beckon -- invite a companion, or call a Demon at a crossroads Two different uses share this verb. How you play (companion) 1. beckon <name> invite someone in your room 2. Friends, lovers, brothers, or household family who are Echo / idlemode auto-follow; live players type follow themselves. If they stay put, the reply names why (cooldown, already with someone, clinic, live play, …) 3. High Obligation (help needs) keeps pack-bonded Echoes glued longer -- they peel less for soft hunger / naps 4. Pack Cadence (Sam/Dean, Scooby, …) types the same beckon when Obligation SEEK+ reunites them in a room -- watchers hear the invite 5. group lists the party; look shows mates as Name(Group) How you play (crossroads page -- bury the box) 1. Stand on the bury site (Dusty Crossroads east of Lebanon East Fork -- approach via Highway East past the motel/airport fork, or the north track / south ditch) How you play (continued) 2. Get the kit: buy a crossroads box, graveyard dirt, a black cat's bone, yarrow, and a summoning photograph at Ash Garage (Main Street S8 → east -- list / buy), or loot those same crumbs as salvage. They auto-stow into your gear bag (help gear) 3. Hold the packed set in gear bag or inventory -- you need every piece 4. beckon dig, bury, cover; Demon Radio pages Hell 5. An eligible Demon is compelled to appear (fuel waived), or the page lingers so a Demon can still dteleport to your name 6. Negotiate here or walk away -- the close can happen anywhere once they are topside (help deal | help bargain) Hell's dedicated salespeople (when tagged) answer first if present; otherwise any eligible Demon may answer. Full Crossroads Demon rank is not required for the page. Dark tide (evil winning hard): Hunter and Slayer Echoes / idles and Cadence hunters also beckon Path peers first, then close ties, to hunt in numbers. This is the arrival gate -- soul deal / Occultist bargain are separate contracts (help deal). See also: help recruit