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