REMEMBER THIS?
Series
1/2. Level 2.
THE HALL OF FOLLY
It would be perhaps more apt to call this room Merlin’s level two chamber, because that’s precisely what it was. It was something of a mixture between a study and a throne room for the Dungeon’s main wizard, and the objective for any dungeoneer entering the room was simple: leave with Merlin’s magic in hand, or die before the end of the level. The price for acquiring Merlin’s magic was, of course, answering riddles correctly, but the challenge of the Hall of Folly did not always begin there. On occasions, Merlin entered the room of his own accord, but sometimes an additional task had to be undertaken to summon him.
The first such task was the
building of a large letter M with four cubic blocks, which was the task that
Simon and Danny – Merlin’s first two visitors in series 1 – had to complete.
The final dungeoneer of series 1 – Richard – had a different challenge to summon Merlin. He had to guide orally a “listening key” to a lock in Merlin’s chair; both of these were, in fact, more letter Ms. At the very end of series 2, the Hall of Folly seemed to have really gone back to basics, with dungeoneer Steven needing only to touch a glowing M on the floor in order to summon Merlin. Even if Casper had not been there to help, I’m sure this would not have flummoxed the team for long. Of course, summoning Merlin was only the first part of the challenge and, as Steven and friends soon learned, the next part was the crucial one.
This brings us nicely to why
Merlin chose to call his room The Hall of Folly on occasions. As he was quick
to point out, the name was not directly to do with the jester Folly, but a
reference to the pivotal point in the team’s quest that the chamber
represented. If the team showed folly by being unable to answer Merlin’s
riddles then their quest was doomed; if, however, they proved themselves not to
be fools, they would be rewarded for their wits and well equipped to reach
level three. The reference to Folly the jester is important too. Court jesters’
prattle was often satire or advice cunningly disguised as foolish nonsense,
which underlines the fact that the Hall of Folly was a place for the proving of
wits through rhyme and verse in the form of riddles: ”There’s more wisdom in
foolish wit than ever you can imagine!” – Folly.
As we know from experience, Merlin’s magic was vital for completing
level two. The Hall of Folly was an important and pivotal point in the quest,
and was designed to weed out the hapless and the careless. With Merlin at its
head, it was always an enjoyable and magical room, although – despite all its
deep magic - it still needed Merlin to physically move the dungeoneers into the
right camera-shot if they were standing in the wrong place: ”Come over here,
dungeoneer; it’s a bit more magical!” – Merlin.
Difficulty: 5 Ultimately depends on your riddling
abilities.
Killer Instinct: 4 No help from Merlin means no way to level
three.
Gore Factor: 2 Nothing too gory followed this chamber,
unfortunately.
Fairness: 9 A meeting with
Merlin always served to weed out the seriously mentally challenged.