
Part 1 of Life is Strange: Reunion establishes the core loop: observe a scene, experiment, then use Max’s rewind power to reach the outcome you want. This walkthrough follows the opening sequence through to the end of Moses’s training and the first fire investigation beats, with a focus on the rewind-based puzzles and key choice points that can cause early confusion.
The guide is based on a full playthrough of Part 1 on a controller. Button prompts below are given as:
L1 (rewind), L2+R2 (fast rewind)LB (rewind), LT+RT (fast rewind)This section of the game roughly breaks down as:
After the introductory sequence, you regain control as present-day Chloe backstage. You are pushed into a short confrontation and must pick how to respond:
For Part 1, this choice mainly sets Chloe’s tone in the scene rather than locking major branches. Selecting Negotiate keeps things relatively calm and is a safe baseline for a first run, but the walkthrough proceeds correctly no matter which of the three you pick.
Once control returns, follow the snowy path forward. You will come across a gun lying 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, your next main objective is to “Take a photo of the sunset.” The game does not immediately highlight the camera, which can stall progress if you start wandering.
Follow these steps:
With the camera equipped, move to the photo marker at the viewpoint, line up the shot, and slightly zoom in before taking the picture. Zoom is not heavily constrained here, but zooming a bit ensures the game recognizes the composition and advances to the next cutscene.
After the next transition, Max arrives near the aftermath of a fire on campus. The HUD gives you a simple “Help” objective, but there are a few optional details worth noting for story context.
Work through the area in this order:
Finding the Fire Material explicitly signals that someone is likely starting fires deliberately. This supports later investigative dialogue and is worth picking up even though it does not involve a rewind puzzle at this point.

From the bench, continue along the path to the right to reach the next trigger point. Advancing far enough along this path initiates another cutscene and moves the story toward Moses and the rewind tutorial.
Once you regain control indoors, Max’s new objective is to meet Moses for hot chocolate. This objective is linear but the layout can be slightly disorienting on a first pass.
During this first extended conversation with Moses, you receive several dialogue options. In Part 1, most of these primarily affect tone and how Max characterizes her uncertainty:
The important outcome is not a specific line, but that the conversation leads to Moses formally asking Max to practice her rewind ability. Once that happens, the critical gameplay segment begins.
Before starting the tests, Moses’s office functions as a sandbox where you can safely try rewinding while interacting with various objects.
L1 / LB to rewind time around Max. The world will roll backward while she stays in place.L2+R2 / LT+RT together for a fast rewind, useful after long interactions or if you want to quickly reset the room.It is efficient to interact with as many items and notes as you like, absorb their information, and then rewind back to Moses before answering any of his questions. This way, you retain all the knowledge but can answer as if you already knew it.

Moses’s first formal test is to see whether you understand how rewind preserves information. The objective appears as something like “Learn who killed the swordmaster.”
To complete Test 1:
L1 / LB (or hold plus fast rewind) to rewind time back to when Moses first posed the question.Your ability to recall Mina’s name after rewinding is exactly what the test is designed to highlight. Getting the answer right advances you immediately to Test 2; no penalty is applied if you pick incorrectly-you can simply rewind and try again-but using the figurine once avoids unnecessary repetition.
The second test introduces physical cause-and-effect and asks you to prevent an object from breaking while still retrieving what Moses wants from a locked cabinet.
When the objective appears (“Get Moses what is locked in the cabinet”):
At this point, hold L2+R2 / LT+RT to quickly rewind to just before you opened the cabinet. The mug is intact again, but you now know what will happen.
To prevent the break:
This time, when the mug falls, it will land on the cushion and remain intact, satisfying Moses’s requirement that you avoid breaking it while still obtaining the contents of the cabinet.
After this, Moses will reference the busted door. The solution here is automated: allow the sequence to play out, then rewind twice when prompted so that the door returns to its original, unbroken state while Max still remembers what happened. Once you speak to Moses again, Test 2 concludes.
The final test focuses on reacting quickly with rewind to avert harm. Moses asks you to stand on the X marked on the floor.

Follow the sequence:
L1 / LB (or fast rewind if allowed) to roll back to just before the fire ignites.The key here is to note the warning signs during the first pass (e.g., the kettle overboiling), then use rewind to act pre-emptively. Once the kettle is made safe, you have effectively passed Test 3.
After all three tests, speak to Moses again to debrief. This conversation contains several symbolic lines (including references like “the school is not a mug”) and optional branches.
For Part 1, these responses largely frame how Max interprets her responsibility rather than altering immediate gameplay. You can safely explore the different topics offered-many of them can be selected sequentially rather than mutually excluding one another.
Once the debrief ends, the scene transitions to Max interacting with some students. You will be prompted to choose between three names when deciding whom to approach (for example, Reggie). Picking Reggie moves the conversation forward smoothly and is the path this walkthrough assumes, but any of the presented students should keep the story within normal bounds for Part 1.
Max is then asked to perform a small photo demonstration with a stranger as subject:
These dialogue decisions are mostly tonal. There is no rewind puzzle attached here, but you can still freely rewind to compare how the different responses feel if you want to fine-tune Max’s social presence.
By the end of Moses’s three tests and the early campus scenes, you have seen most of the core ways the rewind mechanic will be used. Applying a few consistent habits in Part 1 makes later sections more efficient:
L2+R2 / LT+RT saves time when returning to a key branch point.When Part 1 wraps, you should have:
With these objectives cleared and the rewind mechanics internalized through Moses’s tests, you are structurally prepared for the more complex investigations and branching conversations that follow in the subsequent sections of Life is Strange: Reunion.
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