Nathan haggled well and swapped the gold for a magic book.
In the next room they deployed the globe for Maldame, but for no reward.
They arrived in the fireball room and were given the hurry-up by goblin horns. Unfortunately Nathan was told to step left one pace too soon and he fell thru a gap in the tiles.
Did leaving Maldame without obtaining a spell put them in losing status? Maybe, but if you wanna be cynical they went into losing status about five seconds before Nathan entered the dungeon, when they were assigned the quest for the (poisoned)chalice....
I don't like the idea that they failed because they had no magic from Maldame. Firstly, other teams managed that room without any magic.
Secondly, it was
extremely harsh to penalise a very young team for not demanding a reward from a rather bad-tempered sorceress.
It became a notable feature of the later years of Knightmare that many teams adopted a demanding attitude of "what's in it for us?" when dealing with characters, rather than waiting for a reward to be offered, which seems totally contrary to the spirit of chivalry which the Knightmare quest was originally supposed to be a test of....
I felt really sorry for team 3. Nathan was one of the best dungeoneers ever. Rather like Sophia's team (S6 T6) they were an excellent team that were actually better than a couple of the winning teams down the years. It wouldn't have been undeserved if they had triumphed.
Team 4 encountered Brother Strange and provided a proverb, then with his spyglass learned the rune-lock combo. When he announced how many thousand pages of proverbs he would collect, advisor Haydn commented: "How sad!"
Entered the level 1 clue-room and eventually chose an egg-timer and gold. Moved a bit more quickly in fireball alley altho they were given a hurry-up by goblins
Ran into Stiletta. Great comment from her: "
All helmet and no brains. Just like most of the men i meet."
One of the advisors grumbled: "Wouldn't stand for that!"
She dealt with the goblins and gave them some info.
In the trap-door room Rothberry traded a "FLOAT" spell for the gold and helped them to open it.
Straight into level 2 clue-room. Chose a bat and some stinkwort.
Should they have taken the brain pills instead of the stinkwort?
Arrived in the sewers just in time to help Sidriss escape Snapper-Jack.
Team 4 didn't exactly set the dungeon alight. The advisors were rather indecisive and Michael didn't really get the hang of "Move quickly!"