Overtime: Patrol
LOG 07THE ROUTE

Patrol Map

Mouth, alleys, paddies, graveyard, mosque — fixed geography, shifting faces.

The village layout from launch-day runs. Named locations are fixed; patrol ORDER is yours. [RECON] marks single-visit interiors.

Four regions

A

The Village Mouth

The youth group's corner, souring nightly. Cahyadi's room sits up the second alley.

B

The Alleys

The tutorial skeleton. The vehicle stop sits at the north mouth — where plate evidence is gathered.

C

The Rice Fields

The sounds begin night two. Don't chase (N2); the night-four pursuit can use the dikes. The warehouse sits deep — [RECON] interior only opens on the Channel Zero line.

D

The Old Graveyard

Joins the route night three. Home of the figure and the three-second rule. The pursuit shortcut.

The Mosque

The old imam's seat. The sole scene of the night-four conversation.

Villagers change as rumor spreads
▲ Steam screenshotVillagers change as rumor spreads

Factions

Ronda Malam (Night Watch)

The order you serve

Toro and Darto. The carrier of patrol rules — and the site of their erosion.

The Police Investigation

The official narrative

Always a step behind village rumor. In the Report ending, the only institution that actually moves.

The Night Freight

The price of silence

The warehouse night freight: the village's quiet cash flow. The driver is the hand, the head is the mouth, Darto the closed eye.

What you light is what you believe.

— flashlight economics