1980 · Infocom

Zork I

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The 110 rooms of the Great Underground Empire, and where each exit leads, read from the story's object table.

01 · Room by room

The map, room by room

Each room's exits are its properties 19 to 31, one for each direction. The picture puts each exit where its direction points; click a room to walk there.

Read from the listing: the rooms are the children of object 117, and each exit is decoded by its length, as the story's walking routine reads it (story $6808, every room and every thing is one of 255 objects). What the game starts with in each room is the room's children in the story as it lies on the disk. A message or a routine lives in the story's high memory, read from the disk as the game needs it, so its address is shown in place of its text.

Zork's map is not a grid. An exit need not lead back the way it came: west from West of House is a forest, and east from that forest is the Forest Path, not the house (live). The maze's rooms share their names and lead into one another in ways only a map drawn by hand makes sense of. Some exits are conditions. The trap door in the living room is a routine, the kitchen window is a door object that must be open, and the way south-west from West of House to the Stone Barrow is closed until global 30 is set, which happens when the score reaches 350.

02 · Every room

All 110 rooms and their exits

The same exits for every room at once, with what each room holds at the start of the game.

From the listing's object table. A room's number is its object number. An exit in italics is not a plain way through: a message, a routine, a condition or a door.