Series 5, Quest 2. Richard navigates a causeway with tiles of rock, paper and scissors.

Series 5 Quest 2

By Keith McDonald

Team 2: Richard, Darren, Daniel and James from Gillingham.

The second quest of Series 5 was for the Cup and lasted 35 minutes.

Knightmare Series 5 Team 2. Richard, the dungeoneer.

Level 1

Richard begins with a flight on Smirkenorff. The dragon flies Richard to a bridge leading to a castle.

Knightmare Series 5 Team 2. Richard finds clues outside a castle entrance.

On the bridge is a barrel containing clues.

Knightmare Series 5 Team 2. Skarkill the Goblin Master through the spyglass.

Spyglass: Lord Fear chastises his servant, Skarkill, over payment. The goblin master complains that his goblins cost so much to feed.

Richard takes silver and a bottle with a pixie inside, leaving behind a dagger. The pixie says she will only emerge for fresh flowers.

Knightmare Series 5 Team 2. Richard rotates on a causeway of rock, paper and scissors.

The causeway contains tiles of rock, paper and scissors. Advisor Dan flinches as Richard nearly goes over the edge.

The team crosses slowly but successfully.

Knightmare Series 5 Team 2. Richard buys fresh flowers.

Richard uses the silver to buy flowers before passing through a glade haunted by wolves.

Into a garden, where the beggar Sylvester Hands senses an opportunity for a robbery.

Knightmare Series 5 Team 2. Richard is harrassed by Sylvester Hands.

Richard releases the pixie, which stings Hands into submission.

Hands provides the password before running off.

A blocker guards the next chamber. Richard states the password to repel it.

Knightmare Series 5 Team 2. Richard finds Brother Mace at the gate.

Brother Mace is guarding the descender, amusing himself at Richard's expense.

He advises Richard to count six stages before halting it.

The team pause the descender successfully to reach Level 2.

Level 2

Richard finds Motley the Jester trapped inside a giant playing card.

Knightmare Series 5 Team 2. Richard finds Motley stuck in a card.

Motley challenges him to name the card game where the joker takes all. The team correctly guess at 'Snap', which releases him.

Motley isn't particularly impressed and calls the dungeoneer 'Dickie'.

Knightmare Series 5 Team 2. Motley throws himself at Gwendoline's feet.

They proceed into a clearing in the Greenwood. Motley idolises Gwendoline the Greenwarden but is given very short thrift.

Motley: "I think I'm in love... I think I'm in danger!"

The Greenwarden says Richard must awaken Oakley the tree troll to earn the password for Level 2.

Knightmare Series 5 Team 2. Richard find a nest of Ariadne in the Greenwood.

Into Ariadne's Lair, where Richard finds clues. Under pressure from the arachnid, Richard escapes with a spyglass and a horn, leaving behind a bar of gold.

Spyglass: Skarkill is to catch the dungeoneer but he needs the code for the causeway. Fear provides the colour code, hoping that Skarkill isn't colour-blind.

Richard is in a clearing with a large oak tree. He calls out to awaken Oakley.

Knightmare Series 5 Team 2. Richard meets Oakley the Tree Troll.

The tree troll is disgruntled to discover it has slept right through the spring.

The team answer a riddle to earn the password.

Knightmare Series 5 Team 2. Richard is approached by a blocker in Level 2.

Richard uses the password to bypass the blocker.

The causeway is made up of coloured tiles. The team uses the combination from the spyglass to advance.

In a large cavern, Skarkill the goblin master emerges.

Knightmare Series 5 Team 2. Skarkill threatens Richard in a cavern.

Without any gold to bribe him, advisor Daniel hatches a plan to pretend the horn is valuable.

Daniel: "Say 'I have a magic horn. Take it to the chasm and blow it and riches beyond your wildest dreams will appear'."

Skarkill is amused. He tells Richard to blow it.


The goblins come running in. It's a goblin horn.

Knightmare Series 5 Team 2. Skarkill clasps his irons on Richard.

Skarkill clasps the irons on Richard. Game over.

Hear from the team

In May 2002, advisor Dan signed the Guestbook:

I'm delighted that I found such a huge (and brilliant) website dedicated to this legendary programme.


Knightmare Series 5 Team 2. Daniel, an advisor.

I still look back on my experience appearing on this show with immense fondness, something like 11 years down the line. Yes, that was me: the idiot who got our team killed by Skarkill for not taking the gold.

I throw my full weight behind your efforts to get the show back on the air; perhaps its recent appearance on the 100 Greatest Kids' TV Shows will help your cause - here's hoping.

Keep up the good work.

You Might Also Like...

Smirkenorff the Dragon

Series 5 (1990). Smirkenorff the Dragon's first flight.

Knightmare's legendary dragon, Smirkenorff, helped dungeoneers in their quest, usually by flying them to the next level.

Series 5: End of Season

Series 5, End of Series. Hordriss and Kelly escape through a vortex back to Knightmare Castle.

The final team of Series 5 is rescued by Hordriss as the sorceress Aesandre freezes the dungeon.

Pixel, the Pixie

Pixel, the animated pixie. Voiced by Stephanie Hesp.

Pixel was an animated pixie with a stinging needle that defended dungeoneers from Opposition forces.

See Also