Open the furniture editor
The recorded shop has four display cases around its carpet and K33P3R beside the counter. Interact with K33P3R and choose Furniture from the menu. Chest, Merchant Progression and Decorations are separate choices; use the Furniture entry for the floor item demonstrated here.

Select a position and an owned item
The editor labels the selected area Carpet 1 and shows Furniture 0/2. White circles mark positions; the turquoise bracket marks the current one. Open the item chooser and select the owned Merchant’s Flag. The bottom prompt says Take Out in this recording.
- Choose a marked carpet position.
- Open the item selector and read the selected furniture tooltip.
- Take out the intended item.
- Use the displayed Place control to put it on the carpet.

Check placement and move it if needed
After placement the flag is visible and the counter reads Furniture 1/2. Selecting it exposes Remove and Replace. The recording lifts the flag, moves its preview to another marked position and places it again; the final flag stands near the front display case. The two-slot counter describes this carpet in this save, not every future shop layout.

Separate a priority effect from a price increase
The Merchant’s Flag tooltip says relics on its carpet are bought before relics on other carpets. That is a purchasing-order effect, not a displayed increase to relic price. This recording has one visible carpet, so it does not demonstrate a controlled comparison of customer choices between carpets.
Exit and inspect the shop
Leave the editor and check the floor before stocking the cases. At 19:11 the flag remains in the shop while Will can interact with K33P3R again. The interface sequence establishes placement and relocation; it does not establish a change in earnings.
