Dungeons and Dragons-style show that lets contestants explore a computer-generated fantasy world, with wicked special effects and cunning puzzles.

Creator:

Tim Child
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1994   1993   1992   1991   1990   1989   … See all »

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Cast

Series cast summary:
Hugo Myatt Hugo Myatt ...  Treguard, the Dungeon Master / ... 113 episodes, 1987-1994
David Learner David Learner ...  Pickle 47 episodes, 1990-1992
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Storyline

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>

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Taglines:

Can you beat the challenge?


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Details

Official Sites:

Official site | Official Twitter

Country:

UK

Language:

English

Release Date:

1987 (UK) See more »

Also Known As:

Dungeon Doom See more »

Company Credits

Show more on IMDbPro »

Technical Specs

Runtime:

(112 episodes)

Sound Mix:

Mono

Color:

Color

Aspect Ratio:

1.33 : 1
See full technical specs »
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Did You Know?

Trivia

Samantha Perkins made a guest appearance on "Children's ITV" in character as Gundrada. See more »

Quotes

Treguard, the Dungeon Master: D-I-S-M-I-S-S
See more »

Crazy Credits

Each end credit sequence shows a room or a montage of images from the dungeon. See more »

Connections

Followed by Knightmare (2013) See more »

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User Reviews

Top 10 most memorable Knightmare rooms
20 May 2003 | by themightymartinSee all my reviews

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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