
Custom markers help organize return visits
The developer interview describes manual markers and contextual clues. Xbox Wire’s separate interview discusses marking locations for a later return. Those sources support using the map as a reminder of places your current abilities do not let you explore.
A useful marker identifies an obstacle you noticed rather than inventing a destination. Remember what prevented access so you can compare it with a new ability later. This is an editorial application of the confirmed marker feature, not a mandatory route through the game.
Contextual clues guide exploration
Developers describe contextual clues instead of a mandatory objective line. That distinction explains why observing the environment belongs in the navigation answer. It does not establish that every player follows the same sequence of rooms.
Use what the current area shows you when deciding where to explore. Keep that observation separate from a supposed complete route diagram. The retained interview describes the design approach, not a full atlas or a fixed list of objectives.

Return when your abilities change
Xbox Wire discusses marked locations that can be revisited after gaining abilities. This connects mapping with progression rather than treating every blocked path as a problem to solve immediately. The research does not preserve a universal order for obtaining those abilities.
When you gain a new action, compare it with the obstacles you marked. A remembered barrier is more useful than a guessed route that assumes a tool you do not have. The advice follows the interview’s return-visit idea without supplying unverified room coordinates.
Secret chambers are confirmed, but the atlas is not
KONAMI’s PlayStation Blog announcement confirms secret chambers. The official website describes exploration but does not provide a complete room atlas in the retained research. These sources establish exploration features without establishing a complete map.
This is why the page does not draw a speculative world layout. A named feature can exist even when every location is not documented. The guide keeps the marker system and secret-chamber information distinct from a claim of full map coverage.
Use this guide for navigation principles
The supported map answer is about manual markers, contextual clues, and revisiting locations as abilities change. Those are concrete navigation concepts from the developer material. The file does not contain a verified room-by-room retail layout.
For hidden-room discovery, use the page focused on the confirmed secret-wall information. For an exact route, look for evidence that shows its location and prerequisites rather than relying on an assumed map. This keeps the navigation guidance useful without inventing coordinates, room totals, or completion percentages.
Sources and research date
This article uses the material retained in the October 13, 2026 research. Official descriptions, developer statements, and hands-on observations are identified in the section references. Details are scoped to those sources and are not a claim of independently completed retail testing.
- Wccftech developer interview ↗
- Xbox Wire developer interview and preview ↗
- KONAMI announcement on PlayStation Blog ↗
- KONAMI official game website ↗
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