From
TES issue 4 (September 1996)
Series 3: Merlin's Throne Room:
Level 2
Throughout the early years of
Knightmare, a meeting mid-way with
Merlin in level two was always a pivotal feature of any quest. However, this chamber from series three proved to be the only throne room which required further skills even after reaching the room.
As shown above, the throne room was predominantly nothing! As if suspended inside a vast expanse of blackness, the rest of the room incorporated various narrow ledges and windows, as well as (of course) Merlin's throne.
The challenge posed by the chamber involved creating a sufficient path for the
dungeoneer to cross the chasm, and to reach the magical step which would summon Merlin to his throne.
Naturally, this was simple in theory, yet tricky to execute. Crossing the chasm involved the magical calling of three '
steps' - gradually forming a precarious path. Creating the steps simply involved calling out a word, or performing a simple action - such as a throw or even a song. Knowledge of these steps had to have been earned at various stages in the quest prior to this point.
Perhaps some of you can recall Scott and
team [
Team 9 of Series 3], who tragically failed to obtain one of the steps. A desperate jump looked to be enough, until a fatal slip meant a large fall!
After enduring the heart-stopping stumble across the path, the team would be regarded with ward congratulations from Merlin.
However, hard work would begin again quickly, as Merlin would test the team with two tricky questions. Only 100% success would be enough to earn one of Merlin's
spells.
Then, and only then, could the team finally leave the chamber with a chance of succeeding in their quest....
Perhaps this review does not do justice to the significance of Merlin's throne room. Certainly, the physical challenge offered here was basic enough, yet the sheer importance of this chamber can not be underestimated.
Merlin's magic was always vital for the completion of level two, without it the team might as well say goodbye there and then.
Difficulty: 3 - Easy, three short steps, and a two mere riddles!
Killer Instinct: 2 - One fatality - although you need to earn a spell
Gore Factor: 4 - There would appear to be quite a large drop
Fairness: 9 - Once the steps were understood, there were a few problems
Written by and submitted with the kind permission of
Paul McIntosh.