Gretel the Maid. Played by Audrey Jenkinson.

Gretel, the Maid

By Keith McDonald

Gretel was the first dungeon maid. She influenced the story of several quests and was successfully rescued by one of the winning teams.


Gretel was a regular presence throughout Series 2. She dressed in a long white gown and ran around with high energy and a perky voice.

Do you think I'm pretty?

Gretel

Gretel gave out small clues and spells and helped to mediate the danger from unpredictable characters, such as Mildread.

This made her vulnerable to capture. One team's quest objective was to rescue her at the end of the dungeon.

She was also caught by Ariadne, causing another team to use a FREE spell that doomed themselves.

Gretel the Maid, played by Audrey Jenkinson in Series 2 of Knightmare (1988).

Beauty and the Beast

Gretel was an archetypal Disney princess in the making. Alongside her giggles, she could also be moody.

She was obsessed with being pretty. She pestered Mildred the Witch into making a beauty spell while asking a dungeoneer for beauty tips.

Mildread remarks, "It's not beauty she needs - it's a brain!"

One dungeoneer says he cannot tell if she is pretty because he cannot see her through the helmet. She argues that he should be able to tell from her voice.

But this fixation was not about attracting advances. Unlike the future camaraderie between Motley the Jester and Mellisandre the Maid, Gretel was not particularly keen on Folly. At one point, she rejects his advances.

You Might Also Like...

Wall Monsters

The Brangwen-Shee, one of the Wall Monsters. Voiced by Natasha Pope.

Teams in the early series of Knightmare faced one of five clue room guardians in the first level. These were often a vital source of knowledge.

Series 2 Quest 1

Series 2, Quest 1. Martin from Sunderland is almost tricked into Mildred's cauldron.

Team 1: Martin, Lee, Tony and John from Sunderland.

Gargoyle Room

The Gargoyle Room, found in Level 3 during the early series of Knightmare.

The gargoyle was found in Level 3. Some of the teams that encountered it had to answer a riddle or improve its mood until it released the exit.

See Also