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  4. Series 3 - Episode 11

Series 3 - Episode 11

Scheduled Pinned Locked Moved Series 3
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  • T
    T
    Tom41
    wrote on last edited by
    #24

    Only got 1/3 on Golgarach's riddles, so didn't get any information from him about the clues. Took the horn and the key - at least they didn't take the dagger, like several other teams!

    Met Mrs Grimwold in the 4-door room, and refused to buy a map of Level 1 from her. Dungeoneer sidestepped into the wall of the blue room (you could hear a bang) when he messed up his left and right!

    The Beam Room was used as a Beam Room again this time with lasers making the floor disappear. Did you notice there seemed to be another Helmet of Justice on the floor, but it disappeared when the laser hit it?

    Blew the horn in the kitchen to summon Velda, who killed a knight who was on guard there. I like the sound effect for the horn!

    Velda: "Does the bearded one still look over you?"

    Velda referred to Treguard as 'Treguard of Dunshelm' - perhaps he's a knight

    They took the extreme left door in the kitchen.

    In the Corridor of Catacombs, the knight returned so they had to get out fairly quickly! This time using the right hand door.

    Unusual way of getting to level 2. They had to wait for a keyhole to move down onto the trapdoor, then kneel down put the key in the keyhole. Notice how an adviser almost asks "Can you see..." when he realises it's obvious that he can't see the trapdoor or the keyhole!

    Using the key opened up the trapdoor and they fell onto the spindizzy!

    Guided the dungeoneer through the wrong door (not the one with the chalice) so had an additional obstacle - a 9-square puzzle. Almost as soon as they came into the room, they told the dungeoneer to get the food on the floor!

    Of the 9 squares, 3 were already cleared, (one had the life force in it at the start), and they could clear only 2 more squares. The dungeoneer had to call out their names, and obviously couldn't see it, so just called out a name at random "Treguard". Then he was told to call out Ian's name, thus clearing the right side of the puzzle - so they could see the way out.

    Encountered the Oracle of Confusion in the Level 2 clue room (which didn't have any clues, oddly). I liked the strange ethereal music that was playing in the background while they listened to the Oracle by lifting up the helmet.

    Also a Knightmare classic - they tried to exit through the right side of the room where "there's no door there, team!". Gained the 2nd step clue "Cradle" from the Oracle.

    The screen glitch in the original ITV broadcast and the Sci-Fi repeat of this episode seems to have been fixed for the Challenge broadcast. As Treguard was telling them to replace the helmet, there's a brief picture glitch and the sound mutes for about 1 second - this doesn't happen in Challenge broadcasts.

    "Enough, replace the helmet, you'll learn no... (silence) ...rest here."

    I guess Challenge got new tapes made from Anglia's original masters, rather than using the glitched version that was shown on CITV and Sci-Fi. Also explains why the original production logo on Series 1 is shown on Challenge.

    In the next room, the raven gave them the 3rd step clue "Ghastly Goblins". Then onto the bridge which was haunted by 2 skulls. The top skull damaged their life force as they went through!

    Look carefully and you'll notice that the skull seems to deliberately move down to damage their life force!

    In Merlin's room, they missed the 1st step clue so they had to invoke the 2nd and 3rd. Then had to jump the gap for the 1st step. Jumped brilliantly, "pretend it's the long jump at school" but then stepped off the platform and died!

    If he hadn't taken that step after jumping, he might have survived!

    Next team rolled the dice, the 3 doors appeared - this time there was no indication which door to take. They took the door on the right. Timed out in the next room, the 'snake' room (though the snake hadn't appeared yet).

    Was there a screen glitch for everyone else as Treguard was giving his 'farewell' speech to the viewers?

    I liked the credits background - the 9-square puzzle digitally dissolving to Owen the dragon. Perhaps I could make an Animated GIF of him

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    • HarveyTowersH
      HarveyTowersH
      HarveyTowers
      wrote on last edited by
      #25

      Not sure who "that posh bloke" in Knightmare is, but the Challenge announcer seemed to.

      Began with the third riddle about the maid who follows night, I would have went for day as well.

      Dungeoneer is quite good, promptly checking the objects and ruling out the dagger at least they could guess this one.

      Met Mrs. Grimwold who tried to swap a "map" for the dungeoneer's horn. Treguard warned them but he decided to keep the horn.

      Team are a bit shouty and seen to like to throw the dungeoneer from wall to wall.

      Into the kitchen where the kinght stood. Were right to keep the horn as it summoned Velda to scare off the Knight. Bit of banter as a nice little interlude even though it contained a few threats from the Elf folk.

      Met the Knight again in the Corridor of the Catacombs and on through the dwarf tunnels.

      Bit of a change here, wellway missing but an appearence of a trapdoor. Was anyone else waiting for Mellie to walk in?

      On the Spindizzy and one door had the chalice over it, but they missed it unfortunatly and came into a rather novel room. One of the good thing about this season was the one offs. The team made it harder by allowing the dungeoneer to guess even though he couldn't see!

      Oracle of Confusion again but looked diffferent from the last and I'm not sure who played it. The second step is the cradle. Tried to get the dungeoneer to walk through a wall before finding the door.

      Into the bird's room where they shouted over the clues. The third step is "ghastly goblins."

      Though that the bridge room was going to be a lock-in with the two skulls but they made it through.

      The team missed the first step, probably from the Wall Monster but possibly from Velda. Were let off with actions and only had to name the steps.

      "Ooh, that is nasty!" Think they were killed even though they made a safe landing. As Treguard say they "made a lot of blunders but were a lot of fun to travel with." Quite a nice tribute, methinks.

      New team choose the right-hand path despite having no clues in the dice room but timed out in Ka's room.

      Had a nice mix in the credits with the bricked up room then Owen the Dragon.

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      • B
        B
        Billy
        wrote on last edited by
        #26

        I missed this episode, due to the fact I'm in Birmingham at the moment (and was stuck in a car whilst the episode was being shown). Still, I'll try my best at a comment, from memory when I last saw this episode:

        It looks to me like Scott's death wasn't his fault at all, he seems to suddenly turn 180 degrees and fall over- something not physically possible, so I imagine that you had to have ALL steps to get to Merlin's chair, otherwise instant death.

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        • F
          F
          FrightKnight
          wrote on last edited by
          #27

          This team made a lot of mistakes, to be honest. However, I fail to see how anyone could have got past that nasty skull that damaged their life force.

          Mind you, when you guide your dungeoneer straight into a wall, you aren't likely to succeed...

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          • S
            S
            Selphie
            wrote on last edited by
            #28

            I enjoyed watching this team; they really seemed to be enjoying themselves and getting into it. Unfortunately they were too excitable to get very far. When they only got 1/3 in the clue room I thought they were doomed and I think they did from the reactions on their faces. Their poor dungeoneer must have been nearly deaf by the end with all the shouting the team were doing.

            I think that this team would have done really well if they'd been a little bit older so their enthusiasm was a little more controlled. Definitely entertaining though! I can forgive a lot of ineptness if the team are making the most of it. If I'd been on KM I would have been so excited I don't think I would have made much sense at all to anyone watching!

            With regards to this team's death, I'm not completely decided if they were killed off deliberately because they didn't have all of the steps, but I would say that with the control/movement style of their dungeoneer it wouldn't surprise me if he did make the jump and then did take a step forward which put him off the edge. Having said that there was no way this team were going to win, they might have finished level 2 if their luck had held out but that's about the best I could foresee, so maybe it was decided that that was as good a place to finish them as any.

            ETA: I can actually see why they thought that there might be a door in the level 2 oracle/clue room where there actually isn't. If you look at that wall you can see a break in the skirting at the bottom and the wall is also darker, it's meant to be only an alcove, but their attempt to go for it isn't as silly as it first appears.

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            • H
              H
              Helvellyn
              wrote on last edited by
              #29

              Looking at it carefully, it does appear that the dungeoneer stumbles off the path and genuinely falls. That's a great pity in a way, because all too often on Knightmare a mistake is either punished with death (or leaves you having to trust to luck in the case of clue objects), or turns out to not really matter at all. Not often did it just make something harder, but when that happens it's all well and good because it makes the whole thing seem less linear.

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              • A
                A
                Aldarion
                wrote on last edited by
                #30

                All the teams in episodes 9 - 11 were really slow-witted and dumb weren't they! Failing to get the Orc question pissed me off almost as much as failing to grasp what the trapdoor was for.

                At least this has one of the great "weird" rooms - the squares obstructing the view. "She's in a bit of a mood" raised a smile, almost as much as the "ask "him?"/"her?"" business with Mrs G.

                Disappointment: the Behemoth showed up twice and didn't utter a single RARRR!!

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                • C
                  C
                  Canadanne
                  wrote on last edited by
                  #31

                  One of the funniest moments has to be Mrs G's response when they ask her what she would do with the horn: "Oh dearie, no, that's my secret - oohh, I couldn't tell you that, dearie!" LMAO!!

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                  • O
                    O
                    Oldboy
                    wrote on last edited by
                    #32

                    Good grief! Apologies to Akash and his team in series 2.

                    This is the worst team ever. I kept waiting for the pain to end but they kept getting through to the next room and the next.

                    Not only was the Dungeoneer to blame for moving in wrong directions but his team were disastrous telling him to "go over that way" while pointing at the screen.

                    Uh.. Hello! Direct him!!

                    Series 3 was a merciless one but this was the team of a hundred chances.

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                    • C
                      C
                      Canadanne
                      wrote on last edited by
                      #33

                      One of the funniest moments has to be Mrs G's response when they ask her what she would do with the horn: "Oh dearie, no, that's my secret - oohh, I couldn't tell you that, dearie!" LMAO!!

                      And on that note, I've only just noticed Scott's bewildered / disturbed reaction to Mrs G asking him "You haven't seen my Festus, have you?" He clearly has no idea what she means by her Festus!

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                      • GundradaG
                        GundradaG
                        Gundrada
                        wrote on last edited by
                        #34

                        Good grief! Apologies to Akash and his team in series 2.

                        This is the worst team ever. I kept waiting for the pain to end but they kept getting through to the next room and the next.

                        Not only was the Dungeoneer to blame for moving in wrong directions but his team were disastrous telling him to "go over that way" while pointing at the screen.

                        Uh.. Hello! Direct him!!

                        Series 3 was a merciless one but this was the team of a hundred chances.

                        Akash's Team was a team so special, that they often have a day dedicated to their disastrous quest.

                        I think Akash, and Douglas' Team from series 3, can both provide a guide as to "How NOT To Play Knightmare"

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                        • P
                          P
                          pjmlfc05
                          wrote on last edited by
                          #35

                          Akash's Team was a team so special, that they often have a day dedicated to their disastrous quest.

                          I think Akash, and Douglas' Team from series 3, can both provide a guide as to "How NOT To Play Knightmare"

                          I think you could add Simon's team from s4 to that!

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                          • GundradaG
                            GundradaG
                            Gundrada
                            wrote on last edited by
                            #36

                            Akash's Team was a team so special, that they often have a day dedicated to their disastrous quest.

                            I think Akash, and Douglas' Team from series 3, can both provide a guide as to "How NOT To Play Knightmare"

                            I think you could add Simon's team from s4 to that!

                            Oh, there was some good brainwork there, but maybe make sure that the person giving directions can tell his left from his right

                            Oh and don;t forget Neil's quest (directly after a certain Akash), being able to spell and write down spells should be a prerequisite

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                            • GretelG
                              GretelG
                              Gretel
                              wrote on last edited by
                              #37

                              Notes from the episode:

                              Velda's back! I do so love the Elven maiden! (Not that gobby wee shite we get next time, although she's cute enough in her own way)

                              Hello there Oracle, talking wierdly again are we?

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                              • EvelynMasonE
                                EvelynMasonE
                                EvelynMason
                                wrote on last edited by
                                #38

                                I promise I watched this only an hour ago but already having trouble trying to remember exactly what occurred. Maybe it was too early in the day, or maybe there wasn't anything to really hold the interest, but feel a little embarrassed in saying so. Others will be able to recall straight away what happened this morning, but with the aid of the opening post for direction, I'll attempt a review.

                                This would have been the demise of the dungeoneer who feel off the pathway, either in Merlin's room, or elsewhere, but misjudged a step and fell into oblivion. Pity really as I thought they were doing well up until that point, and one error of judgement or loss of balance cost them their quest.

                                There was a room with a Raven ? Never quite understood this one. The Bird isn't a threat, more of an annoyance than anything else, and takes up valuable playing time. Similar to the chess piece situation from Series 1 and 2.

                                The skull phantom faces appearing on ledges and dangerous pathways was maybe not fair on some of the lower levels. The routes ahead are often dangerous with little room to manoeuvre, without the dungeoneer having added pressure from these entity threats at the same time.

                                A few characters that I wasn't too familiar with (or better still, was unable to fully recall) since watching the original series such as Velda but even with the help of other posts, finding this difficult to fully piece together. All I can be sure of, is that the Series 3 is so much improved from the first two series. - Introduction of more memorable characters (although not today it seems ) , better layout and design, more that the viewer can get involved with. Shame I seemed to miss out on so much today - despite viewing both episodes from start to finish - blame it on the early start, or maybe once again there wasn't really enough to hold the interest this time.

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                                • PookaP
                                  PookaP
                                  Pooka
                                  wrote on last edited by
                                  #39

                                  There was a room with a Raven? Never quite understood this one. The Bird isn't a threat, more of an annoyance than anything else, and takes up valuable playing time. Similar to the chess piece situation from Series 1 and 2.

                                  Which is true, but not every room needs to have a threat in it. Combat Chess I always found a little tedious (apart from Treguard's running commentary and advice, which made it a lot more tense!), but it was a Level 1 puzzle designed, I believe, to weed out the teams with less potential.

                                  The Raven was used as a source of advice at some points, a little like the Oracle. One team (and I don't remember which) got the third step from its seemingly random words, so it wasn't entirely pointless! (And it's a good effect too!)

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                                  • MorghannaM
                                    MorghannaM
                                    Morghanna
                                    wrote on last edited by
                                    #40

                                    What a lively episode.

                                    Only 1/3 against Golgarach and they were annoyed with themselves for getting that last question wrong.

                                    Told that their quest was for the chalice (which they had already chosen anyway) but all other knowledge denied. They had a slice of luck as one of the items was a dagger and therefore likely to be the red-herring.

                                    Did well not to be tricked by Mrs. Grimwold in the next room. Scott really crashed into the wall on his way out. Amusing dialogue with his advisors as he sorted out his left/right.

                                    Panicked a little bit in the beam-room. Did Scott sidestep into the abyss? It looked like it. Some teams had trouble with their dungeoneer not moving quickly enough. Scott sometimes moved a little bit too lively.

                                    Amusing scene with Lady Velda, who was in a particularly bad temper this episode.

                                    They were a bit slow to react to the behemoth in the corridor of the catacombs.

                                    The well had been replaced by a (locked) trapdoor. It might have been a good idea to introduce the behemoth again here to give them the hurry-up.They didn't seem to realise that Scott was supposed to drop thru the trapdoor and looked quite worried when he fell.

                                    Badly mis-timed the leap off the spindizzy and took the wrong door, but at least there was another door there!

                                    They got lucky with the puzzle when Scott guessed "Treguard" but then did the right thing by telling him to add "Ian".

                                    Hilarious moment when they tried to leave the clue room thru a blank archway. Nice wry reaction from Treguard.

                                    Nearly missed hearing the 3rd step from the raven as they were giving Scott directions.

                                    Got hit by a haunted skull on the vale bridge, altho in fairness it would have been hard to avoid it.

                                    They had missed the 1st step (from Golgarach) so had to jump the gap to the 2nd stone. Scott made a great jump, but just stumbled slightly to his left as he landed and he fell into the abyss.

                                    Team 9 were one of the most likeable and enthusiastic teams ever to take part in Knightmare. Altho they made several mistakes, they really looked like they were loving every minute of their quest and it was a real pity that it ended when it did.

                                    We have seen plenty of teams who died in level 1 due to insufficient info from the clue room, but Scott's team must surely be the first (only?) team to die in level 2 because of insufficient info from the level 1 clue room.

                                    Team 10 just reached Kaa's room before the bell sounded.

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                                    • JamesAJ
                                      JamesAJ
                                      JamesA
                                      wrote on last edited by
                                      #41

                                      Team 9 were one of the most likeable and enthusiastic teams ever to take part in Knightmare. Altho they made several mistakes, they really looked like they were loving every minute of their quest and it was a real pity that it ended when it did.

                                      Dungeoneer Scott has also been a past contributor to this forum (even if his last post was nearly 17 years ago)! You can read about his experiences of being on Knightmare here.

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                                      • MorghannaM
                                        MorghannaM
                                        Morghanna
                                        wrote on last edited by
                                        #42

                                        James, thanks for providing the link to that. It's always interesting to read articles by anyone who was involved in Knightmare. I liked his admission that he had to be blindfolded, as he was tilting his head back.

                                        He was certainly very forthright about the teams before & after his.

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                                        • A
                                          A
                                          asrl07
                                          wrote on last edited by
                                          #43

                                          That leap of faith was so close to perfection. If only the dungeoneer hadn't taken a forward step after landing. Before the leap, one of the advisors was questioning if he was level. It would have been optimal at that point to move the dungeoneer half a side step to the right (I think he started left of centre of the path before jumping), which would have given him more margin for error on landing, and he would have likely survived.

                                          That team seemed to be given a decent chance of success. Only one question correct in the clue room but a dagger with the clue objects, so obvious what to leave behind. In the beam room, I'm convinced he did sidestep too far to the right over a gap in the floor, but was let off. Too coincidental it cut for several seconds to the advisors at the point they were panic directing.

                                          One obvious flaw with this team was lack of advisor coordination. All shouting at the dungeoneer when guiding in a tight situation is going to be confusing for them. What they should have done is allocate one advisor only to be responsible for the directing once they have agreed where their dungeoneer needs to go.

                                          I've yet to see (or at least don't remember) a team who can turn the dungeoneer in directions other than right angles. There are situations where turning the dungeoneer 45 degrees is optimal, and given the dungeoneer can see the ground around their feet, they should be capable of half turns.

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