In play, this changes how players approach infiltration and protection both. A hero monitoring the Narrows has to choose which rooftops to cover because the silent system is narrow and local. There is no central hub. If you want a faster response, the book suggests adding human intermediaries. Street kids, late-shift janitors, or a retired firefighter who keeps a window open for the bell wire. That makes the alarm network part of the story world, not just a mechanic.
The section also hints at maintaining these alarms as a downtime activity. Contacts check wiring, replace broken buzzers, or negotiate with new tenants who do not want to host a relay box. It is fragile and alive. If the players ignore it, the network dies. If they nurture it, the district gains a kind of heartbeat.
The payoff is tension. When the alarm rings, nobody knows if the right person is listening. The game does not guarantee rescue. It asks if someone will take the call. That uncertainty is where the Narrows breathes.

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