After Simon reaches St. Amelia, answer the ringing pay phone and continue through the red-lit structure to the apartment where he finds the CRTV. Tune the pocket television for the clue that lets him use the elevator back to the streets. Once outside, check it for nearby creatures before crossing open ground. This guide follows a four-hour PlayStation preview and developer details published before the game’s scheduled September 24, 2026 launch.
Arrival, pay phone and the CRTV
Simon arrives by water, though the preview leaves the details of his arrival unclear. Follow the streets into town until a pay phone rings. The caller sends him looking for Zoe; the scene then shifts to a red-lit underground area. Exploring it leads to an apartment containing the handheld CRTV.
Raise the CRTV in the apartment and tune into its signals before trying the elevator. The broadcast provides a puzzle clue needed to get back outside. The published preview does not specify a frequency or a button sequence for this elevator, so inspect the signal and the elevator in your game instead of entering a code from an unverified list.
The CRTV as a street and puzzle tool
Screen Burn says the CRTV can show nearby threats through the environment, receive story broadcasts and reveal puzzle clues. When a foggy street seems clear, raise the set to look for a creature, then lower it so you can see the cover and the path ahead. The September 21 PlayStation preview says L1 raises the CRTV on PS5; its signal can pulse through the controller when an enemy is near. At a puzzle, tune in again and compare what appears on its screen with the room you are exploring.
On PS5, you can enable motion controls to fine tune the CRTV. The option is customizable, so check the controls menu if twisting the controller feels awkward. Published material does not establish the PC input; use the prompts in your installed version.
Zoe’s trail: apartment, pharmacy and clinic
Zoe’s apartment reveals that she is a nurse and points Simon toward her clinic. Her office contains three scales, each awaiting an object connected to a failure she carries. The PlayStation preview identifies the leads: Zoe’s ID badge in her apartment, a prescription with the wrong dosage at a nearby pharmacy, and a coworker’s medical bag with a broken stethoscope in the coworker’s apartment.
If you reach the scales without all three objects, return to those locations. The CRTV’s signals concern Zoe and St. Amelia’s past, so listen to them while checking the rooms for the objects. The preview does not provide a verified placement order for the finished game.
Streets and interiors: staying out of sight
Use the CRTV’s threat signal to spot a creature through fog or a wall. Walls, cars and fences provide cover; on PS5, Circle lowers Simon behind cover, while holding R1 and moving the right stick lets him peek around or over it before moving. L1 raises the CRTV. If a creature spots Simon, look for a closet, shed or partly open door where he can try to wait out the chase.
Bottles and bricks can draw a creature away from the route. Radios and televisions in the environment can serve the same purpose. Change your path if an enemy starts hunting you: Screen Burn says alerted creatures use their senses to follow Simon, so a clear route may stop being clear.
When there is no way around one, a found wooden club gives Simon a chance to guard with L2 on PS5. Swing with R2 when the creature leaves an opening. The club wore out after only a few fights in the preview. A revolver appears later, but firing it is loud enough to draw more creatures, and Simon reloads its cartridges one at a time with Square. Use a fight to make space to leave rather than trying to clear the whole street.
Clues and hiding in first person
Search a room from a safe position when you need a clue. Notes on desks, diagrams in drawers and even a computer can matter, while opening Simon’s map with Triangle occupies part of the first-person view. Listen and check nearby cover before reading a long clue. The preview also notes that a closet only helps when a creature has not seen Simon enter it. If it watches him slip inside, it can pull him back out. Break line of sight around a corner before hiding.
These are the connected locations and mechanics shown before launch. Neither the preview nor Konami’s announcements disclose a verified complete game route, exact elevator frequency or final scale placement order. Check the launch build before treating a pre-release observation as a fixed solution.
Sources: PlayStation’s opening-hours preview, Screen Burn’s gameplay explanation, the creators’ PS5 feature explanation, PlayStation’s first-person preview, and Konami’s launch announcement.