Series 2 - Episode 10
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No it's differently "bonked" lol it's the term used on the Trapdoor when Berk bashes some nasty creature on the head.
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Mogdred dressed as Cedric - not the last time that an evil wizard dresses as a monk.
Poignantly, John Woodnutt's last on-screen role saw him wearing a habit as a friar in Dragonheart II.
The team made a schoolboy error by taking the dagger.
Ah, the folly of youth (no pun intended). I made schoolboy errors when I was a schoolboy too.
While it was unfortunate that the team didn't know a divining rod when they saw one, and careless of them to take a weapon, they were also unlucky to face a Level 2 clue object choice when so many Series 2 teams did not, including their invincible immediate predecessors.
The life force 'ran out' there and they died, even though they were still trying to direct the dungeoneer!
Stuart's advisors clearly don't know that his Life Force has finally run out until Treguard essentially tells them. This must have made at least some 1988 viewers aware that the Life Force clock was added afterwards.
So, no sooner has Jamie started than he dies in the bomb room. Obviously they were supposed to head straight for the exits rather than being diverted by the food they didn't need yet that was sitting right under a huge, active bomb, and the team paid the price for their mistake. Ooh na... What's that? They survived? The flame danced back down the fuse at least 28 times while Jamie sauntered around like the Pink Panther taking a morning stroll, making a thorough mockery of the bomb room and its intended tension? That doesn't seem just. I can only hope that later in the quest, the team will be given a challenge that emphasises the importance of quick manoeuvrability.
Up until Jamie's quest, Quest 9, the Level 1 clue rooms had alternated and Igneous had only been seen in even-numbered quests.
This episode's end theme music sounded slightly extended.
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The team made a schoolboy error by taking the dagger.
Ah, the folly of youth (no pun intended). I made schoolboy errors when I was a schoolboy too.
So, no sooner has Jamie started than he dies in the bomb room. Obviously they were supposed to head straight for the exits rather than being diverted by the food they didn't need yet that was sitting right under a huge, active bomb, and the team paid the price for their mistake. Ooh na... What's that? They survived? The flame danced back down the fuse at least 28 times while Jamie sauntered around like the Pink Panther taking a morning stroll, making a thorough mockery of the bomb room and its intended tension? That doesn't seem just. I can only hope that later in the quest, the team will be given a challenge that emphasises the importance of quick manoeuvrability.
Up until Jamie's quest, Quest 9, the Level 1 clue rooms had alternated and Igneous had only been seen in even-numbered quests.
This episode's end theme music sounded slightly extended.
Ha,I think we have all made schoolboy errors, and not just at school either!
I believe speed will be the downfall of Jamie but we shall wait and see!
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[quote=Drassil]
careless of them to take a weapon [...]
[/quote]
It's worth wondering whether the dungeoneer's code was always in that final state. Or, indeed, if there was even one in series 2.
The choice of clue objects is rarely a rushed one. It seems quite possible to me about not picking up the weapons of your enemies came in at a later date.
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Adventurer's Code aside, they would have seen a team die in the previous series for taking a dagger, accompanied by a stinging rebuke from Treguard about how useless a weapon was to someone without sight.
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Actually that may not be true.
Apparently, until about series...4 (I'm retelling this from memory), many of the teams had never even seen Knightmare before ever, let alone a specific episode of the very first series.
But...well....I seem to recall that Treguard berates people for various things that have, in other quests, turned out to be the correct course of action?
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Adventurer's Code aside, they would have seen a team die in the previous series for taking a dagger, accompanied by a stinging rebuke from Treguard about how useless a weapon was to someone without sight.
If there was an adventurers code, it didn't apply to Neil's team! But going back to Stuart's quest, the team rightly failed. The team might not had any clues on what to take but as well all know, what use is a weapon to someone who is blind?!
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careless of them to take a weapon [...]
It's worth wondering whether the dungeoneer's code was always in that final state. Or, indeed, if there was even one in series 2.
The choice of clue objects is rarely a rushed one. It seems quite possible to me about not picking up the weapons of your enemies came in at a later date.
All the teams in Series 1 were warned about taking weapons, and every version of the Adventurer's Code that we've seen includes that rule, so I'd be pretty surprised if it was absent from Series 2.
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careless of them to take a weapon [...]
It's worth wondering whether the dungeoneer's code was always in that final state. Or, indeed, if there was even one in series 2.
The choice of clue objects is rarely a rushed one. It seems quite possible to me about not picking up the weapons of your enemies came in at a later date.
All the teams in Series 1 were warned about taking weapons, and every version of the Adventurer's Code that we've seen includes that rule, so I'd be pretty surprised if it was absent from Series 2.
Did the code state that even if advised to take a weapon not to do so? I always thought if you arm yourself with weapons of the opposition, you would always fail.
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Did the code state that even if advised to take a weapon not to do so? I always thought if you arm yourself with weapons of the opposition, you would always fail.
"Beware the weapons of your enemies. Unless otherwise indicated, it may be best to assume that all weapons discovered fall into this category."
That wording is from the Series 5 version, but is almost identical to the version printed in the first Knightmare gamebook, so I think it is safe to assume it was the same for teams in Series 1 & 2.
In other words, don't pick up weapons unless you've been given a clue to do so.
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"Beware the weapons of your enemies. Unless otherwise indicated, it may be best to assume that all weapons discovered fall into this category."
That wording is from the Series 5 version, but is almost identical to the version printed in the first Knightmare gamebook, so I think it is safe to assume it was the same for teams in Series 1 & 2.
In other words, don't pick up weapons unless you've been given a clue to do so.
I think this was only applied once then which makes it a bit strange! Anyhow thanks for the clarification! I thought regardless of all situations, weapons are not to be taken.
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I can't think off the top of my head anyone else who was told or advised to take a weapon.
Helen in Series 4 took a dagger to make her invisible to a Behemoth. Nicola was also supposed to find a dagger for Hordriss, though she didn't survive long enough. Dickon unusually needed a bottle of poison, so it was the only clue object available to him.
Sarah in Series 5 was supposed to take an arrow for Gwendoline (there was a clue about it being more a token than a weapon). Alex benefited from taking this too.
Richard and Dunstan in Series 8 were both advised to take a knife (for Stiletta), and Richard died because they ignored the clue.
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All the teams in Series 1 were warned about taking weapons, and every version of the Adventurer's Code that we've seen includes that rule, so I'd be pretty surprised if it was absent from Series 2.
The thing about warning the teams in series 1 is that, as I say, it's quite probably that the series 2 teams won't even have seen it.
The adventurer's code is what I find interesting, though.
Is it something that was there, in its original form, and given to teams, even in series 1 or 2?
My suspicion is not. For example, I believe the bit about not being able to take clue objects between levels was designed to work with their split-level-story system, which was only introduced later. Certainly, it was amended in series 8 to include mention of the shortcut.
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I would find it weird if the code was in the 1988 book but not in the series. Or does this mean Dave Morris wrote the code and subsequently had a large impact on the future gameplay of knightmare? This seems more unlikely...
But I find it v hard to believe that many of the teams had never seen the show before! Surely they applied because they were fans? I can understand a team member or two not being overly familiar with the show but not all four of them...
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I would find it weird if the code was in the 1988 book but not in the series. Or does this mean Dave Morris wrote the code and subsequently had a large impact on the future gameplay of knightmare? This seems more unlikely...
The difference is that a book has no DM (as in, a rules arbiter), nor any sense or need to make a thrilling story (show). A book also can't easily maintain state. It's very difficult for a book to "give you one chance" in the same way that Knightmare can. Consequently, a book needs a concrete set of rules that the player must follow. The show can be a little more flexible.
So I can imagine it's possible that the book had them first.
However, wasn't Tim actually a (silent) co-writer of the books?
But I find it v hard to believe that many of the teams had never seen the show before! Surely they applied because they were fans? I can understand a team member or two not being overly familiar with the show but not all four of them...
I'm sure some had. I understand many hadn't.
Apparently the tougher interview process was also brought in, partly to try and filter such people out
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