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Follow the dark path or use the light
Zork III Pack Shot

Zork III



by KeyBlade999

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                 |___  /          | |       |_   _|_   _|_   _|
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                   / /  / _ \| '__| |/ /      | |   | |   | |
                  / /__| (_) | |  |   <      _| |_ _| |_ _| |_
                 /_____|\___/|_|  |_|\_\    |_____|_____|_____|

                  |       Zork III: The Dungeon Master       |
                  |            An FAQ/Walkthrough            |
                  |              By KeyBlade999              |
                  |                                          |
                  |            File Size: 23.5 KB            |
                  |          Current Version: Final          |
                  |    Time of Update: 12:07 AM 11/7/2012    |

                        Section Negative One: Donations             **ZORK_-1**

While I do write all of my guides for free, it does take a lot of time and
effort to put them together. If you're feeling generous and want to show your
appreciation, I am gladly accepting donations. I don't know exactly what the
donations will be used for, but just know that you would definitely be helping
me make more quality FAQs! Even the smallest donation amounts are appreciated,
and are a great way to say how much you appreciate the work I do. If you do
decide you'd like to donate, please send the donations through PayPal at the
e-mail address listed below. Thank you so very much for considering this!!

                          [email protected]

By the way, this is also my contact e-mail, so if you want to contribute
something to this or any of my other FAQs, or have a question to ask about one
of them, go ahead and use this e-mail.

                        Section Zero: Table of Contents              **ZORK_0**

  [Section Title] .............................................. [CTRL+F Tag]

  -1. Donations ................................................ **ZORK_-1**
   0. Table of Contents ........................................ **ZORK_0**
   1. Introduction ............................................. **ZORK_1**
   2. Version History .......................................... **ZORK_2**
   3. Legalities ............................................... **ZORK_3**

   4. Command Schemes .......................................... **ZORK_4**
   5. Main Walkthrough ......................................... **ZORK_5**

                           Section One: Introduction                 **ZORK_1**

Welcome to another FAQ of mine. This one covers the PC game known as Zork III.
This magnificent game is part of a number of other Zork games, all of which are
difficult text-based adventure games, which is probably the reason you came
here. Well, you need help, and I shall do by best to give it.


Yeah, I don't know much to say about this. But try to enjoy.

                         Section Two: Version History                **ZORK_2**

Final - First and likely only version of this FAQ completed.
        12:07 AM 11/7/2012

                           Section Three: Legalities                 **ZORK_3**

This FAQ may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any website or otherwise distributed
publicly without advance written permission. Use of this guide on any other
website or as a part of any public display is strictly prohibited, and a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

© 2012 Daniel Chaviers (a.k.a. KeyBlade999).

If you would wish to contact me concerning this or my other FAQs, use this
e-mail: [email protected], or PM (Private Message) me on the GameFAQs
message boards.

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                        Section Four: Command Schemes                **ZORK_4**

This game is one of a wide genre of text-based adventure games. In this game,
like many of them, you'll directly enter your commands into the command prompt
on-screen. There are a number of different ways to say things, but you had best
be sure in what you want to say.

Cardinal Directions:

These can be said in the form "Go/head/walk ___", or just "___". The blank is
the direction or an acceptable abbreviation as below.

 - North     (N)
 - East      (E)
 - South     (S)
 - West      (W)
 - Northeast (NE)
 - Northwest (NW)
 - Southeast (SE)
 - Southwest (SW)
 - Up        (U)
 - Down      (D)


There are a number of things you are supposed to do. A lot of them can mean the
same thing. Here are a number of them that function properly, thanks to TUI.

                    ANSWER          FOLLOW          SAY
                    ATTACK          GIVE            SEARCH
                    BLOW            INFLATE         SHAKE
                    BREAK           JUMP            SLIDE
                    BURN            KICK            SMELL
                    CLIMB           KNOCK           STAY
                    CLOSE           LIGHT           STRIKE
                    COUNT           LISTEN          SWIM
                    CROSS           LOCK            TAKE
                    CUT             LOOK            TELL
                    DEFLATE         LOWER           THROW
                    DIG             MOVE            TIE
                    DRINK           OPEN            TOUCH
                    DROP            POUR            TURN
                    EAT             PRAY            UNLOCK
                    ENTER           PULL            WAKE
                    EXAMINE         PUSH            WALK
                    EXIT            PUT             WAVE
                    EXTINGUISH      RAISE           WEAR
                    FILL            READ            WIND


It goes without saying. Don't screw it up. Most commands, except directions,
should have a verb and noun in them.

Also, be specific. Don't just say "fight". Like when fighting the troll near
the start of Zork I, saying "fight" assumes with your hands. Instead, say
"Fight with sword" or, even better, "Fight troll with sword". This way, exactly
what you want to do is conveyed properly.

Miscellaneous Commands:

There are a number of other commands available to you. Here are the ones I know
of, with suitable abbreviations within parentheses, and grouped together by
similar/related effects.

 - Verbose   : Whenever you re-enter a room, you'll get another description.
 - Brief     : Returns verbosity to normal, starting setting.
 - Superbrief: Only a room's name and items are detailed.
 - Look (L)  : Get a redescription of the room.

 - Diagnose: Learn of current condition. Imagine your wound status like HP.
             Perfect health is 3/3 HP, hit with a light wound is 2/3 HP, and
             hit with a serious wound is 1/3 HP.

 - Inventory (I): Find out all of the items on your person.

 - Score: Get your move number and score. Scores are out of 7. There are no 
          ranks in Zork III.

 - Again (G): Repeat the last command you used.
 - Wait (Z) : Use three moves consecutively with nothing occurring. Often used
              to heal wounds.

 - Save    : Save a game.
 - Restore : Load a saved game.
 - Restart : Begin a new game.
 - Quit (Q): Completely exit the game.

Absolute Randomness:

There are a number of things in this game you can do that have pretty much no
use in the game at all, except for fun or something. This is just pretty much
my documentation for random commands that result in rather humorous effects.
There's nothing much to gain from doing any of these.

And, no, I don't plan on adding to this list. What's here is what's here; if
you find something else, great, but it's not pertinent to the game.

 - Jump, Hop, Leap, etc.: Generally, you'll get insulted, but in some areas
                          that are high up, you often get killed.

 - Scream, Shout, etc.: "Aaaarrrrgggghhhh!"

 - Cut Self: With the sword in your possession, you'll go all emo and die.

 - Throw ___ at Self: Basically the above. Can be done with the most things.
                      It may kill you, may not.

 - Eat Self: "Auto-cannibalism is not the answer."

 - Rape ___: "What an (ahem!) strange idea."

 - Kiss Me: "I'd sooner kiss a pig."

 - Love: "I don't know the word 'love'."

 - Kill Me with Me: "You don't have the you."

 - Zork: "At your service." I guess the narrator is named Zork?

                        Section Five: Main Walkthrough               **ZORK_5**

 |                               NOTES ON THIS                               |
 |                                                                           |
 |  This section contains a full, rather verbose walkthrough for this game.  |
 |  While the commands to input are vague, they are easily drawn out from    |
 |  context. This walkthrough was designed to be less boring than a direct   |
 |  listing of the commands to enter; if you want such a list, you'll have   |
 |  to look at a different FAQ. (Not to bash those FAQs, of course. It just  |
 |  gets rather mundane looking at the same commands over and over.)         |
 |                                                                           |
 |  Additionally, this walkthrough is one of the faster ways of completing   |
 |  the game. Thusly, you won't readily explore it as much you would on your |
 |  own. This will likely ruin the game for you, so I just suggest doing it  |
 |  yourself first, or at least trying to do so.                             |
 |                                                                           |

Déjà Vu:

After taking a fall down the Endless Stairs, which you cannot ascend,
obviously, you'll find yourself near your best friend - the lantern. What, no
sword?  ;_;  Anyways, take it and turn it on. Go south four times and enter
the cold lake. You'll end up dropping the lantern, but no worries.

Go west and south to the vista. There, get the torch. Much like the one given
in Zork I: The Great Underground Empire, this source eternally emits light ...
unless you moronically drop it in water.

Wait around until the indicator on the wall says "II", as in Zork II. Look at
the table in the meantime to do something interestings. Once the indicator
reads "II", touch the table and you'll be warped to Room 8, one of the rooms
found in Zork II: The Wizard of Frobozz. As I said, déjà vu.

Take the can of grue repellent (useless then, useful now) and wait around until
you return to the Scenic Vista. Now let the indicator read "III" before
touching the table. You'll find yourself somewhere else in Zork III - drop the
torch and just wait.

If you want to, you can also touch the table when the indicator reads "I" to go
to the coal mines of Zork I. Don't touch it at "IV", unless you want to get
into some ancient Mayan ritual in which you're sacrificed. In other words, you
die. Save once you're done - you'll need it.

Once you're done, go north. Enter the lake and, wouldn't you know it, you'll
drop the can of repellent. Oh no! Dive down and you'll see it, the lantern, and
some shiny thing. Get the can and object. Repeat as needed, but staying too
long underwater  *will*  kill you, so I hope you saved.

Once you get both, go up to the surface and south. Spray the grue repellent on
yourself, then go south, south, and east. Drop the can of repellent and get the
key. Open the cover and go down to the aqueduct - since the repellent almost
certainly wore off, we need to use alternative routes.

Pseudo-sewers that are lit by weird things. Remember, we're underground - where
the heck does all this light come from!?

Go north three times and you'll find the torch. Take it and go west, west, and

The Test of Mercy:

You'll definitely want to save, then wait around for a certain sinister figure.
The sword from the junction will suddenly appear in your hand when he does. Hm.
Maybe the sword's a Keyblade?  :P

Anyways, immediately attack the figure with your sword. Repeat as needed, and
neglect the fact that you get damaged - if anything, you'll die and you can
restore your file. Eventually, the figure will be described as being "badly
hurt and defenseless."

What you do not know about this game is that you'll be tested, and often not
made aware to that fact. This is a test of your mercy. So rather than slaying
the figure and eating the carcass or something freaky like that, just get his
hood. You'll suddenly find it to be the Dungeon Master and he'll vanish, with
only his cloak marking that he was ever here.

Take it.

The Test of Trust:

After taking the Dungeon Master's cloak, go back north and east to the
Junction. Save there and go west two times.

At the cliff, get the loaf of bread and go down. Wait around for a while here -
the chest cannot be opened by you for now, but some help will soon come along.
Once someone else calls from above, tie the chest to the rope. Once he returns
to you, grab the rope.

He'll end up opening the chest and pilfering everything from it, except for a
staff. Do not try to attack him - not only was the staff required, and may even
get broken in the fight, but this dude is the Dungeon Master. You want to pass
this test, right?

Back ... to the Future! / Test of Honor:

(Note: Begin to pay attention around this time. Some sort of earthquake should
       happen soon, if not before now.)

After receiving the staff, go down twice, then south to the ocean. Save and
wait around for a boat to start sailing by. Say "Hello Sailor" when it appears.
Odds are, the sailor will hear you and come over here, but there is the slight
chance he may not, and this is a one-shot deal - hence the saving.

If you succeed, you'll get a vial. Take it, but don't use it yet - it is an
invisibility potion. Nice. Anywho, go north, northeast, and southeast. If the
earthquake has yet to occur, wait for it to do so. Once is has happened, go

Then go south, east, east, south, south, east, and north. You'll see a few
machines - the gold one, the time machine, is our main concern. Push the gold
machine southward, then open the stone door. Then push the machine eastward.

Now, you can mess with the dial on the machine to turn it to a certain year.
Most of them result in your death or just the very closing of the command
prompt (from the version I downloaded, anyways), so save before you screw

Turn the dial to 776, then enter the machine and push the button. You will be
warped exactly one millennium prior to the American Revolution - and everything
seems to vanish, even the time machine. Get the nearby ring for now, but then
just keep waiting until you hear the guards' footsteps fade off, signifying
that they've left.

Open the door - no, you are NOT meant to get anything but the ring in here -
and head west. Open the wooden door and go north to find the time machine.
First put the ring under the seat - it acts as some sort of temporal anchor,
letting it not disappear after a time warp. Turn the dial now to 948, the
present of Zork III. Enter the gold machine and press the button.

Get out of the gold machine and look under the seat. You'll get the ring. Open
the door. Go south and open the stone door. Go east and get all. Wonder why
the other crown jewels aren't here? Anyways, let's go.

A Royal Pain of a Puzzle / Test of Wisdom:

So, after getting the crown jewels, go west and south. Save, lest you screw
something up, and go down. I must credit DKW 001 for revealing the solution of
this puzzle to me in his own FAQ - I have no idea how the heck someone could
figure this stuff out. Anyways...

 - Push south wall
 - Go east
 - Go south
 - Go east
 - Go east
 - Push south wall
 - Get book
 - Push south wall
 - Push west wall
 - Push west wall
 - Go east
 - Go south
 - Push east wall
 - Go north
 - Go north
 - Go north
 - Go north
 - Go north
 - Push east wall
 - Go west
 - Go south
 - Go south
 - Go south
 - Go south
 - Go east
 - Go east
 - Go north
 - Go north
 - Go north
 - Push west wall
 - Go east
 - Go south
 - Go south
 - Go south
 - Go west
 - Go west
 - Go west
 - Go west
 - Go north
 - Go north
 - Go north
 - Go west
 - Go north
 - Push east wall
 - Push east wall
 - Push east wall
 - Go west
 - Go west
 - Go south
 - Go south
 - Go east
 - Go east
 - Go south
 - Push east wall
 - Go west
 - Go west
 - Go west
 - Go north
 - Go north
 - Go north
 - Go east
 - Go east
 - Push south wall
 - Push south wall
 - Go west
 - Go south
 - Go south
 - Go east
 - Go east
 - Go north
 - Push west wall
 - Push west wall
 - Go south
 - Go west
 - Push north wall
 - Push north wall
 - Push north wall
 - Go west
 - Go north
 - Go up

After that stuff, you should be back in the area (Royal Puzzle Entrance) that
is just before the Royal Puzzle.     SAVE     YOUR     GAME.

Test of Generosity:

Whew! After that, go north, west, north, north, west, west, north, east, and
northeast. You should see an old man here. If you don't, go southwest and then
northeast (basically, exit and re-enter).

Once the man is there, wake the man and give him some bread. He'll point out a
secret door to you. Open the door, and go north. That'll quickly end this test.

A Meeting with the Dungeon Master:

Go north once more and put the sword into the beam. Go south and push the
button, then go north twice. You'll notice a mirror in the way, and also an
open panel. Go north.

In this room, raise the short pole, then push the white panel. Push it again.
Push the pine panel and go north.

Now, to bypass the guardians. Ah, yes, remember that invisibility potion? Open
the vial and drink the liquid within to turn ... well, not visible. Go north
three times and you'll find yourself just outside the Dungeon Master's room.
Knock on the door and the Dungeon Master will speak to you on how you've been
tested thus far, and how he'll help you pass the final test.

Go north, east, north, and north to the Parapet. Turn the dial to 4 and push
the button. Then go south, open the door, and go further south. Tell the
Dungeon Master to go to the Parapet. (Basically say, "Dungeon Master, go to
Parapet" without the quotes. Similar ideas are used in directing him more.)

Make the Dungeon Master turn the dial to another number other than 4 - you can
arbitrarily use 1 if you feel like it, though 2, 3, 5, 6, 7, and 8 all also
work just as well. Tell the Dungeon Master to push the button.

Now you're on your own. Unlock the bronze door with the key, then open the
door. If you want to keep your save file for whatever reason, then you'll need
to save because, after you go south...

Well, congratulations. You've beaten the main Zork trilogy, hopefully! You are
now appointed by the Dungeon Master as his successor - you are now the ruler of
the Great Underground Empire!

End-Game Evaluation:

When replaying the game with my walkthrough as above, making minute changes as
needed, this was my end result. Of course, the game didn't let me finish - it
just closed off, but the same thing happens with other Zork games - I hit
"restart" and the game gave me the below. As such, this proves the
completionistic nature of this guide. Thanks for reading.

 |         "Your score is 7 ([out of a] possible 7), in 301 moves."         |

|                      This is the end of KeyBlade999's                       |
|                       FAQ/Walkthrough for the PC game                       |
|                        Zork III: The Dungeon Master.                        |
          |  ____________  |
          | |            | |
          | |            | |
          | |____________| |________________________________________
          | |____________| |_________________________               |
          | |            | |                         | |\   /\   /| |
          | |            | |                         | | \ /  \ / | |
          | |____________| |                         | | (_)  (_) | |
          |________________|                         |_|          |_|
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