Series 3, Quest 5. James is confronted by the Behemoth in Level 1.

The Behemoth

By Keith McDonald

The Behemoth was an armoured warrior described as less than human. It seems to be an origin point for the frightknights, Lord Fear's mindless guards.


The Behemoth was an armoured warrior that Treguard describes as "less than human".

As a replacement for the Automatum, it pursues dungeoneers through parts of Level 1 or guards the wellway with a large broadsword.

A Behemoth also appears on the Level 3 puzzle, Transporter Pads.

An inline image of the behemoth, as seen in Series 3 of Knightmare (1989).
The Behemoth chases a dungeoneer into the Vale of Banburn

Velda the Wood Elf rescues one team from the Behemoth after it traps them in the Vale of Banburn. She says it cannot be destroyed, only damaged - though she learns how to makes it vanish.

Its weaknesses are that it is superstitious and cannot detect magic.

One dungeoneer is visible only as a ghost and scares the Behemoth away. In Series 4, another team confuses it by becoming invisible.

In her final appearance, Gundrada the Sword Mistress clashes with the Behemoth near the end of Series 4. She refers to the Behemoth as a frightknight, which anticipates Lord Fear's automated guards (and the symbol of his power).

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Series 3, End of Series. The dungeon twists and warps before it disintegrates.

The final dungeoneer of Series 3 is rescued by Treguard as the dungeon disintegrates.

Jericho

The Wall of Jericho, with the full room behind. Appears in Level 3 during the early series of Knightmare.

This complex room was sometimes obscured by a large wall in the foreground. Once beyond this, dungeoneers were able to summon Merlin.

Series 5 Quest 2

Series 5, Quest 2. Richard navigates a causeway with tiles of rock, paper and scissors.

Team 2: Richard, Darren, Daniel and James from Gillingham.

See Also