============================ Zork III: The Dungeon Master ============================ Solution by David Tanguay (dat@thinkage.ca) The Lake -------- Turn the lamp off, drop your inventory, the jump into the lake. Dive down to find an amulet (and any inventory you later lose into the lake). It may take several attempts to pick something up. If a large fish or roc comes by, head for the shore. The Scenic Vista ---------------- Four images of other parts of the dungeon are shown. Touch the table and you are teleported to the location shown. You will return after a few turns. The view changes every few turns. Pick up the torch for light, then go to the number 8 room and get the grue repellent. Teleport to the damp passage and drop your torch there -- you'll need it later. South of the Lake ----------------- You'll need the grue repellent. Apply it to yourself to go south and east through the dark places. Get the key, move the manhole, and go down to the aqueduct. You must do all this before the earthquake (which happens sometime after turn 100 or so). Keep going north along the aqueduct and go down the slide to the damp passage, where you should have left your torch. The Cliff --------- Get the waybread. Wait at the chest until a man appears, and follow his instructions. Wait a bit, and he'll pull you back up. He lets you have a staff from inside the chest. The Land of Shadow ------------------ When the man comes, kill him with your sword (which magically appears). The attacks will wound him, and once he's defenceless take his hood and cloak. Flathead Ocean -------------- Wait around until a sailor comes by. Type "hello sailor" and he'll give you a vial of potion. The Jewel Room -------------- Read the plaque: the room was dedicated in 777. Go to the technology museum and push the gold (time) machine into the jewel room. Sit in the machine, set the dial to 776 and press the button. Wait until you hear the guards leave, then take the ring. Push the machine back into the technology museum. Hide the ring under the seat and return to 948. Look under the seat to retrieve the ring. The Royal Puzzle ---------------- The objective is to leave the puzzle with the book. You can push the sandstone blocks around (like in Sokoban). Under one of the sandstone blocks is a hollow containing the book. Another block has a ladder on its west side. You must get the book and push the ladder-west block to the square just east of your entry square. The puzzle area is 6 rows (A-F from top to bottom) by 6 columns (1-6 from left to right). You start in A1, with unmoveable marble blocks at B3, C5, F1, F2, and F6. There are pushable sandstone blocks at A2, A5, B1, B5, D1, D4, D5, and E3. The ladder-block is D5, and the book is in D4. A successful sequence is (using ';' to separate multiple commands): push e wall w push s wall e; s; e; e push s wall; get book; push s wall push w wall; push w wall e; s push e wall n; n; n; n; n push e wall w; s; s; s; s; e; e; n; n; n push w wall n; w push s wall; push s wall; push s wall n; n; e; e; s; s; s; w push w wall s; w push n wall; push n wall e; n push w wall s; w push n wall; push n wall w; n climb ladder The Engravings Room ------------------- Leave and return until you find an old man. Wake him and give him the waybread. A secret door appears. The Hallway ----------- Go to the red beam of light and block it with an inventory item (can or chest are good). Then go south and press the button. Hurry north past the now open mirror, into the mirror box. The Mirror Box -------------- Lift the short pole. You can now spin the box by pushing on the coloured panels. The arrow is the side the mahogany panel is on. If the mahogany panel is on the north or south, you can push it to move the whole box up and down the hallway. If the short pole is down in the slot, the box won't wobble. You exit the box by pushing open the pine panel. The Guardians ------------- There are two ways past the guardians. One is to quaff the contents of the vial the sailor gave you. This makes you invisible for a few turns. The other is to point the mirror box north, set the short pole into the slot (down), the push the box past the guards -- the mirrors on the sides fools them. The Dungeon Entrance -------------------- Knock on the door and the dungeon master answers. To be allowed in, you must be wearing the hood, cloak, amulet, and ring, and you must be carrying the book and the staff. The Dungeon ----------- Go to the parapet. Turn the dial to 4 and press the button. Go into the prison cell. Now you must give instructions to the dungeon master, as you did to the robot in Zork II (i.e., "dungeon master, go north"). Send him north to the parapet, then have him turn the dial to 1 (where it was when you first saw it), then have him press the button. Now you can use the key to unlock the bronze door. Open it and enter the treasury. Useless Objects --------------- - the timber - the jewelled knife - the sceptre