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Alarms in Project Zomboid

This page covers house burglar alarms, car alarms, alarm clocks and digital watches in Build 42. It explains what sets each one off, how far the noise reaches, whether you can check or disarm them, and how to use noise on purpose to move a horde. Written for Build 42 (42.22), November 2026.

A street at night in Project Zomboid
A tripped house alarm pulls zombies from many streets away.
01Part

How house alarms work

Some buildings are flagged as alarmed when the world is generated. Nothing on the outside shows it. The first time the alarm is tripped a siren plays, a very large world sound is sent out, and zombies from the surrounding streets start walking to the building. The flag then clears, so each building's alarm fires once and does not re-arm.

A Build 42.20 guide that reads the game data says only buildings with more than two rooms can be alarmed (one source). Houses, shops and offices all qualify. How many are alarmed is set by House Alarms Frequency in the sandbox settings.

SettingApocalypse defaultWhat it does
House Alarms FrequencySometimesSix steps from Never to Very Often. Six Months Later uses Never.
Alarm Battery Decay0 - 30 DaysHow long alarm batteries last after the power shuts off.
Zombie House Alarm TriggeringOnZombies breaking through a window or door can set the alarm off.
Vehicle Alarms FrequencyRareHow often found vehicles have a live alarm.
Siren Shutoff Hours0In-game hours before a wailing siren stops. An older wiki entry says 0 means until the car battery is dead.

The older wiki page lists zombie triggering as off by default. Build 42 sources list it as on for Apocalypse.

02Part

Triggers, range and duration

Per the Build 42.20 data-based guide (one source), these actions trip an alarmed building:

  • Smashing one of its windows.
  • Opening one of its windows.
  • Walking into a room of the building.

Opening a door does not trip it by itself, but stepping through does. An opening that was already broken can still set it off.

FactFigureAgreement
Sound radius600 tilesTwo Build 42 guides and player reports agree. An old wiki page says about 250.
Siren lengthNot settledOne guide says about 20 in-game minutes, an old wiki page says about two in-game hours.
ComparisonShotgun about 200 tilesThe alarm reaches roughly three times as far as the loudest guns.
After power shutoffStill works for a whileRuns on battery for a random time inside the Alarm Battery Decay range.

Alarms do not stop when the power goes out. On default settings an alarm can stay live for up to 30 days after the grid fails, and you cannot tell which ones are dead. Zombies walk to the building, not to you, and many stop short once the siren ends. They only switch to you if they see or hear you on the way.

03Part

Checking for and disarming an alarm

In unmodded Build 42 you cannot check a building for an alarm and you cannot disarm one. Guides written for 42.20 agree there is no detector, no panel and no option to silence a siren, and Electrical skill does nothing for house alarms. The Burglar occupation hotwires cars without the skill check, but it has no vanilla alarm ability either. See traits and occupations.

The Electrical and Burglar requirements you may have read about come from Workshop mods. One popular alarm mod lets a Burglar, or a character with Electrical 3, look through a window to detect an alarm, and disarm it at Electrical 5 with a screwdriver or credit card and scissors.

Opinion Without mods, treat every closed building with more than two rooms as alarmed for the first month. Clear the street first, pick the window nearest your escape route, and keep your bag light enough to run.

04Part

Car alarms

A share of parked vehicles carry an alarm, set by Vehicle Alarms Frequency (Rare on Apocalypse, Never on Six Months Later). The older wiki text for the setting describes the alarm as going off when a door is opened, and Build 42 guides add that a failed hotwire attempt can set it off.

Once it starts, the horn and lights keep going. A player on the Steam forum reports that disconnecting the battery was the only thing that stopped it (one source). No source gives a tile radius or a fixed duration for car alarms in Build 42.

Opinion To lower the odds of tripping one:

  • Look for the key first: on nearby zombies, on the ground, in the glove box and in the closest house.
  • Clear the lot before you touch a car you have no key for.
  • Do not break into cars beside a crowd or beside your base.

The vehicles guide covers keys and hotwiring, and mechanics covers removing parts.

05Part

Alarm clocks and digital watches

Alarm clocks and digital watches have a settable alarm. Right-click the item to set the time and switch the alarm on or off. Some watches are found with the alarm already set and will beep on your wrist or in your bag until you turn it off, so check every digital watch you pick up. A ringing alarm clock has a Stop Alarm option. The alarm also wakes you. See sleep.

ItemSound radiusNotes
Alarm clock15 tilesRings about 10 seconds. Build 41.78 item data; one player measured closer to 5 tiles in debug.
Digital watch7 tilesBuild 41.73 item data. Analog watches have no alarm.
Noise Maker17 tilesCrafted at Electrical 3 with a magazine; about 30 in-game minutes. Build 41 wiki data.

These figures have not been re-confirmed for 42.22. Opinion At these ranges a clock is a room-sized lure, not a street-sized one. Set it a few minutes ahead, drop it at one end of a building and enter from the other, or leave one outside a window to pull the zombies that are pressed against it. An unchecked watch in your bag can give you away while you sneak. See stealth.

06Part

Using noise to move a horde

Zombies walk to the last loud sound they heard and stop there unless they see a survivor. The Follow Sound Distance setting (100 by default) limits how far they keep walking.

  • House alarm. Trip it on purpose, leave, and loot the far side of town while the streets drain toward the siren. It only works once per building.
  • Car horn. A few honks, then drive off. Players report a reach of a few hundred tiles, with no exact figure.
  • Emergency siren. Police cars, ambulances and fire trucks keep calling zombies while the battery lasts. Vehicle Sirens Attract Zombies is on by default.
  • Gunshots. About 60 to 200 tiles depending on the gun. See firearms.
  • Loud TV or radio. Short range. See radio.

Opinion Pull the horde away from where you want to be, not toward a spot between you and home. Never use a 600 tile alarm within a few blocks of your base, and agree on this with other players in multiplayer. The zombies page explains hearing settings.

07Part

The first seconds after you trip one

Opinion You cannot shut a house siren off, so do not look for a switch. Every zombie in range is now walking to the building you are standing in.

  1. Decide in two seconds: leave now, or grab the one item you came for if it is within arm's reach. Then leave.
  2. Exit on the side away from the densest street. Walk or jog.
  3. Break line of sight with a fence or tree line and get at least a block away. Zombies that have not seen you will pass you and head to the house.
  4. Do not shoot. A gunshot adds a second sound at your position. See combat.
  5. Wait it out. Come back hours later and thin the crowd from the edges.

For a car alarm the choice is simpler: if you have the key or it hotwired, drive away and deal with the battery somewhere quiet. If not, walk away from the car.

08Part

Quick answers

Can you disarm a house alarm in Project Zomboid Build 42?

Not in the unmodded game. There is no way to detect or disable a house alarm, and Electrical skill or the Burglar occupation does not change that. Workshop mods add both actions.

How far does a house alarm reach?

Build 42 guides and player reports give a radius of 600 tiles, about three times the reach of a shotgun blast. An older wiki page says about 250.

Do house alarms still work after the power goes out?

Yes, for a while. Alarms run on batteries that last a random time inside the Alarm Battery Decay setting, which is 0 to 30 days on the default preset.

How do I turn house alarms off completely?

Start a sandbox game and set House Alarms Frequency to Never. The Six Months Later preset already uses Never for both house and vehicle alarms.

How do I stop a car alarm?

Players report that removing the battery stops it. Otherwise drive the car away from where you live or leave it and walk off.

Why is my character beeping?

A digital watch or alarm clock you picked up has its alarm set. Right-click the item and switch the alarm off.

Sandbox defaults and house alarm triggers come from Build 42.20 guides that agree with each other. Siren length, car alarm details and the clock, watch and Noise Maker radii rest on single or Build 41 sources and are marked as such. Sources: PZ Fans: house alarms (42.20.4) · projectzomboid.wiki: house alarms · PinDrop: B42 sandbox settings · PZwiki: Custom Sandbox · PZwiki: Alarm Clock. Your game is the final word: if it disagrees with us, tell us and we will fix the page.