Team 10: Julie, Amanda, Marie and Angela from Knighton, Leicester.
The tenth quest of Series 3 was for the Sword and lasted 29 minutes.
The quest begins in the Dice Room.
You must learn early, team, that when there is no way out, there is sometimes a way in.
The maid Mellisandre helps Julie escape from the lair of Kaa, and then helps her to cross the Serpent's Tongue.
The Level 1 clue room is guarded by Brangwen (score: 2).
Julie takes a candle and a scarf, leaving behind a jar of humbugs.
She survives the Scorpion Room and then a Bomb Room - though they spend so long describing it they almost get caught.
Mellisandre is waiting for Julie in the kitchen. She offers some food as Julie has her scarf.
Mellisandre: "It's my favour, and by carrying it, you're dedicating this quest to me!"
She reads out a rhyme which gifts a FLARE spell, and gives Julie the 'first step'
Julie is chased along the cliff by Olaf. She gives him the candle. He is pleased and gives Julie the 'second step'.
The wellway room is dark, so they spell-cast FLARE.
A skull damages Julie's life force, but she collects food to restore it on the way down.
The first sighting of the Mills of Doom in Series 3.
In the next room, Hordriss is sitting at a table. It is the first time we see him in a non-threatening role.
If you go beyond this point, you're likely to meet a dreadful fate. Does that worry you?
He presents a logic puzzle for the team to work out the safest exit. He also provides the 'third step'.
The Level 2 clue room contains only food. Julie enters from an unusual direction so must climb the stairs to exit.
Into Merlin's Chamber, where they evoke the steps and summon him, disturbing his enchantment.
- Merlin: "Treguard, can't we run on some sort of sensible schedule, like one adventure every 50 years?"
- Treguard: "Hardly practical, Merlin, when you consider how much you forget in 50 minutes."
The team get the second riddle wrong, becoming the only Series 3 team to encounter Merlin and fail to earn magic.
Merlin: "Now you will have to take the path without my help. Remember, others have done so and still survived."
Julie meets the raven on the perch. It normally assists with 'step' clues but this time provides a password.
Into the stalactite caverns at Death Valley. Velda has been captured by goblins. Julie unties her after the beasts run off.
Velda is grateful for the rescue, and offers Julie a green gem.
Velda: "This beryl is an elven stone, one that is valued by all denizens of the dungeon and catacombs beyond. You take it with my thanks."
Julie escapes as the goblins return.
Into the goblin tunnels, where a figure starts moving towards her.
- Julie: "Who is it?"
- Treguard: "It's goblins."
The team guides Julie to the right exit, but a goblin appears in the doorway! Another descends on Julie from the left door.
Julie is told to ask the goblins if they would like a present! All the goblins are interested in is fresh blood.
Treguard: "Oooh, that is nasty. I shouldn't look any more if I were you..."
Treguard suggests that Merlin's 'anti-goblin spell' would have helped them.