Get quick and convenient access to just the hints you need for Zork III: The Dungeon Master, without staying on our website. Just download a free trial
version of our UHS Reader software and
a copy of these hints. You will get the
same gradual hints you see here -- unlike ordinary cheats or a
walkthrough that can spoil your game.
You can also buy the full version of the UHS Reader
for Windows or macOS. For just $14.95, you get full access to hints for
hundreds of games and 1 year of free updates. You can also search, decode, or print an entire
game's worth of hints at once.
Ask the Author
If you have questions about a puzzle that aren't answered
anywhere in these hints,
you may contact the author.
Zork III: The Dungeon Master Hints
The path across the aqueduct is broken. Where can I go?
1 of 7: Unfortunately, your grue repellent is going to run out. There's no way back through the Dark Place.
2 of 7: And in case you were thinking that you could make the repellent last longer, as is suggested in the manual, don't even try. The word "sand" is synonomous with "ground" in this game, so there's no way that you can pick up any sand to make an additive to the repellent.
3 of 7: You may not know this, but the path wasn't always broken.
4 of 7: Something during the game caused it to break.
5 of 7: Something catastrophic.
6 of 7: Like the earthquake.
7 of 7: The only thing you can do is try to cross the path earlier in the game. That means restoring or restarting, unfortunately.