Visitors and animals
The visitors are courteous, patient up to a point, and entirely unable to skip a form. Each class has one habit that changes how you build. Turn them around to meet them, then meet the flock.
You cannot hurt a visitor. Every tower spends some of its patience. When it runs out, the visitor apologizes, gets stamped DENIED and beams home, and you are paid in stamps. A visitor left alone slowly recovers, so overlapping towers beat raw numbers.
Inspector
Clipboard first. Questions second.
The standard visitor. Stops to inspect the first tower it passes, admires the craftsmanship, makes a note, carries on. Happy to wait in line, and posts long suggestions.
Each class turns up as a stock visitor and as named individuals with their own hats, scarves and proportions.
Inspector, standard issue
- Look
- Carries a clipboard.
Abernook Pell
Senior Intake Assessor
- Look
- Carries a clipboard.
Brimsy Odo
Junior Intake Associate (Probationary)
- Look
- Carries a clipboard.
How to handle it
Pauses at the first tower it passes. Put a patient, cheap tower first and let the rest do the work. It posts long suggestions and gets used to a trick after three.
By the numbers
- Walks 2 cells a second
- Patience 6, and 6 stamps when it gives up
- Recovers 0.4 patience a second after 3 s untouched
- Pauses 0.5 s at the first tower it passes
- Posts long suggestions: a Suggestion Box holds it 150% as long
- Tires of repeats after 3
Courier
Express delivery. Express pickup.
Fast and in a hurry. Cuts corners, sees through a signpost quickly, never stands in line and gets over a delay fast. Posts a suggestion at a run. Still respects every tower's core. Mostly.
Each class turns up as a stock visitor and as named individuals with their own hats, scarves and proportions.
Courier, standard issue
- Look
- Carries a satchel.
Cassowen Tulk
Front Counter Liaison
- Look
- Carries a satchel.
Azzlethwaite
Intake Clerk, Window Two
- Look
- Carries a satchel.
How to handle it
Fast and impatient to a fault. Lean on Queue Ropes to slow it and on Checkpoints or Photocopier Jams to stop it; it never queues and posts at a run.
By the numbers
- Walks 3 cells a second
- Patience 4, and 5 stamps when it gives up
- Recovers 0.7 patience a second after 2 s untouched
- Cuts corners, but still crosses every tower's core
- Posts at a run: a Suggestion Box holds it 25% as long
- Tires of repeats after 2
- Resists: Signpost 30%
Compliance Officer
Just here to make sure everything's in order.
Slow and thorough. Its briefcase makes nearby geese nervous, and its arrival at the gate rattles the whole flock. Its papers are always in order, so a Checkpoint holds it half as long.
Each class turns up as a stock visitor and as named individuals with their own hats, scarves and proportions.
Compliance Officer, standard issue
- Look
- Carries a briefcase.
Corbel Grunch
Admissions Floor Lead
- Look
- Carries a briefcase.
Bettany Quorr
Trainee Admissions Officer
- Look
- Carries a briefcase.
How to handle it
Its briefcase worries the geese, and its papers are always in order: a Checkpoint holds it half as long. Keep it away from the pen with long mazes, and keep a Calming Bell nearby.
By the numbers
- Walks 1.6 cells a second
- Patience 9, and 9 stamps when it gives up
- Recovers 0.4 patience a second after 3 s untouched
- Worries geese within 3 cells, and rattles the flock at the gate
- Papers in order: a Checkpoint holds it 50% as long
- Tires of repeats after 2
Union Rep
Fair processing for all applicants.
Tough and patient. Calls a break every few seconds: nearby colleagues put down their forms and shrug off auras until it is over. Gets used to a trick after the first.
Each class turns up as a stock visitor and as named individuals with their own hats, scarves and proportions.
Union Rep, standard issue
- Look
- Carries a placard.
Quillibrand Achoo
Credentials Verification Officer
- Look
- Carries a placard.
Bixby Fennelwhit
Waiting Area Coordinator
- Look
- Carries a placard.
How to handle it
Its whistle calls a break: nearby allies shrug off auras (desks, ropes, hold music) for a moment, though stops and seats still land. It tires of repeats after the first, so mix your towers.
By the numbers
- Walks 1.3 cells a second
- Patience 12, and 10 stamps when it gives up
- Recovers 0.4 patience a second after 3 s untouched
- Calls a break every 8 s: allies within 3 cells shrug off auras for 2 s
- Shrugs off repeats: familiar with an event after 1
Regional Auditor
BossWill be reviewing your entire operation.
The boss. Enormous patience, a very fine bowler hat, and no time whatsoever for signposts or intercoms.
Each class turns up as a stock visitor and as named individuals with their own hats, scarves and proportions.
Regional Auditor, standard issue
- Look
- Wears a bowler.
Carrowby Splint
Intake Reception, Night Shift
- Look
- Wears a bowler.
Ottiline Brask
Applications Sorting Technician
- Look
- Wears a bowler.
How to handle it
A boss. Strong resistances but never immune. Bring everything you have and expect it to take its time.
By the numbers
- Walks 1.4 cells a second
- Patience 40, and 40 stamps when it gives up
- Recovers 0.4 patience a second after 3 s untouched
- Announced on arrival. Strong resistances, never total
- Does not queue: never slowed below 60% speed
- Tires of repeats after 2
- Resists: Intercom and Signpost 40%, the other towers 20%
Clerk-bot
The county's machine for the Misfiled Transfer move in versus. It walks down the rival's route and, if it reaches their pen, moves one bird to yours.
Each class turns up as a stock visitor and as named individuals with their own hats, scarves and proportions.
Clerk-bot, standard issue
- Look
- Plain mechanical casing.
- Habit
- Walks the rival's route. If it reaches the pen it moves one bird across.
Bogwald Thrimm
Senior Intake Supervisor (Unofficial)
- Look
- Plain mechanical casing.
- Habit
- Walks the rival's route. If it reaches the pen it moves one bird across.
Cindrel Pax
Intake Compliance Cadet
- Look
- Plain mechanical casing.
- Habit
- Walks the rival's route. If it reaches the pen it moves one bird across.
The flock
Nothing here is harmed. The visitors want to take an animal home, and your job is to keep it where it lives. Each board has a flock to protect; its size depends on the assignment. A nervous animal can bolt, and a Calming Bell can help settle it.
Goose
Geese graze in the pen and flock loosely. Visitors nearby make them nervous, and a nervous flock moves faster. A terrified goose might bolt over the fence, and its visitor follows it off the route. The number of geese varies with the assignment.
Tip: a Calming Bell near a loose animal settles it so it walks home.
Sheep
Sheep this time. They worry together, huddle together and bolt together, following the lead ewe. A Calming Bell over her settles the whole pen.
The sheep have lodged a complaint. Collectively.
Tip: a Calming Bell near a loose animal settles it so it walks home.