Series 7, Quest 4. Naila enters a dark dwarf tunnel.

Dwarf Tunnels (Series 6-7)

By Keith McDonald

These sinister purpose-built tunnels were a regular thoroughfare during the sixth and seventh series.


Dwarf tunnels were reintroduced in Series 6 as a regular set piece between areas of the dungeon.

Unlike the earlier CGI tunnels from 1989, this set of tunnels was a purpose-built part of the set. The formation appears to be a square with two exit points.

The dwarf tunnels, as seen in Series 6 of Knightmare (1992).
The dwarf tunnels in Series 6

Dwarf tunnels usually appeared at the start and end of the dungeon. They were used at regular intervals, and often contained clues or a spyglass.

Dungeoneers occasionally ran into in-game characters in these tunnels, such as Sidriss or Brother Strange.

The dwarf tunnels, as seen in Series 7 of Knightmare (1993).
The dwarf tunnels in Series 7

Equally, teams were vulnerable to dangers in these tunnels. They could be pursued by Skarkill or Raptor and the goblins.

Even more sinister was an assassin known as a grayling, which crept up on a dungeoneer in the dark.

A grayling in the dwarf tunnels, as seen in Series 7 of Knightmare (1993).
A Series 7 team confronts a grayling

The tunnels are made sinister by different lighting techniques, such as uplighters. They could also be made dark, so teams had to use a glowlight or magic to aid their progress.

There should be any number of exits or vortices. Some, like the elf portals, will lead to fair places. Others, to foul.

Treguard

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