3 · CREW DECK GATE TO THE LANDERS

Quarters and the mess, at the aft end of the Spine. Graffiti in the lift lobby: "YEAR 12 OF MY 3 YEAR TOUR." The far hatch leads to the Lander Bay — which means everyone going for a mudhopper walks through the crew's home.

◆ Uniforms, ID tags, personal effects — con evidence for Exit 2, disguises for Exit 4. Lockers are cheap; occupied bunks are not empty.
◆ Mess gossip = free intel. Deal these out to anyone who listens politely:
▲ This is where the crew LIVES — off-shift crew, armed and terrified, confined to quarters from Clock 2 (minion groups 3–4; Okafor is their talkable face). They're not a faction, they're friction: nobody wants trouble, everybody's holding a stun stick, and the corridor to the landers runs past their bunks. Jumpier every Clock stage (social +1 at Clock 3+).

People here

minions + gossipScared Crew the crew's faceOkafor

Likely moves

Doors

aft hatch — through the bunks8 · Lander Bay via spine4 · Cargo Holds via spine1 · Coffin Decks via spine2 · Med Deck via spine7 · Docking Collar via spine, forward6 · Bridge