Use the CRTV to check for nearby threats, then move between cover and peek before exposing yourself. If an enemy spots Simon, break its line of sight and choose whether to hide, distract it, run, or fight. The official guidance confirms these options, but does not publish detection distances or alert-reset timings.
How to use the CRTV to find enemies
The CRTV can reveal nearby threats through walls and fog when tuned to the appropriate frequencies. Use it to assess danger and choose a route, not as proof that the area will remain safe: enemies can hunt Simon after he draws their attention. KONAMI describes the CRTV as a way to see through the environment and locate threats in its official gameplay overview; the PlayStation first-person guide explains its frequency-tuning function.
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Because the first-person view limits awareness of what is beside or behind Simon, check the route visually and listen before moving. Treat activities such as checking the map or searching a room as moments when you may be vulnerable, then recheck the area before stepping out.
How to move through cover and peek
Crouch behind environmental objects such as fences, signs, and parked cars. From cover, peek around a corner or over an obstacle to judge an enemy’s position before crossing its view. The goal is to gather enough information to choose a route while limiting the time you are exposed.
#1 Best Overall
- Experienced entirely in first person, explore, evade, and survive using a limited set of weapons and tools, including a pocket television used to tune into unstable signals. Evasion is tense; combat is frenetic, while narrative driven puzzles reveal a truth that refuses to stay submerged.
- SILENT HILL: Townfall is a full-length, self-contained psychological horror set against the cold, isolated backdrop of Scotland, 1996
On PlayStation, the guide lists Circle to duck behind objects and R1 plus the right analog stick to lean around corners or peek over cover. These are PlayStation controls; button labels may differ on PC or other input devices.
When and where to hide
Cabinets, closets, and lockers can conceal Simon, but they are not a reliable escape if an enemy sees him enter. The PlayStation guide warns that an enemy may chase him down and pull him out. Use a hiding place when you can enter without being observed rather than treating it as a way to erase an enemy’s attention.
Rank #2
- Day One Edition Bonus: CRTV Style: Rusted, CRTV Style: Beach Edition
- Returning to an island town to ‘put things right’, Simon Ordell descends into a world of tense evasion, explosive confrontations, and mind-bending puzzles that slowly surface the truth of St. Amelia
- Simon Ordell is called back to the island of St. Amelia to ‘put things right’, encountering a town lying quiet beneath a heavy fog, seemingly abandoned but not at rest
- Venturing deeper, and driven to understand his connection to the place and its inhabitants, Simon begins to discover fragments of a past rising to the surface
- Experienced entirely in first person, Simon must explore, evade, and survive using a limited set of weapons and tools, including the CRTV, a pocket television used to tune into unstable signals. Evasion is tense; combat is frenetic, while narrative driven puzzles reveal a truth that refuses to stay submerged
What to do if an enemy notices Simon
KONAMI says enemies use their senses to track Simon and may dynamically hunt him when he draws too much attention. If detected, first try to break line of sight by rounding a corner or getting behind cover. Then choose a response based on the situation:
- Hide if you can reach a hiding place without being seen entering.
- Distract the enemy if an opportunity to draw it away is available.
- Run if escape is safer than staying near the threat.
- Fight if combat is the practical response to the encounter.
The game’s official materials present stealth, distraction, running, hiding, and combat as possible approaches, not a single mandatory solution. In a PlayStation Blog interview, Screen Burn writer and director Jon McKellan describes the aim as letting players experiment with different encounter approaches. The CRTV’s combination of video and audio signals also shaped how it works in stealth, as well as how the game presents its narrative.
Rank #3
- Day One Edition Bonus: CRTV Style: Rusted, CRTV Style: Beach Edition
- When Simon Ordell is called back to the island of St. Amelia to "put things in order", he meets a city lying quietly in dense fog, seemingly abandoned, yet anything but dormant
- After venturing further to understand his connection to this place and its inhabitants, he gradually discovers fragments of the past rising to the surface
- Simon must explore, evade and survive from a first-person perspective. It uses a limited arsenal of weapons and tools, including the CRTV: a portable TV to receive unstable signals
- The dodging is tension, the battles are hectic and the story-based puzzles reveal a truth that does not want to remain hidden
What the official guidance does not specify
The available official guidance does not give numeric detection ranges, alert durations, enemy-specific sight or hearing rules, or a guaranteed stealth route. It also does not establish a universal patrol pattern or timing window. Use the CRTV, cover, and peeking to make decisions in the encounter in front of you rather than relying on an undocumented timing trick.
Quick Recap
Best Value
Rank #4
- RE-PLAYABLE NARRATIVE BOARD GAME: Tile by tile, terror by terror, build their own haunted mansion and then try to escape it alive. The game is for 3-6 players and takes about 60 minutes to play
- MODULAR BOARD PIECES: The Betrayal at House on the Hill tabletop game features 50 blood-curdling scenarios. Each trip to the house promises fresh horrors and a new story is created every time you play
- HAUNTED HOUSE TRAITOR GAME: Players must work together to survive the nightmare…but beware! The house turns one player against the others in this cooperative strategy game
- MINIATURES BOARD GAME: This second edition of Betrayal at House on the Hill includes 6 pre-painted plastic explorer figures, 80 cards, 149 tokens, 44 room tiles, 2 haunt books, and more
- IMMERSIVE NARRATIVE: Get ready for an unpredictable and thrilling exploration of the haunted house. Encounter witches, dragons, zombies, and other spooky and bizarre B-movie horror clichés
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