Overtime: Patrol
LOG 06COUNT THE BEAT

Radio & Puzzles

The full channel table, static transcripts, and how Channel Zero opens.

Channel table and puzzle log from the launch build. Frequencies verified on Normal; the static-script transcriptions are community cross-checked where noted. Spoiler-light: transcript excerpts only.

Channel table

Channel 1 — HQ

Default channel

Home of check-ins. Baseline rhythm: two-tone answer within a half-beat. From night four, the late answers aren't HQ.

Channel 2 — Village Watch

Unlocked night two

Darto's channel. Static-only from night three — the silence itself is evidence (see villagers).

Channel 7 — The Second Voice

Found in night-three static

Responsive rhythm: you call "clear," the static answers twice. Transcript excerpt: "...not... this night..." Full version on the truth page.

Channel 0 — Zero

Night five (all channels unlocked)

Not on the dial — overshoot between 1 and 7 until it catches. The only way to answer the second voice; gate of the Channel Zero ending.

The radio — your lifeline and your polygraph
▲ Steam screenshotThe radio — your lifeline and your polygraph

Puzzle log

The Slowing Answers

The night-four check: HQ answers within a half-beat; past one beat = switch channels. Punishment: reporting to the fake voice locks the true ending.

The Three-Second Rule

Night-three graveyard rule: hold the light three full seconds and it stops. The rule itself is a clue (see the theory archive).

The Complete Notebook

The invisible gate: the imam speaks only to complete five-night notebooks. Zero in-game hints. One missed entry, door shut.

The Overshoot

The zero-channel unlock: force the dial past the stop between 1 and 7; it catches on an unmarked position. Found by @malam_watch (first second-run).

Count the half-beat first. Late answers aren't lag.

— radio page, polygraph entry