
Start with the opening tutorial
KONAMI’s demo announcement establishes early-stage demo content. The research identifies the public demo as covering the opening chapter. That gives a clear scope for an opening guide rather than a promise to cover the entire released campaign.
Begin by following the tutorial and learning the actions introduced in your version. Do not assume an early preview supplies every later room transition or objective. The source file does not retain a button-by-button walkthrough of the retail game.
Explore before treating a blocked path as a dead end
TheSixthAxis observes traversal abilities opening previously inaccessible areas. Xbox Wire’s developer interview describes revisiting marked locations after gaining abilities. Together, those sources support remembering blocked paths rather than assuming the first visit resolves every route.
When access is blocked, note the obstacle and continue with the options actually available. Reconsider it when you receive a relevant movement tool. This is advice based on the observed progression pattern, not an invented list of ability gates.

Previews establish exploration and shortcuts
MonsterVine’s retained PAX West account observes exploration, shortcuts, and The Fallen. Those observations add context for the opening experience. They do not establish one verified sequence linking every room in the full game.
A shortcut observed in a preview belongs to that account unless its exact route is separately documented. The same care applies to encounters and checkpoints. This page avoids merging different hands-on builds into a single supposedly tested path.
Use markers for places worth revisiting
The Xbox Wire material describes marking later-return locations. That is a useful navigation method for the kind of exploration recorded in the file. It supports remembering a place without pretending that an exact route is already known.
Record what you saw and what prevented access rather than guessing the reward behind it. After your traversal options change, compare the new action with the remembered obstacle. This keeps return visits tied to your actual progress instead of an unverified completion checklist.
Keep demo progress and retail coverage separate
The official demo announcement establishes only early-stage content. The hands-on reports concern their preview experiences. Neither source category independently supplies a complete retail walkthrough.
This distinction protects the route advice from becoming misleading. A useful opening principle can remain valid without a verified list of later rooms. The guide therefore describes the supported tutorial-and-exploration approach while leaving unsupported chapter transitions out.
What an exact route would need
The source file specifies that a full walkthrough needs recorded room transitions, objectives, prerequisites, and checkpoints. Those details are not retained as a tested campaign route. Adding them here would turn a research overview into invented instructions.
For the current scope, the direct answer is to learn the opening actions, explore available paths, and revisit obstacles with new traversal tools. Use the cited demo announcement and preview reports to understand where those observations come from. Do not treat this opening guide as proof that every later objective follows a particular sequence.
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.
- MonsterVine PAX West hands-on preview ↗
- TheSixthAxis Gamescom hands-on preview ↗
- KONAMI US demo launch and transfer rules ↗
- Xbox Wire developer interview and preview ↗
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