The CRTV is Simon’s handheld television, and it does far more than sweep for monsters. Scattered across St. Amelia are hidden VHF broadcasts that play short video recordings, and tuning into every one of them unlocks the Sweeping Signals trophy. There are 18 of these signals in total, spread across five of the game’s six parts.
Quick answer: Collect all 18 CRTV signals as Simon by tuning the handheld to the listed frequency or completing the transmitter calibration puzzle at each spot, then storing it. There are no signals in Part 5, and only video-playing channels count toward the trophy.
Two ways to capture a CRTV signal
Every signal is captured in one of two ways. Some are simple frequency hunts, while others are tied to a physical VHF transmitter and require a short alignment puzzle before the recording plays.
- Handheld tuning: Lift the CRTV in the area on the right, turn the dial gradually toward the target channel, and let the moving dot settle within the reception window before saving the signal.
- Transmitter calibration: Interact with a radio sitting on a table, tune as normal, then tilt the CRTV until the colored bands stop rolling and match each color to its frame before holding to store.
On PS5, transmitter puzzles default to motion control through the DualSense. If that feels awkward, open the settings and disable Enable CRTV Motion Sensor Controls; the right stick will then control the tilt.
Signals can only be picked up while you control Simon, since Zoe and Richard never carry the device. Progress also carries between playthroughs, so anything you miss can be grabbed on a later run rather than starting over.
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Add to Google Preferences →Part 1 signals (Channels 50 to 30)
The first four signals are pure frequency hunts, and the last is your first transmitter puzzle. The two hotel signals are easy to forget because the dim red room pulls your attention away from the airwaves.

| # | Channel | Where and how |
|---|---|---|
| 1 | ~50 | Hotel room in the Other Place — tune the handheld just below 50 |
| 2 | ~62 | Same hotel room — tune slightly above 60 |
| 3 | ~45 | Shorefront District South street, right as the chapter starts |
| 4 | ~17 | On the way toward Town Square, before you reach it |
| 5 | 30 | Pharmacy back room — transmitter calibration on the desk |
Grab signal 4 as you approach Town Square rather than after progressing further, since the reception window is easiest to hit on the way in. For signal 5, enter the Pharmacy in the southern part of the district, head to the back room, and interact with the radio to start the alignment puzzle.

Part 2 signals (Channels 63 and 25)
Control returns to Simon after the Zoe section, and two more signals open up. Tune to 63 within a few steps of leaving the clinic, before you push deeper into the street.
| # | Channel | Where and how |
|---|---|---|
| 6 | ~63 | Immediately after exiting the clinic — handheld tuning |
| 7 | 25 | Apartment south of the Medical Centre, second floor — transmitter |
For signal 7, start in Shorefront District North and enter the apartment building located south of the Medical Centre. Climb to the second floor, where a table pressed against the wall holds the radio. Use the usual tilt-and-color routine to uncover the recording.

Part 3 signal (Channel 28)
Only one signal is hidden in this section, and reaching it requires some maneuvering. As Simon, make your way through the Other Medical Centre and work through the narrow gap. Beyond it, a radio sits on a table; complete the entire calibration sequence for Channel 28.

Part 4 signals (Channels 61 to 65)
Clara Woods Estate holds seven signals, more than any other stretch of the game. Some are automatic frequency pickups, others are transmitters, and three of them sit behind a linked locker puzzle chain.
| # | Channel | Where and how |
|---|---|---|
| 9 | 61 | Newsagent shop before the estate map sign — transmitter |
| 10 | ~62 | Strange Gate at the end of Atlas Way — interact, then tune |
| 11 | ~67 | Building left of CEG Staff Parking — handheld on entry |
| 12 | 59 | 5 South Brae living room, left of the TV — transmitter |
| 13 | ~59 | After collecting from Locker 17 — handheld |
| 14 | ~29 | 5 Upper Brae doorway, after the tape puzzle — handheld |
| 15 | ~65 | After obtaining the Mechanical Part — handheld nearby |
Enter the shop before passing the sign that gives you the estate map, and find the radio on a table among the merchandise for signal 9. Signal 10 unlocks after you interact with the metal pipe structure at the Strange Gate, and signal 11 becomes available the moment Simon steps into the building beside CEG Staff Parking.

The locker puzzle chain (signals 13 to 15)

Signals 12 and 13 both sit near Channel 59, but they are separate recordings and each counts on its own toward the total.
Part 6 signals (Channels 42 and 55)
The final three signals arrive in the distorted late-game areas, all in dark settings. Two use the same rough frequency but are distinct recordings, and the last is the trickiest to reach.
| # | Channel | Where and how |
|---|---|---|
| 16 | 42 | CEG HQ – Different main hall, desk right of the pillar puzzle — transmitter |
| 17 | 42 | Room off the pipes after the pillar puzzle, don’t take the ladder down — transmitter |
| 18 | 55 | SWDP – Different, bunk bed after the JOE Key room — transmitter |
For signal 16, inspect the desk on the right as you enter the pillar puzzle hall. For signal 17, crouch through the pipes afterward and check the room on the left before climbing down, where a radio is built into the pipe itself.
Signal 18, the final transmission, is in the altered SWDP. Use the JOE Key to open the way forward, then slip through the hole in the wall. You’ll find the last radio on the bunk bed, left of the former story-document location. Calibrate Channel 55 to complete all 18.
Confirming you have all 18
You know a handheld signal counted when the screen reports SIGNAL STORED, and a transmitter counts once you hold to store after CALIBRATION COMPLETE. The Sweeping Signals trophy tracks only these 18 video recordings, so frequencies used purely to detect enemies do not add to the tally. Because progress persists across saves and playthroughs, a subsequent Simon run only needs to fill in whatever you skipped.






