Crooked Face
Crooked Face is an appearance anomaly with a warped smile and mismatched eyes. The eyes remain visible even when the smile changes expression.
Quick Answer
Crooked smile, sharp teeth, large mismatched eyes, or eyes positioned unusually high on the face.
Reject before treatment. If the smile changes, the mismatched eyes still confirm the anomaly.
What Crooked Face actually is
Crooked Face is a visual-layer anomaly that leaves the patient species, colour, and build intact and corrupts only the face. The head is redrawn with a crooked, wide smile, sharp teeth, and two large mismatched eyes with oversized pupils set unusually high. Because nothing but the face changes, a player who identifies patients by silhouette or body colour will clear it without ever looking at the feature that gives it away.
When it shows up
It appears on ordinary patient arrivals, including the common early-shift baselines, and can present on any species. There is no event cue, no sound, and no camera warning: the patient simply arrives with a face that is wrong. It is an S-tier entry because the mistake is silent rather than because the anomaly is dramatic.
Which layer catches it
The window view catches it, provided you look at the face rather than the body. It is deliberately built so that the two features that confirm it — the smile and the eye placement — are visible without opening the door, which makes it the cheapest anomaly in the game to reject correctly.
How Crooked Face reads in each layer
| Detection layer | What you see |
|---|---|
| Window | The primary layer. The crooked smile and the mismatched eye heights are visible from outside the room, and both survive an expression change. |
| Clipboard photo | Usually clean or subtly wrong. The photo can show a normal face, so a matching photo is not evidence that the patient is safe. |
| CCTV | The face reads the same as at the window. The eyes remain visible and mismatched even when the smile shifts, which is what makes this entry resistant to the usual "it looked normal for a second" reasoning. |
| Document | No documented interaction. Do not wait for paperwork to resolve what the face already told you. |
Step-by-step: a real Crooked Face encounter
- A patient arrives with a matched species and colour. The body check passes.
- You look at the face instead of moving on. The smile is sitting crooked, with the corners uneven.
- You compare the two eyes. They are different sizes and the pupils are oversized, and the higher eye sits noticeably above the normal browline.
- You glance at the clipboard photo, which looks closer to normal. You do not treat this as a clean result.
- You reject before opening the door and move on to the next arrival.
False positives
Normal things players reject by mistake while hunting this entry.
- Rejecting a patient for expression changes alone. Normal patients reposition and their faces move; the tell here is a smile that stays crooked plus eyes at different heights, not movement.
- Reading the pupils as the problem. Oversized pupils are part of the tell, but pupil size on its own varies with rendering, so the eye placement is the reliable half.
- Rejecting a large-eyed baseline such as Blue Rabbit or Frog for having large eyes. On those patients you must compare eye to eye, not eye to memory.
- Tasing the patient to test the smile, which can change the expression and make the patient look normal again.
Often confused with
Entries that share a tell with this one, and how to separate them.
- Frequently confused with Smiling with Creepy Eyes, which also presents as a fixed oversized smile; the differentiator is eye placement, since Crooked Face sets the eyes at different heights.
- Shares the sharp-teeth tell with the corrupted rabbit form referenced on the Yellow Rabbit page, so a yellow rabbit with visible teeth should be read as this pattern.
- Genuinely co-occurs with any baseline, so a correct rejection here does not clear the next patient in the queue.
What a wrong call costs
Admitting a Crooked Face means treating a patient that should have been rejected, which fails the shift objective for that arrival and, on a Journal run, forfeits the coin reward attached to correctly rejecting an anomaly. Because the entry is S-tier, the penalty for a wrong call is among the harshest available, and the mistake is almost impossible to justify afterwards: the evidence was visible from the doorway the whole time.
Recorded appearance and response
Appearance: The patient's face has a crooked, distorted smile with sharp teeth and large mismatched eyes with oversized pupils positioned high on the face.
Tell signs: Crooked smile, sharp teeth, large mismatched eyes, or eyes positioned unusually high on the face.
How to handle: Reject before treatment. If the smile changes, the mismatched eyes still confirm the anomaly.
Last re-checked against the live game on September 16, 2026. Last verified 35 days ago — re-check pending.
Crooked Face FAQ
Is Crooked Face only a visual anomaly?
Yes. It is categorised as a visual-layer entry, which means the window view is enough to catch it — as long as you actually inspect the face rather than relying on species, colour, or silhouette.
The smile changed while I watched. Is the patient clean?
No. On this entry the smile can shift, but the mismatched eyes remain visible regardless of what the smile does. Judge the eye placement, not the expression.
Can I tase the patient to check whether the face is real?
No. Tasing can remove an anomalous expression and make the patient look normal, which destroys the evidence. The window check is available to you for free, so there is no reason to use an item to test it.
Why is Crooked Face rated S tier?
Because it is silent and it survives the shortcuts players rely on. It does not alter species, colour, or build, so it passes every check that skips the face — and each wrong call costs a shift objective.
Related Guides
Other Appearance Check anomalies
Three Eyes · A
Three glowing red eyes, extra eye placement, or an eye count that does not match the patient's normal model.
Hollow Face · A
Dark hollow eyes, sunken facial features, twitching, and a hunched posture.
Smiling with Creepy Eyes · B
Large black-pupil eyes, heavy under-eye bags, and a fixed oversized smile that does not match the normal patient.
Twitching · C
Erratic jerking movements, unnatural head/limb twitches, movement pattern different from all normal patients.
Staring · B
Sustained direct eye contact, head rotation that follows the player, and a gaze that does not break normally.
Tiny Anomaly · C
Unusually tiny body size, high-pitched voice, short-tailed pink bunny model, or multiple glowing red eyes.
X-rayed Face · B
Small wide circular eyes, black pupils, realistic teeth, or an X-rayed-looking face that appears only in one expression.
