Wellway rooms, or more accurately
wellways, were often guarded. These guards (or uncooperative occupants) had to be appeased with a
password, satiated with an item, deterred via a
spell, frightened away, or simply evaded at speed. The list includes:
<
Gibbet: Both his appearances were as a
Level 2 wellway room guard during Series 1.
Team 3 of Series 1 could have got past him with a magic
anvil, but didn't;
Team 6 of Series 1 got past him with a password.
>
Gumboil: Guarded Level 1 wellways.
Team 4 of Series 1 used an
ITCH spell against him.
Team 2 of Series 2 had the password Gumboil was looking for (feldspar).
Team 4 of Series 2 did not, but were able to bribe Gumboil with gold.
<
Mildread: Series 2, Level 1. Turned her cauldron into a well for
Team 3 of Series 2 and
Team 5 of Series 2 (although the latter team's well led to the
Monster's Stomach rather than
down to Level 2 proper).
>
Mogdred: Or rather, his
giant hand, during Quest 3 of Series 2. Thing from The Addams Family should have sued.
<
Cavern wraith:
Team 7 of Series 2 scared it away on Level 1 with a dagger.
-
Olaf:
Team 10 of Series 2 fobbed him off with an 'invisible' stone in Level 2.
<
Cedric:
Team 7 of Series 2 found him in the Level 2 wellway room.
SHOVEL would have dealt with him, but the
team failed to cast it.
>
Automatum: Advanced on several Series 2 teams in the wellway room.
Team 13 of Series 2 used a
RUST spell on him.
>
Mrs. Grimwold and
Festus: Present in the Level 1 wellway room in Quests 2, 3 and 12 of Series 3. Appreciated receiving a bone for Festus.
< Axe: An executioner's axe descended towards
Leo from
Team 4 of Series 3 as he climbed into the Level 1 wellway.
-
Grimwold: Series 3. Sometimes tried to attack dungeoneers in the wellway room. On one occasion, Mrs. Grimwold restrained him; on another, the dungeoneer had no escape and the
ogre got his prey, in what was technically a wellway room without a wellway (SEE
crayon).
>
Skull ghost: Harangued Julie from
Team 10 of Series 3. Ditto Nicky from Team 3 of
Series 4.
-
Behemoth/original
frightknight: Dungeoneer Martin of
Team 11 of Series 3 used his
GHOST form to scare the armoured guard away.
Team 1 of Series 4 used a dagger that gave dungeoneer Helen
invisibility.
<
Assassin: Alistair of
Team 2 of Series 4 shouted at it to leave, though it was returning as he climbed into the well.
- Lizard:
Team 4 of Series 4 used an hour-glass to freeze the
giant reptile (although it looked rather sedentary anyway).
>
Fatilla: Guarded wellway rooms (including an outdoor wellway) in Series 4. Team 5 got past him with a
key,
Team 7 of Series 4 with gold and a
JOKE spell,
Team 8 of Series 4 with a (fatal?)
SNIFF bottle.
Can You Beat The Challenge? (gamebook) features six wellway rooms, four of them with sentinels: a Morning Star (which is akin to a
flail),
cavernwights, and two unnamed guards seeking passwords.
[Earlier version: 2009-11-20 19:55:44]
Provided By:
David, 2012-09-01 12:06:19