id: "location-codes-guide" slug: "location-codes-guide" order: 1 title: "All 16 Location Codes in The Incident at Galley House" description: "Complete guide to all 16 location codes in The Incident at Galley House. Every room code, floor, unlock method, and the Full House achievement explained." keywords: ["The Incident at Galley House location codes, room codes, all locations, Full House achievement, two letter codes"] category: "locations" date: "2026-07-15" lastModified: "2026-07-16" image: "/images/video-ZaP_YspSgjw.webp" video: "ZaP_YspSgjw"
All Location Codes in The Incident at Galley House
Galley House contains 16 distinct locations, each identified by a two-letter code used in the memory machine's input system. Discovering and labeling all rooms is essential for progression and earns the Full House achievement. This guide lists every location with its code, floor, and how to discover it.
Ground Floor Locations
The ground floor contains the public and common areas of Galley House. Most of these are available from the start of your investigation.
| Code | Location | Floor | Description |
|---|---|---|---|
| EN | Entrance | Ground | The main entry point where guests arrive. Scene 01 takes place here. |
| LI | Living Room | Ground | The central gathering space. Many key conversations happen here. |
| QU | Quail Lane | Ground | A lane outside the house. Several important conversations take place here away from other guests. |
| ST | Study | Ground | A private study used for confidential discussions and research. |
| KI | Kitchen | Ground | The kitchen where domestic activities reveal hidden character dynamics. |
| DI | Dining Room | Ground | Where the group dines together. Dinner scenes reveal social hierarchies. |
| BI | Billiard Room | Ground | A recreational room where characters reveal their competitive and strategic sides. |
| CH | Chapel | Ground | A small chapel with supernatural and religious significance to the story. |
| WI | Wintercote | Ground | An exterior or garden area. One of the later locations to discover. |
Upper Floor Locations
The upper floor contains the private bedrooms of Galley House. These are discovered later in the investigation as you uncover the personal lives and secrets of the guests.
| Code | Location | Floor | Description |
|---|---|---|---|
| ED | Eddie's Room | Upper | A personal bedroom with clues about its occupant. |
| TO | Tony's Room | Upper | Tony's private space. Scenes here reveal confrontations. |
| MA | Martha's Room | Upper | Martha's room contains confessions and personal items. |
| VI | Victoria's Room | Upper | Victoria's room is the site of important betrayals and revelations. |
| HE | Helen's Room | Upper | Helen and Eve share intimate moments here. |
| OS | Oswald's Room | Upper | Oswald's room hosts key confrontations. |
Top Floor Location
| Code | Location | Floor | Description |
|---|---|---|---|
| AT | Attic | Top | The attic is where the body is discovered — scene 13. A critical location. |
How to Unlock All Locations
Ground-floor rooms (EN, LI, QU, ST, KI, DI, BI, CH) are generally available from the beginning of your investigation. You can enter their codes immediately. The key is to label each location as soon as you discover it — unlabeled locations cannot be used in code inputs, which blocks you from entering codes that reference those rooms.
Upper-floor rooms (ED, TO, MA, VI, HE, OS) and the top-floor attic (AT) require discovery through the story. You unlock them by entering codes that reference these rooms, which then adds them to your location database.
Wintercote (WI) is one of the last locations players typically discover. It is referenced in specific scenes but is not immediately obvious. If you are missing Wintercote, look for scenes that mention exterior or garden areas.
Discovery Order Recommendations
The most efficient discovery order follows the narrative progression:
- First session (timestamps 01-06): EN, LI, QU, ST, KI, DI — all ground-floor public rooms discovered through early codes
- Second session (timestamps 07-08): BI, CH — Billiard Room and Chapel discovered through mid-early codes
- Third session (timestamps 12-13): ED, AT — Eddie's Room and Attic discovered as the story moves upstairs
- Fourth session (timestamps 17-21): TO, MA, VI, HE, OS — remaining bedrooms discovered as character arcs develop
- Late discovery (timestamp 25): WI — Wintercote is the last location most players find
If you have all ground-floor locations but are missing upper-floor rooms, try entering codes with the location codes ED, TO, MA, VI, HE, or OS. Even if the full code is wrong, entering the correct location component can trigger the discovery of that room.
The Full House Achievement
The Full House achievement unlocks when you have labeled all 16 locations in Galley House. This means you have not only discovered each room but also correctly assigned its two-letter code.
Tips for Unlocking Full House
- Enter codes that reference rooms you have not yet discovered — even wrong combinations can trigger location discovery if the location code is correct
- Pay attention to dialogue that mentions specific rooms — these often provide the clue you need to try a particular location code
- Use the scene codes list to systematically try codes for each room
- The keyword search tool can help you find references to rooms you have not yet labeled
Location Code Strategy
When entering codes, the location component determines where the scene takes place. If you are trying to find scenes for a specific investigation thread, focus on the location where that thread is developing. Understanding which locations are relevant to each part of the story helps you guess codes more effectively.
Location-Story Thematic Guide
| Location | Thematic Role | What You Find Here |
|---|---|---|
| EN (Entrance) | Beginnings | Arrivals, first impressions, invitations |
| LI (Living Room) | Social dynamics | Group conversations, confrontations, the climax |
| QU (Quail Lane) | Secrets | Private conversations, hidden alliances |
| ST (Study) | Strategy | Confidential discussions, the conspiracy |
| KI (Kitchen) | Domestic truth | Hidden character dynamics, behind-the-scenes |
| DI (Dining Room) | Social hierarchy | Power dynamics, group reactions |
| BI (Billiard Room) | Competition | Power games, strategic thinking |
| CH (Chapel) | Supernatural | Ghostly phenomena, supernatural forces |
| WI (Wintercote) | Escape | Survival, exterior events |
| AT (Attic) | Death | Body discovery, hidden truths |
| Bedrooms (ED-OS) | Privacy | Confessions, betrayals, intimate moments |
Combining Location With Character Knowledge
Once you know which locations are associated with which themes, you can make more targeted code guesses. For example:
- If you want to find supernatural scenes, focus on CH with different character combinations
- If you want to find confrontational scenes, focus on LI and ST
- If you want to find private confession scenes, focus on the bedroom codes (ED, TO, MA, VI, HE, OS)
- If you want to find escape/survival scenes, focus on WI and QU
Floor Plan Overview
While the game does not provide an explicit map, you can piece together the layout from the scenes:
- The Entrance leads directly into the Living Room
- The Dining Room and Kitchen are connected
- The Study and Billiard Room are off the main hallway
- The Chapel is a separate area, possibly in a wing
- The Quail Lane is an exterior path along the side of the house
- The upper bedrooms are accessed via a staircase
- The Attic is above the upper floor
This spatial understanding helps you follow the movement of characters between scenes. Knowing that a character went from the Living Room to the Kitchen helps you predict which codes to try next.
Location Code Quick Reference Card
For easy reference during gameplay, here is a compact version of all 16 location codes:
Ground Floor: EN (Entrance), LI (Living Room), QU (Quail Lane), ST (Study), KI (Kitchen), DI (Dining Room), BI (Billiard Room), CH (Chapel), WI (Wintercote)
Upper Floor: ED (Eddie), TO (Tony), MA (Martha), VI (Victoria), HE (Helen), OS (Oswald)
Top Floor: AT (Attic)
Memory Aid
- Ground floor codes are generally the first two letters of the room name (ENtrance, LIving, QUail, STudy, KItchen, DIning, BIlliard, CHapel)
- Upper floor codes use the first two letters of the character name (EDdie, TOmy, MA-rtha, VIctoria, HElen, OSwald)
- ATtic and WIntercote are the exceptions — they use the first two letters but are the hardest to discover
FAQ
How do I know which locations I have not yet discovered?
The game interface shows your discovered locations, but it does not explicitly list what you are missing. Cross-reference your list with the 16 codes above. If you have fewer than 16, the missing ones are most likely WI (Wintercote) and AT (Attic).
Can I enter a location code before discovering the room?
No. The machine will not accept a code that references an undiscovered location. You must first discover the room by entering a valid code that references it, then formally label the location before you can use its code in other combinations.
What is the most commonly missed location?
Wintercote (WI) is the most commonly missed location because it is an exterior area that does not feel like a room. If you are stuck at 15 of 16 locations for Full House, try the code 25-WI-9-11.
Do present-day scenes use the same location codes?
Yes. The 16 location codes are shared between both timelines. Part 2 scenes use the same codes (EN, LI, QU, etc.) but feature present-day characters at the D&M facility.
Is there a map of Galley House?
The game does not provide an explicit map. You must piece together the layout from scenes. The spatial structure described earlier in this guide — entrance leading to living room, dining connected to kitchen, etc. — is derived from scene content rather than an in-game map.
For more information about the characters who occupy these rooms and the scenes that take place in them, visit the respective guides on this wiki. For the official game page, visit the Steam store.