Category: Series 1

Team 6: Richard, Jonathan, Paul and Edward from West Yorkshire.

Team 6's quest was for the Cup and lasted 44 minutes.

(This turned out to be the final team of Series 1.)



Level 1

Treguard: "An unusual obstacle to encounter so early in a quest."

This bridge obstacle was used very rarely. A similar sort was used once in Series 2, but that involved ringing a bell to create the path rather than stepping on the symbol.

We're soon back on familiar ground, with the 'Room of Choice'. They guide Richard to the door with the Chalice symbol.

Treguard: "Look for a sign symbolic of a true quest."

The Level 1 Clue Room was guarded by Granitas. They score full marks and gain a bonus, before taking the gold and soap.

Next was the Reptile Chamber. They escape without too much difficulty.

Lillith's ice causeway was malfunctioning. She mistakes Richard for a workman and asks why he has no tools.

They take a chance and manage to cross and escape into the Serpent's Mouth. Richard descends straight into its stomach.

Treguard: "Oh dear, that will teach you to walk down a monster's throat. Now see where you are, trapped in its stomach. There's only one way out of here. Well, two actually, but we won't go into that..."

Treguard asks the team how they can give it an upset stomach. They rub the soap on the ground and let nature take its course.

Into the Corridor of the Catacombs, which is inhabited by a giant monster. They quickly take the left-hand path as it has the symbol of their quest.

The team encounter Folly at the end of Level 1. "When is a door not a door?" he asks. They respond, "When it's ajar". Folly then presents another challenge:

Folly: "When is a well not a well?"

They thought this was another joke. "When it's ill?", they suggest. Folly helps them out.

Folly: "When well is a spell!"

Taking the hint, they use the WELL spell to uncover the wellway.

Note: the dungeoneer mysteriously holds his nose when climbing into the wellway!

Level 2

They emerge straight into the Catacombite chamber!

Treguard: "Dire warning, dungeoneer. A catacombite is guarding this chamber. Life force energy is critical. You must find food quickly, but avoid all contact with this creature."

With life force energy critical, they hurry to reach the pie underneath the monster. They manage to reach it and escape without conceding further damage.

In the next room was Cedric the monk. He intervenes as they reach for food.

Cedric: "LEAVE THAT GRUB ALONE! Face me before you go thieving good honest food."

Richard challenges Cedric, but Folly suddenly interrupts, to Cedric's annoyance.

Cedric: "Scuttle off you strolling joke. Serious business is going on here. In any case, you ain't no palladin."

Folly: "How dare you!? Folly is distraught, Folly is insulted, and therefore Folly demands satisfaction."

Cedric tells Folly that he has already been challenged by the dungeoneer, so he will have to wait his turn. Folly begs to differ:

Folly: "Au contraire, my dear mindless monk. With your appalling rudeness, you have challenged me, and therefore the priory of combat is mine!"

As Cedric set the challenge (however inadvertently), Folly claims the choice of 'weapons' and opts for a challenge of insults.

Cedric clearly thinks he has his opponent easily beaten, and takes the upper hand. After a weak beginning, Folly grows in confidence. His rhyme and wit eventually leaves Cedric pleading for mercy on the floor.

As the winner, Folly instructs Cedric to follow the command of dungeoneer Richard as though he were the victor. Cedric lets them take the food and gives them the password.

This was certainly the longest scene in Series 1 (and a rather unusual one), lasting over 6 minutes!

(Into the last episode). The team continue into the Corridor of Spears. They almost die on the first spear as the dungeoneer is slow to react to his advisors.

Richard arrives at the Level 2 clue room where he picks up Casper the Key. The following room is a choice between a Fire Exit and a locked door. The team make use of Casper.

Next, into Merlin's chamber. Casper tells Richard that the round 'M' symbol is a listening key. Using voice commands, they manage to guide it to the chair, which summons Merlin.

The team answer two riddles correctly and gain a SHIELD spell.

The team find Gibbet at the Level 2 wellway, a Scottish guard making his second and final appearance.

Gibbet: "Halt intruder! The password now, or you perish."

Richard gives him the password they earned from Cedric. They are allowed to descend through the misty wellway, becoming the first team ever to reach Level 3.

Level 3

This was the first glimpse of Level 3. We hear the haunting music that accompanied the fall of the very first team! Treguard warns the team about the dangers ahead.

Treguard: "Cavernwights are common to all lower levels, but are endemic on Level 3. They find their prey by smell and are always hungry."

Suddenly, a giant skeleton rises from the floor, prompting the team to leave.

The Level 3 clue room: they choose a dagger and a sniff potion, leaving behind a horn. (You can see Richard's microphone in the close-up.)

Treguard: "Dire warning team. Just as I feared, here be cavernwights.

"Remember Richard, they can neither see nor hear you, but they are already sniffing you out. All contact is deadly."

They open the bottle and leave it on the floor to confuse the cavernwights before slipping past them.

The next encounter is a Gargoyle (with a hole drilled in its mouth?)

Treguard: "Gargoyles close doors to prevent visitors because they are ashamed of their appearance. Unless you can cheer him up you'll perish here, for his gloom is draining your life force at an unnatural rate. All I can tell you is that his name is Mug."

Gargoyle: "Ugly mug, that's what you mean. Well, go on, you might as well say it. I'm really ugly."

They eventually cheer him up by flattering him constantly.

Dungeoneer: "You are the most beautiful creature I have ever met."

The monster becomes rather happy and turns from blue to red. Richard earns a spell called OPPOSITE and the monster unlocks the door. They make a quick exit before it changes its mind.


The next room is obstructed by a wall with 'Jericho 6' written on it. Life force energy is very low. They try holding up the dagger, but to no avail...

Treguard: "Why are you carrying a weapon of so little use to one who's blindfolded? Where is the horn to bring down the walls of Jericho?"

We hear mutterings of "Told you..." from one of the advisors as life force expires.

The last quest of the season is over - just in time. An amazing coincidence? Or was it deliberate?

Treguard: "Richard, it seems, has fallen at what may have been the final hurdle. Spellcasting DISMISS."

Treguard: "Hail, Richard, Jonathan, Edward and Paul. This phase of the dungeon is now over, but it was you who came closest to victory, and so you are our champions."

End of Series

Treguard: "As for those who merely watch, now you must wait while the dungeon shifts to another phase.

Treguard: "When will the challenge come? Who knows? But remember: when the fire burns, the Knightmare returns."


Series 2 Teams