Zork III

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Zork III
Zork III cover art
Developer(s) Infocom
Publisher(s) Personal Software / Infocom
Designer(s) Tim Anderson, Marc Blank, Dave Lebling and Bruce Daniels
Engine ZIL
Release date(s) Release 10: August 18, 1982

Release 12: October 25, 1982
Release 15: March 31, 1983
Release 16: April 10, 1983
Release 15: May 18, 1984
Release 17: July 27, 1984

Genre(s) Text adventure
Mode(s) Single player
Platform(s) Amiga, Amstrad CPC, Apple II, Apple Macintosh, Atari 8-bit, Atari ST, Commodore 64, Commodore 128, Commodore Plus/4, CP/M, DOS, MSX, TRS-80
Media 3½" or 5¼" disk
System requirements No special requirements
Input Keyboard

Zork III: The Dungeon Master is an interactive fiction computer game written by Marc Blank, Dave Lebling, Bruce Daniels and Tim Anderson and published by Infocom in 1982. It was the third game in the popular Zork trilogy and was released for a wide range of computer systems.

Contents

[edit] Plot

The player begins at the bottom of the Endless Stair from Zork II.

Zork III is somewhat less of a straightforward treasure hunt than previous installments. Instead, the player—in the role of the same "adventurer" played in Zork I and Zork II—must demonstrate worthiness to assume the role of the Dungeon Master.

Zork III promotional material distributed with the maps
Enlarge
Zork III promotional material distributed with the maps

The player must get past the Guardians of Zork, with the complete garb of the Dungeon Master, and then endure a final test. The player must be wearing the amulet (found at the bottom of the lake), the cloak and hood (received when the player chooses to look under the hood of the vanquished opponent in the Land of Shadow rather than deal the final blow), the staff (received from the man at the Cliff for helping him retrieve the chest of valuables; attacking the man in any way or trying to take the valuables from him inevitably breaks the staff), the strange key (found in the Key Room when the player uses the grue repellent (from Zork II) to get past the dark places), the royal ring (retrieved from the Royal Museum by using the gold machine to travel back to the year 776 GUE), and the black book (found in the Royal Puzzle).

Unlike Zork I and Zork II there is a time-sensitive event, an earthquake which is randomly triggered about 130 turns into gameplay. The player must retrieve the key before the earthquake (when the Aqueduct is broken, leaving no escape route from the Key Room) and can't complete the Royal Puzzle or retrieve the ring until after the earthquake (when the unopenable Great Door breaks). Also unlike the previous two Zork games, the lantern is of little relevance. It is needed only to walk through the dark areas of the Junction, Creepy Crawl and Foggy Room at the beginning of the game (often done after completing the Land of Shadow, Cliff, and Flathead Ocean—saying "Hello, Sailor" to the viking yields an invisibility vial—tasks). Many experienced players leave it on the north shore of the lake or merely jump into the lake with it (an act that renders it useless). Another light source, the torch from the Scenic Vista, is used to retrieve the repellent from Zork II and deposit it in the Damp Passage via the teleportation table to provide a light source for the return journey after retrieving the key.

Once the player has all the items, they must give the waybread to the elderly man in the Engravings Room to find the doorway leading to the final hallway. Here the "elvish sword of great antiquity" is used for the second and only time to block the beam in the Beam Room. Experienced players don't bother trying to get it back. Next the adventurer must get through the Guardians of Zork. This can either be accomplished by using the complicated Mirror Box or by simply drinking the invisibility potion in the vial from the Flathead Ocean. When the player knocks on the Dungeon Master's door he will only open it if the player is fully equipped (see above). He then tells the adventurer that he will obey their commands. The corridors lead to a parapet which overlooks the fiery cells. Reading the book here reveals a map of "The Dungeon and Treasury of Zork" which has 8 cells, one of which with a bronze door that leads to the Treasury of Zork. The eight positions of the dial in the parapet correspond to the 8 cells. The adventurer must use trial and error at this point to find the cell with the bronze door (it's #4) and use trial and error to get the cell into the right position via the Dungeon Master (it's #8). The key will now unlock the door revealing the Treasury of Zork, which contains the wealth of the Great Underground Empire as well as a controlling share in FrobozzCo International.

[edit] Notes

Compared to the other games in the series, the scoring system is unusual in that it measures the player's "potential", and is not simply a reflection of the number of treasures found. Points are awarded for taking creative steps toward solving problems rather than actually solving them (e.g. jumping in the lake earns the adventurer a point, but successfully taking the amulet on the bottom of the lake does not). This system makes it possible for the player to have all 7 points without being close to finishing the game.

This game contains the payoff to the "Hello, Sailor" joke that was introduced in Zork I. Saying hello sailor has the effect of:

The seaman looks up and maneuvers the boat toward shore. He cries out "I have waited three ages for someone to say those words and save me from sailing this endless ocean. Please accept this gift. You may find it useful!" He throws something which falls near you in sand, then sails off toward the west, singing a lively, but somewhat uncouth, sailor song.

For the rest of the game, saying hello sailor elicits the response Nothing happens anymore. Everywhere else, saying hello sailor induces the response, Nothing happens here.

[edit] Glitches

There are several glitches in this game, as there are in almost every game.

  • In the very first version (Version 10) the player could freeze the game by keeping the sword to the end of the game. In Cell #4, there are two possible North exits. This confuses the sword's "check for danger" routine and it therefore crashes the game. This one can be activated by blocking the beam with the chest or grue repellant, and keeping the sword.
  • In all versions after Version 10, the chest apparently shrinks when it's emptied. This is known because in V10, the chest could hold the staff or lamp or torch. The staff is known to be taken out of the chest by the man at the cliff, who is the Dungeon Master in disguise.
  • In any version, the ring, sceptre, and jeweled knife can be picked up by simply trying to unlock the cage they're in with them!

[edit] External links