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Welcome to the Knightmare Lexicon. This system is designed to be a centre point for any Knightmare related information. You may think of it as a Knightmare Encyclopædia or Dictionary. Though in many ways it is more like a Knightmare wiki in that people with an interest in Knightmare like yourself may add entries to the database for others to find. Likewise if there's a piece of information you're looking for on Knightmare then in thef future it's very likely you'll be able to find it here. For the system to be a success it relies on each and every member of the community providing as much information as possible. Enjoy! logins.

Entry of the Day - Vale of Vanburn
1. Vale of Vanburn
From TES issue 6 (March 1997)

SERIES 3 : DUNGEON VALLEYS : LEVEL 1

Perhaps an unfamiliar title to some readers, the Dungeon Valleys were a mysterious feature to many quests in series three, and often proved to be a key feature.

For the uninitiated, the valleys comprised of a long winding path, flanked by huge cliffs, and leading towards various caverns at the end.

Obstacles range from a cunningly disguised patch of quicksand, which accounted for one dungeoneer, and almost inevitably an enemy presence along the path. To further refresh your memories, the valley was bathed in a dull, green light, with two narrow waterfalls visible in the distance.

The challenge presented to the dungeoneer appeared at first to be little more than tricky - merely requiring cautious guidance along the narrow pathway. However, the whine of a goblin horn, or the clanking of a nearing knight [i.e. Behemoth] soon injected panic and fear into the proceedings !

Perhaps another element of challenge arose from the change of angle halfway down the path. The guiders suddenly would have to adjust the directions they issued to their dungeoneer, and would most likely be able to see the evil creatures lurking behind !

Despite only appearing in one series, the valleys offered some memorable moments. I can recall many exciting chases through the valleys, such as the large armoured knight who often featured. Mr Grimwold often charged after dungeoneers along the pathway. However, the valleys were without doubt another favourite haunt of goblins. For me, the most memorable example of this came in the final quest of 1989, when Chris and chums found themselves trapped ! Previously, all dungeoneers simply walked to the end of the path, but Chris had goblins in front of him, AND behind him ! Without Treguard pointing out a small cave set into the cliff, Chris was doomed.

Overall, in my opinion. the valleys provided a lot of excitement, and a good means of thrilling long-distance chases. However, I somehow feel that it would not have fitted into any other series but series 3.

The valleys had an air of mystery about them. There appeared to be great significance, and often teams would begin to contemplate further examination, only to encourage enemy pursuit. Or, in the case of [Gavin] - the first dungeoneer of the series, the quicksand proved too tempting to ignore !

Perhaps this is a matter of personal preference, but I always liked the silent, calm yet sinister aspect of this chamber, despite it's somewhat insignificant role in the dungeon.

Difficulty : 4 : Good guiders had no trouble. However, it was easy to panic
Killer Instinct : 2 : One victim in one series, without really being dangerous !
Gore Factor : 2 : Quicksand didn't look fun, but at least there was no blood...
Fairness : 6 : Not entirely obvious where to go, but not too nasty either...

Written by and submitted with the kind permission of Paul McIntosh.

Provided By: Eyeshield, 2007-12-11 17:24:42
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