ComplexFurnishings
Co-op guide

Complex Furnishings Co-op Guide

A source-labelled co-op guide for short callouts, rope-trap rescue, route roles, furniture carrying, and regroup decisions.

Checked date: 2026-07-10Official co-op labelRope rescue badge-backed
Quick answer

Use one caller, one carry plan, and one rescue owner

Complex Furnishings is listed as co-op, and badges verify rope-trap rescue. That is enough to justify a focused team guide without making up map routes.

Co-op breaks down when everyone talks at once or chases the same furniture. Keep calls short: landmark first, danger second, action third. When a rope trap happens, one player rescues and the rest protect the route instead of stacking on the same spot.

Fast calls

Useful callouts

Exit namedCarry clearTrap rescueCaptain ClarkLow sanityRegroup now
Roles

Simple team roles for messy runs

These are temporary jobs, not strict classes. Switch them when the player with the clearest information changes.

Co-op role

Caller

Names landmarks, exits, traps, chase pressure, and regroup points.

Co-op role

Carrier

Moves furniture only when the return path is named.

Co-op role

Scout

Checks the next short branch without dragging the team too deep.

Co-op role

Rescuer

Responds to rope traps while the rest of the team keeps an exit lane clear.

Existing section

Stockroom callouts

Use the original stockroom callout section for route pressure basics.

Carry

Furniture decisions

Coordinate carriers, scouts, and drop decisions around furniture runs.

Source

Badge evidence

Check Cut Loose and No One Left Behind as the source-backed rescue signals.