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...

Lion's Head

The Lion's Head, Ledge Challenge, from Series 3 of Knightmare. A narrow ledge is all that remains.

Teams might encounter one of two tricky challenges caused by laser beams from a lion's eyes. They required quick or careful guidance to escape.

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.

Cavernwight Cavern

The Cavernwight Chamber from the early series of Knightmare.

This stone cavern was inhabited by creatures that could hunt by smell. Teams had to negotiate this danger to escape.

See Also