id: "scene-code-format-explained" slug: "scene-code-format-explained" order: 2 title: "Scene Code Format Explained — How Codes Work in The Incident at Galley House" description: "Detailed explanation of the Timestamp-Location-Characters code format in The Incident at Galley House. How each component works with examples and tips." keywords: ["The Incident at Galley House code format, timestamp location characters, how codes work, code input explained"] category: "scene-codes" date: "2026-07-15" lastModified: "2026-07-16" image: "/images/video-lbxUTZTRuNk.webp" video: "lbxUTZTRuNk"
Scene Code Format — The Timestamp-Location-Characters System
The code-input system is the central mechanic of The Incident at Galley House. Understanding the three-part code format is essential for making progress in the game. This guide provides a detailed explanation of each component, with examples and tips for constructing effective codes.
The Three-Part Code Format
Every code you enter into the memory machine follows this structure:
Timestamp-Location-Characters
Each component has a specific format and purpose:
Timestamp Component
The timestamp is a two-digit number representing the chronological position of the scene within the timeline. It works like a page number in a book — lower numbers occur earlier in the story, higher numbers occur later.
- Format: Two digits, always padded with leading zeros (01, 02, 03... not 1, 2, 3)
- Range: Part 1 (Past) runs from 01 to 26 for main scenes; Part 2 uses different numbering
- Purpose: Indicates when in the sequence of events the scene takes place
- Important: The timestamp does not represent a specific time of day — it is a narrative ordering, not a clock time
Location Component
The location is a two-letter code that identifies the room in Galley House where the scene takes place.
- Format: Exactly two uppercase letters (EN, LI, QU, ST, KI, DI, BI, CH, ED, AT, TO, MA, VI, HE, OS, WI)
- Discovery: You must discover and label a location before you can use its code in scene inputs
- Total: 16 unique location codes, one for each room in Galley House
- Reference: See the location guide for the complete list
Character Component
The character component consists of one or more numbered character IDs.
- Format: Single numbers (1, 2, 3...) or multiple numbers separated by hyphens (1-11, 2-7-9)
- Range: Past characters are numbered 1-11; present-day characters use higher numbers
- Hidden characters: Person 12, Person K, and other special numbers exist outside the normal range
- Purpose: Identifies which characters are present in the scene
Code Examples with Breakdown
Let us break down several example codes to illustrate how the format works:
Example 1: 01-EN-1-11
- 01: The first scene in the timeline (the very beginning)
- EN: The Entrance (where guests arrive)
- 1-11: Characters 1 (John Hobbes) and 11 (Damian Pike) are present
This is likely one of the first codes you will enter. It shows Hobbes and Pike arriving at Galley House through the Entrance.
Example 2: 08-CH-4-11
- 08: The eighth scene chronologically
- CH: The Chapel
- 4-11: Characters 4 (Victoria/Raven) and 11 (Damian Pike) are present
This scene takes place in the Chapel and involves Victoria and Damian. The Chapel has supernatural significance, making this scene particularly important.
Example 3: 26-LI-1-2-3-4-5-6-7-8-9-10-11
- 26: The final scene of Part 1
- LI: The Living Room
- 1-2-3-4-5-6-7-8-9-10-11: All eleven past characters are present
This is the climactic scene where all characters converge in the Living Room. The large number of characters indicates a pivotal moment.
How to Construct Codes
To construct a code, you need to determine or guess three things:
- What timestamp to try — Based on narrative logic and which scenes you have already viewed
- Which location — Based on where you think the next event takes place
- Which characters — Based on who you think is involved
Narrative-Based Guessing
If you just viewed scene 05-KI-2-7 and want to find the next scene, try timestamp 06 with a logical location. Scenes tend to follow the narrative chronologically, so incrementing the timestamp is a natural approach. After the early scenes, narrative guessing becomes more complex. Use dialogue clues from your most recent scenes to guide your guesses. If a character says "I need to speak with him in the Study," try combining that character's number with the ST location code.
Character-Based Guessing
If you are trying to find more scenes involving a specific character, try that character's number with different locations and timestamps. For example, if you want more Victoria scenes, try codes like 03-QU-4, 08-CH-4, and 18-MA-4. The keyword search tool is your best companion for character-based guessing — search for the character's name to find dialogue references that indicate which rooms they visit.
Character guess workflow: identify the character → note their number → try that number with every discovered location → try adjacent timestamps → search for their name using the keyword tool.
Location-Based Guessing
If you have just discovered a new room, try multiple codes with that location code. For the Chapel (CH), try 08-CH-4-11, then experiment with other character combinations and timestamps. Some locations have more scenes than others — the Living Room (LI) and Study (ST) have the most, while the Billiard Room (BI) has relatively few.
Location guess workflow: discover the room → label it → try the location with character numbers 1-11 → try timestamps you have not explored → search for the location name in the keyword tool.
Combination Guessing
The most effective approach combines all three strategies. After viewing a scene, ask yourself what happens next, which characters are involved, and where they would go. Then construct a code that reflects your narrative understanding. This approach requires paying close attention to the story but produces far more valid codes than random guessing.
Common Code Input Errors
Missing Leading Zeros
Timestamps must be two digits. Enter 01, not 1. Enter 05, not 5. The machine will not recognize single-digit timestamps.
Undiscovered Locations
You cannot use a location code until you have discovered and labeled the corresponding room. If a code seems correct but does not work, check whether you have labeled the location.
Invalid Character Numbers
Character numbers must correspond to characters who exist in the game. Numbers 1-11 are the past characters. Higher numbers correspond to present-day and hidden characters. Arbitrary numbers (like 99) will not produce scenes.
Wrong Hyphen Placement
The hyphens must separate the three components correctly: Timestamp-Location-Characters. Do not add extra hyphens or forget them. A common mistake is placing hyphens between character numbers incorrectly — the correct format for multiple characters is hyphen-separated (1-2-3), not comma-separated (1,2,3).
Forgetting to Label Locations
Even if you enter a perfectly valid code, the machine will not produce a scene if you have not discovered and labeled the location component. This is the most common reason why valid codes appear to fail. Always label a new room as soon as you discover it — this unlocks not just the room but all scene codes that reference it.
Special Code Formats
TYPE-HELP
The TYPE HELP code does not follow the standard format. It is a keyword that the machine recognizes as a special input. Type it exactly as shown.
Hidden Scene Codes
Some hidden scenes use codes that do not follow the normal numbering sequence. Scene 00 uses timestamp 00, which is outside the 01-26 range. Other hidden codes may use special character numbers or location codes.
Understanding the code format thoroughly is the foundation of your investigation. With this knowledge, you can construct codes strategically rather than guessing randomly, making your investigation more efficient and more satisfying. ## Code Format Edge Cases
Codes with All Eleven Characters
Scene 26-LI-1-2-3-4-5-6-7-8-9-10-11 uses all eleven past character numbers. This is the only code with such a large character component. When entering this code, be careful to include all character numbers in the correct order.
The Zero Character
Scene 00-EN-0 uses character 0, which is outside the normal 1-11 range. This represents a special entity, not a regular character. The zero character only appears in the prologue scene.
Letter-Based Character Codes
Person K uses a letter instead of a number in the character position. This breaks the standard numeric format and is extremely non-intuitive. The game accepts this letter-based input, but most players never think to try it.
The TYPE-HELP Format
The TYPE-HELP code does not use the standard Timestamp-Location-Characters format at all. It is a keyword that the machine recognizes as a special input. This is the only known code that completely ignores the standard format. Entering TYPE-HELP is worth doing early in your investigation — it unlocks a meta scene and earns an achievement, and it demonstrates that the machine accepts inputs beyond the strict numeric format, which encourages creative experimentation with other potential keyword codes.
FAQ
What happens when I enter an invalid code?
Nothing happens. The machine does not produce a scene, and there is no penalty or error message. You simply try another code. This makes experimentation risk-free.
Can I enter codes from Part 2 before Part 1 is complete?
Part 2 codes become available at a specific progression point. Before that point, entering them will produce no result. The game controls when Part 2 content becomes accessible.
Is there a maximum number of character numbers in a code?
The game supports codes with up to eleven character numbers (as seen in scene 26). There is no known limit, but in practice, most codes use 1-3 character numbers.
Do I need to enter codes in a specific order?
No. You can enter any valid code at any time. However, entering codes chronologically provides the most coherent narrative experience and makes the story easier to follow.
For the complete list of valid codes, see the scene codes page. For help with the investigation process, visit the beginner guide. For the official game page, visit the Steam store.