Team 2: Richard, Darren, Daniel and James from Gillingham.
The second quest of Series 5 was for the Cup and lasted 35 minutes.
Richard begins with a flight on Smirkenorff. The dragon flies Richard to a bridge leading to a castle.
- Pickle: "I don't understand, master. We've come miles. Just how big is Level 1?"
- Treguard: "You should know better than that... Level 1 isn't so much a time or a place, it's more the first level of testing."
On the bridge is a barrel containing clues.
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.
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.
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.
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.
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.
Richard finds Motley the Jester trapped inside a giant playing 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'.
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.
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.
The tree troll is disgruntled to discover it has slept right through the spring.
The team answer a riddle to earn the password.
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.
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.
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.
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.