The road from Morrow to Relay already offered a choice: keep moving toward shelter, or make room for a courier who needs help. The next work brought that choice closer to the crew. Preparation now leads into the supplies and equipment that support an intended response, and the destination has people carrying out the consequences.
The preparation view brings shelter, Iona's radio repair, Eli's courier care and paper delivery together with the current road costs. From there, the player can open the relevant equipment, supplies or shared work. Looking at another person's gear keeps control with the selected character. Cooking and rest can join the shared plan, while returning through the menus preserves an unspent draft. Meals and time change when work is confirmed.
That readiness depends on what is actually travelling. Stock left behind, a part needed for the freight winch and a part intended for the radio remain separate considerations. A hoped-for reward cannot pay for the road ahead. Choosing an approach in the preparation view is a way to plan; it does not lock the expedition into a new commitment.
At the reserve depot, two crew members can now cooperate around the gallery's safety screens. One holds a control while Iona uses the lower passage and secures the other side. With the screens pinned, the gallery locker becomes reachable while the guard remains alive. The controls have to be held deliberately, and an unsecured screen can retract when its operator leaves. The altered passage, pinned metal and finite collections survive a return visit. The quiet drain route, combat, withdrawal and travelling past the depot remain available choices.
Relay also gives the existing courier outcome a small routine of its own. After treatment, the recovered courier carries dressings between the shelter stores and care bench. After radio repair, a clerk carries the report to the arrivals map. They pause for work and obstructions, and the player can approach to hear their response. Nearby Eli or Iona can acknowledge the work; an absent companion is not treated as though they were standing there.
These are bounded, authored actions within the same chapter. They make cooperation and arrival more tangible without adding automatic supply production or a larger campaign beyond Relay. Whether the coordination is clear and the reception feels earned remains a question for human play.