It is possible to construct most of the map of a text adventure game without ever playing the game. Most of the early text adventures of the two word parser generation stored the connections between locations within a 2D matrix or array, with one side being the direction and the other the location number. The reason they did this is because in order to navigate around these games, it was usually required to type commands such as "go north" or "n" for short. The game would then look up what location was in the north direction within the directions matrix.
Sword of Hrakel is no exception and below is shown the directions matrix, starting at offset $13FD:
0013FD 04 00 00 00 00 00 00 00 00 03 00 00 00 00 02 00 ................
00140D 00 00 00 00 00 00 05 03 00 00 00 00 00 00 08 00 ................
00141D 00 00 07 00 00 00 00 00 00 06 09 00 09 0A 00 00 ................
00142D 09 08 09 0B 00 00 0A 0A 08 0F 00 00 0B 0A 0B 0E ................
00143D 00 00 00 00 00 00 00 0F 00 0E 00 00 00 00 00 0F ................
00144D 0E 0E 00 00 0E 10 0A 0F 00 00 0F 11 0A 00 00 00 ................
00145D 10 16 12 19 00 00 00 00 00 11 00 00 00 00 12 00 ................
00146D 00 00 13 00 00 00 00 00 00 00 00 16 00 00 11 17 ................
00147D 15 18 00 00 16 00 00 00 00 00 00 00 16 00 00 00 ................
00148D 00 00 00 00 00 00 0F 1B 00 00 00 00 1A 00 00 1C ................
00149D 00 00 00 1D 1B 00 00 00 1C 20 00 00 00 00 00 00 ......... ......
0014AD 1D 00 00 00 00 00 00 1D 00 00 1D 21 00 00 00 00 ...........!....
0014BD 20 00 00 00 00 00 22 22 22 22 22 22 00 24 00 00 ....."""""".$..
0014CD 00 00 23 00 00 00 00 00 ..#.....
If we lay it out with 6 columns and 36 rows we get the following:
N S E W U D
01 04 00 00 00 00 00 cave
02 00 00 00 03 00 00 majestic chamber
03 00 00 02 00 00 00 bottom of pit
04 00 00 00 00 05 03 stuffy room
05 00 00 00 00 00 00 long staircase
06 08 00 00 00 07 00 ground floor of tower
07 00 00 00 00 00 06 roof of tower
08 09 00 09 0A 00 00 forest (small door)
09 09 08 09 0B 00 00 forest
0A 0A 0A 08 0F 00 00 forest
0B 0B 0A 0B 0E 00 00 forest (guru)
0C 00 00 00 00 00 0F top of oak tree
0D 00 0E 00 00 00 00 small dingy hut
0E 00 0F 0E 0E 00 00 forest (hut in clearing)
0F 0E 10 0A 0F 00 00 forest (path and sick oak)
10 0F 11 0A 00 00 00 high green hill
11 10 16 12 19 00 00 quiet village street
12 00 00 00 11 00 00 village square
13 00 00 12 00 00 00 town chamber
14 13 00 00 00 00 00 store room
15 00 00 00 16 00 00 smithy's workplace
16 11 17 15 18 00 00 quiet village street
17 16 00 00 00 00 00 village pond
18 00 00 16 00 00 00 village store
19 00 00 00 00 00 00 village jail
1A 0F 1B 00 00 00 00 meandering path (rabid wolf)
1B 1A 00 00 1C 00 00 meandering path
1C 00 1D 1B 00 00 00 meandering path (rotting dead horse)
1D 1C 20 00 00 00 00 crossroads
1E 00 00 1D 00 00 00 wooden shed
1F 00 00 00 1D 00 00 tidy hut
20 1D 21 00 00 00 00 meandering path
21 20 00 00 00 00 00 golden beach
22 22 22 22 22 22 22 on the lake
23 00 24 00 00 00 00 far side of lake
24 23 00 00 00 00 00 magic circle
So reading this matrix, when the player is on the lake, no matter what direction you go, you'll always end up on the lake (it is a large lake after all). In the case of the village jail, all 6 directions have a value of 00, which means that you can't go in that direction. In the case of the lake, you can go in that direction but you end up back at the same place. You'll notice that the same thing happens in the forest where for some directions it takes the player back to the same place. This is a trick for making things like the forest and lake appear bigger than they are. In the case of the forest, it is also a way of confusing the user.
Some locations are more traditional. The second of the village streets has location 11 (the first village street) to the north, location 17 (village pond) to the south, location 15 (smithy's workplace) to the east, and location 18 (village store) to the west.
Note that in some cases a location allows navigation in a certain direction but not back in the opposite direction. This is usually when the opposite direction requires a command such as "go hut" or "go door" or "go path".