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

Knightmare and the Occult

By Keith McDonald

Knightmare attracted numerous complaints in 1988 for encouraging 'an interest in the occult'. To mark Halloween, we've listed the ways in which it managed to spook the British public.


From the beginning, Knightmare was no stranger to criticism. It almost became a badge of honour.

During its first series, journalists were quick to lure a snap judgment from moralist Mary Whitehouse about a new show that was 'killing children'.

Complaints from the public kept rolling in. According to The Times, in 1988 weighty mailbags were received about the following:

The patterns of complaints suggested they could be driven by factors such as press coverage. Thames reported receiving complaints about a programme before it had appeared on air.

A snippet of a news item from The Times in 1988 (with text heavily blurred), called 'Lessons in the Mailbag'.
Susan d'Arcy, 'Lessons in the mailbag'. The Times, Weds 14 December 1988, page 39.

So, how did Knightmare engage with 'the occult' such that it unsettled the British public by 1988?

1. Magic

Lots of it. Magic played a big part in Knightmare, and no team managed to win without it.

Knightmare Series 1 Team 4. Danny manages to summon Merlin the wizard.
A dungeoneer summons Merlin for a chance to earn magic

Magic was also gifted more abundantly in the early stages of the show. In the first series, teams could receive up to three spells at a time.

It also manifested in other ways, such as an amulet or talisman of invisibility (e.g. Series 2, Team 12).

Knightmare Series 3 Team 3. Simon turns into a star in the Level 2 clue room.
An amulet of invisibility in Series 3 (1989)

As Knightmare continued, this expanded to potions, rings, gloves and other artefacts.

You magicked me back down to earth, so I am going to magic you a little something for your journey.

Mildread

2. Sorcery

Knightmare was underpinned by its wizards, mages, sorcerers and sorceresses. These were the greatest source of help or hindrance to questers.

In the early series, the principal opponent is Mogdred, the dark side of Merlin's magic. He often appears as a spectre, attempting to frighten teams into mistakes or submission.

Knightmare Series 2 Team 3. Mogdred intimidates the dungeoneer in the Level 2 clue room.
Mogdred threatens a team

Mogdred alternated with the dangerous Morghanna in 1989 and then the similarly dual-natured Malice in 1990. He was replaced by techno-sorcerer Lord Fear from Series 5.

One of the first recurring characters was the unforgiving sorceress, Lillith. She racked up more victims than any other Knightmare character.

Lillith, a sorceress played by Mary Miller in Series 1 of Knightmare (1987).
Lillith, the Sorceress

In Series 3, the arrival of Hordriss - labelled 'the Confuser' by the druids - created a new dangerous and unpredictable outsider.

3. Witchcraft

Knightmare also loved witchcraft as part of its dungeon fabric.

The mischievous crone, Mildread, was introduced in 1988. She would impersonate other forms and voices to lure unsuspecting dungeoneers into her cauldron.

Knightmare Series 2 Team 7. Neil is harrassed by Mildread the Witch.
Mildread harrasses a dungeoneer

Much later came the coven of Grey Sisters, who occupied a territory called Witch Haven.

Their leader, Greystagg, is an influential presence. She is initially flanked by regular characters Peggatty and Heggatty.

Knightmare Series 6 Team 7. Greystagg glares at Chris.
A furious Greystagg

In a twist, one dungeoneer must dress in a robe and fly on a broomstick to evade the Grey Sisters' heightened defences.

4. Alchemy

This unusual theme, of magically changing substances (most commonly to gold), also began in 1988. It featured twice in general knowledge testing.

The first team answered correctly and went on to become the show's first winners. A later team in Series 6 (1992) didn't know the term, which arguably cost them a winners' trophy.

Knightmare Series 6 Team 6. Sophia joins a class for Hordriss's examination.
An 'entrance examination', featuring an alchemy question

In Series 7, the eccentric Rothberry is introduced. He is a haphazard alchemist (and is soon expelled from the centre of town), but a more effective apothecary.

5. Monsters

The Knightmare dungeon features lots of monsters and malignants.

By 1988, there were already multiple wall monsters, cavernwights, dragons, gargoyles and a giant spider called Ariadne. Shortly afterwards came goblins and hobgoblins, an ogre, and a behemoth.

Knightmare Series 2 Team 4. Mark encounters a dragon in Level 3.
A dungeoneer encounters a dragon

Goblins remained the most pervasive threat for the rest of the show. In Series 8, we saw a regular new roaming threat in the form of Miremen.

A troll and a giant also featured as talking head characters in the early series.

Knightmare Series 2 Team 6. The troll eyes Akash for his dinner.
A troll threatens a dungeoneer

In Knightmare's later years, trolls were reimagined as large stone beasts that pursued dungeoneers.

A dungeon is a dark, dank, dangerous place. It's not the sort of place you would send six-year-olds in.

Tim Child

6. Spirits and the Dead

Many of the threats in Knightmare were ghostly, phantoms or apparitions.

Early threats by 1988 included the Catacombite, deadly cavern wraiths, and an undead scorpion. Some teams encountered an Oracle or released a ghost from a spell.

Knightmare Series 2 Team 7. A cavernwraith guards the Level 1 wellway.
A cavern wraith protects the well-way

Main opponent Mogdred also tended to appear as an spirit.

The early series featured venues that were regularly haunted. The Corridor of the Catacombs is 'patrolled by the army of the dead', while skeletons routinely guard the threshold to Level 3.

Knightmare Series 2 Team 9. Jamie exits the catacombs as the floor disappears.
Corridor of the Catacombs

In Series 3 (1989), animated skulls and hauntings are introduced. Later followed geists and stormgeists, and eventually an army of skeletrons for Series 8.

Skeletrons are sort of reconstituted warriors. You might call them undead - though I'm not convinced they ever lived.

Treguard

Knightmare Series 8 Team 4. Michael encounters the rogue skeletron in the Level 2 trapdoor room.
A rogue skeletron

The afterlife was also a theme in some of Knightmare's magic.

One Series 3 team must use a GHOST spell to pass through a wall and spook a guard.

Knightmare Series 3 Team 11. Martin becomes a ghost to scare the behemoth.
A GHOST spell in action

A Series 4 team receives a HERO spell to 'summon one who is long dead to your cause'. Their quest ends before the spell could be used.

Tim Child on the folklore behind Knightmare's dangers.

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