CLASSIC QUEST
Series 7.
Quest: The Shield.
Dungeoneer: Barry Thorn.
Advisors: Simon, Derek and
Daniel.
Home town: Somewhere in
Worcestershire.
Team score: 10 out of 10.
Level
One:
The quest begins in the dwarf tunnels, where Barry meets Brother Strange. He
offers a spyglass in exchange for a proverb, but rejects the three proverbs
Barry thinks of for him, at last settling on one thought up by Derek. Through
the spyglass, the team see Lord Fear showing off his new shell-phone to
Lissard, and then Lissard telling Lord Fear how he has managed to incapacitate
Grimaldine by breaking his magic staff into four pieces and scattering them
throughout level one. Lord Fear is angry because he thinks that Barry will now
be able to collect the staff pieces, making the team’s mission clear.
Barry next meets Romahna outside a castle. She is
shooting some goblins, and also guarding a piece of the magic staff. After some
pointless Barry-banter, Romahna allows him to take the staff piece and leave.
Next there is a supply chamber, where Barry picks up a lantern and a bottle
labelled Speedwell. A meeting with Rothberry follows. There is a piece
of staff leaning against his stall, which Barry ends up taking free of charge,
although he very nearly gives away the Speedwell. This is used in a room
where Sylvester Hands and two goblins appear. When Barry drinks the Speedwell,
Sylvester and the goblins are slowed down, meaning that Barry is able to sneak
past them.
In the sliding
floor chamber, Barry has to backtrack at one point to pick up the third staff
piece, but he makes it through despite the pursuing goblins. In a room that is
in total darkness, Barry has to turn on the lamp and search around for the
fourth and final staff piece. They nearly make an exit
too early: ”You’ve hardly looked at the
room, there may be something there!” – Treguard.
At last Barry picks up the top of the staff, and is
able to progress to the final chamber of the level, where Grimaldine is asleep
on a chair. The repaired staff appears beside him and
he wakes up. Grimaldine is grateful to Barry, and gives him a firestone to pay
for a ride to level two. Through the large metal door, Barry is able to offer
the firestone to Smirkenorff and secure passage to the next level. The now
familiar flight to the Rift of Angar takes place, and
Barry lands in level two.
Level
Two:
A spyglass reveals Lissard sharing a juicy bit of gossip with Lord Fear – that
Hordriss is smitten with Marta. Lissard has a plan about recruiting Marta to
help them take advantage of Hordriss, but Lord Fear changes Lissard into a
Marta look-alike instead! In the dwarf tunnels, Barry picks up an old boot and
a fireproof potion. He then arrives at Hordriss’s magic school, where
Sidriss is trying to hold the fort in her father’s absence. Fidjit is there
too, and Barry explains to them about Lord Fear’s plan to deceive Hordriss.
Sidriss and Fidjit decide that a REVEAL spell is needed in order to bring
Lissard back to his true form, and that the only person on the level with
access to such a spell is Greystagg.
Barry volunteers to take the case to the witch queen,
so Fidjit unlocks the door to the Fire Room, where there is witch amber. Barry
takes the fireproof potion so that the fireballs cannot harm him, and so
he is able easily to pick up the witch amber and progress across the room.
Raptor and his goblins then turn up to menace Barry, but he manages to squash
them all by means of the magic boot. Barry then meets Greystagg and manages to
persuade her to part with a REVEAL spell in return for the witch amber. A
meeting with Brollachan follows, and the team manage to satisfy his thirst for
knowledge with some decidedly iffy answers.
In a tavern, Hordriss is flirting with a person he
thinks is Marta, although we know it’s really Lissard. The REVEAL spell
transforms Lissard back into his true form and the amphibian beats a hasty
retreat. Hordriss is appalled to have been tricked in this manner, and is
concerned that nobody should ever get to hear about the incident. In return for
Barry’s silence, Hordriss takes Barry into a further chamber and reveals a
staircase that leads to level three. Barry walks down the stairs, and level two
is complete.
Level
Three: Barry has to pass through a flashing anti-magic barrier, which Lord
Fear has set up to keep out rival sorcerers. He then picks up two magic potions
in one of the corridors of Goth – freezer and fast backwards. In
the Sewers of Goth, a spyglass reveals Lord Fear introducing Lissard to
Bulstrode, the king of the trolls. Fear explains that he plans to set Bulstrode
loose in
Next Barry meets Brollachan again. Through his
questioning, Brollachan reveals that Lord Fear has tasked him with eating his
way up through the levels to
Brother Strange then arrives, and tells Barry that his
best bet to defeat a troll is with a device called a troll hammer. Barry next
meets Sylvester Hands once again, who is holding Romahna prisoner in some
stocks. Barry manages to persuade Sylvester to drink the freezer potion,
and then he frees Romahna. They go to the quest chamber together, where Romahna
uses her crossbow to get rid of two goblin guards. There are two items in the
chamber – the Shield of Justice and a troll hammer. They are both protected by
forcefields. Barry summons Greystagg, who tells him that she only has the power
to disperse one of the fields. The team are faced with a choice, but it is not
a hard one. Barry tells Greystagg to release the hammer, which she does.
Once he has the hammer, Barry drinks the fast
backwards potion, which takes him back in time through his entire quest,
until he walks backwards in the Great Hall of Knightmare. Treguard ushers him
to safety just before Bulstrode crashes through the floor in a most dramatic
fashion. Treguard uses the troll hammer to send Bulstrode crashing back down
the tunnel to Goth, where he lands on top of Lord Fear, Lissard, Raptor and
Sylvester Hands. Although they did not choose the Shield in the final chamber,
Barry and friends have still won the game, because the eye shield has been
mysteriously supplanted by the Shield of Justice! Treguard summons Hordriss to
provide the trophies, and the series ends with a thrilling and well-deserved
victory.
Summary: It was a very high-quality and entertaining quest, thanks chiefly to Barry’s own unique style of dungeoneering. It was a well-deserved win, and a satisfying end to the series.