Series 8 Episode 5
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I've always thought that all sight potions and spells were a bit pointless. All situations in which they were used (PYCR, firebomb room, dark dwarf tunnels, troll-blocked paths) could have been dealt with by competent guiding alone. The challenge where a sight potion or spell would have been most useful, I'd have thought, would have been the Corridor of Blades, but this never happened.
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We're led to believe that it would have happened in Quest 2 of Series 8 (see clip). And yet no previous or later team required a "seeing-eye spell" or potion to traverse the Corridor of Blades. Also, it's possible that Treguard was linking the reason for the team being in 'losing status' to the dangerous obstacle at hand in order to tie up the quest, as I suspect he did on some other occasions (Quest 5 of Series 4, and maybe even Quest 10 of Series 3).
More generally, I agree about the pointlessness of sight potions and spells, and powders. In my previously stated opinion,
the dungeoneer sight magic (e.g. VISION and LOOK spells) seemed gimmicky and superfluous. The price of technological capabilities being demonstrated in this way was that great harm was done to one of Knightmare's core concepts: 'Now your advisors will be your eyes'.
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That's right. We all know that Vicky didn't need Merlin's spell (SPRINT) to get through the Block and Tackle, but rather to escape from Ariadne later on. However, Treguard said they needed it on the Block and Tackle so they could neatly be killed off there. Even at the age of 7, this rankled with me. I think Daniel and the CoB/SIGHT potion thing was exactly the same. He clearly was supposed to have SHADE to get onto the ship, and what else could he have taken to give to Honesty Bartram apart from the potion? The key, perhaps, or the oversized novelty needle... I doubt it.
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i think the team realised form the previos season that play your crads right was tricky and lead to traps so glad they got throught hordriss and the cat think made me laugh
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thoughts/observations
This team are really good at guiding!
I'm confused with the 'Play your cards right' - why was the eight of clubs the right one?
Even more confused with Treguards virtual insistence (Are you sure?) on using the Sight potion.- The team clearly expected the dungeoneer to be able to see clearly ,and he couldn't - so what was the point and what would have happened if they didn't have the potion.?
The fake Sidriss sub plot would have been better if they had to choose between two. As it stood, it was pretty lame.
I cant help but laugh at the dungeoneers 'Spyglass Position'!!
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That's fair enough
It would have foxed me though!
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Team 3 survived Snapper-Jack and entered the level 2 clue-room. Made a sensible choice again. Good thinking by Nathan to choose the objects before using the spyglass, in case they needed to exit quickly.
They arrived at the chaos of cards and made a really good job of it, discussing their choices logically. Amusing moment when it looked like Nathan had lost the "sight" potion.
Reached Hordriss in one of his awful disguises (a cat this time) and told him about the fake Sidriss bimboid. They encountered the fake Sidriss, which Hordriss destroyed and in gratitude he showed them the route to level 3. Used their enchanted feather to descend. Yay!
They arrived at Linghorm and encountered Maldame. They agreed to find an object for her (which would harm LF) and deploy it, but didn't ask for anything in return. Possibly a mistake? Maybe they assumed she would reward them after they had completed her task?
It was disappointing that Treguard only commented on this after they had moved on and it was too late. Considering the massive prompting some teams receive and the fact that this were a very young team, this seemed very harsh.
Retrieved Maldame's globe, and also some gold, then reached the entrance to Marblehead, where they encountered Bartram again. Nathan began to haggle really firmly again, but time-out interrupted their deal.
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