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  3. An ideal third level?

An ideal third level?

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  • 1
    1
    123Pooka
    wrote on last edited by
    #1

    What would make the absolute best level 3? I remember topics on perfect knightmare, and the best series mix, but this time (along similar lines), I'm thinking what would make the greatest final stages of a quest.

    Here's some level 3 memories, to jog your memory:

    The medusa

    The gargoyle

    The cat statues chamber

    Morghanna's narrow ledge area

    The stained glass chamber

    Transporter pads

    The corridor of blades

    The crumbling bridge of Mogdred

    The B&T

    Winteria

    The Great Causeways (s5+6)

    Ariadne's lair

    Play your Cards right

    Linghorn

    The fireball chamber (green tiles)

    Marblehead

    My ideal level 3 would start off in an eerie dwarf tunnel (s3 style, with the sound effects of s6 and 7)I would include a final conflict with Mogdred, before then, the portcullises of series 8 for tension, the corridor of blades, the block and tackle, and a medusa somewhere in between! To finish off, (supposing a team beat gets as far as the end) there would be a view of the dungeoneer running toward the camera courageously, holding their quest object, running away from a collapsing dungeon.

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    • K
      K
      keke
      wrote on last edited by
      #2

      i agree with the dungeoneer running away with the quest object and most of what you've said actually

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      • HarveyTowersH
        HarveyTowersH
        HarveyTowers
        wrote on last edited by
        #3

        I always though that the Sewers of Goth fitted that bill as they have movement exercises, problem solving (pycr) and character interaction (with the 'boatman')

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        • KaMK
          KaMK
          KaM
          Senior staff
          wrote on last edited by
          #4

          Wow. How many can we choose? Needs a lot of thinking, and I'd probably want to keep changing my mind as well. I think I'd start with a dank S6/7 style dwarf tunnel, likely with a pursuit, followed by a standard numeral causeway, as per Alan's quest, S6. I'd follow this with one of the S2 two-tier clue rooms - entering by one of the higher doors, and leaving on the lower level to either the Play Your Cards Right or Corridor of Blades. I'd follow this with the Linghorm entrance passageway (guarded by a skeletron or other such pleasantry), and one of the eye-shield follow-corridors of either S8 Level 3 domain. I'd then have Morghanna's ledge with a facial appearance, with a similar pursuit, and then a final showdown in the Stained Glass room, which would contain the quest object. I would then have the team collect the quest object and have to select the correct split downscreen, and the guillotine final chamber, fighting against a depleted life force to the arrow, which would act as a transporter - either returning the dungeoneer back to the antechamber, or provide an ending point (as S4) whereby Hordriss or Merlin could return them. Even then, I feel guilty for leaving out the Medusa; but that's the basis of my ideal final level.

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          • M
            M
            Malefact
            wrote on last edited by
            #5

            I'd rather like it if there were a two-tiered Level Three. The first tier would be a sort of a "Hell's Kitchen" - a system of huge underground caves, like something off Journey To The Centre Of The Earth (and the ride into Level Three would be a minecart ride like S3's but featuring much more) filled with armies of goblins marching in formation, patrolling them.

            The second tier would be much more enclosed (like S1-3) and would feature a confrontation with the Big Baddie, whoever that may be. He/she would offer the Dungeoneer an ultimatum - safe passage back to Knightmare Castle, rather than continue and rescue the maid.

            The Dungeoneer chooses the latter, though - even though Life Force is critical. He/she manages to rescue her, but only though self-sacrifice - Life Force runs out when he/she is racing to find the Way Out.

            Treguard begins to dismiss the team but, as if by magic, the Dungeoneer is resurrected and they get their trophies.

            The moral here is that a true winner is prepared to sacrifice themselves for the greater good - the ultimate defence of Truth and Justice.

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            • HarveyTowersH
              HarveyTowersH
              HarveyTowers
              wrote on last edited by
              #6

              What about doing the Corridor of Blades in the minecart?

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              • S
                S
                simiano
                wrote on last edited by
                #7

                ud get sliced every time a mine cart only goes where its rails take it

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                • HarveyTowersH
                  HarveyTowersH
                  HarveyTowers
                  wrote on last edited by
                  #8

                  I was thinking that the team might have to change at points etc

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                  • 1
                    1
                    123Pooka
                    wrote on last edited by
                    #9

                    The corridor of blades in a minecart? Now that would most definitely be harsh. First the cart is demolished and the poor dungeoneer is toppled in a state on the floor, then the blades approach for left overs. 😮

                    Now that would be..... need I even say the word.

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                    • L
                      L
                      LordF
                      wrote on last edited by
                      #10

                      How about a blade going down the middle line of the corridor, we have the bottom one that's caused many deaths, the top one that really does nothing, the middle one could cause the dungoeneer to either A. Duck or B. Move to the other side.

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                      • K
                        K
                        knightmaredave
                        wrote on last edited by
                        #11

                        i would make it s3 hard

                        morgana ormodgred

                        cof blades

                        block and tackle, great causeway,

                        spell earning

                        medusa WAS ALSO WELLCOOL

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