Beginner Guide
The baseline rulebook: night-one normalcy, notebook discipline, flashlight economics.
Launch-day wire
- 09-02 16:00Launch-day stream wave: night three's graveyard becomes the first clip farm
- 09-02 18:30The Channel Zero post: overshoot the dial — reproduced within two hours
- 09-02 20:00The "radio polygraph" rule confirmed: one beat late = fake HQ
- 09-02 21:30First report of the true-ending gate (complete notebook) — found on a second run
Minute by minute, first run
Night one: memorize "normal"
The radio rhythm, the head's wording, every vehicle's position — night one is the baseline. Every later horror is a deviation from this line.
Night two: the notebook is a weapon
The in-game notebook auto-logs testimony. Don't rely on auto alone — seek villagers out; Bu Sari has the most detail, but you reconcile the timeline.
Night three: the three-second rule
Graveyard figure: hold the light three full seconds. Look away, it closes. Not a scare — rule teaching; night five's ending logic uses the same grammar.
Night four: the radio is a polygraph
An answer past one beat = fake HQ; switch channels at once. Reporting to the fake voice locks the true ending — the cruelest gate in the game.
Flashlight economics
Battery covers only ~70% of full-beam per night. What you choose to light is what you choose to believe. From night three, learn to light on sound.
Before night five: audit the notebook
Completeness is the imam's only condition, with zero hints. Flip through before the finale — missed entries cannot be recovered.

Four ways to stop breathing
✗ Chasing the field sounds on night two
✗ Skipping the head's dialogue
✗ Answering the radio instantly
✗ Not auditing the notebook
Night one is the baseline. Every later horror is a deviation from this line.
— beginner guide, rule one
Launch-week questions
Black-comedy survival. Jump scares exist but each comes with a punchline — scared but laughing is the series formula.