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Zork III: The Dungeon Master

aka: Zork 3, Zork III: Le Maître Des Ténèbres
Moby ID: 53

DOS version

The weird, dark younger brother...

The Good
Within the trilogy, Zork 3 has an atmosphere all its own. No more gardens, unicorns, or nice little houses - the world of the Dungeon Master is black and dead, a place of shadows, mist, and a dark lake... This change makes for a more harrowing, claustrophobic game. There are fewer tasks - only seven points to get, and the first three are easy. The characters you meet are almost all hostile and treacherous, though (perhaps for balance) there is a high dosage of FlatHead humor in places.

The Bad
Coming from Zork 2, Zork 3 is a place to get stuck. The game is effectively divided into two sections, and in the first you are likely to reach a point of total frustration. The darkness and claustrophobia are great for atmosphere, but annoying after a while - the game really doesn't let up.

The Bottom Line
Infocom has avoided the trap of making an identical sequel, just as they avoided a Zork 1 repeat in The Wizard of Frobozz. Zork 3 is dark, bleak, and very different from its predecessors. Somewhere between Zork 1 and Zork 2 in difficulty, Zork 3 is an excellent and worthy conclusion to the (initial) series.

by Colin Rowsell (43) on May 20, 2002

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