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.


  • Series | 2, 3
  • Level | 3

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...

Vale of Mogdred

The bridge, also claimed as the Vale of Mogdred, from Series 2 and 3 of Knightmare.

This narrow bridge is set above a deep ravine. It is often guarded, and is a favourite spot for Mogdred to persecute dungeoneers.

Skeleton Room

The Skeleton Room was often used at the entrance to Level 3. This variation is from Series 1 of Knightmare.

This room was a dark and sinister introduction to the third level during the early seasons of Knightmare.

The Troll

The troll. Played by Guy Standeven.

The troll occupied a ledge in Level 1 and hoped to feast on passing dungeoneers.

See Also