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/hero.webp" video: ""
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.
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.
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.
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.
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. For the complete list of valid codes, see the scene codes page. For help with the investigation process, visit the beginner guide.