How to use these walkthroughs
The lists on this site follow the order of periods as published by GameSpew's completion guide (14 July 2026), which separates Part 1 historical memories from Part 2 present-day memories after the keycard swap. Codes are written in PERIOD-ROOM-PERSONS form.
You do not need to play every code in list order to finish, but chronological playback makes the night easier to understand. GameSpew notes a few scenes may be absent from the published table while still providing enough addresses to complete the game.
GameSpew's 14 July 2026 guide is the primary public source for ordered period lists used here. It notes a few scenes may be missing from the published table while still providing enough addresses to complete the game.
Order in the table is chronological for comprehension, not a hard script. Jump when dialogue demands it.
Mark your personal stuck period in the margin of a paper notebook before you open either spoiler list. That single mark keeps you from reading ahead into later deaths or modern reveals you have not earned.

Choose your spoiler depth
Need mechanics only? Stay on the Seance Machine and scene-code system pages. Need the full historical address book? Open the 1936 scene codes page. Already on the modern keycard? Open the modern scene codes page. Character names and monikers live under Characters with clear roster context.
For 100% cleanup, combine both code lists, the Ervin (+64) replays, Wintercote, and the achievements page. Steam lists fifteen achievements; community guides report a single completed save can unlock the set if you clean up before you quit.
For 100 percent cleanup, combine both code lists, the Ervin (+64) replays, Wintercote, and the achievements page. Steam lists fifteen achievements; community guides report a single completed save can unlock the set if you mop up before deleting the save.
If you only need one stuck scene, search the code string on the era page rather than reading top to bottom.
Players who only want achievements can jump to the achievements page first, then return here for the missing addresses those unlocks imply. Players who want story should invert that order.
Source standard
Scene lists on this wiki are cross-checked against the GameSpew full scenario guide and launch-week community completion writeups. We do not invent codes. If a patch adds memories, this page will say so with a date rather than silently padding the table.
Official store and galley.house remain the authority for premise, platforms, and content warnings. Walkthrough numbers are player-tooling, not developer patch notes.
When Steam patches add or rename memories, this hub will date the change instead of silently inventing codes. Until then, treat in-game acceptance as the final authority over any mirrored table.
We cite GameSpew because it published a complete public scenario list at launch; we still rewrite wording and structure for this wiki.
If you find a code that works in-game but is absent here, email the contact address with the exact string and build date so we can extend the table without inventing entries.
Quick answers
FAQ
Will these codes spoil the story?
Yes. Any full code reveals who was where when. Use them only when stuck or cleaning achievements. Mechanics pages exist so you can stay spoiler-light while the soft-hint loop of exit lines still produces progress.
Is there a separate true ending code?
Ending resolution comes from completing investigation arcs and notebook coverage, not from a single magic code. Finish both timelines and required reveals, then clean optional replays if you want full cast documentation before credits.
Can I finish without modern codes?
No. The modern keycard sequence is part of the designed completion path. Historical lists alone stop before the present-day institutional story that recontextualizes why Reya has machine access at all.
