This is a collection of maps to the interactive fiction game Zork Zero by Steve Meretzky.  This game was first released by Infocom in 1988 for a variety of computer systems, and has later been re-released for various compilations by Activision, who now holds the rights to most of Infocom's classics.

Good maps to many of Infocom's games can be found without difficulty, but for some reason, Zork Zero always seems to be left out, probably because the game already comes with an automap feature.  Zork Zero has always fascinated me:  it is the largest of the games set in the Zork universe, and technically, is probably the largest interactive fiction game ever created.  This is because of the 400 floor FrobozzCo Building with a total of 1592 individual office locations.

These maps were made using Microsoft Powerpoint, and subsequently converted to PNG images.  I have divided the maps into several sections according to the way the in-game automap is handled.  There are additional maps for the construction site and chessboard plain, which are never automapped, and a few scattered "instant-death" rooms that are also never shown on automap.  I have spent some time checking the accuracy of these maps, but I am very interested in hearing about any mistakes you might find.

I posted the original versions of these maps in 2000, and basically forgot about them for years until I was inspired to make similar maps for the game Acheton.  I subsequently decided to go back and update my Zork Zero maps, fix some mistakes, and add some new features.  In the end, I basically redid them from scratch.  For my next project, I'm planning on doing either SpiritWrak or PolyAdventure.  Most likely it will be SpiritWrak.  I want to wait and see if somebody finally gets around to coding the 660-point version of Adventure into TADS and incorporate it in PolyAdventure.

Marco Cavagna
14 April 2007

cavagna.mg@gmail.com


Archive Contents:

Readme.TXT              this file
Notes.DOC               notes on specific maps
00_Legend.PNG           map legend
01_MainFloor.PNG        Flathead Castle, main floor (including east and west wings)
02_SecretWing.PNG       Flathead Castle, secret wing
03_LowerLevels.PNG      Flathead Castle, lower levels (including areas under the world)
04_LakeArea.PNG         Flathead Castle, Lake Flathead, Great Underground Mountain, etc.
05_LakeFlathead.PNG     Lake Flathead detailed map
06_Desert.PNG           Flathead Castle, Great Underground Desert
07_VillageArea.PNG      Flathead Castle, baileys and village
08_PortFoozle.PNG       Port Foozle, Great Underground Highway
09_Construction.PNG     Rockville Estates construction site
10_Fenshire.PNG         Fenshire, ruined summer castle
11_Fjord.PNG            Flathead Fjord
12_Glacier.PNG          Gray Mountains
13_Delta.PNG            Frigid River Delta
14_Fublio.PNG           Fublio Valley
15_Antharia.PNG         Antharia
16_Chessboard.PNG       magic chessboard plain
17_Special.PNG          sample transcript, Mareilon

NOTES:

The brogmoid clipart on two maps was scanned from the "feelies" included in the original packaging of the Infocom game Socerer.  The zorkmid coin clipart was scanned from the "feelies" included in the Zork Trilogy.  The grue, alligator, white house, and shoreline clipart were borrowed from the defunct web browser game Legends of Zork.  The Rockville estates logo was scanned from the "feelies" included with Zork Zero itself.

The text dump of Zork Zero is available at www.thezorklibrary.com (along with those of several other Infocom games), and was of immense value in discovering things that I would have otherwise missed.

version 1   5/1/2000

version 2   4/14/2007
	redid all rooms and passages with major notation changes listed below
	switched from JPG to PNG format (much better image quality)
	changed notation of FrobozzCo building
	changed notation of Room of Three Doors destinations
	noted possibility of "special" passages in Construction (0-63)
	color coded passages traversed by vehicles or teleporting
	added notation for instantaneous transport (ie, bat, oracle, etc)
	added locations of the 24 Flathead items
	added locations of the 4 Fantastic Flies of Famathria
	added locations of the 6 key-shaped buttons
	added more Surrounded by Water locations
	added recursive exits in Delta locations
	made all exits from Rubble Room "special"
	expanded "G.U." in room names (eg, Great Underground Highway, Desert, etc)
	expanded names of chesspieces in Plain (0-63)
	did away with "transient exit" notation
	combined smaller maps into single pages

version 3   2/5/2020
	changed notation of instant transport/teleportation
	changed notation of passages around Rubble Room
	color coded desert rooms
	color coded instant death rooms and danger rooms
	color coded prologue rooms
	color coded demo rooms and added notation to reflect changes in the demo
	color coded passages with weight limit
	color coded item routes
	added extra map of Lake Area showing all vehicles and connections
	added extra map of sample transcript
	added extra fake rooms from Mareilon
	added intermediate Gondola location
	added notation for dying at Top of Well and Hanging from Roots
	added notation for dying at Glacier
	added "instant transport" connection between Nice Lunch Spot and Smaller Hangar
	added notation for entering hold from Lake Flathead
	added locations of the 3 Borphbelly Stew ingredients
	added locations of animals that can be transformed into new objects by wand
	added locations of light sources
	added locations of jester's riddles
	added locations of trees
	added "rooms" representing mini-games (Peggleboz, Double Fanucci, etc)
	added "broken passage" notation
	added back "transient passage" notation
	added unknown room east of Cave-In
	added unknown room west of Stream
	added "climb banner" alternative from Balcony
	added many "in/out" alternatives
	made separate pages out of maps combining smaller regions
	several changes in maps and "Notes.doc" file reflecting endgame phase
	added clipart
	incorrect exit at Mouth of Cave fixed
	minor cosmetic changes and spelling mistakes fixed
	changed fonts after realizing sans serif looks much better after conversion to image files
	major clarifications and additions in "Notes.doc" file

