Before you start
Have the CRTV available before following these steps. This guide covers ordinary broadcasts and fine tuning at a physical radio, using the pharmacy as an early example. It does not reveal locker combinations, late-game signal locations or story outcomes.
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- CRTV and Pharmacy Puzzle sections; editorial scope
- Supports
- Have the CRTV available before following these steps. This guide covers ordinary broadcasts and fine tuning at a physical radio, using the pharmacy as an early example. It does not reveal locker combinations, late-game signal locations or story outcomes.
- Does not establish
- Written-source report, not Kingy gameplay testing. No reviewed recording establishes these inputs across builds, difficulty settings, remapped controls or PC devices.
You choose how much to reveal
A nudge or the answer.
Choose a hint, an explanation, or the complete tuning steps. No locker combination or later story solution is revealed here.
Give me a hintOne adjustment to try when the colours keep moving.
A small hint
If the coloured shapes keep drifting, settle the CRTV’s angle before trying to align them.
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- Part 1, Chapter 4, Signal #5: tilt before colour alignment
- Supports
- If the coloured shapes keep drifting, settle the CRTV’s angle before trying to align them.
- Does not establish
- Written-source report, not Kingy gameplay testing. No reviewed recording establishes these inputs across builds, difficulty settings, remapped controls or PC devices.
Explain the logicHow ordinary tuning differs from radio calibration.
Understand the two tuning modes
Tuning finds a transmission. Fine tuning adds angle adjustment and colour alignment after interacting with a VHF transceiver. QuestDuo describes reducing offset and vertical roll before calibrating the colour channels.
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- Pharmacy Puzzle: CRTV Fine Tuning instructions
- Supports
- Tuning finds a transmission. Fine tuning adds angle adjustment and colour alignment after interacting with a VHF transceiver. QuestDuo describes reducing offset and vertical roll before calibrating the colour channels.
- Does not establish
- Written-source report, not Kingy gameplay testing. No reviewed recording establishes these inputs across builds, difficulty settings, remapped controls or PC devices.
Show the stepsFind a signal, settle the image, align colours and store.
Tune and calibrate
- Preview / reporting
For an ordinary broadcast, QuestDuo reports holding L1 to inspect the CRTV and using L2/R2 to tune toward the marked frequency. PowerPyx’s first hotel signal instructs pressing X when the tracking dot is inside the box to store it. These are reported PlayStation prompts; follow your on-screen bindings.
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Silent Hill Townfall: Part 1 – Arrival Walkthrough ↗ - Locate
- CRTV section: inspect and frequency controls
- Supports
- For an ordinary broadcast, QuestDuo reports holding L1 to inspect the CRTV and using L2/R2 to tune toward the marked frequency. PowerPyx’s first hotel signal instructs pressing X when the tracking dot is inside the box to store it. These are reported PlayStation prompts; follow your on-screen bindings.
- Does not establish
- Written-source report, not Kingy gameplay testing. No reviewed recording establishes these inputs across builds, difficulty settings, remapped controls or PC devices.
Silent Hill Townfall All CRTV Signal Locations ↗ - Locate
- Part 1, Chapter 2, Signal #1: X and tracking-dot storage
- Supports
- For an ordinary broadcast, QuestDuo reports holding L1 to inspect the CRTV and using L2/R2 to tune toward the marked frequency. PowerPyx’s first hotel signal instructs pressing X when the tracking dot is inside the box to store it. These are reported PlayStation prompts; follow your on-screen bindings.
- Does not establish
- Written-source report, not Kingy gameplay testing. No reviewed recording establishes these inputs across builds, difficulty settings, remapped controls or PC devices.
- Preview / reporting
For pharmacy fine tuning, interact with the table radio in the back room. PowerPyx identifies its signal as channel 30.
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Silent Hill Townfall All CRTV Signal Locations ↗ - Locate
- Part 1, Chapter 4, Signal #5: pharmacy radio
- Supports
- For pharmacy fine tuning, interact with the table radio in the back room. PowerPyx identifies its signal as channel 30.
- Does not establish
- Written-source report, not Kingy gameplay testing. No reviewed recording establishes these inputs across builds, difficulty settings, remapped controls or PC devices.
- Preview / reporting
Stabilize the picture first: adjust the CRTV angle until the colours stop drifting. PowerPyx describes right-stick control.
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Silent Hill Townfall All CRTV Signal Locations ↗ - Locate
- Part 1, Chapter 4, Signal #5: tilt adjustment
- Supports
- Stabilize the picture first: adjust the CRTV angle until the colours stop drifting. PowerPyx describes right-stick control.
- Does not establish
- Written-source report, not Kingy gameplay testing. No reviewed recording establishes these inputs across builds, difficulty settings, remapped controls or PC devices.
- Preview / reporting
Then align the colours with their boxes using the directional pad, as PowerPyx describes. The stages below distinguish frequency selection from fine tuning.
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Silent Hill Townfall All CRTV Signal Locations ↗ - Locate
- Part 1, Chapter 4, Signal #5: directional-pad colour alignment
- Supports
- Then align the colours with their boxes using the directional pad, as PowerPyx describes. The stages below distinguish frequency selection from fine tuning.
- Does not establish
- Written-source report, not Kingy gameplay testing. No reviewed recording establishes these inputs across builds, difficulty settings, remapped controls or PC devices.
Tuning stages at a glance Stage Context Action Look for Frequency Ordinary broadcast Tune toward the marker Tracking dot in box Angle Physical radio Adjust CRTV tilt Colours stop drifting Alignment Physical radio Use directional pad Colours fit the boxes - Preview / reporting
Store the calibration to reveal the transmission. QuestDuo gives R2 for this fine-tuning step. This is a different context from the ordinary channel-storage X prompt above; do not assume one button applies to both.
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Silent Hill Townfall: Part 1 – Arrival Walkthrough ↗ - Locate
- Pharmacy Puzzle: storing the calibration with R2
- Supports
- Store the calibration to reveal the transmission. QuestDuo gives R2 for this fine-tuning step. This is a different context from the ordinary channel-storage X prompt above; do not assume one button applies to both.
- Does not establish
- Written-source report, not Kingy gameplay testing. No reviewed recording establishes these inputs across builds, difficulty settings, remapped controls or PC devices.
If you are stuck
On PS5, PowerPyx suggests disabling “Enable CRTV Motion Sensor controls” in control options if motion makes alignment difficult. Its alternative uses the right stick. Kingy has not tested this setting.
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- Part 1, Chapter 4, Signal #5: PS5 motion setting
- Supports
- On PS5, PowerPyx suggests disabling “Enable CRTV Motion Sensor controls” in control options if motion makes alignment difficult. Its alternative uses the right stick. Kingy has not tested this setting.
- Does not establish
- Written-source report, not Kingy gameplay testing. No reviewed recording establishes these inputs across builds, difficulty settings, remapped controls or PC devices.
If you still cannot tune, check which stage you are in and compare the current on-screen prompt with the steps above. This is a diagnostic suggestion, not a verified bug fix. Exact PC keys, remapping behaviour, reset procedures and calibration persistence remain unconfirmed.
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- Review scope: written CRTV and fine-tuning instructions
- Supports
- If you still cannot tune, check which stage you are in and compare the current on-screen prompt with the steps above. This is a diagnostic suggestion, not a verified bug fix. Exact PC keys, remapping behaviour, reset procedures and calibration persistence remain unconfirmed.
- Does not establish
- Written-source report, not Kingy gameplay testing. No reviewed recording establishes these inputs across builds, difficulty settings, remapped controls or PC devices.
Sources, verification and footage still needed
Source-checked, not play-tested by Kingy. The steps use written reports from PowerPyx and QuestDuo; agreement on the sequence does not establish a tested platform/build matrix. Kingy has not reviewed a gameplay recording of these steps. Existing developer statements are retained below with their original source dates.
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- Written-source review; Kingy verification scope
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- Source-checked, not play-tested by Kingy. The steps use written reports from PowerPyx and QuestDuo; agreement on the sequence does not establish a tested platform/build matrix. Kingy has not reviewed a gameplay recording of these steps. Existing developer statements are retained below with their original source dates.
- Does not establish
- Written-source report, not Kingy gameplay testing. No reviewed recording establishes these inputs across builds, difficulty settings, remapped controls or PC devices.
Footage still needed: ordinary tuning and channel storage; radio interaction through stable picture, colour alignment and successful playback; the PS5 motion setting; and PC input prompts. Each capture needs platform, build, difficulty and input settings. No tuning video is available in this guide.
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- Editorial capture requirements; written-source review is not footage evidence
- Supports
- Footage still needed: ordinary tuning and channel storage; radio interaction through stable picture, colour alignment and successful playback; the PS5 motion setting; and PC input prompts. Each capture needs platform, build, difficulty and input settings. No tuning video is available in this guide.
- Does not establish
- Written-source report, not Kingy gameplay testing. No reviewed recording establishes these inputs across builds, difficulty settings, remapped controls or PC devices.
Developer context and promotional media
Earlier developer statements and promotional media explain the design. They do not demonstrate the tuning steps above.
The CRTV is a pocket television designed as an evolution of Silent Hill’s handheld radio. McKellan contrasts the old radio’s often passive static warning with an active visual device. It receives both audio and video signals, giving the designers more ways to connect narrative presentation with encounters and exploration.
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- The CRTV – reimagining the iconic radio
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- The CRTV is a pocket television designed as an evolution of Silent Hill’s handheld radio. McKellan contrasts the old radio’s often passive static warning with an active visual device. It receives both audio and video signals, giving the designers more ways to connect narrative presentation with encounters and exploration.
- Does not establish
- Does not establish unrestricted surveillance or a permanently accurate radar.
The February reveal says the CRTV lets Simon “see” through the environment and locate nearby threats. It also picks up signals around town that reveal story information and help with challenges. The wording describes its purposes, but does not provide exact range, battery behavior or a full control tutorial.
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- The CRTV – reimagining the iconic radio
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- The February reveal says the CRTV lets Simon “see” through the environment and locate nearby threats. It also picks up signals around town that reveal story information and help with challenges. The wording describes its purposes, but does not provide exact range, battery behavior or a full control tutorial.
- Does not establish
- No numerical detection distance, resource consumption or guaranteed detection of every enemy.
McKellan says the first-person view allows players to raise the CRTV while exploring, tune signals and discover broadcasts. In July he describes the device as an indispensable foundation for the perspective choice. Reading the screen is integrated into the viewpoint rather than described as a disconnected menu activity.
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- Questions about first person and evolving the radio
- Supports
- McKellan says the first-person view allows players to raise the CRTV while exploring, tune signals and discover broadcasts. In July he describes the device as an indispensable foundation for the perspective choice. Reading the screen is integrated into the viewpoint rather than described as a disconnected menu activity.
- Does not establish
- Does not establish pause behavior, difficulty assists or alternative camera settings.
The June post announces motion-controlled CRTV interactions on PS5: twisting the device to improve reception of weak signals. The July interview also describes physically tilting it during certain puzzles. These are advertised controller interactions; this wiki has not tested their implementation or alternative input settings.
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- PS5 features
- Supports
- The June post announces motion-controlled CRTV interactions on PS5: twisting the device to improve reception of weak signals. The July interview also describes physically tilting it during certain puzzles. These are advertised controller interactions; this wiki has not tested their implementation or alternative input settings.
- Does not establish
- No claim about mandatory gyro, remapping, PC input support or accessibility alternatives.
In the July interview, McKellan says older analog technology can feel unstable and unreliable, and the team wanted players to rely on the CRTV while feeling uneasy about doing so. That is a stated creative intention. It should not be turned into an unsupported claim about scripted malfunctions or deliberately false enemy readings.
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- Question about recreating retro gadgets and environments
- Supports
- In the July interview, McKellan says older analog technology can feel unstable and unreliable, and the team wanted players to rely on the CRTV while feeling uneasy about doing so. That is a stated creative intention. It should not be turned into an unsupported claim about scripted malfunctions or deliberately false enemy readings.
- Does not establish
- Does not establish specific malfunction mechanics or the truthfulness of any individual broadcast.
In the July interview, McKellan explains that the restricted first-person view makes audio especially important. The team designed situations in which subtle sounds help players perceive threats outside their view. Treat listening as part of scouting alongside the CRTV and peek system; this does not make any single signal a guarantee of safety.
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- Final question: 3D Audio and using subtle noises to perceive threats outside the visual field
- Supports
- In the July interview, McKellan explains that the restricted first-person view makes audio especially important. The team designed situations in which subtle sounds help players perceive threats outside their view. Treat listening as part of scouting alongside the CRTV and peek system; this does not make any single signal a guarantee of safety.
- Does not establish
- No exact directional-audio setting, cue-to-enemy lookup, sound radius, headphone requirement or guaranteed detection is established.

Official promotional imagery · KONAMI / Annapurna Interactive / Screen Burn
Copyright remains with the respective owners. Reproduced for identification and editorial commentary; no blanket reuse license asserted.
Original image ↗ · Publishing sourceFirst-person reveal trailer
The trailer linked in the official first-person reveal article. Introduces the promotional context for Simon, St. Amelia and the CRTV.
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