Knightmare Lexicon - A Knightmare Encyclopædia
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1. Adventurer’s Code
At the start of each quest in Series 1, Treguard mentioned that the teams had read the rules of ritual and the Adventurer's Code. These basic guidelines were among the information sheets sent to contestants ahead of filming.

Ray Lockton, an advisor from Team 4 of Series 5, provided Knightmare.com with the letters he received following their successful audition. This included the Adventurer's Code used in 1991:

1. Your Quest is for Truth & Justice. Attempt to remain true to them.
2. Good is often defined as 'the right hand path'. When there are no other indications or hints, it is often best to choose it.
3. Beware the weapons of your enemies. Unless otherwise indicated, it may be best to assume that all weapons discovered fall into this category.
4. Aggression breeds aggression. Never attack anything unless it appears to be attacking you. Always use your wits before using force.
5. Do not cheat. By doing so you only cheat yourself of enjoyment.
6. Use all magic with great care. Unless otherwise indicated, most spells may be used only once.

Teams were also provided with the rules on carrying clue objects, use of the knapsack, and the rituals for spellcasting and dispelling.

The first Knightmare gamebook, 'Can You Beat The Challenge?', featured a slightly reworded and expanded version of the Adventurer's Code:

1. Your Quest is for Truth and Justice. Attempt to remain true to them.
2. Good is often defined as 'the right-hand path'. When there are no other indications, or clues, it may be best to choose this way.
3. Beware the weapons of your enemies. Unless there are other indications, it is best to assume that all the weapons you discover fall into this category.
4. Aggression breeds aggression. It is best not to attack anything unless it appears to be attacking you, or threatening to do so.
5. Never slay if there is any alternative.
6. Do not attack superior forces when your wits could serve you better.
7. Do not cheat.
8. You may only carry two objects from a Clue Room. If you find you have more than two objects in your possession, you must choose which to discard.
9. Clue objects found on one level may only be used on that level and should be discarded as you descend to the next level. However, a magic Clue object may be kept and used in lower levels.
10. Spells. Use all magic with great care. Most spells may only be used once (unless otherwise stated) but may be carried into different dungeon levels until you want to use them.

Failure to adhere to the Adventurer's Code, particularly the third point, caused the death of several dungeoneers. Team 6 of Series 1 chose a dagger in Level 3, the folly of which was later pointed out by Treguard: "Why are you carrying a weapon of so little use to one who's blindfold? Where is the horn to bring down the walls of Jericho?" Team 6 of Series 2 had no ice pack for Lillith after selecting a bottle of poison instead. Team 8 of Series 2 needed a divining rod to find the correct exit from a Level 2 chamber, but had rejected it in favour of a dagger; Treguard remarked that "those who arm themselves with the weapons of their enemies are ever likely to fail".

Sticking too rigidly to this rule, however, could be equally fatal. Team 1 of Series 8 decided against taking a green blade because they remembered being told to avoid weapons, forgetting the part about "other indications" - such as a scroll with the clue "Green for a girl, black for a boy". When they couldn't return Stiletta's lost knife, she didn't give them the rune lock combination needed to escape Level 1.

Provided By: Canadanne, 2017-01-22 21:34:02
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