This is a collection of maps to the interactive fiction game SpiritWrak, released as freeware by Daniel S. Yu in 1996.  The game is available on the Interactive Fiction Archive, along with walkthroughs and hints, as well as a complete transcript (generated by myself).  The maps are specific for version 3; to my knowledge, there have not been any subsequent versions.

This game is a fan-made tribute to Infocom's Zork series.  It was intended to complement the Enchanter series, and it covers a substantial amount of geography with many references to locations in Beyond Zork and Zork Zero.  Of the Zork fan games, SpiritWrak is one of my favorites, along with The Meteor, The Stone and a Long Glass of Sherbet by Graham Nelson.

These maps were made using Microsoft Powerpoint, and subsequently converted to PNG images.  As always, I have spent quite a bit of time checking the accuracy of these maps, but I am very interested in hearing about any mistakes you might find.  I would not be surprised, for example, to find out that I missed a zorkmid coin somewhere.

This is my third set of massive interactive fiction maps.  The first set was for Zork Zero, and the second for Acheton.  If you've downloaded my previous maps, please note that I use different notation for each set, depending on the sort of things you need to do in the respective games.  For my next project, I will most likely tackle the daunting PolyAdventure, though I would prefer to wait until somebody gets around to coding the 660-point version of Adventure into TADS and incorporate it into the package.

Marco Cavagna
29 April 2007

cavagna.mg@gmail.com


Archive Contents:

Readme.TXT              this file
Notes.DOC               notes on specific maps
00_Legend.PNG           map legend
01_Monastery.PNG        monastery and areas north of the frozen river
02_Frostham.PNG         Frostam and areas south of the frozen river
03_Subway.PNG           Great Underground Subway
04_Aragain.PNG          Aragain
05_Gambit.PNG           Barsap's Royal Gambit
06_Fublio.PNG           Fublio Valley
07_Anthar.PNG           Greater Anthar
08_Gurth.PNG            Gurth City
09_Borphee.PNG          New Borphee
10_GUETech.PNG          GUE Tech
11_Trophy.PNG           Duncanthrax's trophy rooms
12_Miznia.PNG           Mizniaport and jungles of Miznia
13_Pyramid.PNG          Jungle ruins
14_Planes.PNG           Hades, Ethereal Plane of Atrii, Implementor's lair, endgame

NOTES:

The picture of the zorkmid coin used in the maps was shamelessly downloaded from the excellent Chronology of Quendor page (now apparently defunct).  The original coin was one of the "feelies" included in the packaging of Infocom's Zork Trilogy.  Current copyright is held by Activision.

In May 2011, the author kindly released the game's source code.  This has been immensely helpful for finding many mistakes and other things that I missed, such as alternate pathways and odd tricks (for example, committing suicide while the boat is docked anywhere besides Grassland Beach, getting resurrected, then traveling back to the sailboat from the Ethereal Plane of Atrii).  Buried in the source code are also rare rooms and items from versions 1/2 that were cut from version 3, as well as other things that were probably never fully implemented at all.  These non-functional rooms, pathways, and other features have been added to the maps.

More recently, an Inform 7 version of the game has been released along with its source code.  This version was not made by the original author.  To my knowledge, there are no changes between this and version 3 for Inform 5.5, although I have not closely inspected the Inform 7 source code.

Over the last dozen-plus years, I have corresponded a couple of times with the game's author, Daniel Yu, regarding his game and these maps.  I suspect he does not recall these brief e-mail exchanges, but nevertheless, I would thank him for his kind words and this excellent homage to the beloved Zork series.

version 1   4/29/2007

version 2   1/27/2020
	major rearrangement in the layout of the Monastery map
	color coded danger rooms and instant death rooms
	color coded limited time rooms
	color coded passages with weight limit
	added character routes
	added separate notation for rooms existing both in past and present
	added nested rooms/vehicles
	added city location notation for rooms with many recursive exits
	added Hades location notation to make Hades map legible
	fixed error in At Top/Bottom of Snowy Slope
	fixed error in North of Frozen River
	fixed error in escape route from Barsap's Royal Gambit
	fixed errors in entering Flathead Stadium
	fixed major errors in Hades map after source code revealed my incorrect assumptions
	added item routes from Luncho spell
	added many recursive exits
	added missing connection between Ethereal Plane of Atrii and Inside Skyscraper
	added instant death exit west from Mountain Peak
	added instant death exit down from Lighthouse, Upper Level
	added granite wall and a coin in Workroom
	added coin in North Exhibit Room (reward for recovering painting)
	added instant death exits south and west from South District
	added "climb tree" alternative at Top of Snowy Slope
	added alternate "in/out" exits to many locations
	added alternate "up/down" exits to enter and leave Near Locker Room
	added item routes for statue in the Ancient Ruins
	added rooms from versions 1/2 of the game that were cut from version 3 (from source code)
	colored the purple, orange, and green lines in the GUE Subway
	changed notation between Near Locker Room and Locker Room
	changed northeast and northwest exits from Forest Clearing to special
	changed northeast exit from In Front of Swank House to special
	changed notation of item route from Top of Tree
	minor cosmetic changes
	changed fonts after realizing sans serif looks much better after conversion to image files
	clarified things in "Notes.DOC" file, including things learned from source code
	gave due credits to The Chronology of Quendor webpage in "Readme.TXT" file

