Knightmare Lexicon - A Knightmare Encyclopædia
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1. Merlin’s Throne Room
From TES issue 66 (November 2010)

Series 3. Level 2.
MERLIN’S THRONE ROOM
 
 [Related Image] What a brilliant idea it was to include the summoning of Merlin’s three steps in series 3! Not only did it add a bit of continuity between the events of levels one and two for the first time (just one of many seeds of development sewn during this series) but it also served to underline the importance of a meeting with Merlin at that crucial point in level two, where he would either reward you with magic, thus ensuring your passage to level three, or judge you unworthy of his aid, thus dooming your quest. As the sole remaining original Dungeon-bound character, Merlin’s importance as the Master Wizard was really bigged up throughout this series, and the calling of the three steps showed both the team and the watchers what a crucial point they had reached in a stark and visually pleasing fashion.
 
 [Related Image] It is testament to the fact that series 3 was particularly tough that only half of the teams (exactly six out of twelve) got far enough (and with enough information) to complete this challenge successfully. If Merlin’s room was supposed to represent the halfway point of the entire quest, that means that only half the teams in series 3 managed to get halfway into the quest, which just goes to show that this series was ruthless with its punishment of the teams’ mistakes. Think of Scott’s team, who had missed the first step and were forced to make their dungeoneer take a jump (although a big step would have been better, I’m sure) and so ended their quest thanks to that one small piece of missing information. And even if the team did manage to summon Merlin successfully, they still had to get both his riddles right (”Two out of two or it just won’t do!” – Merlin) if they were to stand any chance of reaching level three, as Julie’s team discovered to their cost.
 
 [Related Image] I always found it much more satisfying to see actions being carried out to invoke the steps rather than simply calling them (as Scott and Martin did, disappointingly) but the gradual appearance of the path was always pleasing and exciting to watch. I’ve often wondered whether animal noises could have been used to invoke such unused steps as the cat and the dog; indeed, some steps that were actually invoked did require a noise rather than an action, such as music and laughter.

Provided By: Eyeshield, 2010-12-28 11:20:04
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2. Merlin’s Throne Room
Merlin's chamber from Knightmare Series 3 was also used in El Rescate Del Talismán, the 'Spanish Knightmare', when it started in 1991. An Oracle-like female face would appear outside the window, and the team seemingly had to answer questions from her to summon the missing floor tiles. An incorrect answer would apparently lead to elimination of the dungeoneer (after which, another team member would take over as dungeoneer).

Crossing successfully to the throne would summon a king. After his departure, the dungeoneer would sit on the vacated throne to be transported to the next chamber.

 [Related Image]

In addition, the room was used in France's version of Knightmare, Le Chevalier Du Labyrinthe (as pictured above).

Provided By: David, 2011-11-11 19:43:08
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3. Merlin’s Throne Room
From TES issue 4 (September 1996)

Series 3: Merlin's Throne Room: Level 2
 
 [Related Image] 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.

Provided By: Eyeshield, 2007-12-11 17:11:15
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