CLASSIC QUEST
Series
8
Quest:
The
Crown.
Dungeoneer:
Dunston
Roberts.
Advisors:
Alan,
Alex and Oliver.
Home
town:
Team
score: 6 out of 10.
How could I have neglected this one for so long? The
winning team from series 8 certainly brought a memorable – if not entirely
satisfying – end to Knightmare.
Level
One:
The quest begins in the dwarf tunnels. After hurrying through, past a few
snapdragons, Dunston enters the clue room. Through the spyglass, Lord Fear and
Lissard reveal that time is running short for a quest to win through, and the
only hope for Dunston’s victory lies in taking the Short Cut, which Stiletta
has apparently been using to carry out raids on Marblehead. Fear instructs
Lissard to send Raptor to silence Stiletta before Dunston can get to her.
Treguard then explains that the Short Cut is a way from level one to level
three via the Corridor of Blades. From the clue table, the team choose a red
key and a green knife, leaving behind a jester’s folderol. Despite having taken
one incorrect object, the quest continues in the next chamber. Motley is trying
unsuccessfully to amuse Smirkenorff with a few jokes, so Dunston tells a corker(!) of a joke that Motley can use in his act:
Dunston: ”Why did the dragon
cross the road?”
Motley: ”I dunno.”
Dunston: ”To get his
pension.”
Motley: ”But I don’t get
it.”
Dunston: ”Neither did the
dragon; he wasn’t sixty-five.”
Pretty lame, I’m sure you’ll agree, but it was enough to evoke a tremendous laugh from Smirkenorff. Dunston explains that he is looking for Stiletta, and Motley agrees to help him find her. The jester shows the dungeoneer to Stieltta’s room, where she is hiding under a cloak of invisibility. Once Motley has left, Stiletta reveals herself to Dunston. (Lucky chap!) Once he has warned her to be on the lookout for Raptor and has returned her green knife to her, Stiletta tells Dunston that the entrance to the Short Cut is in Fireball Alley, and he can find it with the Reach wand.
In the next room, Dunston finds himself – conveniently
enough – in Fireball Alley. The advisors just about manage to direct him into
manoeuvring the wand to reveal a doorway between the fireballs’ paths, which
Dunston is then directed over to. A quick dash through the Corridor of Blades
follows and – despite some very near misses – Dunston makes it out the other
side.
Level
Two:
Erm…
Level
Three: In Linghorm, Dunston has to walk through some passages until he reaches
a clue room. During a spyglass sequence, Lord Fear and Lissard discuss
Bhal-Shebah’s magical transformation into the much more reliable Firestorm of
Marblehead, and Fear mentions that the red dragon is on its way to Linghorm in
order to destroy the great tower, and the sorceress Maldame with it. From the
clue table, Dunston picks up a lantern and a bottle labelled Palladin. A
meeting with Maldame follows soon after, and Dunston warns her to be on the
lookout for the red dragon’s attack. Maldame uses her powers to get Dunston
straight on board the Golden Galleon, which is sailing for
After escaping from some miremen through a trapdoor,
Dunston meets Motley and Stiletta. The pair are on
their way to raid Lord Fear’s bullion chamber, and in return for Dunston’s
lantern so that they can see their way, Motley hands over the key to the quest
chamber and Stiletta reveals the combination for the rune lock. Once he has
disembarked from the ship, Dunston uses the rune lock combination to enter
Treguard explains that Dunston needs to use the wand
to open the door at the far end, which it will be able to do because of the key
in the knapsack: ”Your wand is magic and it
will recognise the key you hold.” – Treguard. Eventually the door is
opened, and Dunston rushes past the falling fireballs and enters the quest
chamber. Here, Hordriss is imprisoned in a body-cage made of large bones, and
Lord Fear turns up to put a few fireballs in the works. By uncorking the
palladin bottle, Dunston turns into an armoured warrior and chases Lord Fear
right out of the chamber! ”That’s not a warrior spell, is it? That’s a
palladin spell.” – Lord Fear.
Using the Reach wand, Dunston releases Hordriss and
the pair of them escape from
Summary: Well, I can’t deny
that it was a winning quest. Indeed, the team weren’t bad at all, but they
shouldn’t necessarily have been winners either.