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Use the CRTV to check for nearby threats, then move between cover and peek before exposing Simon. If an enemy spots him, break line of sight and reassess: hiding, distracting, running, or fighting may be the better response. The official guidance does not specify detection distances or how long an enemy stays alerted, so no single timing trick is guaranteed.
How do you use the CRTV to find enemies?
The CRTV is an active threat-awareness tool. KONAMI says it can help Simon see through the environment and locate nearby threats; the PlayStation guide explains that tuning it to frequencies can reveal enemy positions through walls and fog. Use what it shows to choose a route, not as proof that the area will remain safe.
Simon’s first-person viewpoint limits awareness of the surrounding area, especially to the sides and behind. Pause to listen and scan before moving. Checking the map or searching a room can also leave him vulnerable, so recheck the surroundings before stepping back into danger.
How do you peek around cover?
Crouch behind environmental cover such as fences, signs, and parked cars, then peek around a corner or over an object to judge an enemy’s position. The PlayStation control guide gives these controls for PlayStation: press Circle to duck behind objects; hold R1 and use the right analog stick to lean around corners or peek over cover. Button labels may differ on PC or other input devices.
#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
Once you have a clearer view, move when the route looks safe. Official materials identify cover and peeking as intended parts of stealth, but do not give a universal patrol pattern or a guaranteed timing window.
Where can you hide from enemies?
Cabinets, closets, and lockers can conceal Simon. Choose one only when an enemy has not seen him enter: the PlayStation guide warns that an enemy who witnesses the entry may chase him down and pull him out. Hiding is therefore a situational option, not a reliable way to erase an enemy’s awareness.
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 should you do if an enemy notices Simon?
KONAMI says enemies can dynamically hunt Simon when he draws too much attention, using their senses to track him. If spotted, break line of sight by rounding a corner or getting behind cover, then choose a response that fits the situation.
- Hide if you can reach a hiding place without being seen entering.
- Distract the enemy if the situation gives you an opportunity to redirect its attention.
- Run if escape is the safer way to leave the encounter.
- Fight if combat is feasible or the other options are worse.
The official overview names stealth, distraction, running, hiding, and combat as possible approaches. In a developer interview, Screen Burn writer and director Jon McKellan also described the team’s intention for players to experiment rather than follow one required playstyle. The right choice depends on whether the enemy has noticed Simon, whether cover can block its view, whether a hiding-place entry would be seen, and whether escape or combat is practical.
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- 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 stealth rules are not published?
The official sources do not state numeric detection ranges, alert-reset times, enemy-specific sight or hearing rules, or a guaranteed stealth route. Treat the CRTV as useful information rather than a safety guarantee, and adapt to what is happening rather than relying on an undocumented mechanic.
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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