Series 3, Quest 2. Following a DRINK spell, Cliff climbs down into an empty pool.

Series 3 Quest 2

By Keith McDonald

Team 2: Cliff, James, Richard and Matthew from Felixstowe.

The second quest of Series 3 was for the Shield and lasted 30 minutes.

Knightmare Series 3 Team 2. Cliff the dungeoneer.

Level 1

From the Dice Room, Cliff arrives on a ledge. He is stopped by a jester called Motley.

Knightmare Series 3 Team 2. Motley the Jester introduces himself to the team.

Motley: "Motley at your service. A quick giggle for a groat, and something screamingly funny if only you'd cross my palm with silver."

The team answers a riddle and earns a DRINK spell.

Knightmare Series 3 Team 2. Cliff is chased along the ridge by the behemoth.

After Motley leaves, Cliff is pursued by an armoured behemoth along the ridge.

He is then chased by goblins through the dwarf tunnels.

Knightmare Series 3 Team 2. Goblins chase Cliff through the dwarf tunnel.

He arrives on the outer ledge of a room filled with water.

The team spell-casts DRINK which reveals an exit for Cliff to crawl through.

Knightmare Series 3 Team 2. Cliff descends into an empty pool to reach the exit.

The Level 1 clue room is guarded by another new wall monster, the Brangwen Shee (score: 2).

They earn the 'first step' and a clue. Cliff takes an egg-timer and a bone, leaving behind a gauntlet.

Knightmare Series 3 Team 2. The team must face Brangwen, a new wall monster.

The Great Corridor of the Catacombs. The rear wall moves towards Cliff, so they exit quickly.

Treguard: "It was great, but it seems to be getting smaller."

Knightmare Series 3 Team 2. Cliff pauses before the scorpion's sting.

In the Scorpion Room, part of the floor is now broken away. It narrows the route to pass the stinging tail. They time their dash carefully to pass.

Knightmare Series 3 Team 2. Motley shares a giggle with the new maid, Mellisandre.

Into a room with a narrow pathway (formerly the Beam Room). One of the tiles is set at a diagonal angle, so it requires care to pass through safely.

Knightmare Series 3 Team 2. Mellisandre holds back the ogre while Cliff escapes.

Motley and the maid, Mellisandre, are in the kitchen. Motley cannot make her laugh, but she giggles at Cliff when he arrives.

She tells Cliff the 'second step', before shepherding him out as the ogre storms in.

Knightmare Series 3 Team 2. Mrs Grimwold the Crone demonstrates how to create a wellway.

Onto the Serpent's Tongue. The tongue is recoiling too quickly, so Cliff uses the egg-timer to pause it.

Into a chamber where a crone, Mrs Grimwold, is shouting at her dog, Festus.

Knightmare Series 3 Team 2. Cliff lands on a spinning wheel at the start of Level 2.

Mrs Grimwold: "He's got a terrible hunger has Festus, on account of the fact that he's got two heads."

She unveils a wellway in exchange for a bone. Cliff escapes down it as her husband (the ogre) appears.

Level 2

Cliff lands on a spinning wheel, which is positioned between five exits.

Treguard: "First a fall and then a spin!"

Knightmare Series 3 Team 2. Motley performs a riddle to show the way ahead.

The team guides Cliff to the edge, then directs his leap to safety.

Into a room with five doors, where they find Motley. His riddle reveals the safe exit to take.

Motley: "I wish that I could help you more, but having said it once, the way ahead is obvious unless you're just a dunce."

Knightmare Series 3 Team 2. Cliff faces danger from a giant's foot behind the exits.

A raven is stood on a perch. Cliff tries to engage it in conversation. It gives him the 'third step'.

A room with five narrow doors. A giant's foot strides perilously behind the exits. The advisors line up Cliff against the right door and dash through.

Into a cosmic chamber where most of the floor is missing and stars are visible beyond and below. One tile on the opposite side suggests a bridge.

Knightmare Series 3 Team 2. Cliff forms a bridge across the chasm.

Treguard: "There are steps to take here, but how can you invoke them?"

Cliff uses the three step clues to create a bridge.

As he reaches the patterned tile, it summons Merlin.

Knightmare Series 3 Team 2. Merlin tests the team with riddles.

Merlin asks two riddles. The team answer both correctly and earn a DANCE spell.

Merlin: "It's a kind of diversionary magic..."

Knightmare Series 3 Team 2. Cliff enters a large cavern with stalactites.

Cliff collects a piece of the Shield in the goblin tunnels.

He exits into a large cavern with stalactites. This is split into three screens. Cliff collects food in the middle segment. The team hurry as the goblins pursue.

Knightmare Series 3 Team 2. Cliff heads towards the exit of the cavern range.

Into a room with four doors, which they enter from the left. A rowdy Scotsman enters and threatens Cliff before drawing his sword.

McGrew: "I can see thee've no weapons, so it's clear that bold black McGrew will be helping himself to yer valuables..."

Knightmare Series 3 Team 2. The team use a spell to distract an aggressive barbarian.

The team spell-cast DANCE, and then head for the closest exit. There is a distant hint of McGrew pleading for help as they vanish.


The Minecart room, where a flashing sword swoops to end the quest.

Knightmare Series 3 Team 2. Cliff cannot escape a flashing sword in the minecart room.

Treguard: "If only you'd listened to the pleas of McGrew, team, then perhaps you would have had the help you need here."

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The Level 1 Wellway Room was used for the first three series of Knightmare.

Wellway rooms allowed dungeoneers to descend to the second and third levels in the early series of Knightmare.

Series 3 Quest 5

Series 3, Quest 5. James is confronted by the Behemoth in Level 1.

Team 5: James, Philip, Pulok and Jamie from Ipswich.

The Behemoth

Series 3, Quest 5. James is confronted by the Behemoth in Level 1.

The Behemoth was an armoured warrior described as less than human. It seems to be an origin point for the frightknights, Lord Fear's mindless guards.

See Also