Series 2, Team 10 encounter the Medusa in Level 3.

Medusa

By Keith McDonald

The mythological creature, Medusa, haunted a decorative room in Level 3. Dungeoneers without protection would be turned to stone.


This decorative room with green and blue mosaic flooring was haunted by the Medusa.

Her hair is formed of snakes which flail around. A wail like a siren sounds when the dungeoneer enters.

Teams need some form of protection against the creature's stare. This includes the advisors, who can also be turned to stone in the antechamber.

In Series 2, teams must use a magic shield from the clue room.

Knightmare Series 2 Team 10. Julian holds up the shield to protect against the Medusa's glare.
A dungeoneer holds up a protective shield

Treguard makes the advisors take turns in guiding the dungeoneer for just a few seconds at a time. They must cover their eyes or look away for the rest of the time.

In Series 3, a spell manages to freeze the Medusa long enough for the team to escape.

Dire warning, team. There's no way past the medusa without being turned to stone.

Treguard

You Might Also Like...

Lillith's Domain

Lillith's Domain in Level 1, as seen in Series 1 and 2 of Knightmare.

Lillith's Domain was a stone chasm. Teams needed her causeway to escape through a serpent's mouth.

Hugo Myatt Appears in Knightmare Live

Hugo Myatt in rehearsals with Paul Flannery for Knightmare Live (2016). Picture credit: Jackie Vance.

Knightmare's Hugo Myatt made a dramatic appearance in Knightmare Live this weekend, marking the end of the Udderbelly Festival.

Door Option Room

The door option room, often the first room of the dungeon in Series 1 of Knightmare.

A room with four doors, often used towards the beginning of a quest in the early seasons of Knightmare.

See Also