From
TES issue 16 (July 2002)
Series 1/2/3.
Level 1/2.
THE CORRIDOR OF THE CATACOMBS
It is such a simple idea to have a corridor with a choice of four exits, but it was used very effectively in
Knightmare's early years in the shape of the Great Corridor of the Catacombs. This was effectively a long room with four doors, one of which the
dungeoneer would have to be guided through in order to survive. It sounds like simplicity itself on face value, but it could be a very dangerous challenge indeed, as
Treguard often stressed in series 1:
"Extreme warning, team, you have entered the Great Corridor of the Catacombs. This is patrolled by the Army of the Dead. Exit with haste, or your quest ends now!" - Treguard.
The skeletal army (clomping footsteps) was one of the Corridor's less impressive dangers, but there were plenty of challenges to test even the hardiest dungeoneers: salivating monsters, disappearing floors, moving walls, cryptic locks, or - in series 3 - advancing
goblins, knights or
ogres. Although these challenges were not responsible for many deaths directly, a few dungeoneers' fates were sealed in the Corridor.
Both
David and Helen I in series 1 took the wrong door to escape, leading to entrapment and eventual starvation in the next chamber. And what about poor Julie I from series 3, defenceless thanks to the team's failure to answer
Merlin's riddles? In the Corridor at the end of level two, goblins began to advance on Julie. It was not these that spelled her doom however, (mainly because they were pre-filmed), but a second pair of the little critters that appeared from the two doors near Julie to completely block her exit.
Having said all that, most teams managed to stride bravely past the dangers up ahead and continue on their way. This is no great marvel, however, as the Corridor was mostly used as a scare factor, just like so many other challenges. Still, the Corridor of the Catacombs fitted nicely in with the dark and ominous atmosphere of the early series, and seemed to epitomise the mysterious nature of the marauding creatures of myth that dwell in the
Dungeon depths. In a nutshell, a classic and fitting challenge.
Difficulty: 4 If you can't walk the walk...
Killer Instinct: 5 Indirectly responsible for some deaths.
Gore Factor: 5 It just depends on what happens next, doesn't it?
Fairness: 9 It should be an easy stroll to freedom.