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Principal's Office

Autopilot · Step 7 new user ✓ covered Autopilot completes creation (names the character “humar”) and spawns into the city Office. Skips the intro dialog, teleports to the Office exit, then walks the Counter → Office (briefing) → Counter → Warp arc as described in the next steps.

Context

First city area new characters see. After character creation, the player spawns here with the "intro" key. The principal briefs the player on their role as a Hunter.

Room layout

The emulator reference defines a broad raised rear library landing, a central six-step staircase, wooden landing and stair railings, tall warm-toned bookcases with leaning library ladders, and the turquoise guild sun centered above the Principal’s desk. The small circular dais is superseded.

The landing MUST support the player at 1.05 m. The central stairs MUST be traversable in both directions; a continuous collision ramp may sit behind the visible treads. The Principal MUST stand at landing height, remain reachable for interaction, and keep speech bubbles relative to that height. The entrance and quest-client positions remain on the lower floor. Shelf ladders are decorative.

NPCs

  • Principal — quest briefings, story progression
  • Quest client NPCs — appear based on active quest (Kai, Sarisa, Dorn, Dr. Carlo, etc.)

Exits

  • Door → Guild Counter

Spawn variants

Default: (0, 0, 4.4) facing the desk (−Z). "counter-office" variant spawns near the door from the guild counter.

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