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