet Union, Rommel and several co-conspirators including Colonel von Stauffenberg would participate in Operation Valkyrie and overthrow Adolf Hitler. Rommel would then become the Führer of Germany, and oversee the successful invasion and occupation of Great Britain in 1943. His desire for taking control in the *We Happy Few* universe is unexplained.

On 10 August 1948, the Soviet Union would take Berlin from the Germans, marking the end of the war. Rommel's fate after this is unclear.

## Trivia

* In real life, Operation Valkyrie was attempted much later, and Rommel committed suicide after being implicated in the failed assassination attempt on Adolf Hitler on 20 July 1944.

## Gallery

Wall writing mentioning Führer Erwin Rommel.
 "Thanks for all the rain, Leader Rommel!"
## References

1. ↑ Via Alex Epstein, Narrative Director for *We Happy Few*.
Electric artwork

To: Jim Watt, Chief Engineer
From: Alfred Southwick, Supervisor, St Elmo Electrical Unit, Motilene Control HQ
September 7, 1964

Dear Mr. Watt
One of my workers has made an artwork out of live electrical wires. Although the boys are quite fond of it, it is creating a hazard. The tenor of our Tunnel Rats Quartet was electrocuted this morning.

We are not able to get past the sculpture to reach the rest of the facility safely. Could you kindly turn off the sector's power grid, just long enough for me to remove the artwork?
Empty Atomizer

The **Empty Atomizer** is a crafting component in *We Happy Few*.

## Overview

Empty Atomizers are used to craft drugs, two of which are weapons that can only be used by Sally.

## Appearance

The Empty Atomizer is, like the name implies, an emptied pink perfume bottle in the shape of a crystal ball, with a long beige bulb attached to the sprayer.

## Locations

* Dresser
* Freezer Locker
* Maintenance Cabinet
* Small Dresser
* Vanity

## Crafting

Empty Atomizers are used to craft the following:

* Hallucinex Atomizer
* Mojo
* Sleeptite Atomizer

## Trivia

* Despite the atomizer being pink, it will change colour when it gets crafted into something else.
Encouragement

*"So there's at least one robot who can speak English! I'd love to meet him. If she didn't torture him to death."*
— Roger's quote after picking up the note.
This is a note from *They Came From Below*.

## Transcript

September 30, 1961

I am teaching Watson English. It learns fast. However, it is surprisingly stubborn for a device that is supposed to be a mechanical servant. For example, it insists on using the word "sorrow" to describe its reaction to electrical current applied to its feedback node. Obviously it is not feeling "sorrow." But I have decided to permit the word's use as shorthand. Clearly the node applies some form of negative feedback that encourages the robot to deviate from its normal programming. Perhaps "pain" would be a closer term, although that too is inaccurate. Does a lobster feel pain when you boil it? Not as such, or we wouldn't boil them. But certainly it feels something that would encourage it to leave the water if it could.

Likewise when Watson failed to respond, a little current applied to the node encourages it to leave its silent mode.

October 30, 1961

Should have thought of this before. I've made a handy robot/English translator box using the voicebox, microphone and central processor of one of the smaller robots. I have discovered they respond to fairly broad commands, e.g., "seize any robot near the portal, immobilize it and bring it here." Of course, since they can't think for themselves, they immediately cease working afterwards, so I have to occasionally run around giving them new orders.

Watson has lapsed into complete nonresponsiveness in spite of repeated stimulation of its "pain" node. I'll dissect later to see if the node has burned out; for now I have far more interesting projects in the works.

## Location

The note is on top of some rocks in an alternative passageway.
Diary of Reginald Snell

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

## Transcript

Monday:
I'm NOT a Downer! There's no excuse for THOSE people! I'd take Joy happily if only I could! Oh god, I wish I could, without puking my guts up. How could Joy work or years and then cruelly stop! I miss the butterflies and rainbows. Must think of the butterflies and rainbows, not the horrors that push into my head.

Tuesday:
I miss Hamlyn Village. I strain my ears for the sound of Simon Says across the water. Growing up, I couldn't wait to get out and see the world. Now all I want is a cup of tea and to stop feeling.

Thursday (l think):
Slept all day yesterday -- or maybe two days. The grey blurs into itself.

Friday:
The flowers in the garden district mock me, bursting with colour in this place of misery. Why do they cast us out of the village? What's it to them if we can't take Joy? It should make them all the happier knowing they can!

Saturday:
Oh god oh god. I remember what we did.

## Location

An abandoned house on Barrow Holm, on the road leading to the hamlet.
George III

**George William Frederick III** was the King of Great Britain and Ireland between 1760 and 1820.

George's life and reign were marked by a series of military conflicts involving his kingdoms, much of the rest of Europe, and places farther afield in Africa, the Americas, and Asia. Early in his reign, Great Britain defeated France in the Seven Years' War, becoming the dominant European power in North America and India.

## History

Born on the 4th of June, 1738, George was crowned King on the 25th of October, 1760.

During the American Independence War, George III opposed America's independence from the United Kingdom, but was forced to surrender in 1784 due to the involvement of France. Between the French Revolution and Napoleonic Wars, George got the nickname 'Mad King George' due to a developing mental illness, showing symptoms aligning with Bipolar Disorder.

In 1811, George accepted the need for the Regency Act. His son, the Prince of Wales, acted as Regent for the remainder of George III's life, who'd pass away on the 29th of Januari, 1820.

## *We Happy Few*

In one episode of Uncle Jack's show, *Famous Britons*, he interviews and portrays himself as King George III. During the interview, George (portraid by Jack) continuously changes the subjects towards carrots and farming.

Uncle Jack uses George III as an example that he probably wouldn't have gone so mad if Joy had been around during his time.
Gerald Browning

**Gerald Browning** is a former Wellie and newcomer to the Garden District. The player only encounters him and his wife, Daphne Browning, in Act I of *We Happy Few*.

## Appearance

Gerald is a man with short brown hair and brown eyes. His clothes are random on each playthrough, though it'll always be something that Wellies wear.

He still wears his happy face mask.

## Events of *We Happy Few*

Gerald Browning and his wife Daphne used to be respectful citizens in Wellington Wells. That is, until they both got a bad batch of Joy and ended up being unable to take one anymore. Because of that they were forced to flee to the Garden District, taking everything they could so that they could survive.

However, unable to find a stable house that they could move in to, the couple built up a small camp. However, the Headboys saw how poorly defended the couple were and decided to steal from them sometimes.

When Arthur Hastings comes across the couple, they ask him to come back at night to protect them from the Headboys. If Arthur accomplishes this he causes the Headboys to run away, the couple shows their gratitude by giving Arthur the things in their suitcase. The player will obtain a note from the suitcase.

## Trivia

* When talking to Gerald, he'll responds to the player like the Wellies.
* Unlike most Wastrels, Daphne and her husband still wear their fashionable clothes.
From: Clive Birtwhistle

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

## Transcript

October 10, 1964

TO: Victoria Byng

FROM: Clive Birtwhistle

RE: Arthur's Office

As Arthur's office is now vacant, I do hope you will see your way to letting me have it. We all saw how he behaved at Deirdre's birthday party. He's probably gone on holiday by now.

I hope you will not keep his office vacant, as you did Prudence's -- not that I am questioning your authority. (I know you and Prudence were so fond of each other.) I am merely concerned that prime office is going to waste. Surely someone as efficiency-minded as yourself can see that.

Clive

P.S. Arthur was only senior to me because I made a lateral transfer from the Bureau of Civic Happiness. His office should have been mine all along.

## Location

Victoria Byng's blower, during No Place Like Home.
Drugs

**Drugs** are craftable chemical substances that enhance, sedate, heal or revitalise the player in *We Happy Few*.

This page refers to the Inventory section, 'Drugs', and contains all of the drug items that the player can pick up and use on themself (including some non-drugs like Ollie's glucose). For a list of other drugs, see category page.

## Overview

All drugs have some sort of effect on the player, from brief status bonuses to altered perceptions. Some drugs also come with side effects of varying severity that take effect after the timers has ran out.

The player is able to be under the influence of multiple drugs at the same time and get all of the bonuses from them, without the risk of dying.

Overdosing, Withdrawal and Memory Loss are exclusively caused by Joy, and are the worst side effects the player can experience in the game.

Some drugs are specific to certain playable characters, and will only appear in their Acts.
Escape Wellington Wells

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

**Escape Wellington Wells** is the first ever Story Quest, implemented for the PAX East 21735 Build of *We Happy Few*.

The player first begins the quest when they exit the underground hatch in the Garden District, in which they're prompted to find a way to the Train Station in order to escape.

## Objectives

* Get Out of Town
* Get to the Train Station
* Enter the Train Station!

## In-Game Description

Well, Arthur. You've gone and done it, haven't you. You're a Downer now. An Enemy of the People. The villagers will unleash the hounds. Or they would, if we hadn't eaten them right after the War.

I can't stay out here in the Garden District, either. The Wastrels are all starving. That means I've got to get out of town. But how?

Mrs. Stokes said she saw a Downer surviving out by the train station. If he's been out here in the Garden District for a while, maybe he knows a way out of town.

Heavens, our train station is awfully beautiful. Why does it send such a nasty shiver down my spine?
Let's see if anybody's home.

## Walkthrough

In order to get to the Train Station, the player first had to complete one of two quests in the Garden District; Where's the Power? or Bridge Crossing. Both quests gave the player an item that'd help them cross the bridge to The Village of Hamlyn.

When the player was in Hamlyn, the player could move on to the Train Station right away, so long as they were high on Joy before entering the Revolver.

Once at Apple Holm Island, the player had one final quest to complete before entering the station, Blood in the Streets. Here, the player needed to power the Downer Detectors and enter the area without setting them off, as that would lead to their demise. The player also needed to have a lockpick in their inventory so that they could unlock the doors leading into the station.

After entering the Train Station, the screen cuts to black and the audio of Arthur and Ollie meeting plays out, their conversation is cut short as Ollie seemingly knocks Arthur unconscious with a weapon.

## Changes

Throughout development, the main story quests and ending of the game changed a lot. At some point, the final story quest was simply called Escape.

For the Early Access 27755 build, Escape Wellington Wells was overhauled into Escape, in which the player had to escape to the Parade District through Apple Holm.

Today, the final story quest of Act I is Britannia.

## Trivia

* New entries to the in-game description appeared out of order.
* the City was completely removed and instead replaced with a small island that only had the Train Station on it.
	+ The island was called Apple Holm Island, which is very similar to the name of the holm of the Parade District, Apple Holm.
Hallucinex

x5 Foxglove Seeds

x10 Butterfly

**Hallucinex** is a drug in *We Happy Few*.

## Overview

Hallucinex is required in order to complete the quest, Bad Dreams.

## Crafting

The item can only be crafted by Sally.

Hallucinex is used to craft the following:

* Hallucinex Atomizer

## Trivia

* The name of the drug comes from the word "hallucinate".
* Interestingly, there is liquid inside of the bottle, though the player would never see it through normal gameplay.

## Gallery

Item seen in game.The inside of Hallucinex (purple with small pink dots moving upwards).
Damages

This is a note from *Lightbearer*.

## Transcript

To: Mr. Virgil Dainty,

Thank you for your recent note.

You are correct that you already paid a bill for damages to the pub caused by Mr. Nick Lightbearer. However, that bill was for the month of June. The more recent invoice is for damages caused in the month of July (related to the dart-throwing incident gone awry). Please remit 900 pounds immediately.

Yours very truly,

Mary Quickly

Propitetor of the Falstaff Pub.
Esta Robert

**Esta Robert** is a randomly generated character in the *We All Fall Down* DLC. She's found waiting nearby a Mood Booth in Dunkerton District.

## Quotes

If the player talks to Esta, she'll say the following:

* "(irritated giggle) Isn't it lovely how Joy is so popular that they keep running out?"

## Trivia

* Her name and appearance is randomly generated on every playthrough.
	+ However, if the player were to load back into Dunkerton District, she keeps the same name and appearance that was randomly chosen for her.
Dr.Haworth (Note)

February 9, 1957

TO: General Byng
From: Anton Verloc, Ph.D.

I hope you will not think a mere research chemist is out of line in contacting you, but I am frankly concerned about Dr. Haworth. Despite Joy's great success, he has begun allocating resources toward his study of phrenology -- a laughably discredited 19th Century pseudoscience. Indeed, he talks of little else, when he thinks no one can hear him.

I am not suggesting he's actually sabotaging the factory --- the recent shortages are the result of mix-ups that anyone could have made. But I know you share my concern about the importance of our work to Wellington Wells; and he won't listen to me or anybody else. What do you recommend we do?
Axe

**Axes** are heavy melee weapons in *We Happy Few*.

## Overview

The Axe is a very good early to mid game weapon. It has medium range, swings somewhat slowly, runs out of durability slowly, and can hit multiple targets at a time with the Chain Sweep skill.

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

The Axe is wielded mainly by Wellies, and Wastrels wield the weapon in Act III.

## Appearance

The axe has a long, dark wooden handle with an iron head. It is not a hatchet, as hatches have a shorter handle.

## Locations

* Dresser
* Locker
* Wastrel Corpses
* Wellie Corpses

## Crafting

The Axe is used to craft the following:

* The "No Questions Axe"

## Trivia

* The Axe can't be used to cut trees, because tree cutting is not a feature in the game.
* During the *Lightbearer* DLC, in the second part of the campaign, there is an axe stuck to one of the hotel doors. This is a reference to *The Shining*.

## Gallery

Arthur holding the Axe.Arthur blocking with the Axe.

## Information

### Console Command

Axe

**Axes** have been in the game since the Pre-Alpha 14473 build.

###  Overview

The Axe was a powerful weapon that was very rare to come by, seemingly only spawning in chests.

No NPCs wielded the weapon.

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

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

**Dishwashers** were containers, only found in Pre-Alpha build 11219 - TBA of *We Happy Few*.

The player could search it to get various items.

## Variations

There was only one dishwasher, probably. They came in white.

## Loot

* Alcohol
* Cleaver
* Frying Pan
* Joy Pill
* Mechanical Parts
* Metal Bits
* Rotten Apple
* Rotten Potato
* Sewing Kit
* Utility Expansion Kit

## Trivia

* Despite being a long since removed container, remnants can still be found in the crafting menu, in which it's sometimes listed as a possible location to find a component.

## Gallery

A dishwasher without a texture. Pre-Alpha Build 11219.A dishwasher with a texture, white. Pre-Alpha Build 11915.
From the Desk of Dr. A. Verloc

A letter:

Mr. William Burgess
5 The Circus
Maidenholm
Wellington Wells

Dear Mr. Burgess,

Thank you for your recent letter. The symptoms you describe -- anxiety, guilt and hunger -- are all ordinary signs of Joy withdrawal. I assure you that your troubles are all in your head, or more precisely in your brain chemistry, even though they may feel very real to you. If switching to another flavour of Joy has not helped, you may be entitled to recieve personalized care at Haworth Labs. Any doctor can arrange your passage to our facility for the appropriate testing.

Yours most sincerely,

Dr. A. Verloc
Haworth Labs
Haworth Street
Holm of Uskglass
Wellington Wells
Dancing

**Dancing** is the name of a Memory in Act IlI of *We Happy Few*.

## Location

It can be found near the entrance of the Train Station, to the left and up the stairs.

## Overview

Margaret finds Ollie dancing by himself, which he's embarrassed by at first, before he finds she liked it.

## Transcript

Margaret: "You're dancing!"

Ollie: "I'm not."

Margaret: "I saw you! "

Ollie: "I was just... scratching."

Margaret: "I liked it."

Ollie: "You did?"

Margaret: "That little jump you did, when you spun in the air."

Ollie: "Ah, the pirouette... I used to do that quite gracefully. I was a song and dance man, back in the day."

Margaret: "And then you had to join the army?"

Ollie: "Nee, and then I had to eat. You've never seen me skinny, I'm not nearly as pretty when I'm skinny, hehe."

Margaret: "Could you teach me to do a pirouette?"

Ollie: "All right, well uh, you twist your legs, like this."
Evaluation Room Key Card

**Evaluation Room Key Card** is a Quest Item in *We Happy Few.*

## Overview

When the player goes through the story quest, A Malpractice of Doctors, all of the doctors carry Evaluation Room Key Cards on them.

When the player kills the doctors, each of their keycards automatically goes into the player's inventory.

The card is meant to be used on the Evaluation Room that is located to the right of the elevators. Though the room automatically unlocks once the player gets one of the keycards.
Fireplace

**Fireplaces** are structures made out of stacked, burning logs. There are three different kinds of fireplaces found in *We Happy Few*, all of which can contain various kinds of items.

## Variations

There are three kinds of fireplaces, one that is referred to as a Campfire, it is a medium structure of rocks in a circular formation, three branches that hold up two buckets and a pile of burning logs underneath.

The next one is referred to as Ashes, these are piles of logs that have been extinguished.

And lastly, the Fireplace, which is a modern white fireplace with burning logs inside.

## Locations

Campfires can either be found out and about on the streets of the Garden District or inside of Wastrels Houses.

Fireplaces are more commonly found inside of the houses in Hamlyn Village, often times with a note or two taped on it.

Ashes can be found in both of the houses in Hamlyn Village as well as the Garden District.

## Loot

### Ashes

* Big Splinter
* Branch
* Charcoal
* x1/4 Feather

### Fireplace

* Big Splinter
* Charcoal
* Feather

### Campfire

* x1/2 Big Splinter
* Branch
* x1/6 Charcoal
* Feather
* Rancid Stew
* Raw Meat
* Strange Meat
* Stew

## Old Content

**Fireplaces** have been in the game since the Pre-Alpha 11219 build, in which they could be searched through to gather items, food, and other components.

###  Variations

There were only two versions, the fireplace and the campfire. Ashes were not searchable yet.

###  Loot

#### Campfire

* Branch
* Charcoal
* Raw Meat
* Rotten Mushroom
* Stew

###  Gallery

Container seen in the Pre-Alpha 11219 build.
Ex Cathedra

**Ex Cathedra** is a story quest in *We Happy Few*. It's the last quest involving Sally going out to gather the ingredients for the next batch of Blackberry.

## Objectives

* Enter the ruins
* Collect Butterflies 0/10
* Find the exit
* Craft 2x Pheromones

## In-Game Description

i always liked the train station. it was the cathedral of trains.

fuck in a bucket! who blew up the train station? i hope it didn't kill the butterflies i need!

i'll need a bunch of butterflies for my batch of blackberry joy

i'm not going out the way i came in. so how am i getting out?

now i'll just mash up these butterflies and extract the pheromones i need. poor things. beauty is a curse, isn't it.

## Requirements

The player may need to get some bangers, blue molotovs, or other AOE weapons on them for the plague wastrels residing inside.

## Walkthrough

Head to the old train station and enter through the main entrance, climb up the collapsed pillar and get to the other side, drop off and interact with the butterflies near the dead Headboy.

After a short cutscene of the entrance getting blocked off, Sally has no choice but to navigate through the whole station in order to get out.

The player will have to climb and get on a broken beam to collect the butterflies there. Climb up the collapsed roof and head left, the player will find 2x butterflies close by each other on a plank path. Turn around and head back to the broken beam, however, now go through the hole next to planks, and drop down to the ground.

Collect the butterflies straight ahead, then sneak behind the group of plague wastrels. Here, the player might have to get rid of all of them using strong AOE weapons, as the player is likely to get ambushed and quickly killed if killing them all with a meelee weapon.

The player then has to search the Headboy that the plague wastrels were surrounding in order to get his key for the exit.

Now head through the hole to the right and collect the nearby butterflies, climb up another collapsed pillar and jump across to a platform with a couple butterflies and a crate on.

Once all of the butterflies have been gathered, the player can go to the exit with an odd lock on it and use the key from the dead headboy to unlock the doors.

Now the player has to find a Chemistry Set, either in a Safe House or at Sally's lab, and craft 2x Pheromones. This ends the quest, and the player is finally ready to synthesize Blackberry Joy.

### Memories that the player will gather

Delicate Flowers

Butterflies now appear throughout Wellington Wells for the player to catch.

### Items that the player will gather

* 12x Butterfly
* 24x Glass Bottle
* Grapefruit Juice
* Loose Screw
* Metal Bits
* Scotch

### Containers the player can search through

* 2x Crate
* Desk
* 2x File Cabinet
* 3x Locker
* Payphone
* 2x Rubbish Bin

## Transcript

### **Distant Trouble**

Headboy: No! Get away from me! No! Aaaaahhhh!

Sally: Oh, shit.

## Trivia

* This quest shows the aftermaths to Ollie's opening quest.
George Villiers

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

## Appearances

### Voice Actor

Unknown

**George Villiers** is a removed character in *We Happy Few*.

He used to be part of the removed side quest, First Marriage.

## History

### Current Version

George Villiers can be found lying dead on the ground in Adams Park, having died from stab wounds caused by an unknown person, likely his wife.

It would seem like the player hadn't come in time to rescue him, something that they were able to do back in earlier builds.

### Early Access

Some time before the player met George, he had been stabbed by his wife for unknown reasons.

The note, Slightly Bloodstained Note, can be found next to his body.

The player needed to get a healing balm, bandage, and antiseptic bottle so he'd be cured. As thanks, he'd reveal which of the trapped chests were not trapped, and give the contents to the player.

## Trivia

* George Villiers' name references the real world *George Villiers*, 1st Duke of Buckingham, who was a lover of *King James VI and I*.
	+ Two of the sentences in the Slightly Bloodstained Note are real quotes that George Villiers addressed to King James, with the '*You are the king of my heart*' and the PS message being added in by the developers.
	+ The PS message is likely a nod to the original side quest that George was part of.
Cub Reporter

**Cub Reporter** is quest in *We Happy Few*. It activates when Arthur investigates Gemma Olsen's desk, deciding to visit her house to get more information from her investigations.

## Objectives

* Find Gemma Olsen's House
* Why is the Alarm Sounding?
* Kill the Alarm
* Investigate Gemma's Study
* Get Out!

## In-Game Description

The answers don't seem to be at her desk at the O Courant. Maybe she kept more notes at home.

Is someone in her house who's not supposed to be? And it's not me? I better check it out.

I better turn that alarm off before the place is swarming with Bobbies.

If there are answers, I imagine that they'd be in her study.

I think I have overstayed my welcome. And I've learned as much as I'm going to. I better get away before I have an awkward conversation with a doctor.

## Walkthrough

Gemma's house cannot be found on the map itself, the player has to either go by the quest navigator or the loud alarm coming from her house.

When Arthur attempts to get in through the back, he will get run over by a robber who disappears as fast as he appears. He gets in through the back door and enters the kitchen area, muddy footprints can be found on the floor leading to the front door.

By the front door, Arthur finds Buster Edwards shouting at Gordo (most likely the guy that ran over Arthur from earlier) to kill the alarm before he gets hurt, Arthur deduces that he will have to sneak past Buster if he wants to kill the alarm, though before he can even do that in the first place, Buster turns around and sees Arthur. After a bit of taunting, Buster runs up the stairs to his right before getting zapped unconscious by the spankers installed on the roof.

The player can gather a shortspike by the front door in case he doesn't have one on him already, as a shortspike will be needed for him to kill the alarm.

The control box to the alarm system will be in the room next to Gemma's bedroom, once that's done with, Arthur walks out of the bedroom to find Gemma shouting outside. By peering through the window, Arthur sees Gemma getting carried away somewhere by two Joy Doctors.

When the player goes back downstairs, Arthur will see two other Doctors in the living room attempting to find things talking about Dr. Verloc whilst Arthur makes his way into her study. Inside her study is more evidence regarding about Verloc looking for a "Permanent Solution".

After getting out of the house by the vent in the study, Arthur ends up in Gemma's greenhouse. After opening the door and getting out of there he will get attacked by a bobby, presumably cause of the robbery that happened earlier. The quest finishes after this.

## Collectibles

### Notes the player will gather

* CIPHER BOOK
* Gemma's Diary
* HAWORTH LABS - TOP SECRET!
* Invitation to Reform Club
* Personalized Care
* REPORTER'S NOTEBOOK
* Scribbled Note about Leaks
* Scribbled Note about Missing Staff
* Scribbled Note about Miss Snug

## Trivia

* Cub Reporter refers to a young and inexperienced newspaper reporter.