Series 2, End of Series. The Mills of Doom turn to black at the dungeon disintegrates.

Series 2: End of Series

By Keith McDonald

The final dungeoneer of Series 2 is rescued by Treguard as the dungeon begins to dismantle.


Team 13: Karen, Pamela, Angela and Nicola from Denholm

The team arrives at the Wall of Jericho.

See their progress so far.

Suddenly, the room begins to shimmer in all sorts of colours.

Knightmare Series 2, End of Series. The dungeon begins to shimmer at Karen reaches the Wall of Jericho.

Treguard: "Cease all adventuring, team. The time has come. The very fabric of the dungeon is under threat and Karen must be rescued at once."

He casts a RETURN spell to bring Karen back to the antechamber.

Knightmare Series 2, End of Series. Karen returns to the antechamber.

Treguard: "Your bold quest cannot be completed. Watch now, for time has deserted us and this phase of the dungeon is over. The very magic that sustains it is fading..."

Various dungeon rooms, including the Corridor of Spears and the Mills of Doom, fade and warp on screen.

Knightmare Series 2, End of Series. The dungeon rooms warp on screen.

Treguard: "Watchers, you too must wait now until the dungeon reforms itself and prepares for the next age of adventure.

Just remember, when Fortune's wheel spins, the Knightmare returns.

Treguard

The Wheel of Fate pauses for the last time...

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Series 2: Overview

Series 2, Quest 5 end at the hands of Mogdred in Level 2.

What's new for Series 2 of Knightmare? A summary of the main differences.

Snake / Scorpion Room

The scorpion with its snapping tail and additional floor tiles removed from Series 3 of Knightmare.

Usually a Level 1 challenge, this room contained various hazardous creatures, including a snake and a scorpion.

Clue Rooms

Series 2, Quest 6. Akash and team debate what to take from the clue room.

Clue rooms allowed teams to choose objects that would help them survive the level. The Level 1 rooms were guarded by wall monsters.