Series 5, Quest 6. Alex uses a divining rod to reveal a mystery chest.

Series 5 Quest 6

By Keith McDonald

Team 6: Alex, Ian, Grant and Richard from Amersham, Buckinghamshire.


The sixth quest of Series 5 was for the Cup and lasted 44 minutes.

Knightmare Series 5 Team 6. Alex, the dungeoneer.

Level 1

Alex follows the Eye Shield to reach a gateway.

He finds some clues on a table. A scroll reads: 'The path of Truth is well lit. Some weapons belong to friends.'

The team takes a bar of gold and a green arrow, leaving behind a red gem, a key and a lantern.

Knightmare Series 5 Team 6. The Level 1 clues include gold and a key.

The gate opens to reveal the descender. Alex orders it to take him downwards.

Into a castle courtyard, where Hordriss the Confuser is disguised as a beggar.

Hordriss is obviously after something, and his game doesn't often conflict with ours.

Treguard

Knightmare Series 5 Team 6. Hordriss is disguised as a beggar in Level 1.

Hordriss asks Alex to deliver a book to Sylvester Hands. He places it in the knapsack (as Alex already has two objects) and gifts a spell, HERO.

In the outskirts of the Greenwood, the team finds a spyglass.

Spyglass: Skarkill asks Lord Fear about getting a hobgoblin. Fear tells him to increase his catch rate and he'll consider it.

Alex is pursued by goblins, but Gwendoline the Greenwarden keeps them at bay.

Knightmare Series 5 Team 6. Alex faces Gwendoline the Greenwarden.

She tests Alex with three questions. The team scores only one, but since Alex is carrying the arrow, she gives him the password.

Further into castle ruins, Alex gives Sylvester Hands the book from Hordriss.

Knightmare Series 5 Team 6. Sylvester Hands is turned into a goblin.

Hands takes a look and turns into a goblin!

Into more ruins, where Skarkill approaches. He refuses the gold, so the team spell-casts HERO.

It summons Sir Hugh de Wittless, who saves Alex from Skarkill.

Knightmare Series 5 Team 6. Sir Hugh de Wittless rescues Ben from Skarkill.

The team bypass the Blocker with Gwendoline's password.

The causeway is made up of tiles featuring rock, paper and scissors. The team work out the 'breaking' order and cross successfully.

Alex arrives on Smirkenorff's back. The cavern elf Elita enters in a foul mood.

Knightmare Series 5 Team 6. Elita is in a bad mood.

There's only one thing worse than dragon's breath and that's Elita's tongue.

Pickle

She takes the gold for Smirkenorff in exchange for a flight to Level 2.


Level 2

Alex arrives in a purple undercroft chamber, where he finds clues.

The scroll reads: 'It may get you out of a jam, if you twig it.' The team takes a red gem and a divining rod, leaving behind a jar of jam.

Knightmare Series 5 Team 6. Hordriss tries to help Elita who has lost her voice.

Alex arrives in a grand hall. Hordriss is trying to help Elita, whose voice has been stolen.

He provides Alex with a BAG spell to capture it and her calling name.

Hordriss: "No doubt the Opposition has purloined it for purposes of his own. Who knows? Perhaps because you know too much of his traps and tricks."

In another large chamber, Alex uses a spyglass.

Knightmare Series 5 Team 6. A crestfallen Skarkill through Lord Fear's globe.

Spyglass: Skarkill confesses to letting Elita's voice go after it offended him. Fear orders him to go and retrieve it.

Lord Fear: "Never mind if it calls you all the names under the mountain. They're probably appropriate anyway!"

A skull appears, so one of the advisors unexpectedly tries spell-casting BAG. Nothing happens.

Knightmare Series 5 Team 6. Elita's voice is captured in a bag.

Into a purple room, where Elita's voice appears. The team spell-cast BAG to capture the voice, then summon Elita to reunite them.

In return, she offers the password to Level 2.

Knightmare Series 5 Team 6. Elita arrives to be reunited with her voice.

In an empty courtyard, Pickle senses hidden magic. Alex uses the divining rod to reveal a chest.

Inside, he finds a key and a scroll, which reads 'The back door is locked'.

Knightmare Series 5 Team 6. A chest appears in a courtyard.

Alex uses Elita's password to bypass the blocker.

The causeway contains tiles featuring fire, earth and water. The sequence is revealed above the door.


Death

They hesitate a little towards the end and plummet before Alex can step onto the next tile.

Knightmare Series 5 Team 6. Alex falls from the causeway after the team take too long.

Treguard: "You were a bit too slow in the dungeon, but you can take your time going home."


Let-off in Level 2?

There is some conjecture that the quest could (and should) have ended at the Level 2 blocker.

If the team had been penalised for the misuse of the BAG spell, they could not have captured Elita's voice or earned the password from her.

It's possible that stricter standards were set on the causeway to compensate for this.

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