part2-present-codes


id: "part2-present-codes" slug: "part2-present-codes" order: 4 title: "Part 2 Present Day Scene Codes — All Modern Codes" description: "All Part 2 present-day scene codes in The Incident at Galley House. Complete list of modern timeline codes and meta-plot connections." keywords: ["Part 2 codes, present codes, modern timeline, D&M codes"] category: "scene-codes" date: "2026-07-15" lastModified: "2026-07-16" image: "/images/video-jJioFeMCYl4.webp" video: "jJioFeMCYl4"

Part 2 Present Day Scene Codes — All Modern Codes

Part 2 of The Incident at Galley House covers the present-day timeline where you, as Reya, operate the memory machine at the D&M company. These scenes are essential for the meta-plot deduction — they connect the 1936 past events to the present investigation and reveal the true significance of the memory machine. This guide provides all known Part 2 scene codes with detailed context for each scene.

Why Part 2 Scenes Matter

Many players focus exclusively on the Part 1 past timeline and neglect the present-day scenes. This is a significant mistake. Part 2 scenes are not optional — they contain critical information for the meta-plot deduction, reveal the true nature of D&M and the memory machine, and provide context that reframes everything you learned in Part 1.

Without Part 2 scenes, you can solve individual character identities and fates, but you cannot solve the meta-plot — the deepest mystery in the game. The game's ultimate revelation requires synthesizing information from both timelines.

Part 2 Code Format

Part 2 codes follow the same Timestamp-Location-Characters format as Part 1, but with key differences:

  • Timestamps: Part 2 uses timestamps starting from 27, continuing the chronological numbering from Part 1
  • Characters: Present-day characters use higher numbers (12+). Person 12 is Reya, the player character. Other D&M employees have numbers 13+
  • Locations: Part 2 scenes use the same 16 location codes, but the scenes take place in the present-day versions of those locations

Present-Day Character Numbers

NumberCharacterRole at D&M
12ReyaJunior engineer, player character
13Sam MoorsSenior investigator
14Meg PattersonResearch analyst
15Laurence DunnTechnical specialist
16JacquelineTeam coordinator

All Part 2 Scene Codes

Scene 27 — First Present-Day Discovery

CodeLocationCharactersScene Context
27-DI-12Dining RoomReya (12)Reya discovers a connection in the present timeline. The Dining Room in the present day contains evidence that links to the 1936 events. This scene sets up the meta-plot investigation.

What to pay attention to: The present-day Dining Room may look different from the 1936 version. Note how the space has changed over the decades and what traces of the past remain.

Scene 28 — Moors and Reya

CodeLocationCharactersScene Context
28-ST-12-13StudyReya (12), Sam Moors (13)Moors and Reya discuss findings in the Study. Moors provides context about D&M's investigation and shares information that changes Reya's understanding of the case.

What to pay attention to: Moors is a senior investigator with more knowledge about D&M's operations. Listen carefully to what he reveals about the company's interest in Galley House.

Scene 29 — Patterson's Research

CodeLocationCharactersScene Context
29-QU-12-14Quail LaneReya (12), Meg Patterson (14)Patterson and Reya investigate Quail Lane parallels. Patterson's research has uncovered connections between the past and present that suggest the supernatural phenomena at Galley House are not isolated to 1936.

What to pay attention to: Patterson's analytical approach contrasts with Moors' experiential knowledge. Together, their perspectives provide a fuller picture of D&M's investigation.

Scene 30 — The Attic Revelation

CodeLocationCharactersScene Context
30-AT-12-15AtticReya (12), Laurence Dunn (15)Dunn and Reya in the Attic. This present-day scene mirrors the past body discovery (13-AT-1-4). What they find connects the past death to the present investigation in a way that reframes the entire mystery.

What to pay attention to: The connection between the past Attic scene and this present-day scene is one of the most important links in the meta-plot. Compare what Hobbes and Victoria found in 1936 with what Dunn and Reya discover now.

Scene 31 — The Chapel Connection

CodeLocationCharactersScene Context
31-CH-12-16ChapelReya (12), Jacqueline (16)A present-day Chapel scene ties past to present. The Chapel's supernatural properties manifest in the present day, confirming that the forces at Galley House are not merely historical.

What to pay attention to: The Chapel has the strongest supernatural presence in the game. This scene directly connects the past supernatural phenomena to the present, providing crucial meta-plot evidence.

Scene 32 — The Meta-Plot Resolution

CodeLocationCharactersScene Context
32-LI-12-13-14-15Living RoomReya (12), Moors (13), Patterson (14), Dunn (15)The final present scene. The meta-plot resolves as the D&M team pieces together the full truth of Galley House. This scene provides the answers to the deepest questions about the machine, the company, and the supernatural.

What to pay attention to: This is the most important present-day scene. The revelations here connect every Part 2 scene to the Part 1 events, creating the complete picture needed for the meta-plot deduction.

How Part 2 Connects to Part 1

The D&M Company and Galley House

D&M's interest in Galley House goes beyond simple historical investigation. The company specializes in memory investigation technology, and Galley House is one of the most significant locations they have discovered. The building's ability to preserve memory echoes makes it invaluable to D&M's research — but the company's motivations may not be purely academic.

The Machine and the Supernatural

The memory machine's power source and the supernatural properties of Galley House are directly connected. Part 2 scenes reveal how the machine was designed to harness the building's supernatural energy, and the three power failures are not just mechanical issues — they reflect the unstable relationship between the technology and the supernatural.

Reya's Role

Reya is a junior engineer who may be more connected to the events at Galley House than she initially realizes. The meta-plot reveals her significance and raises questions about whether D&M assigned her to this investigation for reasons beyond her technical skills.

Strategies for Part 2 Investigation

Do Not Skip Present-Day Scenes

Unlock Part 2 scenes as soon as they become available. Do not wait until you have completed Part 1 before exploring the present-day timeline. The two timelines inform each other, and insights from Part 2 can help you solve Part 1 deductions.

Search for Cross-Timeline Connections

Use the keyword search tool to find terms that appear in both timelines. Words like "machine," "echo," "power," "Chapel," and "Galley" may appear in scenes from both Part 1 and Part 2, revealing connections you would not otherwise notice.

Compare Past and Present Locations

Each location in Galley House appears in both timelines. Compare the 1936 version with the present-day version — the changes (or lack of changes) in each room provide clues about the supernatural persistence of the building.

Use Part 2 Hints for Meta-Plot

If you are struggling with the meta-plot deduction, request hints about the present-day timeline. The hint system can guide you toward Part 2 scenes you may have missed, and those scenes often contain the critical missing pieces for the meta-plot.

Watch for Recurring Motifs

Several motifs appear in both timelines: the Chapel's supernatural intensity, the Attic's role in discovery, the Study's function as a space for revelations, and Quail Lane as a space for private investigation. These recurring motifs are deliberate — the developers designed the present-day scenes to mirror and respond to the past scenes. Noticing these parallels accelerates your meta-plot understanding because each parallel is a clue about how the two timelines are connected at a structural level, not just a narrative one.

FAQ

When do Part 2 scenes become available?

Part 2 scenes (codes 27-32) become available after you have unlocked enough Part 1 scenes and made progress on the investigation. The exact trigger depends on your progression, but most players access Part 2 during the mid-to-late game.

Can I solve the game without Part 2 scenes?

You can solve character identities and fates without Part 2, but the meta-plot deduction requires Part 2 information. The game's ultimate revelation is only accessible through the present-day timeline.

How many Part 2 scenes are there?

There are 6 main Part 2 scenes (codes 27-32), plus potential hidden present-day scenes. The total is significantly fewer than Part 1's 26 scenes, but each Part 2 scene carries enormous narrative weight.

Do I need to label present-day locations?

The 16 location codes are shared between both timelines. You do not need to label separate present-day versions — the same codes (EN, LI, QU, etc.) work for both past and present scenes. However, this shared location system has interesting implications for the meta-plot: the fact that the same physical spaces can host scenes from different eras reinforces the game's central theme that the past and present are not separate but coexist within the walls of Galley House. The building's supernatural properties are tied to its physical structure, not to a specific time period.

For the complete list of all scene codes including Part 1 and hidden codes, see the all scene codes page. For the meta-plot deduction strategy, visit the deduction guide. For the official game page, visit the Steam store.