This is a list of items I've come up with to help with the explorations of Tamlin House. I believe we should have two of each item, for redundancy purposes.
Wire Saw — Convenient for cutting about anything, from wood to bone
Folding Shovel — Can also serve as a pick
Vice Grips — Self-explanatory. Better than standard pliers.
Hammer — There will be nails.
Multitool — This will handle things such as screws.
550 cord — Handy lightweight cord, used in parachutes. Rated for 550 pounds, comes in 50 feet bundles.
Roll of twine — For mazes and such.
Chem Lights — Just in case, probably a dozen total should be adequate.
Fire Axe — Just in case we need to chop down something big.
Telescoping Pole — Good for poking something from a distance, and can be used to make a stretcher with rope and blankets.
Crowbar — Perfect for prying, and almost as useful as a katana for melee.
Every agent should carry two days of food, a canteen of water, and a folded thermal blanket. Energy bars should serve for the food. Agents should also have their own Leatherman style tool for the essentials, as well as several spikes to keep the doors open. Other personal tools should be encouraged, I think. Personally, I believe everyone should have a good knife, and not just for the obvious reasons.
The best people to carry these items would be people who are not essential to the defense of the team going in. As a medic and researcher, having me carry should not be an issue. That would be up to whomever is leading the team, naturally.
Concerning the doors, is it possible to remove a door from its hinges, or is the house resistant to such changes? I get the sense that the House is sentient, and perhaps could even be sapient, but God only knows how we'd manage to communicate with it.
I believe this will be a working document, and one that will be expanded upon in the future, as we learn about what we might have missed.
Dr. Parlan MacKay, PCNP-C