Zork III

Zork III

Developer(s) Infocom
Publisher(s) Personal Software / Infocom
Designer(s) Tim Anderson, Marc Blank, Dave Lebling and Bruce Daniels
Engine ZIL
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
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
Media/distribution 3½" or 5¼" disk
System requirements

No special requirements

Zork III: The Dungeon Master is an interactive fiction video 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. It is Infocom's fourth game.

Contents

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. 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). 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. 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 summon the cell with the bronze door and have the dungeon master return it to its original position by replacing it with any other cell. 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.

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.[1]

A gold machine (known as the "Temporizer") is used to travel through time. According to the Zork Nemesis strategy guide, Zork Nemesis is caused by using of the machine. The name's shortened form, "golmac", is the name of one of the spells in Sorcerer.

Bugs

There are several bugs in this game:

Taglines

It all comes down to this.

A land where nothing is as it seems!

References

  1. ^ Game response to "hello sailor" at the first prompt. ZORK III: The Dungeon Master; 1982; Infocom, Inc.; Release 17, serial number 840727.

External links