What's new in Series 8 of Knightmare? A summary of the main differences.

Start of Series

  • Treguard: "I've just been trying to get us a warning of what he's up to... I keep getting pictures but no sound."
  • Majida: "This techno-magic. What did I tell you? You use this, you're as bad as him."
  • Treguard: "You may be right, but we've got to fight fire with fire. And by the look of things, he's amassed an awesome amount of fire power."

Similarities and Differences

Teams now watch the adventure through a pool, which contained a television. Aerial shots were created by covering the inside of the pool with blue sheeting and filming the advisors looking in.

The team entrance changed completely. Now, the whole team enters the chamber together, rather than dungeoneers summoning their advisors.

Dungeoneers could now place objects in their knapsack, though a two-object limit remained.

There was also a new accessory, the Reach Wand. This could touch or open things at a distance. It was powered by AA batteries, which ran out on one occasion and had to be replaced!

Dungeoneers then began their quests through a gate that was manually operated. Everyone stood throughout the quest.


We return to the darker, gloomier dungeon setting rather than outside. Many fans had requested a return to this style of adventure.

Transfer between levels took place using trapdoors. Smirkenorff had his own lair, but his only flight came at the end of the series.

Lord Fear also has a new environment. The Black Tower of Goth (previously Level 3) now becomes Level 2. Below this are two Towers, Linghorm and Marblehead, which are separated by the Great Mire.

See more of the Series 8 Dungeon, starting with Level 1.

Six new characters, though more for the Opposition than the Powers that Be! There was a welcome return for Motley after his absence from Series 7.

See the Series 8 characters, starting with the Powers that Be.

The Life Force status was changed to a pie. When a dungeoneer collected food, this animation reset to full. It never influenced the quests during this year.

Start of Quest

Enter, Stranger...

The whole team runs through the door. Treguard gives the dungeoneer the quest objects.

This is the wand called Reach. With it you can push, touch and open things from a distance.

The dungeoneer was led to a gateway which was opened and lowered by chains.

The gate opens... The visor closes...

Dungeoneers climbed through the gate, which Treguard closed behind them. He then addressed the advisors.

Now concentrate on the pool, you three. Game on!

To see what happens next, start with Team 1.

Start of Episode

The progress report at the start of subsequent episodes.

  • Treguard: "Four from Hampshire tread the path, through dungeons deep and caverns dark."
  • Majida: "Karen, Steven, Catherine too, guide Nathan on his quest below."
  • Treguard: "The Cup's their quest, and Fear's their foe. Will they succeed? Watch now to know."

An animated gate would rise to signal 'game on'.

End of Episode

At "time out", an hourglass would appear and an animated gate would lower over the screen.

Episodes finished with banter between Treguard and Majida. (This is from Episode 9.)

  • Majida: "No! We can't stop now! I must see if they win."
  • Treguard: "Sorry! Rules of magic, you know? Everything stops for time out."
  • Majida: "Well, if everything stops for time out, why don't I stop for time out?"
  • Treguard: "I'm working on it, madam. Believe me, I'm working on it!"

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