
Game intel
Life is Strange: Reunion
Life is Strange: Reunion is the thrilling finale to the Max and Chloe saga, a chapter that brings their book to a close. This is a full circle moment for both…
Part 1 of Life is Strange: Reunion runs from the opening with Chloe through Moses’s three rewind tests and the first photo demonstration. The two places people get stuck are the camera in the car trunk (you have to clear the clutter before it appears) and Test 2’s falling mug (you need the cushion from the seating area, not faster reflexes). Everything below is the full route, in order, with the puzzle solutions.
One thing worth knowing before you start: Reunion launched 26 March 2026 and has had four numbered patches. Update 1.03 (28 March 2026) adjusted rewind cooldowns and Backtalk difficulty, so if you are following a launch-week video, the timing on rewinds may feel different from what you see. None of the patches changed the puzzle solutions themselves — more on that below.
Part 1 establishes the core loop: observe a scene, experiment, then use Max’s rewind to reach the outcome you want. This covers the opening through the end of Moses’s training and the first fire investigation beats.
Button prompts are given as:
PC players on non-QWERTY layouts should update before playing. An April 2026 Steam patch fixed keyboard layout detection and improved the default keybindings for those layouts; on launch builds the rewind key could land somewhere unhelpful.
The section breaks down as: the Chloe opening and first dialogue choice, the sunset photo, the fire scene and “Help” objective, Moses’s office, the three rewind tests, then the debrief and photo demonstration.
After the intro, you take control of present-day Chloe backstage and get pushed into a short confrontation. Three options:
This sets Chloe’s tone in the scene. Negotiate keeps things calm and is the safe baseline for a first run, but the walkthrough proceeds identically whichever you pick.
Once control returns, follow the snowy path forward. You will find a gun in the snow — inspecting it is mandatory to progress. Continue down the path until the cutscene triggers and the perspective shifts away from Chloe.
Back with Max, the objective is “Take a photo of the sunset.” The game does not highlight the camera, and this is where a lot of first runs stall into aimless wandering.
With the camera equipped, move to the photo marker at the viewpoint, line up the shot, and zoom in slightly before shooting. Zoom is not tightly constrained here, but a small zoom makes the game reliably recognise the composition and advance.
After the transition, Max arrives near the aftermath of a campus fire. The HUD gives you a bare “Help” objective. Work the area in this order:
The Fire Material is the first hard signal that someone is setting fires deliberately. It feeds later investigative dialogue and is worth collecting even though there is no rewind puzzle attached to it.
From the bench, continue along the path to the right. Advancing far enough triggers another cutscene and moves the story toward Moses.
Indoors, Max’s objective is to meet Moses for hot chocolate. Linear, but the layout disorients people on a first pass.
The conversation offers several dialogue options. In Part 1 these mostly shape tone and how Max characterises her uncertainty — cautious responses keep Moses supportive, and lines like “I didn’t know if I should” when he asks about rewinding fit the tutorial framing. The outcome that matters is not any specific line; it is that the conversation leads Moses to ask Max to practise her rewind.
Before the tests, the office works as a sandbox.
The efficient habit, and the one the game is teaching you: interact with everything, absorb the information, then rewind back to Moses before answering anything. You keep the knowledge and answer as though you already had it.
The first test checks whether you understand that rewind preserves information. The objective reads roughly “Learn who killed the swordmaster.”
There is no penalty for a wrong answer — you can rewind and retry — but reading the figurine once saves you the loop.
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This is the test people fail repeatedly, because the obvious solution is wrong. The objective: “Get Moses what is locked in the cabinet.”
Now hold L2+R2 / LT+RT to fast rewind to just before you opened the cabinet. The mug is intact and you know what is coming.
To prevent the break:
The mug lands on the cushion and survives, satisfying Moses’s condition that you get the contents without breaking anything.
Moses then references the busted door. That solution is automated — let the sequence play out, then rewind twice when prompted so the door returns to its unbroken state while Max keeps the memory. Speak to Moses again to close Test 2.
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The final test is about reacting with rewind to avert harm. Moses asks you to stand on the X on the floor.
That is the whole lesson of Part 1 compressed into one beat: observe the failure, rewind, act pre-emptively.
Speak to Moses to debrief. This conversation carries the symbolic lines — including the “the school is not a mug” exchange — and several optional branches. Many topics can be selected sequentially rather than being mutually exclusive, so explore.
The scene then transitions to Max approaching students, choosing between three names. Reggie is the path this walkthrough assumes, but any of the three keeps Part 1 on track.
Max is then asked to demonstrate a photo with a stranger:
These are tonal. You can rewind freely to compare how each reads.
Honest answer, as of July 2026: no public source maps specific Part 1 choices to specific later outcomes. Not the negotiate/lie/threaten opener, not the Fire Material, not the training dialogue.
What is documented is broader. Reunion has multiple endings driven by decisions around the Caledon fire and the state of Max and Chloe’s relationship — romantic or platonic, reconciled or not. Update 1.02 added extra epilogue scenes specifically to distinguish those outcome combinations more clearly. Update 1.04 (2 April 2026) then overhauled the relationship tracking system so the Max/Chloe reconciliation state properly reflects your choices, including whether they stayed together after Double Exposure, and updated NPC reaction lines for Moses and Loretta depending on which protagonist you are controlling.
So the systems are real and they do track you. The micro-level mapping — “threaten here and Moses reacts differently there” — is not documented anywhere reliable, and any guide claiming otherwise is guessing. Play Part 1 for tone, not for outcome engineering.
No patch added, removed or reworded any Part 1 dialogue option or changed a puzzle solution. The fixes repaired continuity and execution around existing choices. The steps above are current.
No. Every Part 1 choice documented here is tonal or retryable. The tests have no fail states that block progress — you rewind and try again.
It changes what Chloe references and how the relationship state starts. Import reliability was improved in v1.02 and the tracking was overhauled in v1.04, so play on a patched build if continuity matters to you.
No. It released as a single complete game on 26 March 2026 for PS5, PC and Xbox Series X/S — there is no episode-by-episode rollout and no early access window.
Update 1.03 adjusted rewind cooldowns on 28 March 2026. Guides recorded in the first two days run on the pre-patch timing.
For the wider context on where this entry sits in the series, we covered what bringing Max and Chloe back actually means for the franchise and the earlier leak and its canon twist. Everything else is collected in our Life is Strange: Reunion hub.