Modern Timeline — Part 2 & Keycards

Guide to The Incident at Galley House present-day arc: keycard swap, D&M and FRC staff, Ervin reveal, and scene codes 27–32.

When Part 2 Begins

Midway through the investigation the story splits: 1936 memories (Persons 1–11) versus present-day scenes (Persons 64–75). The game prompts you to insert a modern keycard into the Seance Machine. You can swap keycards freely to revisit either era.

This is entirely new content in the Steam remaster — Type Help ended before the expanded epilogue. Expect roughly one hour of additional ending material tying D&M's excavation to Galley House.

Present-Day Characters

#NameRole
64ErvinMysterious figure revealed late in Part 2
65Sam MoorsManaging Director, D&M
66Meg PattersonTechnical Engineer, D&M
67Laurence DunnMachine Supervisor, D&M
70Reya BeckonJunior Engineer, D&M (player character)
73Mason GibbsGeography Teacher
74Pippa SmithResearcher, FRC
75JacquelineLawyer

Reya Beckon (#70) is a junior engineer at D&M, not a journalist. You play her directly in modern scenes. Enter job descriptions in the notebook to attach portraits.

Ervin (#64) & Replay Scenes

Late in Part 2 the hidden character Ervin (#64) is revealed. The machine initially accepts shorter participant lists; after ID 64 appears, four memories must be replayed with person 64 added:

Before revealAfter +64Room
27-AT-66-7527-AT-64-66-75Attic
29-BI-7329-BI-64-73Billiard Room
30-ST-67-7430-ST-64-67-74Study
31-KI-6631-KI-64-66Kitchen

Full walkthrough: Ervin replay guide. Code list: modern scene codes. Pair with ending guide for finale gates.

Frequently Asked Questions

Do I need Part 2 for the true ending?

Yes. Modern scenes gate the expanded epilogue and several achievements.

Can I finish 1936 first?

The game prompts keycard swap at a story gate. You can return to 1936 anytime after.

What are D&M and FRC?

D&M is the engineering firm excavating Galley House; FRC is a research council tied to Pippa Smith.

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