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Zork III (Windows) *
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Zork III (Mac)
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Zork III
z machine
For all systems. To play, you'll need a Z-Machine Interpreter - visit Brass Lantern for download links.
Zork Trilogy Maps *
Maps for Zork 1, 2, and 3 in the GUEmap format.
GUEmap file. Requires the GUEmap viewer - visit http://www.cjmweb.net/GUEmap for information.
Hints
Scroll past the Zork I and II hints for a few helpful tips.
Solution *
Solutions to many IF games including Zork I - III
* Compressed with ZIP. Free Unzip tools are available for most systems at www.info-zip.org.

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Zork III

by Dave Lebling and Marc Blank

Episode 3 of Zork
Fantasy / Zorkian / Cave crawl
1982

(based on 25 ratings)
2 member reviews

About the Story

An old, oddly youthful man turns toward you slowly. His long, silver hair dances about him as a fresh breeze blows. "You have reached the final test, my friend! You are proved clever and powerful, but this is not yet enough! Seek me when you feel yourself worthy!"

Zork III: The Dungeon Master draws you into the deepest and most mysterious reaches of the Great Underground Empire. Nothing is as it seems. And the one responsible for the shadow and darkness - the Dungeon Master - embodies the greatest mystery of all.

In this test of wisdom and courage, you will face countless dangers. But what awaits you at the culmination of your odyssey is well worth risking all.

Difficulty: Advanced

Game Details

Language: English (en)
Current Version: Release 17 / Serial number 840727
License: Commercial
Development System: ZIL
Forgiveness Rating: Cruel
IFIDs:  ZCODE-10-820818
ZCODE-15-830331
ZCODE-16-830410
ZCODE-15-840518
ZCODE-17-840727
ZCODE-17-840727-2E7A
TUID: vrsot1zgy1wfcdru

Editorial Reviews

SPAG
Gloom and emptyness
It is hard to put a label on the mood of Zork III -- "brooding," perhaps, but that would make it more ominous than it is. If anything, it seems like a T.S. Eliot scene, with its barren landscapes and wisps of mist and enigmatic encounters with unidentified characters. (...) The adjective "gray" never appears, as far as I can tell, in any of the room descriptions in Zork III, and yet there is a grayness about the game environment that makes the feel of the game far more real, more coherent, than the other two, even if the scenes themselves are less picturesque than those of Zork II.
See the full review

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Member Reviews

5 star:
(4)
4 star:
(12)
3 star:
(8)
2 star:
(1)
1 star:
(0)
Average Rating:
Number of Reviews: 2
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8 of 8 people found the following review helpful:
"It all comes down to this", November 2, 2008
by Peter Pears (Lisbon, Portugal)
That was the tagline for the game - "It All Comes Down To This". The play on "Down" in a game that is set underground is not an accident - the previous Zork games had such (not really) memorable tags as "Your Greatest Adventure Lies Ahead - And Downwards" and "Your Next Step Downwards to Danger".

Funny thing is, those tags do fit the games like a charm. Zork I is indeed a discovery of a great (meaning "grand", and "big") adventure, and in that game, where you see the Great Underground Empire (henceforth known as GUE), you do start aboveground; you alternate between the caves and the forest; you are allowed some fresh air every now and again. But The point of the game is to take a deep breath, gather all your courage and venture ever downwards, towards your greatest adventure.

Zork II - "Your Next Step Downwards to Danger". Well, ok, so this tag isn't really perfect. It's more of a fantasy tag. Which is ok, because the game is still pretty much a fantasy game, much more so that Zork I. Whereas Zork I was about the cave exploration and discovery, Zork II hinges around magic, underground gardens (a beautiful sight!), senile wizards, demons, crystal balls and EAT ME cakes. So in that less literal sense, hey, the tag does work.

"It All Comes Down To This", now. It certainly does. It most certainly does.

There's a feeling throughout the Zork series that the games become less "light" and more condensed, and possibly more serious. The maps certainly become smaller, and the game certainly becomes more intense. Zork III is the shortest of the Zork trilogy. That doesn't stop it being very hard.

There is a definite feeling of decay on this one. Feeling of loss. Yes, we've had two whole games letting us know we were exploring the remains of a huge underground empire, but it was exciting on the first two. It was discovery. It was exploration. It was a huge playground.

Now, for the first time, the game makes us think (ever so gently) about the great empire that was there, and is now long gone. The inhabitants of the empire are long gone. The land is bare. The crumbling aqueduct serves as a last reminder of the glory of the Flatheads' empire, as founded by Duncanthrax. You are still a sort of tomb raider, but now the keyword is "tomb" - the GUE is a massive grave.

And yet there are spots of amazing beauty, even throughout this darkness. Crossing the land of shadow to arrive at the underground shore of the Flathead Ocean... beholding the mighty acqueduct... seeing the one lush spot in the cave, where natural sunlight does filter in, creating a little patch of life... Descriptions are less terse on Zork III that they have been on the previous Zorks, and it's a good thing, because this is the first Zork that lives and breathes on its atmosphere. My final words about atmosphere, and then I shall say no more: the initial description of the brass lantern is -

"Your old friend, the brass lantern, is at your feet."

"Your old friend". When you first boot up the game it may seem like just a fancy way of putting it, but in fact it's the very first step in making this final trip to the GUE a bit more personal. You and that lamp have been through a lot, and have a lot still to go. You've put up with one another's limitations. You've stuck with each other. Indeed, you are surely old friends by now, ready to undertake one final voyage.

On that subject: time limits.

I'm sure there is a lightsource limit, but I didn't find it, because I found an alternate lightsource relatively early on, and there's quite a few illuminated spots. And there are no inventory limitations (w00t!). The game doesn't need them to be hard. Still, their absence is a clear indication that Infocom was unwilling to let the Zorkian world stagnate - in fact, each Zork installment has been different enough and innovative enough to be a fresh breath of air. Kudos to Infocom! (as if they haven't had enough by now)

There's another sort of limit, though. Yes, the very annoying "solve this puzzle first or you'll get stuck later". An earthquake which occurs within the first hundred moves opens up a path you couldn't previously cross... and closes a path which you have to solve a puzzle to get to. You might not even get there befpre the quake. As you can imagine, it's a huge restart-puzzle.

Still... like the other Zork games, it's a reflection of the time's game design. Modern players should merely be warned beforehand, sigh, and concentrate on solving that puzzle, so as to have plenty of time later on for the rest.

And what a "rest" it is! Gone is the senseless treasure-hunting, gone is the dreadful Wizard of Frobozz. You will have to hunt down a number of items, for a specific purpose. The items AND the purpose are insufficiently clued, and at several times you'll need to choose between two types of item - and the choice is not obvious at all, especially after playing Zork I/II, where the goal (or the means to achieve it) is to loot, loot, loot. Zork III tries to insert some characterization and feeling in a series which traditionally was all about killing trolls and getting treasure. The innovation bears fruit, and one wonders what they would have done with the current technology and the current views on IF design. And I'm talking about something more ambitious that "The Undiscovered Underground", which is a good game and a nice diversion... but hardly a representative of the Zork series. If anything, it's a representative of Zork Grand Inquisitor. But oh, how I digress...

In my review of Zork II I mentioned that the player needs to be able to visualize and experiment (otherwise he won't ever find out the solution to the Bank of Zork, or the use of that huge cloth bag by the volcano, or even what the pile of plastic in Zork I *is*). The game rewards visualization by nature of its better descriptions, and that visualization will be needed several times. The Temporizer puzzle, the Royal Puzzle (an amazing puzzle, one wouldn't think it could be pulled off in IF) and the mirror box...

...ah, the mirror box. You wouldn't think such a puzzle would work in IF. You'd think it has to be in a graphical environment. Well, the guys were experimenting, remember. And it's a great thing they did. It may be a bit clunky, but it's definitely possible. In fact, it is a section of the game highly reminiscent of any Myst apparatus.

In further fact, it's a trend common throughout the entire Zorkian series, and a defining trend in IF - experimentation, and uncovering the world/plot via experimentation, piecing it all together on your very own. I said that the goal and objects-to-gather were insufficiently clued. This is on purpose, and enhances the immersion, as you're really piecing it all together on your own.

Unfortunately, the true Zork experience - and this is true of Zork III especially - is impossible today. Solving the puzzles is relatively easy, the trick is in knowing what to do. For instance, everyone knows the fundamentals of the Royal Puzzle by now, and all that's left is the trivial (yes, trivial) task of navigating it. The *hard* bit is to recognize that first move within the puzzle, and then understand what you need to move where, and so on. It's easy to navigate the game knowing in advance, as everyone does, that there's a time limit in the form of a quake.

And modern players *need* that information, because time moved on, because people have less patience with unfairness and uncluedness, because people have less time to play games, because of a host of things, players *need* these select spoilers for these games (unless they're die-hard hardcore fans, in which case they've already played the game anyway). So we're really left with a watered-down version of Zork III. That's a shame, because the game is immensely rewarding... but on the other hand, if I had been playing it "hardcorey", I'd have ripped out all my hair by now, being a more modern IF player with very strict ideas on "forgiveness: cruel".

So bottom line, like all the Zork games, this is best enjoyed with the few select spoilers everyone already knows about anyway.

For such a short game, this review is running too long - and there's so much still to be said! Well, this will have to suffice: Zork III is not an easy game, and will tax your imagination in that nice, ticklish way it likes to be taxed, and previous Zork adventurers (who will have to redefine their thinking a bit) are likely to be faced with the greatest challenges. Which is as should be.

1 of 2 people found the following review helpful:
A difficult end to the trilogy, March 17, 2010
by tggdan3 (Michigan)
This game picks up where Zork 2 left off (minus your inventory- I really could have used that magic wand!). You're stumbling down an endless stair to a cavern where you find your old friend, the brass lantern.

This game departs a bit from the first 2 games, in that the object is not to find all the treasures and drop them in a case. You're still looking for all the treasures, but they aren't apparant as such, and the game is looking for certain behaviors from you.

One complaint on this game is that one of the puzzles (the most important one, you might argue) is timed, so in order to gain the permanent light source, and one of the treasures, you need to do the puzzle RIGHT AWAY, otherwise you render the game unwinnable. And in Zork 3, it is easy to make the game unwinnable and not realize it.

It was possible in Zork 1 and 2 also, though it was much more apprarant- if you died at the volcano and you left some treasures in the balloon- they were unreachable. In Zork 3, you need to decide at one point whether to go for a staff or treasure, how to respond to a mysterious viking ship, choose between to solutions to a shifting wall puzzle, decide what items to try to steal during a time travel puzzle, decide whether to kill someone attacking you or not (and the choice is not obvious),decide WHEN to do a puzzle involving teleportation- and the wrong selection on any of them makes the game unwinnable, and you never realize it as such unless you go back and do things the RIGHT way.

Now, I don't know that this is UNFAIR, because I like difficulty, I would only wish I knew what I was supposed to do before I screwed myself up. If you do what many people might and explore the entire world right away, you've already lost too much time.

That being said, some of the puzzles are freaking BRILLIANT! A puzzle where you need to slide a mirror is difficult to visualize, but very smart. The shifting room puzzle gave me that real "AHA" moment as well. The time travel puzzle makes sense when you think about it, it's just not exactly clear how time travel relates to the time machine itself. If you're a fan of Zork I and II then you shouldn't be really surprised by the solution of the mysterious ship puzzle, and you should relish the chance of being able to walk past some grues in the dark. (A feat you will repeat in Spellbreaker, and possibly in Sorcerer).

The game does tie up the trilogy nicely, provides a good ending point, and gives you the challenge you deserve, without bogging you down in inventory management (very much) or much of a light puzzle (if you run out of light you either missed the first puzzle or did something stupid, like entering a lake with a torch).

If you like Zork I and II you will like this as well, just be ready for a bit more serious a tone and more difficult puzzles.

If you enjoyed Zork III...

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Zork III appears in the following Recommended Lists:

Games with a Time Travel Puzzle by tggdan3
Maybe the whole game isn't about time travel, but I really got into some games when they had a time travel puzzle in it- especially when it can be difficult to implement such a puzzle.

Polls

The following polls include votes for Zork III:

Vivid games by Jeff Sonas
I'm looking for games that evoked strong feelings or strong mental images that stayed with you long after you finished the games.

Multi-Part Games by Bloodsong
I was wondering just how many games out there, either completely text based, or text-adventure hybrids, are out there that involve a story line over the course of several games. I know for sure of the Sorcerer trilogy from Infocom...any...

Solved without Hints by joncgoodwin
I'm very interested in hearing truthful accounts of at least somewhat difficult games (or games that don't solve themselves at least) solved completely without recourse to hints, walkthroughs, etc.

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This is version 11 of this page, edited by Christian271 on 10 June 2010 at 7:58pm. - View Update History - Edit This Page - Add a News Item