The sixth and final quest of series one lasted for 44 minutes and included Richard (the dungeoneer), Jonathan, Paul and Edward from West Yorkshire.

Pre-quest

Richard Jonathan
Paul Edward

This team turned out to be the last team of series 1.

Level 1

Start of Quest 6 An unusual puzzle
But not too difficult Revealing the bridge

Treguard: "An unusual obstacle to encounter so early in a quest."

It was certainly unusual. This obstacle was only ever used once in the history of Knightmare, and here it is. A similar sort was also used only once early in series 2, but that involved ringing a bell to create the path, and not stepping on the bridge symbol as in this one.

The familiar opening room

Ah, this looks more familiar. The usual 'start of quest' room, but still a bit unusual with the choice of objects. They guided their dungeoneer over the chalice to unlock the door blocked by the chalice.

Treguard: "Look for sign symbolic of a true quest."

Level 1 Clues

The next room was the level 1 clue room and Granitas of Legend wall monster. They scored an impressive three out of three, called out "I command you" and gained a bonus on which clue objects to take. They took the gold for a lady and the soap for escape.

[Episode 6 ended here.]

The Snake Chamber

Next was the reptile chamber.

Lillith with malfunctions

Lilith's causeway had problems in that it kept forming and then disappearing again. Lilith thought that Richard was a workman and had come to fix her causeway, but he had no tools! They got across anyhow.

A soap opera

Treguard: "Oh dear, that will teach you to walk down a monster's throat - now see where you are, trapped in it's stomach... well there's only one way out of here, well two actually but we won't go into that!"

Treguard asks the team what they think they can do to give it an upset stomach. Of course, they can rub the soap to give it an upset stomach and get out.

Corridor of the Catacombs

Into the Corridor of the Catacombs. Look carefully at the far wall and there is a giant dark monster. They quickly took the left-hand path as it had the symbol of their quest - the chalice/cup.

More puns on 'Well'

Folly asked them "When is a door not a door?". They responded "When it's ajar", which Folly acknowledges as correct. Folly then presents an almost impossible riddle:

Folly: "When is a well not a well?"

They thought that this question was another joke. Therefore, they suggest "when it's ill?".Folly gave them the answer anyway:

Folly: "When a well is a spell"

They then used the WELL spell to 'reveal' the well and popped down it while life force became dangerously low. As you can see in the video clip, the dungeoneer mysteriously holds his nose when climbing in to the wellway.

While watching this clip, look carefully at the life force in the wellway room - remember where it got up to and then compare it when you first see it in the catacombite room. What do you notice? The life force was slightly turned back!

Level 2

The Catacombite Much needed food

Treguard: "Warning team, dire warning dungeoneer. A catacombite is guarding this chamber. Life force energy is critical. You must find food quickly, but avoid all contact with this creature."

Into level 2 and again not straight into the usual room with Cedric, but a catacombite. Life force energy was critically low and they desperately needed to get to the pie which was under the monster. Life force energy was restored once the pie was picked up, and not when it was placed in the knapsack, which was the norm for series 1.

Folly is hurt by Cedric

Cedric: "LEAVE THAT GRUB ALONE! Ha Ha. Hail to you pigs-bladder, adventuring-swine, I guard these halls so face me before you go thieving good honest food."

Ah ha!, back to the usual first level 2 room with Cedric. After being prompted by Treguard, Richard challenged him and just when we were expecting the usual three riddles, Folly strolls in.

Cedric: "Scuttle off you strolling joke, serious business is going on here. In any case, you ain't no palladin."

Folly: "How dare you!? Folly is distraught, Folly is insulted, and therefore Folly demands satisfaction."

Folly challenges Cedric, but Cedric says that he has already been challenged by the dungeoneer, so he will have to wait his turn. Folly was having none of that, saying:

Folly: "Au contraire, my dear mindless monk. Au contraire. With your appalling rudeness, you have challenged me, and therefore the priory of combat is mine!"

Folly challenges Cedric Folly defeats Cedric

Cedric was quite taken by this, particularly coming from Folly. Folly says that since Cedric has challenged him, he should get to choose the weapons. After agreeing, Cedric puts forward some ideas:

Cedric: "What do you fancy then tinsel-brain? Swords? Quarterstaff? Morning Star? Or riddles?"

Folly didn't want any of those, but suggested a challenge of insults as "harsh, offensive words have been spoken." Cedric agrees, thinking this is going to be no contest. They begin, and Cedric starts off with Treguard giving the commentary: The first one clearly shook Folly. Folly replied with a weaker insult that Cedric calls "pathetic". Folly was in trouble. Folly replied with a rather personal insult, which Treguard describes as:

Treguard: "Ooooh, and a lovely shot from Folly, and the monk was clearly hurt by that one!"

Cedric's third was a strong finish, but Folly took the stage with a whopper which left Cedric on the floor. As he had won, Folly instructed Cedric to follow the command of dungeoneer Richard as though he were the victor. Cedric let them take the food and gave them the password.

This was certainly the longest scene in series 1 (and a rather unusual one), lasting over 6 minutes! Good stuff, though, and nicely concluded episode 7

Episode 8 was the last episode of series 1 and team 6 continued into the corridor of spears. They very nearly died on the first spear as the dungeoneer was a little slow to react to his advisors.

Level 2 Clue Room Level 2 Clues

The next room was the usual level 2 clue room where they picked up Casper the key and used it in the next room here.

A conveniently locked door

This room appears to have been used just to make use of Casper to unlock the door.

Hall of Folly's Floating M

Next into Merlin's chamber where Casper told them that he was also a magical key. They decided to use it to call Merlin by guiding the round 'M' symbol to the chair. He appears and poses three riddles, which the team got two correct. They gained a SHIELD spell.

Level 2 Wellway

Gibbet: "Hold intruder, the password now, or you perish."

The guard, Gibbet

The wellway to level 3! - guarded by that guard Gibbet who only appears twice in Knightmare!.

Richard gave him the password and they were allowed to descend through the well, which had smoke coming out of it! They took the food.

Category: Series 1

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