<!--
	Title: (A Classic Adventure) Zork III
	Author: Carl Townsend
	Source: Creative Computing, v9(11)
	Date: November 1983
	Transcription by Steve Derby
-->

<div class="article-sidebar-dark float-right">
<style>.article-specific-sidebar { padding: 0; margin: 0; text-indent: -2em; margin-left: 2em; }</style>
<p class="center larger"><strong><span class="larger">creative computing</span><br>SOFTWARE PROFILE</strong></p>
<p class="article-specific-sidebar"><strong>Name:</strong> Zork III:</p>
<p class="article-specific-sidebar"><strong>Type:</strong> Prose adventure game</p>
<p class="article-specific-sidebar"><strong>System:</strong> CP/M with 48K, Apple, Atari, IBM, NEC PC 8000, DEC Rainbow, Commodore 64, Osborne, TI, Digital RT 11</p>
<p class="article-specific-sidebar"><strong>Format:</strong> Disk</p>
<p class="article-specific-sidebar"><strong>Summary:</strong> One of the best adventure challenges</p>
<p class="article-specific-sidebar"><strong>Price:</strong> $39.95 ($49.95 on some systems)</p>
<p class="article-specific-sidebar"><strong>Manufacturer:</strong><br>Infocom, Inc.<br>55 Wheeler St.<br>Cambridge, MA 02138</p>
</div>

*Zork III*, the sequel to *Zork I* and *Zork II*, starts at the bottom of an endless
staircase: "As in a dream, you see yourself tumbling down a great, dark
stairway. All about you are shadowy images of struggles against fierce opponents
and diabolical traps. These give way to another round of images -- imposing
stone figures, a cool, clear lake, and an old, but oddly youthful man."

"He turns toward you slowly, his long, silver hair dancing about him in a
fresh breeze." "You have reached the final test, my friend. You have proved
clever and powerful, yet this is not enough. Seek me when you feel yourself
worthy!" His words echo as the dream dissolves around you ...

"You are at the bottom of a seemingly endless stair, winding its way upward
beyond sight. An eerie light coming from all around you casts strange shadows
on the walls. To the south is a dark, winding trail. Your old friend, the brass
lantern, is at your feet."

As with most adventures, there are few instructions supplied. You must discover
your own directions to the game as well as the object of the game. *Zork III*
responds to simple verb and noun instructions (e.g., `GO WEST` and in some
cases requires an adjective or adverb. For example, if you are in a room with
several doors and you enter `OPEN DOOR`, Zork asks you which door you wish to
open.

As you begin your adventure, you find a sword 'protruding from a rock, but you
can't wrestle it free. If you survive a fight with a strange hooded figure, you
hear an ominous rumbling that shakes the entire cavern. The action moves
swiftly, keeping the explorer on the edge of danger.

## Time Is Related To The Events

*Zork III*, at times, appears to run in a real-time mode. Unlike Infocom's *Deadline*,
however, Zork is not a real-time game. There is no clock ticking, and
there is no demand on the user to complete the game in a set period. You find,
however, that time has a, strange relationship to the events. To tell you
more than this would spoil the adventure.

<img class="float-left-narrow" src="/public/img/articles/cc-zork-iii-review/staircase.jpg" alt="A computer-generated image of a staircase">

Soon you are aware that someone is watching you and is very interested in
your progress. Almost in a real-time mode, the character appears at the top of
a cliff while you try to open a chest on the ledge below. As you become frustrated,
he offers to help. You have to decide whether you want his help and how
much to trust this strange fellow.

Several well designed puzzles in the cave kept me busy for hours. If you
think you are ready for the Royal Puzzle, you can drop down into a room of
sandstone and marble walls. Moving walls, ladders, a strange door with a slot,
and an odd black book all add to the puzzle. More intriguing is the mirror
box with two poles, two panels, and four walls -- all of which move.

I had a great deal of fun with the three machines in the Technology Museum,
although I could get only one of the machines to work. It has enough power,
however, to get you into plenty of trouble. The trick is to discover how the
machine works (it has one button and a dial), what it does, and how to make it
work to your advantage.

## Solving the Final Puzzle

The end-game was particularly exciting. As the pieces of the game fall
together, you suddenly become aware of the purpose of the game. You can then
meet the challenge of the end-game and solve the final puzzle.

It is not necessary to have played *Zork I* or *Zork II* to enjoy Zork *III* but
there are relationships among the three games. *Zork III* is the last of the series.
Playing *Zork III*, you find yourself in areas discovered in *Zork I* or *Zork II*. I
have played all three, and, in my opinion, *Zork III* is the best of the series.

If you find yourself hopelessly lost and unable to solve a puzzle or reach the
end of the game, there is plenty of help available from the Zork User's Group.
You get information on this group when you purchase Zork III The user group
provides dungeon maps at reasonable cost and an Invisiclues book in which
you can use a special marker to reveal invisible clues.

Infocom traditionally supplies some of the most entertaining CP/M games. If
you like good game challenges, try *Zork III*
