Field Data · Map 76-0
Enter the archiveAcademy Interior map 76-0 · 891 × 742 px
Academy Interior map 76-0

01
Academy Interior, marker first
The captured map family identifies the scene as Academy Interior and the map number as 76-0. The desktop plot uses those coordinates as a visual plane, with ten numbered markers and a matching list. Select a marker or its row to synchronize the highlighted point and the readout. Search checks the marker name, type, and coordinate string, which means a player can start from a remembered object or from a pair of numbers.
On a narrow screen the plot disappears and the row list becomes primary. That is a deliberate change in reading order rather than a loss of the data. Each row still carries the marker name, type, x coordinate, and y coordinate, and the selected readout remains in the flow. A coordinate reference is useful only when the text survives the viewport, so the compact layout favors selection and legibility over a shrunken map.
02
Read x and y as a pair
A marker’s x and y values belong together. The x coordinate places the point across the map plane, while y places it along the second axis; neither value is a page number or an item count. The atlas keeps both values visible in the row and readout so a player can copy the pair without guessing which number belongs to which axis. The map number 76-0 stays next to the room label to prevent a coordinate from floating free of its map.
The source is a community map capture, so the coordinates should be treated as observed field data. A player can use the marker as a starting point, then confirm the current room layout in game. The noindex status keeps the reference discoverable through the wiki’s internal links without presenting a partial room map as an official global atlas.