Series 4, Quest 5. Fatilla the Hun checks his permitted list for the dungeoneer's name.

Series 4 Quest 5

By Keith McDonald

Team 5: Vicky, Sarah, Susanna and Katrina from Wymondham.


The fifth quest of Series 4 was for the Shield and lasted 29 minutes.

Knightmare Series 4 Quest 5. Vicky, the dungeoneer.

Level 1

From the Place of Choice, Vicky exits the spinning disc onto the path of the Shield.

These are changing times, and the dungeons you must conquer are changing with them...

Treguard

At the castle entrance, they encounter Dooris, the Weeping Door (score: 2). Vicky leaves via the drawbridge.

Knightmare Series 4 Quest 5. Vicky is questioned by Hordriss.

The warlock, Hordriss the Confuser, is in a green room. Vicky agrees to retrieve a potion for him. In exchange, he offers her use of the Eye Shield.

Hordriss: You certainly won't stand much chance without my help...

Knightmare Series 4 Quest 5. A face-on shot of Vicky in the Forest of Dun.

In the Forest of Dun, Treguard and Pickle warn the team about the dangers of assassins.

Vicky enters one in a dark clearing. She shouts at it until it runs off.

Knightmare Series 4 Quest 5. Vicky scares off an assassin.

In Oakley's glen, Vicky flails her arms against two goblins. The commotion awakens the tree troll, which frightens them away. Advisor Susanna looks relieved.

Treguard: "One danger has abated, but beware team... He has good reason to distrust humans even more than goblins."

Oakley tests the team (score: 3). Vicky takes a key and a bracelet, leaving behind a jar labelled 'Stealth'.

Knightmare Series 4 Quest 5. Vicky hands over a bribe when cornered by an ogre.

Vicky approaches the remains of Dungarth. A savage ogre is on guard, so Vicky hands over the necklace.

The Eye Shield leads her into the open where a giant lizard is stirring. Vicky has no choice but to run past it.

Knightmare Series 4 Quest 5. Vicky runs away from a large lizard.

Fatilla the Hun guards the wellway. He asks Vicky to check that her name is on a permitted list to travel. She claims it is.

Fatilla still expects a gratuity. Vicky gives him the key, saying it will open lots of doors. Satisfied, Fatilla allows her to descend.

Knightmare Series 4 Quest 5. Fatilla reads out his permitted list for the wellway.


Level 2

Vicky lands on a square ledge above a pit. Gundrada the Sword Mistress mistakes Vicky for a dwarf and threatens to chop off her head.

This creates panic among the advisors, who get increasingly louder. Susanna almost guides Vicky straight into the pit.

Knightmare Series 4 Quest 5. Vicky faces Gundrada across a pit.

Vicky convinces Gundrada that she is a dungeoneer. Gundrada leads her out, remarking that Vicky is taller than she is!

They find Mellisandre the Maid in the stocks. She begs Vicky to rescue her from Fatilla the Hun.

Gundrada insists that Vicky must choose between them.

Knightmare Series 4 Quest 5. Gundrada and Mellisandre wait for Vicky to choose between them.

Gundrada: "All curls and no muscles... We don't need complications like that!"

The team decide to release Mellisandre, so Gundrada storms off. Mellisandre sends Vicky on her way.

Merlin is sat at a desk, talking in opposites, which is quite challenging to follow.

Knightmare Series 4 Quest 5. Vicky encounters Merlin in Level 2.

This is not the Chamber of Opposite Extraction, and I am not the guardian.

Merlin

A shot of advisor Katrina looking baffled.

Treguard: "Hmm. Tricky, this, and it's going to involve a deal of concentration..."

Knightmare Series 4 Quest 5. The advisors are baffled by Merlin's complex riddles.

Each of Merlin's three questions includes an opposite, but it's clear the team doesn't know enough history to work out any answers.

Merlin: "Marvellous! You've done awfully well, so I'm going to give you a spell called SPRINT."

Merlin's gift of magic is also an opposite - the status bar reveals that no magic has been earned.

Knightmare Series 4 Quest 5. Vicky enters the Block and Tackle in Level 2.

Into the Block and Tackle, which begins disintegrating quickly.


Death

Treguard: "A magic room, team, and magic may help you get through it..."

Vicky stalls in the centre. One advisor tells her to go back; another tells her to go forward.

Knightmare Series 4 Quest 5. Vicky pauses in the Block and Tackle and is struck by a panel.

She is struck by one of the side panels. Game over.

Treguard: "It wasn't the Opposition that confused you; merely the opposites."

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Dungarth

The Ruins of Dungarth, as shown in Series 4 (1990) and Series 6 (1992).

Guarded by goblins, assassins, ogres, and a giant lizard, the Ruins of Dungarth were an early hazard for teams in Series 4.

Series 4: End of Series

End of Series 4. Merlin creates a wreath of candles to signify Christmas.

The final team of Series 4 is rescued by Treguard as Christmas approaches.

Dunswater / Tower of Time

The Dunswater crossing in Level 2 of Series 4 (1990).

Several teams had to cross a body of water known as the Dunswater, including those who reached the third level in Series 4.

See Also