False Alarms & Callout Discipline
False alarms waste time, tank tips, and spike team sanity. In full 24-player lobbies, one panicked callout can cascade into mass rejections of normal customers. Use a two-tier callout system.
Two-Tier Callout System
Soft Call
"Soft — checking cam" / "Audio weird"
Pauses serving without committing to reject. No penalty if wrong.
Hard Call
"Reject — Hollow Eyes" / "Camera looking — close feed"
Requires visual confirmation on CCTV or two independent signals.
Common False Alarm Causes
- Post-patch prop changes — Landmarks moved; rebuild baseline after each update (see /updates)
- Lighting flicker during power events — Kitchen event, not anomaly — check breaker status first
- Normal customers with unusual cosmetics — Alpha NPC variety expanding; verify on cam
- Duplicate callouts in large lobbies — Assign one CCTV lead; mute secondary watchers
- Almost-normal anomalies (Day 9+) — Use second-signal rule; compare to /anomalies reference images
Second-Signal Rule
Before a hard reject on Days 3-6, require two of:
- Visual tell on CCTV matching a known anomaly type
- Audio cue from /guides/sound-cues baseline break
- Second player independently confirms the same tell
On Day 7+, Camera Looking and cluster spawns justify faster hard calls — see /guides/days.
Large Lobby Protocol
In 10+ player servers: one CCTV lead, one callout channel, no overlapping rejects. If two players disagree, default to soft-call and skip the customer — losing one order beats a team wipe.