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REFERENCE

The First Hours: Saving, the IV Bag, and Discoveries From the Start

Difficulty
Story, Normal or Nightmare; puzzles Hinted or Normal. Nothing needs more than Story.
Saving
Call 100 at any phone. Autosaves cover objectives, not exploring.
Dying
The IV bag brings Simon back once per fill; Story has healing to spare.
Counting
Every Clue and Document is a Discovery; every kill is a Kill. Their balance is the ending.
Going back
No chapter select — a missed item means an older save or a new run.

Decide before you start

🎚️ Difficulty is only about comfort
There are no difficulty trophies: everything can be done on Story and Hinted. Push Square found the combat easy once learned; GamesRadar+ and GamingTrend found detection unforgiving. Story also has an abundance of healing items, which matters if you are attempting Reject The Help.
🧩 Hinted changes what is highlighted, not the puzzle
On Hinted the game highlights the important text in a clue; the puzzles themselves are identical. You still work out the rest yourself. Hints can be switched on in the options later if you get stuck.
⏱️ Show Time Played
Game Options, then Show Time Played puts the run timer on screen. It pauses only in the pause menu — cutscenes and other menus count — so skip cutscenes if Fleeting Visit, under four hours, is the plan.
🎞️ The letterbox
Black bars are on by default; they can be turned off during gameplay and stay in cutscenes. IGN liked the narrowed view for the claustrophobia.
🎮 Controls
PS5 tunes the CRTV with the gyroscope by default; switch off the option Enable CRTV Motion Sensor controls if you would rather not. There is no control rebinding.
💾 Saves
One autosave slot and twenty manual ones. If you want Reject The Help (gold), make the single prompted save at the start and never call 100 again.

The opening, step by step

  1. Chapter 1: Cold Open

    Walk the pier; the first document is on the door of the small building to the right after the tarp blows off the St. Amelia sign. The Shorefront map is yours at the Town Square. At the first phone booth, read the Your Local Services flyer and call 900, 010 and 100 — three of the thirteen numbers, and 100 is how you save. The Tourist Center number sits at the bottom of the map.

  2. Chapter 2: Escape

    Using the first phone takes you into A Different Place, where the CRTV arrives automatically. Take the Room Service Card, store the two channels around 50 and 60, and set the door wheel to 18 / January / 1996. The Room 204 Key and a document are in the bathroom; the Hotel Reception Notice is behind the desk as you leave, with the hotel's number on it. Welcome To St. Amelia pops as you return to the square.

  3. Chapter 3: A Connection

    Zoe's house, west of the square: the flashlight body is in the drawer left of the organ box, the AA batteries upstairs — combine them. The Prepaid Power Card is in the newsagent's till; feed it to the meter in the crawlspace (button A to Card Credit, button B, main switch). Read the three emails, then open the organ box with 956 on the left and 133 on the right for Zoe's Lanyard.

  4. Chapter 4: Searching for Zoe

    The lanyard opens the Clinic. The Scalpel from Z Ellis's room opens every rusty hatch door from here on; the reception keypad is 2896; the answering machine marks the Pharmacy. In the Pharmacy back room the radio tunes channel 30, which shows the poster order for the locker code 6539. St. Amelia Park, the back-door key in apartment 1/2 and Jess's house lead to the Broken Stethoscope; back at the scales, place stethoscope, prescription note and lanyard left to right. Resignation, and the part ends.

Discoveries and Kills, from the first document

The three main endings are decided by one comparison: Discoveries — the 85 Clues and Documents — against Kills. Nothing else moves them: not the other collectibles, not time, not healing items, not any choice. The comparison starts with the first notice on the pier, so decide early. Collecting everything while avoiding fights points at Justice; collecting everything while killing everything gives Abandoned, because there are more killable enemies than documents. About twenty kills are unavoidable — the corpse enemies from Clara Woods on — and PowerPyx reckons around 80 Discoveries absorbs upwards of 50 kills. GameRant's figures are tighter: 20 more Discoveries than kills for Justice, and no more than 60 kills either way.

Habits the reviewers wished they had

  • Tune the CRTV at every new area and keep flicking: one creature per frequency, and it can misjudge distance.
  • Hold two throwables and one melee weapon — that is the whole carry limit besides ammunition and medkits.
  • Lock a door behind you. An enemy chasing you indoors usually gives up at a locked bathroom door and walks back to its post.
  • Fill the IV bag and keep it equipped; sterilise gauze with alcohol once alcohol appears after the first Zoe section.
  • Save at a phone before exploring a town area. Autosaves fire at objectives, not while you wander.
  • Move fast when spotted: enemies lose track of a quick runner. The soft thunderclap in the score is your cue to leg it.
  • Read the map somewhere safe — it does not pause the game.
  • Leave Pull!, Long-Range Masonry and Pinpoint Inaccuracy for a run where you can save first if you are attempting Reject The Help.

When you are not Simon

📟 Zoe
Chapters 5 and 7. A pager instead of the CRTV, and no melee weapon on a first run of Chapter 5 — bottles, bricks, hiding, running. Save It For The Patients (silver) means no healing items in either chapter; on Story, enemies do little damage unless they grab you.
💥 Richard
Chapters 12 and 13, in CEG Tower. A shotgun from the start and ammunition to spare; the enemies here are the Widows, and Missing The Point Entirely wants 30 of them: PowerPyx and EliteGuias say a run holds fewer, GameRant and KosGames say just over 30, so hunt every one and let NG+ cover any shortfall.
🔦 Simon, later
The flare gun in Clara Woods, the shotgun again in the final section, and the Weight to run from rather than fight — a flare stuns it.

Cross-checked

Cross-checked on 22 September 2026 and re-checked on 1 October 2026 against the guides of PowerPyx, GameRant, KosGames and EliteGuias and the launch reviews at PC Gamer, IGN, Push Square, GamingTrend, TheSixthAxis, GamesRadar+, VGC and Rock Paper Shotgun. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.
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