The Dungeon Master
A mysterious authority who appears throughout the adventure and subjects the player to a series of tests.
Documented for this version
Enter | Submit a typed command Commands are entered through the text parser. |
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Type commands with the keyboard and press Enter to execute them.
How it plays
Zork III is played entirely through text. The game describes the current location and events, then accepts typed commands such as movement, observation, conversation, and object manipulation. The player must infer useful actions from the prose rather than follow a fixed quest marker.
Progress comes from solving a sequence of unusual trials and discovering how locations, objects, and timed events interact. Exploration is non-linear in places, while certain scenes require careful waiting or decisive intervention. The game has no conventional combat system, although poor decisions can lead to failure and restarting from a saved position is often useful.
Plan your run
Read every description carefully and examine anything that seems unusual. Try synonyms when the parser rejects a reasonable command, and keep notes about recurring objects, locations, and messages.
Save before experimenting with unfamiliar objects or entering a new trial. Some events depend on timing, so waiting, observing, or repeating an action can be as important as moving. When a situation appears impossible, look for a way to manipulate the environment rather than relying on brute force.
Meet the cast
A mysterious authority who appears throughout the adventure and subjects the player to a series of tests.
Before you begin
Save often before experiments and major trials.
Use LOOK and EXAMINE-style commands to recheck important details.
If a command fails, try a simpler verb or a synonym suggested by the story.
Pay attention to timing; WAIT can be a meaningful action.
Zork III: The Dungeon Master is a text-based interactive-fiction adventure developed and published by Infocom for DOS. The player explores a mysterious underground world, solves environmental puzzles, and responds to situations by typing natural-language commands. Unlike a conventional action game, its play style is built around reading descriptions, examining objects, experimenting with verbs, and interpreting the Dungeon Master's tests. The game is the concluding main chapter of the original Zork trilogy and is generally regarded as the strangest and most demanding installment. Its surreal structure, sparse guidance, and emphasis on timing and inference reflect Infocom's ambitious approach to computer storytelling. The DOS version preserves the parser-driven design that made the series historically important.
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