Knightmare Lexicon - A Knightmare Encyclopædia
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1. unneeded clue objects
Upon encountering a clue room/supply chamber, nearly all dungeoneers would, where possible, pick up their allowed maximum of two clue objects. (The fatal exception was Team 2 of Series 1, who only took one). Consequently, it was expected that the team would need to use both clue objects (assuming they were the correct choices) to complete the level. However, there were several cases in which a team was able to complete a level using only one clue room item. The reasons for this were unclear; and because the cases may seem to indicate varying leniency towards contestants, they have fuelled discussion among fans as to how fair Knightmare was. Examples of unused clue objects include:

Team 2 of Series 2: Level 1: tankard.

Team 5 of Series 2: Level 1: silver bar.

Team 10 of Series 2: Level 1: quill. Level 3: salt.

Team 11 of Series 3: Level 1: bottle.

Team 1 of Series 6: Level 1: bolt token.

Team 5 of Series 6: Level 1: horn. Level 3: mace.


SEE ALSO: SHIELD [Series 1 spell]

[Earlier version: 2010-05-23 12:33:02]

Provided By: David, 2011-06-22 18:10:40
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