Gaming Guide

The Incident at Galley House: All 15 Achievements Walkthrough

Every unlock condition, scene code, and manual trick needed to reach 100 percent in a single run.

Every unlock condition, scene code, and manual trick needed to reach 100 percent in a single run.

The Incident at Galley House ships with 15 achievements, and every one can be earned in a single playthrough. Most unlock on their own as you work through the original 1936 case and the second scenario, while a handful require deliberate inputs at the memory machine. The list below covers the exact trigger for each one so nothing slips past you.

Quick answer: Play both cases to completion, restore power at every generator failure, view the Person 12 scene 01-ST-12 and the Person K scene 25-WI-K, and finish by viewing every remaining scene including the final one. Along the way, feed the machine one wrong code twice, place a death marker, run the HE-L-P trick, and attempt a living-only scene such as 32-LI-70.

Credit: Evil Trout inc.

How scene codes work before you chase achievements

Every scene needs three things: a time slot, a two-letter room code, and every person present. A valid entry follows the TIME-ROOM-PERSON pattern, for example 01-QU-1-11. A code can fail simply because one extra participant is missing, even when the time and room are correct. Knowing this matters because several achievements depend on entering very specific codes, and a rejected input is the mechanic behind two of them.


All 15 achievements and their triggers

AchievementHow it unlocks
SeanceView your first memory scene by entering any valid code. The first is in Timeline 01.
PersistenceEnter a wrong code, then push the red handle on the same wrong code again.
Machine SupervisorRestore power the first time, which happens after viewing 07-ED-10.
ResearcherRestore power the second time, after viewing 13-VI-7-8.
Not Over YetLearn the fate of Person K by viewing 25-WI-K.
Technical EngineerRestore power the third time. After 25-WI-K the power cuts again; try to switch it back on, then look at the machine.
Inciting IncidentLearn the fate of Person 12 by viewing 01-ST-12.
A Shocking RevelationWatch every original Galley House scene and restore power a fourth time in Timeline 26 to discover the body.
Death NotePlace a death marker (skull icon) on any timeline slot in the display menu.
House TourView at least one scene in every room of the house.
Full HouseUnlock every location in Galley House.
Still AliveTry to view a scene containing only living people, such as 32-LI-70.
TYPE HE-L-PAsk the machine for help using the HE-L-P input trick.
HallucinationSee every death, then view the game’s final scene.
SpectronoeticistView every possible scene in the game.
Image credit: Evil Trout Inc.

Progression achievements you cannot miss

Seance pops the moment you view your very first scene, so simply starting the investigation clears it. The three power achievements arrive on a fixed schedule tied to story beats. Machine Supervisor triggers after 07-ED-10, Researcher after 13-VI-7-8, and Technical Engineer after the third failure that follows 25-WI-K. For that third one, the power drops out again; attempt to switch it back on and then look at the machine to make it register.

A Shocking Revelation is the payoff for finishing the first case cleanly. Watch all of the original Galley House scenes and restore power for the fourth time in Timeline 26 to discover the body. Completing the original case also hands you the Admin Card and opens the second scenario, which you need for later unlocks.


House Tour and Full House: rooms and location codes

House Tour asks you to view at least one scene in every room, and it clears naturally as you follow the investigation. Full House is stricter, since it requires you to unlock every location by identifying each room. The two hardest to find are the Attic and Wintercote. Use the codes below when you fill out the Locations tab.

CodeLocation
ATAttic
BIBilliard Room
CHChapel
DIDining Room
EDEddie’s Room
ENEntrance
HEHelen’s Room
KIKitchen
LILiving Room
MAMartha’s Room
OSOswald’s Room
QUQuail Lane
STStudy
TOTony’s Room
VIVictoria’s Room
WIWintercote
Image credit: Evil Trout Inc.

Hidden character achievements: Person 12 and Person K

Two victims are erased from the household’s memory and must be reconstructed by hand. Inciting Incident and Not Over Yet each require creating a custom profile and entering its scene.

For Inciting Incident, create profile 12 and enter 01-ST-12. This reveals Rupert Galley, who matches the Fox portrait through the piano key, cane, and an old leg injury.
For Not Over Yet, create profile K and enter 25-WI-K. This identifies Katherine Beaumont, the mother of Vic and Annie, who matches the Deer portrait through the broken teacup and her limited mobility.

TYPE HE-L-P: the machine help trick

This achievement is a small joke that spells out a word using person slots. You rename slots to letters and place them in Helen’s Room (HE).

Open the People tab and use the Calibrate button to add two extra person slots. Rename them “L” and “P”.
Enter 01-HE-L-P so that “L” and “P” are placed in Helen’s Room. This triggers the unlock.

There is an early-game variant where you rename four slots to “H”, “E”, “L”, and “P” and enter any valid time and room, for example 11-DI-H-E-L-P. That alternate route stops working once you have identified Person 12 or Person K and viewed their scenes, so run it early if you want the extra option.

Image credit: Evil Trout Inc.

The three easy-to-forget manual unlocks

Persistence, Death Note, and Still Alive are quick, but they need specific actions rather than story progress.

Persistence: Type a code the machine rejects, then push the red handle on that exact same wrong code a second time in a row.

Death Note: Open the reminders in the display menu, choose the skull icon, and place a death marker on any timeline slot.

Still Alive: After you have Admin Access in the second scenario, try to view a scene that contains only living people. Timeline 32 with person 70 works, for example 32-LI-70. Reya (ID 70) is still alive, so the machine cannot produce a normal memory and the achievement fires instead.


Hallucination and Spectronoeticist: the final two

These are the completion capstones. Hallucination requires seeing every death across all scenes and then viewing the game’s final scene, which comes from the code 00-LI-3-5-6-7-8-10-12. Spectronoeticist wants every possible scene in the game viewed at least once.

The two are closely linked. If the final scene happens to be the last one you have left, Hallucination and Spectronoeticist will pop at the same moment. To be safe, clear every other scene first, then finish on the final one to guarantee both.

Image credit: Evil Trout Inc.

Confirming your 100 percent run

Each achievement pops on screen the instant its condition is met, so you can track progress as you go. Note that the power achievements only register when you interact with the machine after the failure, so if one does not appear, return to the machine and attempt the restart again. Keep an eye on the People and Locations tabs, since Full House and the two hidden-victim unlocks are the ones most players leave incomplete. Once Hallucination and Spectronoeticist confirm, all 15 are done.