id: "part1-past-codes" slug: "part1-past-codes" order: 3 title: "Part 1 Past Scene Codes — All 1936 Timeline Codes" description: "All Part 1 past timeline scene codes in The Incident at Galley House. Complete list of 26 main 1936 codes with context." keywords: ["Part 1 codes, past scene codes, 1936 codes, Part 1 scenes"] category: "scene-codes" date: "2026-07-15" lastModified: "2026-07-16" image: "/images/video-itg-iVytLWo.webp" video: "itg-iVytLWo"
Part 1 Past Scene Codes — All 1936 Timeline Codes
Part 1 of The Incident at Galley House covers the events of the fateful night in 1936. These 26 main scenes chronicle the gathering of guests at Galley House, the discovery of the body, and the escalating deadly events that follow. This guide provides every Part 1 scene code organized chronologically, with detailed context for each scene to help you understand what you are unlocking and how it fits into the broader mystery.
How Part 1 Scene Codes Work
All Part 1 codes follow the format Timestamp-Location-Characters, where:
- Timestamp: A two-digit number from 01 to 26 representing the chronological order of events
- Location: A two-letter code for one of the 16 rooms (EN, LI, QU, ST, KI, DI, BI, CH, ED, TO, MA, VI, HE, OS, AT, WI)
- Characters: Numbered IDs for the past characters (1-11), with multiple characters separated by hyphens
The timestamps are sequential — scene 01 occurs first, scene 26 occurs last. Entering codes in chronological order provides the most coherent narrative experience, though the game allows you to enter any valid code at any time.
The Arrival Phase — Timestamps 01-03
The first three scenes introduce the setting and the main characters. These are the scenes you should unlock first to establish the foundation of your investigation.
| Code | Location | Characters Present | Scene Context |
|---|---|---|---|
| 01-EN-1-11 | Entrance | Hobbes (1), Damian Pike (11) | The arrival at Galley House. Guests enter through the Entrance. The atmosphere is uneasy and the invitations that brought them here are clearly unusual. |
| 02-LI-1-2-3 | Living Room | Hobbes (1), Annie (2), Oswald (3) | Initial gathering in the Living Room. Introductions and social dynamics. Tension is already present among the guests. Listen carefully to voice acting for character identification clues. |
| 03-QU-4-5 | Quail Lane | Victoria (4), Edmund (5) | A private conversation on Quail Lane. Victoria and Edmund discuss matters away from other guests. Edmund's connection to the Galley family becomes apparent. |
Key deductions from this phase: These scenes establish the basic social hierarchy and hint at the mysterious circumstances of the gathering. Pay attention to who speaks with authority (Hobbes) and who seems to know more than they reveal (Edmund).
The First Evening — Timestamps 04-06
| Code | Location | Characters Present | Scene Context |
|---|---|---|---|
| 04-ST-1-6 | Study | Hobbes (1), Martha (6) | Hobbes and Martha discuss the invitations in the Study. Martha's codename Hedgehog reflects her protective nature. The invitations were deliberately designed to bring this specific group together. |
| 05-KI-2-7 | Kitchen | Annie (2), Harry (7) | Annie and Harry in the Kitchen reveal domestic details and hidden motives. Harry's codename is Cod, reflecting his unassuming nature. |
| 06-DI-3-8-9 | Dining Room | Oswald (3), Helen (8), Eve (9) | Dinner scene in the Dining Room. Social hierarchies become clear. Tension between Oswald and Helen is evident. Eve's codename is Goose, and she appears as Helen's companion. |
Key deductions from this phase: The dinner scene establishes social relationships and reveals which characters are allied or hostile. The codenames introduced in these scenes (Hedgehog, Cod, Goose) provide identification anchors.
Rising Tensions — Timestamps 07-12
| Code | Location | Characters Present | Scene Context |
|---|---|---|---|
| 07-BI-5-10 | Billiard Room | Edmund (5), Tony (10) | Edmund and Tony in the Billiard Room. Power dynamics between the Galley family member and other guests are revealed. Tony's presence suggests ambition and assertiveness. |
| 08-CH-4-11 | Chapel | Victoria (4), Damian Pike (11) | Victoria and Damian in the Chapel. Supernatural undertones permeate this scene. The Chapel's significance to the story becomes clear. Damian Pike's role deepens. |
| 09-LI-1-2-3-5 | Living Room | Hobbes (1), Annie (2), Oswald (3), Edmund (5) | A gathering turns confrontational. Multiple characters clash in the Living Room. The social fabric is beginning to tear. |
| 10-QU-6-7 | Quail Lane | Martha (6), Harry (7) | Martha and Harry on Quail Lane make an unexpected discovery away from the other guests. This scene reveals information that changes the investigation's direction. |
| 11-ST-3-8 | Study | Oswald (3), Helen (8) | Oswald and Helen in the Study. Secrets surface as the night deepens. The relationship between these two characters becomes more complex. |
| 12-ED-5-9 | Eddie's Room | Edmund (5), Eve (9) | Edmund and Eve in Eddie's Room. A vulnerable moment reveals character depth and unexpected connections. This private scene is important for understanding Eve's character. |
Key deductions from this phase: These scenes reveal character motivations, alliances, and tensions. The Chapel scene (08-CH) is particularly important for the supernatural elements of the story.
The Turning Point — Timestamps 13-14
| Code | Location | Characters Present | Scene Context |
|---|---|---|---|
| 13-AT-1-4 | Attic | Hobbes (1), Victoria (4) | The body is discovered. Hobbes and Victoria find the body in the Attic. This is the central turning point of the entire game — everything changes after this scene. The identity of the body is one of the most important deductions. |
| 14-DI-1-2-3-4-5 | Dining Room | Hobbes (1), Annie (2), Oswald (3), Victoria (4), Edmund (5) | The group reacts to the body discovery. Panic, accusations, and fear set in. The Dining Room becomes a crucible of emotion as the social order breaks down. |
Key deductions from this phase: The body discovery transforms the investigation. Before timestamp 13, the mystery is "what is going on?" After timestamp 13, the mystery becomes "who did this and why?" Replaying early scenes after viewing the body discovery reveals foreshadowing you may have missed.
The Deadly Night — Timestamps 15-22
| Code | Location | Characters Present | Scene Context |
|---|---|---|---|
| 15-KI-7-10 | Kitchen | Harry (7), Tony (10) | Harry and Tony in the Kitchen argue and trade suspicions. The domestic space becomes a venue for confrontation. |
| 16-LI-6-8-9 | Living Room | Martha (6), Helen (8), Eve (9) | Martha, Helen, and Eve attempt to leave the Living Room. Survival instincts kick in as the danger becomes real. |
| 17-TO-3-11 | Tony's Room | Oswald (3), Damian Pike (11) | Oswald and Damian in Tony's Room. A confrontation reveals unexpected alliances and motivations. |
| 18-MA-4-6 | Martha's Room | Victoria (4), Martha (6) | Victoria and Martha in Martha's Room. Confessions emerge in this intimate and emotionally charged scene. |
| 19-VI-2-5 | Victoria's Room | Annie (2), Edmund (5) | Annie and Edmund in Victoria's Room. A betrayal is revealed, changing the understanding of earlier scenes. |
| 20-HE-8-9 | Helen's Room | Helen (8), Eve (9) | Helen and Eve in Helen's Room. Sisterly bonds and shared fear create one of the game's most emotional scenes. |
| 21-OS-3-10 | Oswald's Room | Oswald (3), Tony (10) | Oswald and Tony in Oswald's Room. Another confrontation that reveals the escalating desperation. |
| 22-ST-1-11 | Study | Hobbes (1), Damian Pike (11) | Hobbes and Damian in the Study. This final confrontation is one of the most dramatic scenes in the game, revealing the depth of the conspiracy at Galley House. |
Key deductions from this phase: These scenes chronicle the deaths and desperate actions that follow the body discovery. Track which characters are present in each scene and which are notably absent — absences may indicate death or escape.
The Final Scenes — Timestamps 23-26
| Code | Location | Characters Present | Scene Context |
|---|---|---|---|
| 23-QU-4-7 | Quail Lane | Victoria (4), Harry (7) | Victoria and Harry on Quail Lane. A chase or confrontation in the exterior space. |
| 24-CH-5-6 | Chapel | Edmund (5), Martha (6) | Edmund and Martha in the Chapel. Desperate measures are taken in the supernatural space of the Chapel. |
| 25-WI-9-11 | Wintercote | Eve (9), Damian Pike (11) | Eve and Damian in Wintercote. Survival and escape. This scene confirms Eve's survival and provides critical information about the final events. |
| 26-LI-1-2-3-4-5-6-7-8-9-10-11 | Living Room | All eleven past characters | The final scene of Part 1. All characters converge in the Living Room for the climactic conclusion. This scene brings together every thread of the mystery. |
Key deductions from this phase: The final scenes resolve the most pressing questions about who survives, who dies, and what happens at the end of the night. The Living Room scene with all eleven characters provides the most comprehensive view of the night's conclusion.
Using Part 1 Codes Strategically
Chronological Discovery
Enter codes in order from 01 to 26 for the most coherent narrative experience. Each scene builds on the events of the previous one, and the emotional impact is greatest when you experience the story as it unfolds.
Character-Focused Discovery
If you want to understand a specific character, find all their scenes by trying their number across different locations and timestamps. For example, for Person 4 (Victoria), try 03-QU-4, 08-CH-4, 13-AT-4, 18-MA-4, 19-VI, and 23-QU-4.
Location-Focused Discovery
If you want to understand a specific location, try multiple character combinations and timestamps for that room. The Living Room (LI) has the most scenes and is the social center of the night.
FAQ
Do I need to find all 26 Part 1 scenes?
For the Spectronoeticist achievement, yes. For the core mystery, no — you can solve the character-identity and fate deductions without viewing every scene, though you will have a less complete understanding. The meta-plot deduction requires most Part 1 scenes plus Part 2 scenes.
What if a code does not work?
Check that you have labeled the location in the code. You cannot use a location code until you have discovered and labeled that room. Also verify the code format — timestamps must be two digits (01, not 1).
Can I skip ahead to later timestamps?
Yes. The game allows you to enter any valid code at any time. However, later scenes may be confusing without the context provided by earlier ones. Entering codes chronologically is recommended for the best experience.
For the complete list including Part 2 and hidden codes, see the all scene codes page. For the code format explanation, visit the code format guide. For the official game page, visit the Steam store.