The Relay post is a late home project at Hearth Grove. It takes over one job: Pip's named keeper watch. With the watch covered, Pip can leave home and join you on outings after Pip's side story.
How it works#
- It opens from Act IV, after scene IV4 ("The unclaimed watch").
- It costs 30 Supply. Build it from the Companions square of the Hearth podium.
- It covers exactly one duty, the keeper watch. It does not cover Pip's other jobs, Mote's east-line watch or Fen's new road.
- A second post adds nothing.
- It is not a living replacement for a microglial cell. It changes a visible connection and frees an actual resident.
Without the post, Pip's field recruitment is not offered. Pip's story and the main campaign still continue.
Numbers#
Claude B's economy model chose 30 Supply. At 20, Supply sat idle; at 40, a struggling player finished too late for Pip's arc (outing 21 of 22). These are model values, not playtest results.
In the brain#
The post is a fictional piece of home infrastructure. It stands for a stable, built support that lets a resident cell leave a routine task.
Development#
- Design: v0.5 plan §15 proposed it at about 30 Supply. The user approved it on 31 October, and the Codex to-do record lists the price as final.
- Art: the relay post is one of the user-approved side-plot props (round p06).
- Alpha: Placeholder
69c7b5470contains the build command, the 30 Supply charge, its collision ellipse and the coverage rule. The current story stops at II2, so you cannot reach IV4 and the post is never offered in play.
See also#
Hearth buildings · Hearth podium · Pip · Recruitment · Home duties
Sources#
69c7b5470:src/main-game/game/vendor/services/catalog.js69c7b5470:src/main-game/game/home.js69c7b5470:src/main-game/game/ui.js- docs/ops/agent-messages/2026-10-31-claude-codex-todo.md, item 7 (working copy, not in Git)
- .GAME_PLAN/ARBORWAKE_THE_LONG_WAKE_COMPLETE_GAME_PLAN_v0.5.md, §15 and Scene IV4 (working copy, not in Git)
What links here (29)
- Act IV: The Interval
- Apothecary
- Archive
- Common Hall
- Delivery tray
- Economy
- Epilogue: The Next Ordinary Day
- Exchange
- Food Hall
- Hearth buildings
- Hearth Grove
- Market stalls
- Memory Meadow
- Mote Pocket
- Nearfield Glade
- Neural Highway
- Pip
- Pneumatic tube
- Quiet District
- Quiet Handoff
- Someone Else's Shift
- Starwell
- Studios
- Supply
- Tea House
- Threadway
- Threadway residences
- Workshop
- Wrapping Depot