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Reference / Floor 3 / Orientation / Where Things Are
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Where Things Are

"The Network provides a Visitor's Map Board, clear signage, and two arrivals. Runners who become lost in a town this size have made a choice."

The Bazaar is seven walkable spaces on the surface, four shops you can step into, two doors home, and three rooms below. It is far smaller than the Greenbelt and far busier inside each space.

Arrivals

Two stairs come down from Floor 2, and both of them land you in the market.

  • Market Row — the big one. 34 by 26 cells, the densest stall field on the floor, and the plaza with the broken fountain in the middle of it.
  • The Market Gate — a small arrivals bay on Market Row's east flank, with a Network placard logging every runner who steps off the platform. One open path west takes you straight into the Row.

Examine the Visitor's Map Board in the plaza before you do anything else. It reads you three lines of Network orientation and copies six spaces onto your map — both arrivals, Guild Row, the Commons, the Loading Docks, and the Frayed Quarter. It does not copy anything below ground. "The undercity is not shown. There is no undercity."

The town

SpaceSizeAnchorWhat it's for
Market Row34×26The broken fountainArrival, the crowd, sixteen stalls and carts, the Omni-Corp machine, and one shuttered lockup with a stair under it
The Market Gate8×10The arrivals registerThe second landing. Three stalls and a placard
Guild Row30×22Albright's storefrontThe services street — four doors you can enter, the Watch's guard post, and the muster door
The Commons28×22The community greenThe quiet one. Your front door, Phil's corner, the tea cart, and the duel ring on the outer edge

Market Row's south side opens onto Guild Row and the Commons; its east side opens onto the Market Gate and out to the Loading Docks. Guild Row and the Commons connect to each other. There are no pinches inside the town and nothing to camp — there is nothing here to camp for.

The thresholds are soft: beaded curtains, roll-up shutters, Albright's velvet rope. Doors that read as commerce.

Wandering the market alongside you: Market Shoppers, Browsers, Stall Porters, Patient Queuers, Leaflet Touts and a Sanitation Sweeper, up to five at once on Market Row and three each on Guild Row and the Commons. None of them will ever be a threat. They are here so the town sounds like a town.

The line

The four town spaces are enforced safe ground. This is a real mechanic with real teeth, not a promise. In a calm space the game suppresses:

  • enemy aggression — nothing hostile will turn on you;
  • hostile spawns — the spawner will not place a threat there at all;
  • runner-versus-runner damage — a swing at another runner is refused outright, at the attack itself;
  • care-package and boss drops — the prizes fall where the danger is.

What still lives in town: Stall Rats under the boards on Market Row, a Ribbonwing on the Guild Row awnings, the Dockside Stray asleep against the Commons wall, and the crowd. All docile, all catchable, none of them a threat row.

Outside the line — the Loading Docks, the Frayed Quarter, and the three rooms below — every one of those suppressions is off.

The Loading Docks and the Frayed Quarter

  • The Loading Docks (26×20) sit east of Market Row: GruntCo's bulk dock, the Apex reclaim desk, Karen's booth, and the freight stairs. Combat is live but light — two Pop-Up Intake Drones and a single stray Frayed Scavver, all of it avoidable by moving. A drained runner can still reach the stairs.
  • The Frayed Quarter (30×24) is south of the docks: a collapsed market annex on the cut's raw weld-edge, and the place skills actually level. Two scavver picking-grounds, a drone pair, and one Pen-Line Enforcer posted on the best loot in the room.

See What's Out There for what each of those does to you.

Down, and further down

Three shuttered doors in the town and the ruin drop into the layer under the market. A lockup on Market Row and a cellar annex in the Frayed Quarter both reach the Salvage Cellar; a dock building at the Loading Docks reaches the Conscription Pens. Each is a deliberate step through — you descend on purpose, never by accident. The Commons has no such door, and that is why it is the warmest place on the floor.

Everything about what's down there is on The Undercity.

Two doors, one home

The Bazaar gives you two front doors — the Market Hall off the plaza and the Commons Home on the Commons — and they open on the same room. It isn't a copy; it is literally your quarters, the ones that have been growing since Floor 1, with your carried-over Merritt MR-V "Valet" still keeping the household. The service plate by the Commons bell reads HOUSEHOLD KEPT — A MERRITT IS FAMILY.®

Reach the Bazaar and the home grows again: a market annex off the east of the garden wing, six cells of painted-market floor with back-wall stall shelving and a display counter run. It holds no workbench sockets — the garden wing keeps those. It's a souvenir of having been here, which on this floor is the correct joke.

Getting off this floor

The stairs down are at the Loading Docks, on the east side, past Karen's booth — exactly where she said they were. The stairwell itself is quiet ground; the crossing to reach it is not. That is the whole design: you leave the safe town and cross one contested space to descend.


Next → The Cast — everyone who wants something from you.


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