Zork III: The Dungeon Master
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About the game
Zork III takes you to the deepest level of the Great Underground Empire, where the Dungeon Master waits. This time the point is not to collect treasure. Instead, you are being tested, and the score measures how well you have shown the qualities the Dungeon Master is looking for.
It is the quietest and strangest of the three games: emptier, more reflective and less generous with explanations. Many of its puzzles depend on patience and on noticing what is not there.
It concludes the story begun in Zork I, so it is best played last.
Playing it here
Click Play now and the story starts in the player. Everything is typed: write a
command after the > prompt and press Enter. The game understands short English
sentences, such as open the mailbox or take lamp.
Commands
| Command | What it does |
|---|---|
north, south, east, west (or n, s, e, w) |
walk; also ne, nw, se, sw, up, down |
look (l) |
describe where you are again |
inventory (i) |
list what you are carrying |
take / drop something |
pick up or put down an object |
examine, open, read something |
look closer, open, read |
again (g) |
repeat the last command |
score |
how far you have got |
save / restore |
keep your progress in this browser and load it back |
verbose / brief |
full or short room descriptions |
A few things worth knowing
Waiting is a verb. wait passes time, and in this game time changes things.
The score is different here. It does not count treasures; a low score does not always mean you are doing badly.
Save often. save stores your progress in this browser; restore brings it
back.
Credits and licence
Zork III: The Dungeon Master was written by Marc Blank, Dave Lebling, Bruce Daniels and Tim Anderson and published by Infocom. In 2025 Microsoft, which now holds the rights, released the game under the MIT licence, which allows it to be shared freely. The licence does not cover the Zork trademark. The licence text is linked from this page, and the game runs in Parchment, a free interactive fiction player.