Series 1 Quest 6. Richard examines a bottle labelled Sniff in the Level 3 clue room.

Series 1 Quest 6

By Keith McDonald

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

The sixth and final quest of Series 1 was for the Cup and lasted 44 minutes.

Knightmare Series 1 Team 6. Richard, the dungeoneer.

Level 1

This team encounters a different starting room to that used previously in this series.

A chasm spans the centre of the room. Richard must step on a symbol to release a bridge.

Knightmare Series 1 Team 6. Richard activates a bridge in the opening room.

Into the familiar 'Room of Choice' with four doors. The advisors guide Richard to an exit bearing a Chalice symbol.

The Level 1 clue room is guarded by Granitas. The team answers three riddles correctly and gains a bonus.

Richard takes soap and a bar of gold, leaving behind a key.

Next is a room with a snake, which they comfortably avoid.

Knightmare Series 1 Team 6. A snake slowly approaches Richard.

Lillith's causeway keeps appearing and disappearing uncontrollably. She mistakes Richard for a handyman that has come to fix it.

The team must attempt a swift crossing into the Serpent's Mouth. Richard descends straight into its stomach.

Treguard: "There's only one way out of here. Well, two actually, but we won't go into that."

Richard rubs the soap on the stomach lining and allows nature to take its course.

Knightmare Series 1 Team 6. A chalice symbol marks the way ahead from the Corridor of the Catacombs.

In the Corridor of the Catacombs, a mysterious monster is lurking. The team exit via the left-hand door bearing the symbol of their quest.

In the following room, Folly the Jester is full of playful riddles. "When is a well not a well?" The team wonder if this is a joke. "When it's ill?"

Folly: "When well is a spell!"

Knightmare Series 1 Team 6. The team uses magic to create a well as Folly watches on.

Taking the hint, they use the WELL spell to uncover the route to Level 2.

Level 2

Richard emerges face-to-face with a Catacombite!

Treguard: "Life force energy is critical. You must find food quickly, but avoid all contact with this creature."

The team manages to retrieve food from beneath the monster and escape without inflicting further damage.

Knightmare Series 1 Team 6. Richard meets the deadly Catacombite.

The next room is guarded by Cedric the monk. Richard challenges him, but Folly arrives and interrupts, much to Cedric's irritation.

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

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


Knightmare Series 1 Team 6. Folly and Cedric undertake a battle of insults.

Folly claims the choice of 'weapons' and opts for a challenge of insults.

Cedric clearly thinks he has his opponent easily beaten. However, as Folly grows in confidence, his rhyme and wit eventually leave Cedric pleading for mercy.

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 the longest scene in Series 1, lasting over 6 minutes!

Knightmare Series 1 Team 6. Richard reaches the Level 2 clue room.

The team continues onto the Corridor of Spears. Richard is almost skewered by the first spear after reacting late to the instructions.

Richard arrives at the Level 2 clue room, where he discovers Merlin's talking key, Casper.

The following room presents a choice between a fire exit and a locked door. The team use Casper to avoid the fire exit.

Knightmare Series 1 Team 6. Richard finds a floating symbol in Merlin's chamber.

Richard arrives at Merlin's antechamber, where an M symbol is floating around the room.

With assistance from Casper, the team use voice commands to guide the symbol to the chair, which summons Merlin.

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

Knightmare Series 1 Team 6. Richard encounters Gibbet guarding the wellway room in Level 2.

The team find Gibbet, a Celtic guard, at the Level 2 wellway.

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

Richard gives him the password gained from Cedric. He then descends through the misty well, becoming the first dungeoneer to reach Level 3.

Level 3

The first glimpse of Level 3 is accompanied by the haunting music that met the fall of the very first team.

Treguard warns the team about the dangers ahead.

Knightmare Series 1 Team 6. Richard in the Skeleton Room in Level 3.

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

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

Knightmare Series 1 Team 6. Richard reaches the Level 3 clue room.

The Level 3 clue room: the team chooses a dagger and a sniff potion, leaving behind a horn.

(You can see Richard's microphone in the close-up.)

Knightmare Series 1 Team 6. Richard finds a sniff potion in the Level 3 clue room.

Into a cavern, where two monsters are picking through scraps. Treguard confirms these are cavernwights.

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

Knightmare Series 1 Team 6. Richard in the Cavernwight room.

Richard opens the Sniff bottle and leaves it on the floor to draw the cavernwights' attention before slipping past them.

Into a room with one sealed exit and a gargoyle.

Treguard: "Gargoyles close doors to prevent visitors because they are ashamed of their appearance. Unless you can cheer him up you'll perish here..."

Knightmare Series 1 Team 6. Richard attempts to cheer up a gargoyle in Level 3.

Gargoyle: "Go on, you might as well say it. I'm really ugly."

They flatter him constantly.

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

The Gargoyle becomes more cheerful, turning from blue to red. It gifts Richard a spell called OPPOSITE and releases the door.

The team makes a quick exit before it changes its mind.

Knightmare Series 1 Team 6. Richard holds up a dagger at the Wall of Jericho.

The next room is obstructed by a wall with 'Jericho 6' written on it.


Life force energy is very low. Richard tries holding up the dagger, but to no avail...

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..." among the advisors as Richard's life force expires.

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

Knightmare Series 1, Team 6. The team is reunited and declared champions.

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.

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


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Merlin, the Wizard

Merlin the magician

The magician of legend. Merlin was eccentric and excitable, and his magic was essential to most of the winning quests in the early years of Knightmare.

Skeleton Room

The Skeleton Room was often used at the entrance to Level 3. This variation is from Series 1 of Knightmare.

This room was a dark and sinister introduction to the third level during the early seasons of Knightmare.


Gibbet, the guard. Played by Alec Westwood.

Gibbet was a sour and vicious guard who watched over the wellway to Level 3 in the first series of Knightmare.

See Also