Overtime: Patrol
LOG 01MEMORIZE NORMAL

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

1

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.

2

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.

3

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.

4

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.

5

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.

6

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.

Toro, newest member of the Ronda Malam
▲ Steam screenshot — Toro, newest member of the Ronda Malam

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.