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'The Rescue of the Talisman' was a Spanish adaptation of
Knightmare and
Le Chevalier du Labyrinthe, produced by Televisión Española and filmed at the Prado del Rey studios in Pozuelo de Alarcón, Madrid. It ran for three series from April 1991 to November 1994, with an estimated 85 episodes in total, and was reportedly shown in several Spanish-speaking countries and territories including Argentina, Paraguay, Colombia, Guatemala and Puerto Rico. Many viewers have expressed fond memories of watching it whilst eating a Nutella sandwich!
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The plot of El Rescate del Talismán was more like the later
seasons of Knightmare, in which a quest object had to be retrieved from
Lord Fear's palace. The kingdom had once been protected against the forces of
darkness by a number of magical
talismans (jewelled amulets),
but these were stolen long ago by a malevolent wizard known only as El Señor de la Maldad (the Lord of Evil), who has used their
power to devastate the once-beautiful land and inflict great cruelties upon its people. Only by recovering all the talismans can they hope to weaken and ultimately defeat him, but each talisman can only be safely handled by the heirs of its original owner, one of the highly esteemed Knights of the Talisman.
Teams of four children, supposedly descended from different branches of the same family (though in reality just chosen from the same school!), would therefore be tasked with reclaiming the talisman that belonged to their ancestors. The contestants were known as Emissaries of the Order of the Talisman, so the
dungeoneer in this version was called the "emisario" (emissary) or "caballero" (knight).
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The teams were summoned and aided by a Master Magician or Druid, with each of the three series having a different host. He would use his powers to dress the four children in knightly uniforms and then transport the emissary into the Lord of Evil's castle from his throne, explaining that they were constrained by magic to enter one at a time. The advisors ("consejeros") watched the quest through a magic mirror in the
antechamber, which was sometimes shown in close-up as the scene changed. As in the French version, if the emissary was eliminated (e.g. by stepping off a path, walking into a wall or getting a question wrong), they would be imprisoned by the Lord of Evil and replaced by one of their teammates.
Despite the Magician frequently inviting the viewers at
home to come and rescue their own family's talisman, there was in fact no way to apply for the show, with casting calls instead being held in schools. This resulted in mixed and usually gender-balanced teams being selected, in contrast to Knightmare which tended to feature all-male or all-female friendship groups. The age range for contestants has been reported as 11 to 14 years old.
As with the British and French versions, there was also an MB board game based on the programme.
At the time of writing, 21 episodes of El Rescate del Talismán are available to watch online: fifteen from Series 1, four from Series 2 and two from Series 3. There were many
changes from one series to the next, as detailed below.
SERIES 1 (1991-1992)
Broadcast:
The first series began on 24th April 1991, airing on Wednesday evenings at around 7pm on TVE1. After an initial 10 week
run, it took a break over the summer and returned on 18th September 1991. It then continued until 21st February 1992, comprising roughly 31 episodes in total, with the last four
switching to
Fridays just after 6pm.
Music:
El Rescate del Talismán initially used the same opening titles and theme tune as Le Chevalier du Labyrinthe, with Spanish lyrics performed by rock singer Iñaki Egaña over the closing credits. Each scene of the quest featured ambient music composed by Fernando Beti. In at least one episode, the
minecart ride was accompanied by the theme from Indiana Jones, while the
fire cave featured TARDIS sound effects from
Doctor Who!
Equipment:
Emissaries in the first series were blindfolded by a winged helmet ("el casco mágico"), since looking upon the enchanted castle would cause them to become trapped there forever like its various inhabitants. They were also equipped with a satchel ("el zurrón") which was used to carry any objects they picked up. (As in Le Chevalier du Labyrinthe, there was no
life force and no
food to collect.)
Locations and threats:
At this point the castle was made up entirely of the hand-painted rooms and animations from Knightmare
Series 3, sometimes with new alterations, including some that had previously appeared in Le Chevalier du Labyrinthe. Many were given descriptive names by the Magician, such as "the cave of the fangs" and "the gorge of the turtle". Pre-recorded footage of
goblins and
Grimwold made appearances in the show, referred to as "dwarves" and "the monstrous
orc" respectively. Some hazards that never proved fatal in Knightmare were more successful in claiming victims here. Bizarrely, guiding errors would often result in the emissary being squashed by a
giant axe or boulder that would suddenly appear, as there seemed to be no "falling" animation available in the Spanish version.
Skull ghosts were occasionally used to hurry teams who were very
slow.
Quest format:
As in the French version, the first two series featured a single quest per episode, not divided into
levels. Each team would face at least four questions from different characters - three general knowledge followed by a more cryptic riddle or "enigma".
1) General knowledge. A correct answer earns the ring of salvation ("anillo de salvación") which can be used once as a lifeline if they fail a later question. Get the first question wrong and they must roll a 12-sided die to decide their fate, as in role-playing games and some choose-your-own-adventure books. Rolling a 2 or 4 will send the current emissary to the Lord of Evil's
dungeon, a 12 will grant them the ring of salvation, and anything else allows them to continue without either reward or penalty.
2) General knowledge. They must either answer correctly or hand over the ring of salvation (if earned), otherwise they lose a life.
3) General knowledge. There is no punishment for a wrong answer, but a correct one will earn them a literal "
clue object" or piece of advice that provides a hint to the final riddle.
4) Riddle. Again they must answer correctly or use the ring to avoid losing a life.
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In addition to the items that might help them solve the riddle, teams would also pick up magic objects found on cushions or rugs along the way, which were later used to get through a room (e.g. by opening a door, creating or solidifying a bridge, clearing an obstacle from their path, draining a pool or indicating the correct exit). Unlike in Knightmare, these objects were more for the viewers' entertainment than part of the
challenge, as they didn't have to be earned and the teams were usually told when and how to use them. There was sometimes a choice of two objects but it doesn't appear to matter which they take, as the later obstacle may be adjusted accordingly. Knightmare-style
spells were not used.
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Upon reaching the "transit room" (
Merlin's throne room from Knightmare), the White Lady - playing a similar role to Morganne la Fée in the French version - would appear in the window and pose three further questions about the events of their quest, to test their memory and observation skills. Each correct answer makes the next
step appear to bridge the pit, while a wrong answer will lose a life unless they still have the ring of salvation. On the rare occasion that a team reaches the transit room without losing any lives, they are given the steps without having to answer any further questions.
Once in the transit room, teams could afford to lose a third emissary (giving them even more lives than Le Chevalier du Labyrinthe) as the sole remaining player could be guided forward by the Magician. However, losing three lives before reaching this point would spell the end of the quest. The Magician would then summon the kidnapped players back to his antechamber and show them the prizes they could have won, à la
Bullseye!
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After completing the White Lady's test, the King would appear on his throne to congratulate the emissary and often provide some backstory about the fall of the castle. He would then give them a magic word or phrase (usually drawn from fantasy, mythology or religion) to temporarily incapacitate the Lord of Evil, giving them enough time to recover their talisman. As in the French version, the emissary would sit on the vacated throne to be transported to the final scene.
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While quests in Le Chevalier du Labyrinthe ended with a puzzle to release the treasure, El Rescate del Talismán always featured a final encounter with the Lord of Evil in his cave beneath the castle, similar to the dungeoneers meeting Lord Fear in person. This took place in a real studio set, where the emissary would remove their helmet. The villain, resembling one of
Tolkien's Ringwraiths with black robes and red glowing eyes, would then approach them while dangling the talisman and laughing (but never speaking). Despite being hyped up as a powerful adversary, he tended to amuse rather than terrify viewers, being extremely slow and easy to defeat - he would simply fall to the ground and vanish when the emissary recited the magic word(s). They could then pick up the talisman before pulling a
sword from a stone to
free their kidnapped teammates, who would emerge from the dungeon removing manacles from their wrists. The Magician would place the talisman on a glowing altar and the team would pronounce the same incantation in unison to conjure up their reward.
Prizes:
Like the French version, the first series was sponsored by Sega, so the prizes ostensibly consisted of Master System, Mega Drive and Game Gear consoles, plus a selection of games (which the Magician said were brought here "
through time and space" and would recreate "
the fantasy of this adventure"). However, winning contestants have reported that the various boxes displayed on screen were in fact empty, and all the team members were later sent a Master System. One losing contestant reports that they took home a 286 PC as a consolation prize.
Characters:
The first series featured a similar cast of characters to Le Chevalier du Labyrinthe, with the addition of a main villain.
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El Mago Master, the Master Magician (
Eduardo MacGregor) who welcomes the emissaries to his tower, "
my humble abode". He opens each episode with a monologue about the life of a magician, recounting tales from his youth such as an encounter with a tricksy forest fairy, killing
dragons and werewolves, and the sudden death of his master. At the age of 111 (and starting to feel it), he wishes for an apprentice of his own, but many have given up quickly as "
the discipline of this art is difficult for those who do not love it with true passion".
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--
El Señor de la Maldad, the Lord of Evil (
Miguel Ángel Suárez). An evil wizard who amassed great power by stealing the talismans, perhaps even gaining immortality. Said to be very cruel and ruthless as well as cunning, wise and ambitious. Weapons are useless against him and his greater magical power makes him virtually impossible to defeat unless the talismans can be recovered by their rightful heirs.
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Velda the Amazon (
María Sanz). A proud warrior and "specialist in the defence of castles", often seen wielding a sword and on one occasion fencing with Tados. She tends to pose questions with a warrior theme and expresses scorn when the so-called knights lack knowledge of such topics.
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Rufo the jester (Miguel Ángel Suárez). Very acrobatic and energetic, he often clowns around with the emissaries, even carrying one briefly on his shoulders. Skilled at mime. He is friends with Princess Isel but dislikes Velda always showing off her strength, as he thinks intelligence is more important.
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--
Uraut the
witch (
Marga González). She lives in a cave with the dwarves and is sometimes seen stirring a cauldron or flying on her broomstick. Full of mischief, she often cackles to herself and can be rebuked by the Magician (reminiscent of
Treguard with
Mildread) for her irreverent speech or for trying to pose a second riddle when the first proved too easy. Sometimes bickers with Grom or complains about the emissaries' intrusions. A number of her questions involve animals.
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Grom the sorcerer (
Ricardo Palacios). He is trying to learn the contents of every book in order to find a curse that can nullify the Lord of Evil's power over the castle. Claims that many people come to consult him as a fortune teller due to his knowledge of future events. Another mischievous character, often teasing the emissaries and once seen cooking
poisonous mushrooms to punish someone. He gets annoyed when they answer his questions correctly, especially if he has to give them a ring of salvation from his precious collection.
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Princess Isel (María Sanz). Shares some traits with
Gretel, being young, a dreamer and perhaps a little vain (describing herself as pretty). She dislikes being trapped in the castle and wishes to
escape with Rufo, longing to see the sea, the stars and especially the moon, which she finds very beautiful. Likes stories and reading books. She is always friendly and sometimes a little flirtatious with male emissaries!
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Tados the dead warrior (Miguel Ángel Suárez), also described as "the spectre". A skeleton dressed in armour, skilled with swords, spear and quarterstaff. He is normally found in the gloomy dungeons, being forbidden from the castle's "noble halls" because of his ghastly appearance. A rather serious character (though he does laugh occasionally), he feels the dead are not respected enough, but appreciates having no shortage of time, unlike the living. His questions often relate to death in some way.
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El Genio del Muro, the Genie of the Wall (
Andrés Asenjo) and
La Esfinge, the
Sphinx (
Teresa Abad). Two
wall monsters using the same animations as
Golgarach and
Brangwen. The Sphinx was once a young Egyptian princess whose every whim was instantly satisfied, but the Lord of Evil's curse has turned her into stone and made her forget the joys of her youth.
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El Cuervo, the
Raven (Marga González). A
talking bird who is capable of posing questions to the emissary.
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La Dama Blanca, the White Lady (María Sanz). Another "gentle princess" whom the Lord of Evil has turned into an apparition. She always greets the emissary warmly and wishes for their success, saying she would feel guilty if any harm befell them, but the enchantment obliges her to set them a final test in the transit room and send them to the dungeon if they don't answer her questions correctly. The canonicity of her name is unclear, being used in online articles but not mentioned in any of the available episodes.
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King Prasio (
Daniel Fortea). He was once king of a magnificent land and the owner of this castle, with the best knights in the world. A man of arms who knew nothing of magic, he unknowingly "fed and sheltered" the Lord of Evil in the
shadows of his court, and regrets that he failed to prevent the theft of the talismans. The castle is now completely possessed by the Lord of Evil, who has filled it with monsters and unfortunate souls condemned to do his bidding. Left with nothing, unable to leave the castle and surrounded only by
ghosts, the King speaks of his great loneliness and nostalgia for the past. He is overjoyed whenever an emissary survives the perils of the quest, whereas their failure causes him great pain. The spelling of his name is unconfirmed.
SERIES 2 (1993)
Broadcast:
After a gap of more than a year, Series 2 began on 15th April 1993, still on TVE1, and continued until 24th October 1993. Initially airing on Thursdays at around 5 or 6pm, it soon switched to an earlier timeslot on Saturdays and then Sundays. Erratic scheduling and regional variations make it difficult to determine the exact number of episodes in this series, but it is thought to be around 25 or 26.
Music:
The opening title sequence was now replaced with that of Knightmare
Series 6-8, including the theme music, while the original titles (with the instrumental version of the El Rescate del Talismán theme) were now used for the closing credits.
Equipment:
The teams were given new outfits this year, replacing the steel gorgets with faux chainmail hauberks and coifs, along with a new design of tabard featuring a white emblem. The emissary's winged helmet was now replaced with the familiar
horned helmet seen in Knightmare, to match the new title sequence.
The satchel would prove either
pointless or extremely useful in this series; some teams never used it for anything, while others would have to carry as many as five objects around with them!
With the introduction of real-life locations, the Eye
shield ("el escudo") was now added to the emissary's equipment, although Eyeshield sequences were seldom used and the host barely mentioned it (unlike Treguard who never shut up about it).
Locations and threats:
The new Master Magician had his own antechamber set, a vast cavern with supporting columns and arches (somewhat reminiscent of Knightmare's Level 2
Cavern Range). Meanwhile the Lord of Evil had obviously been busy redecorating, as he also had a fancy new cave set featuring dragon figures, coloured
gems in the walls and a large glowing green star on the floor.
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Real-life location footage shot for Knightmare
Series 4 to 6 was now used, including some leftover material that never made it into the British show (Eyeshield and
flight sequences as well as unedited still images). Interestingly, they also continued to use some of
David Rowe's hand-painted rooms, resulting in a strange mixture of styles. At the end of a scene, the emissary would often now exit the same way they came in, which has been criticised by
KM fans for violating the ancient adage "
The only way is onward - there is no turning back!"
Whilst there were still no levels to travel between, the show did see the addition of the
Descender ("the freight elevator") as well as flights on a "very special dragon", Knightmare's very own
Smirkenorff! (He remained silent as in
Series 5, perhaps being unable to speak Spanish.)
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The pace of the show was noticeably quicker, with fewer narrow winding paths to navigate, and the introduction of
speedier challenges like the
Corridor of Blades ("the corridor of the sawmill"),
transporter pads ("the pass of the knight") and various
causeways (called "platforms"). The original footage of
Peggatty's
fireballing was also used, and
Blockers made occasional appearances.
Pookas were sometimes seen, but strangely seemed to be employed as exit markers rather than posing any threat. The random "squashed to death" animations of Series 1 were abandoned in favour of the emissary blinking on and off for a few seconds before vanishing.
Quest format:
Quests in this series were more varied and generally involved collecting things from the characters they encountered, such as objects whose initials would form the final spell, or the sequence of numbers for crossing a causeway. Objects were no longer used to help navigate rooms or provide riddle hints.
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Series 2 had a larger cast, allowing for two more character encounters per episode. The first would tell them what their quest was and perhaps provide one of the things they need to collect, along with a
password or spell to use later. The sixth character would wrap up this quest, usually providing a spell to defeat the Lord of Evil in exchange for whatever the emissary had brought them.
Teams would still face three general knowledge questions and one cryptic riddle, but no longer in any particular order. The ring of salvation was now only awarded in the event of rolling a 12 on the die, and would be given to the advisors by the Magician rather than provided to the emissary by characters within the castle.
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To save time, only the first emissary was now given all the equipment and transported from the Magician's throne, while any replacements would be sent directly from their own chair. In most cases the new emissary would continue from where they left off, rather than starting fresh in a new room as they did in Series 1.
The White Lady would still pose three questions about their quest to cross the pit in the transit room, but they no longer met the King here, instead learning the magic phrase earlier in their quest (sometimes in the very first scene). This room was now followed by a causeway, which the White Lady would tell them how to cross.
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The final encounter with the Lord of Evil was largely unchanged, though he seemed to have more
energy in Series 2, with his movements far less slow and arthritic! Once he was defeated, the Magician would send one of the remaining advisors (rather than the current emissary) to draw the sword from the stone, which had no visible effect as the dungeon was now located along a passageway that the prisoners must walk through. Teams were evidently encouraged to act a bit more, high-fiving or hugging each other when reunited. Instead of placing the talisman on an altar and getting the team to recite their magic word, the Magician would shout his own all-purpose incantation to make a table of prizes appear.
Some viewers have recalled occasions when the emissary forgot the magic word and was captured by the Lord of Evil during the final scene, though this is currently unconfirmed.
Prizes:
With the programme no longer sponsored by Sega, each team member now won a computer (for their school according to some sources, though this is not mentioned on screen). The Magician invariably had no idea what these devices were, and would invent some absurd description to fit with his running theme of that episode. The team would then pretend to be using them even though they weren't switched on!
Characters:
Most of the Series 1 characters
returned, all with new outfits. King Prasio became a character they could meet along the way instead of appearing on his throne in the transit room. The Sphinx was now voiced by Mirian Lago.
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Grom actor Ricardo Palacios was promoted to hosting the series as a new Master Magician. In stark contrast to his kind and helpful predecessor, he was more inclined to mock and berate the contestants, with a loud and unrestrained manner that would put Brian Blessed to shame. He would constantly banter with the advisors in between scenes (having a different pet theme each week), and sitting beside him was hazardous as he was not averse to whacking them round the face with his pendulous sleeves. They would also have to shout over him while he tried to put them off with wrong answers and directions, even during the most perilous guiding exercises! (He was especially keen to send the emissary into the pit in the transit room, which he claimed was full of his starving piranhas.) He always used a particular incantation - "
Macupefapalu!" - to summon the knights, dress them, send them into the adventure and conjure up their prizes.
Other characters added in Series 2 include the following; note that spellings are mostly taken from auto-generated subtitles and may not be accurate.
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Drugo (Daniel Fortea). A
boatman who rows the emissary across "the bottomless swamp" (the Series 5-6
Dunswater). Seems to be very poor, as he speaks about not eating recently.
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Clodoaldo the troubadour. Encountered in the inn, he chats about food and tries out a spell that Uraut taught him.
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Fray Ton the monk (
Tito García). Not unlike
Brother Mace, he tests the emissaries as well as praying for them.
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Fausto the
weeping door. He is the victim of an enchantment that causes him to cry even when he's happy inside.
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The Ghost (Miguel Ángel Suárez). A friendly phantom who haunts the north corridor, twirling around in a white sheet and speaking in a comical high-pitched voice.
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Morgana (Marga González). A powerful sorceress who doesn't much like helping people but will do so out of boredom (warning that she won't be so good next time). Somewhat reminiscent of
Lillith with her red and gold dress.
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Prince Tulfo, a prince who has been turned into a frog. He rarely gets visitors now, especially from maidens (who are less interested in speaking with a frog than a prince), so is very happy to see the knights and keen to aid their quests.
SERIES 3 (1994)
Broadcast:
Series 3 ran from 19th September to 8th November 1994 and comprised 29 episodes. The programme had now switched channels to TVE2 and had a later timeslot, airing at 8:30pm from Monday to Friday except when forced to make way for sport. Instead of self-contained episodes featuring a single quest, the show now introduced Knightmare-style rolling gameplay, so the change from weekly to nightly episodes may have been to help viewers remember what was happening.
Music:
This series featured new ambient music composed by Pablo Miyar.
Equipment:
In keeping with the new host's nature-loving theme, the team now wore tunics in a range of leaf colours. The horned helmet (now referred to as "el yelmo") was resprayed to have a shinier, more metallic appearance, while the fairly pointless Eyeshield was no longer used.
Locations and threats:
Quests were now overseen by the Druid, whose antechamber set appears to be some sort of temple within a forest, with a throne formed by tree roots from which the first emissary would be transported.
The Lord of Evil had a new throne room of his own, where he would keep any kidnapped emissaries and monitor the quests with his viewing pool. This was also the setting for the final encounters.
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A mixture of hand-painted and real locations was still being used, with backgrounds from Knightmare
Series 7 now added, including Spanish castles and the
Sewers of Goth. The new setting led to the inclusion of several forest scenes, and an intense purple tinge was widely used, making it reminiscent of Knightmare Series 4. Again we can see some leftover shots that were never used in the UK version. Causeways (which were no longer the penultimate challenge but could instead appear at any time) had a new appearance and different solutions from those seen in Knightmare.
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Smirkenorff flights continued, with the emissary now required to call his name in order to take off, and to pay him with a
firestone ("piedra de fuego") as in Knightmare. The Druid would explain that he was the last surviving dragon and "
perhaps the noblest and wisest of them all". Upon landing, the Druid would announce their arrival in Level 3, though it's unclear what this refers to as there is no mention of previous levels and the flight occurs quite early in the quest.
Quest format:
At least in the available episodes, the spell used to defeat the Lord of Evil would be formed using the first syllables of words or objects they had collected along the way.
Instead of seven questions, each episode now featured only three (two general knowledge plus a cryptic riddle in any order), with the memory test in the transit room being dropped. (However, quests were now spread across more than one episode so it's possible that teams still faced a similar number of questions overall.) This resulted in more scenes where characters would provide information and/or objects for free, with very
little for the team to do.
Scrolls might be found, revealing a sequence that was needed later.
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Without the usual transit room or final causeway, the show
down with the Lord of Evil now occurred rather abruptly. In this series he would merely
freeze instead of vanishing when they cast their spell against him, so the emissary must hurry out after retrieving the talisman and freeing their teammates. The Druid would then summon them back to his antechamber to award the prizes.
Prizes:
Contestants in the third series each won a camcorder - "
outlandish gadgets" that puzzled the Druid much like the computers the previous year.
Characters:
This series featured an entirely new cast of characters and only a handful of returning actors. It leaned further than ever into the Tolkien influence with the addition of elves, a
dwarf, an orc, a talking tree, and even a hobbit!
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New host
El Druida (
Ismael Abellán) was far more helpful and encouraging than his predecessor, even stepping in to guide the emissary when the advisors weren't doing it very
well! He often spoke to the other characters, asking for their help and thanking them, and had a curious habit of directly addressing the camera in between scenes. Described by viewers as a Gandalf-like sage, he has a long white beard and robes, and uses a magic staff (sometimes accompanied by a
Latin-sounding incantation) to transport the contestants and their prizes.
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The Lord of Evil (
Carlos Nicolás Rivas) was recast for this series and reimagined as a red devil, who now spoke and appeared in cut scenes with a henchman, much like Lord Fear (though without the need to use a
spyglass). He was also less inclined to
dance around before approaching the emissary. Not satisfying with occupying the castle, he was now attempting to take over the forest as well. (All-in-all the character seemed to be growing in strength rather than weakening, despite the dozens of talismans recovered by this point!)
Characters in Series 3 include the following (some spellings are uncertain):
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Cero the dwarf (
José Carabias). He rows the emissary through the sewers and is upset about being unable to leave them. He wants to help but is wary of giving too much information in case the Lord of Evil turns him into a
toad.
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El Orco, the Orc (
Pedro Saldaña). He chains people up and is keen to eat the emissary, so they must hurry out while he's distracted. The Lord of Evil is furious when he loses a scroll that gives the team vital information.
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Kagor (Miguel Ángel Suárez), the Lord of Evil's reptilian servant. A very
Lissard-like character who tries to please his master with "repugnant and perverse" ideas but is frequently told to shut up. He is cowardly and does nothing to prevent the emissary from rescuing the talisman and their kidnapped teammates.
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Ental the tree man (
Miguel Gredilla). A peasant who was turned into a chestnut tree by the Lord of Evil, who apparently mistook him for a knight. He has grown to love being a tree. Said to possess much wisdom, he tells the team which characters they must seek out.
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La Dama del Lago, the Lady of the Lake (María Sanz). She appears to the emissary in a mirror and cannot leave the surroundings of the lake where she lives, but is able to give them advice and passwords.
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The Fauns (
Carlos Poyal &
Ángel Solo). Two brothers who play together and are curious about where the emissary comes from.
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The Merchant (
Alberto "Piwit" Papa-Fragomén). A fast-talking salesman with all manner of items in his
bag, some less impressive than he makes them sound (as he confesses by
breaking the fourth wall).
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Brocon the ferryman (
Alfonso Vallejo). He seems suspicious of outsiders, but obeys the Druid when asked for help.
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Olda the warrior (
Verónica Lago). Much like
Gundrada, she wields a sword and is unimpressed by the emissary's "skinny muscles".
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El Cuervo, the new talking raven. Gives useful advice if they can answer her riddle, much to the annoyance of the Lord of Evil.
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Teo the knight without memory (
Javier Balibrea). A prisoner of the Lord of Evil whose memories have all been stolen, so he can't even remember where he comes from and feels empty inside. He wishes the emissary no harm and is unable test him with a question as he can't remember anything.
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Sibelius the eternal phantom (Miguel Ángel Suárez).
Shrouded in a black robe, he laughs and moans a lot. In life he was a knight alchemist who sought to bring about peace and love.
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Ghendan & Lindal the elves (
Andrea Masulli &
Amparo Bravo). A friendly and excitable pair who enjoy singing.
Other credited characters not shown in the available episodes include
Alteus the magician (
Eligio Palomino), the
Sorceress (
Amparo Climent), the
Nymph (
Virginia Chávarri), the
Hobbit (
Encarna de las Heras) and the
Witch (
Chelo Vivares).