part1-past-walkthrough


id: "part1-past-walkthrough" slug: "part1-past-walkthrough" order: 1 title: "Part 1 Past Walkthrough — Every Scene in the 1936 Timeline" description: "Complete walkthrough of all Part 1 scenes in The Incident at Galley House. Every 1936 past timeline scene code and context." keywords: ["Part 1 walkthrough, past timeline, 1936 scenes, past walkthrough"] category: "walkthrough" date: "2026-07-15" lastModified: "2026-07-16" image: "/images/video-gbpMIP68Atc.webp" video: "gbpMIP68Atc"

Part 1 Past Walkthrough — Every Scene in the 1936 Timeline

Part 1 of The Incident at Galley House chronicles the fateful gathering at Galley House in 1936. These 26 main scenes reveal the characters, their relationships, the discovery of the body, and the escalating deadly events that follow. This walkthrough provides step-by-step guidance through every Part 1 scene, with detailed analysis of what to observe, what deductions to make, and how each scene connects to the broader mystery.

This walkthrough contains spoilers. If you want to experience the game without guidance, use the beginner guide instead and only refer to this walkthrough when you are truly stuck.

Phase 1 — The Arrival (Timestamps 01-03)

The first three scenes establish the setting, introduce the most important characters, and set the tone for everything that follows. These scenes are relatively straightforward and provide a gentle introduction to the game's mechanics. Pay close attention to voice acting and dialogue — the identification clues you gather here will serve you throughout the entire investigation.

Scene 01 — The Entrance

Enter code 01-EN-1-11. This is the very first scene in the game. John Hobbes (Person 1) and Damian Pike (Person 11) arrive at Galley House through the Entrance. The atmosphere is immediately uneasy — the house is imposing, the guests are reluctant, and the invitations that brought them here are unusual.

What to observe: Listen carefully to Hobbes' voice — it is authoritative and confident. Pike's voice is more reserved and observant. Their relationship becomes important throughout the game. Also note the physical description of the Entrance — it establishes the gothic tone that pervades every subsequent scene.

Deduction start: Person 1 is likely a leader figure. Person 11 appears to be his associate or companion. The invitations are suspicious — why were these specific people gathered?

Scene 02 — The Living Room Gathering

Enter code 02-LI-1-2-3. The Living Room scene introduces Annie (Person 2) and Oswald (Person 3). The conversation reveals the social dynamics among the guests. Hobbes appears to lead the group, while Annie and Oswald have a more contentious relationship.

What to observe: Annie's voice is distinctive — listen for it in later scenes. Oswald's tone is confrontational, suggesting tension with other characters. The Living Room is the social center of the house — many important scenes will take place here.

Deduction update: Person 2 (Annie) and Person 3 (Oswald) are introduced. Their social dynamic — tension, competitiveness, or distrust — is important for understanding later confrontations.

Scene 03 — Quail Lane

Enter code 03-QU-4-5. Victoria (Person 4, Raven) and Edmund Galley (Person 5, Weasel) have a private conversation on Quail Lane. This exterior location is significant because it shows characters meeting away from the group to discuss matters they do not want overheard.

What to observe: Edmund's connection to the Galley family becomes apparent. He knows the house in ways other guests do not. Victoria's Raven codename suggests she is perceptive and sees more than she reveals. The fact that they meet outside suggests their conversation is sensitive.

Deduction update: Person 4 (Victoria) and Person 5 (Edmund) are connected. Edmund's family ownership of the house gives him knowledge others lack.

Phase 2 — The First Evening (Timestamps 04-06)

Scene 04 — The Study

Enter code 04-ST-1-6. Hobbes and Martha (Person 6, Hedgehog) discuss the invitations in the Study. The conversation reveals that the invitations were deliberately designed to bring this specific group together. Martha's Hedgehog codename reflects her protective nature — she may be trying to protect someone.

What to observe: The invitation discussion is critical — who designed the invitations and why? Martha's protective instincts suggest she cares about someone in the group. The Study is a private space used for confidential discussions.

Scene 05 — The Kitchen

Enter code 05-KI-2-7. Annie (Person 2) and Harry Thornton (Person 7, Cod) in the Kitchen reveal domestic details and hidden motives. Harry's Cod codename suggests he is unassuming but potentially significant.

What to observe: The Kitchen is a domestic space where characters let their guard down. Harry's interaction with Annie reveals character details that are not visible in public rooms. Pay attention to what Harry says about his reasons for being at Galley House.

Scene 06 — The Dining Room

Enter code 06-DI-3-8-9. The dinner scene introduces Helen Dauer (Person 8) and Eve Dauer (Person 9, Goose). Oswald's tension with Helen is evident, and Eve appears as Helen's companion.

What to observe: The dinner scene establishes the social hierarchy. Pay attention to who speaks with authority and who remains silent. Helen and Eve's relationship (sisters or companions) is important. Oswald's hostility toward Helen is a thread that continues throughout the night.

Phase 3 — Rising Tensions (Timestamps 07-12)

Scene 07 — The Billiard Room

Enter code 07-BI-5-10. Edmund (Person 5) and Tony (Person 10) in the Billiard Room reveal power dynamics through their competitive interaction. Tony is introduced here as an assertive character.

Scene 08 — The Chapel

Enter code 08-CH-4-11. Victoria (Person 4) and Damian Pike (Person 11) in the Chapel. This is one of the most important scenes in the game — the Chapel has supernatural significance, and the conversation between Victoria and Damian reveals layers of the mystery that become critical later.

What to observe: The Chapel's atmosphere is different from other rooms — it feels sacred and otherworldly. Victoria and Damian's interaction here reveals information about the supernatural elements. The Chapel connects to the Hallucination achievement.

Scene 09 — Living Room Confrontation

Enter code 09-LI-1-2-3-5. A gathering turns confrontational. Hobbes, Annie, Oswald, and Edmund clash in the Living Room as the social fabric begins to tear.

What to observe: This scene marks a turning point — the tensions that were simmering in earlier scenes now erupt publicly. Note who sides with whom and who remains neutral.

Scene 10 — Quail Lane Discovery

Enter code 10-QU-6-7. Martha (Person 6) and Harry (Person 7) on Quail Lane make an unexpected discovery. This scene changes the investigation's direction.

What to observe: Martha and Harry's discovery is significant — what did they find? The fact that they share this information with each other but not the group suggests they are forming an alliance.

Scene 11 — The Study Revisited

Enter code 11-ST-3-8. Oswald (Person 3) and Helen (Person 8) in the Study. Secrets surface as the night deepens. The Oswald-Helen relationship becomes more complex.

Scene 12 — Eddie's Room

Enter code 12-ED-5-9. Edmund (Person 5) and Eve (Person 9) in Eddie's Room. A vulnerable moment that reveals unexpected character connections. Edmund shows a different side in his personal space.

Phase 4 — The Turning Point (Timestamps 13-14)

Scene 13 — The Body Discovery

Enter code 13-AT-1-4. This is the pivotal scene. Hobbes (Person 1) and Victoria (Person 4) find the body in the Attic. The identity of the body is one of the game's most important deductions.

What to observe: Everything changes after this scene. The tone shifts from mystery to crisis. Who is the body? How did they die? Why were they in the Attic? These questions drive the rest of the investigation.

Critical: Revisit all earlier scenes after viewing the body discovery. Foreshadowing that was invisible before becomes apparent.

Scene 14 — The Group Reacts

Enter code 14-DI-1-2-3-4-5. The group's reaction to the body discovery in the Dining Room. Panic, accusations, and fear set in. The social order collapses.

Phase 5 — The Deadly Night (Timestamps 15-22)

Continue entering codes 15-KI-7-10 through 22-ST-1-11. These scenes chronicle the deadly events that follow the body discovery. Track character movements, deaths, and survival carefully.

Most Critical Late Scenes

  • 19-VI-2-5: A betrayal revealed in Victoria's Room — reframes earlier events
  • 20-HE-8-9: Helen and Eve in Helen's Room — emotional peak
  • 22-ST-1-11: Hobbes and Damian in the Study — final confrontation, depth of conspiracy revealed

Phase 6 — The Final Scenes (Timestamps 23-26)

The final four scenes of Part 1 bring the remaining characters together for a climactic conclusion. These scenes contain the most intense emotional moments in the past timeline and provide critical information for determining character fates. After viewing these scenes, you should have enough information to complete most Level 1 deductions (character identities and fates).

Enter codes 23-QU-4-7, 24-CH-5-6, 25-WI-9-11, and 26-LI-1-2-3-4-5-6-7-8-9-10-11.

Scene 23-QU-4-7: Victoria and Harry on Quail Lane — a chase or confrontation that occurs as the deadly events reach their peak. This scene provides important information about the circumstances surrounding at least one character's fate.

Scene 24-CH-5-6: Edmund and Martha in the Chapel — desperate measures taken as the night's events overwhelm the characters. The Chapel's supernatural properties become relevant here, connecting to the meta-plot and the Hallucination achievement.

Scene 25-WI-9-11 is crucial — Eve and Damian in Wintercote confirms survival information. This scene is one of the last to be discovered because the WI location code is the hardest to find. If you have not yet discovered Wintercote, search for "grounds" or "outside" using the keyword tool.

Scene 26-LI is the climactic final scene with all eleven characters in the Living Room. This is the most complex scene in the game, with all characters interacting simultaneously. Replay it multiple times to catch every detail.

Tracking Fates Across the Final Scenes

After viewing all Part 1 scenes, compile your fate determinations for each character. Use this checklist approach:

CharacterLast Scene SeenStatus (Your Determination)Evidence
1 (Hobbes)???
2 (Annie)???
3 (Oswald)???
4 (Victoria)???
5 (Edmund)???
6 (Martha)???
7 (Harry)???
8 (Helen)???
9 (Eve)25-WIAliveSeen in Wintercote scene
10 (Tony)???
11 (Damian)???

Fill in the question marks based on your observations. If a character appears in a late scene (timestamp 20+), they were alive at that point. If they disappear from all subsequent scenes, consider whether they died in the interim.

After Part 1

After completing all 26 Part 1 scenes, proceed to Part 2 present-day scenes for the meta-plot. For hidden scenes, see the hidden codes guide. For the official game page, visit the Steam store.