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3D plasticine animation, featuring Berk, a blue creature who lives as servant to the unseen 'Thing Upstairs' in an old dark house. Every time the trap door opens a new adventure begins for ... See full summary »
A team of 6 contestants play a series of physical, mental, skill and mystery games across 4 themed zones gaining as many crystals as possible which determine how many seconds they get as they attempt to win a prize inside the Crystal Dome.
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Children game show series telling the adventures of teams set out for a quest in a "Dungeon and Dragons" settings. The three-level Dungeon is set in an electronic world where the person actually going into the Dungeon would have to wear a helmet and will have his three advisors telling him what to do. Generally the quest was for either the cup, the sword, the shield or the crown and helping them was Treguard, the Dungeon Master and helped by Pickle and Majilda. The team usually come up against Mogdred and in most of the later series Lord Fear. The Dungeon is filled with people and things can either hinder or help the team defeat the "opposition" plans in an attempt to reach their object or the goal of their mission...Written by
Lee Horton <Leeh@tcp.co.uk>
The cartoon "He-Man and the Masters of the Universe" is considered a possible influence behind the animated title sequence (Series 1 - 5). See more »
Treguard, the Dungeon Master:
[to a team that's just arrived in Level 3]
Well, stand quite still for a moment while I give you what warnings I can. There are Cavernwights in Level 3, as you know, but more recently we've had reports of small bands of goblins. Worse still, sightings of a somewhat larger creature which might even be a hobgoblin. However, the good news is guards are scarce, and most of the hostile ones lie behind you in Level 2. That's enough for now... on with the quest, and keep a sharp lookout for any source ...
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Each end credit sequence shows a room or a montage of images from the dungeon. See more »
10. The Antechamber. This is the room where Treguard, his assistant and the advisers would spend the entire quest, watching over the dungeoneer.
9. Level 1 Clue Room. Consisted of a table with several objects on it, of which the dungeoneer could only take a maximum of 2, and usually a wall monster who would ask the dungeoneer a question or two before they were allowed to take any objects.
8. The Room of Choice. Usually the first room in the dungeon. A rotating disc with four doors with logos above them. Adventurers would have to choose which quest to go for out of the crown, the goblet, the shield and the sword.
7. Smirkenorff's flight. Not really a room as such, but as the series went on and the adventure branched out beyond the confines of the dungeon a new method of travelling between levels 1 and 2 was required (in earlier series this involved the dungeoneer climbing into a well). Smirkenorff was a large friendly dragon who would fly dungeoneers between the two levels, for a small fee.
6. The Catacombite room. A large chamber containing a gigantic monster. The Catacombite was a large skull with two massive legs made of bone. Id the dungeoneer came into contact with this terrifying (well, terrifying when you're seven years old) monster it would mean instant death.
5. Merlin's Chamber. Basically exactly how it sounds. A large-ish room with walls lined with books and a chair in the middle. Adventurers would have to work out how to summon Merlin, who would then give them magic in return for them answering a few riddles.
4. The Cogs of Doom. Timing was of major importance when crossing the cogs of doom, as the path only stayed intact for a few seconds. Advisors would have to guide the dungeoneer across two giant cogs without him/her falling into the pit below.
3. The Beast's Stomach. Perhaps the most disgusting room. Sometimes a dungeoneer would somehow end up swallowed by a snake or another monster and not die. Instead they would come here. There is only one way out of this place (well, two ways I suppose, but we won't go into that) and the adventurers would have to work out how to give the monster an "upset stomach". This usually involved throwing salt down or rubbing the stomach lining with soap.
2. Causeways. There were hexagonal blocks reaching across a large chasm. The blocks would have symbols or numbers on them to tell the adventurers which blocks were safe to step on and which would send them plummeting downwards into oblivion. Usually the dungeoneer would have been told the proper combination earlier, in exchange for giving a character an object, answering a riddle or through the use of a spyglass. The combinations often ranged from the relatively easy (earth, fire, wind, water) to the insanely hard (removing a piece of a shape in each tile to work out which way it was pointing). Needless to say, many dungeoneers failed thanks to these devilish rooms.
1. The Corridoor of Blades. Imagine this: You're standing on a conveyor belt heading down a narrow corridoor. Suddenly, a large circular buzzsaw sticks out of the wall to your left. You narrowly miss it by jumping out the way, then find you have to dive underneath another one that has suddenly appeared on the right. Now imagine you're doing this blindfolded and are relying on three panicky fools to warn you when and where the blades are coming, and you have The Corridoor of Blades.
In my opinion these are the most memorable rooms in the history of Knightmare. You may disagree, if so then why don't you post yours up here as well?
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