The Block and Tackle room (Series 4).

Block and Tackle

By Keith McDonald

With its unstable flooring and walls, the Block and Tackle was a tricky obstacle in the fourth series.


The Block and Tackle was a room with lots of collapsing and moving structures, which provided dangers from all angles.

The floor would begin to disintegrate down the left-hand side. Then the higher wall panels would swing across the room, followed by the lower panels.

Teams had to exit swiftly and calmly to avoid being caught by one of these unstable structures.

Preview of an Oculus Rift view of the Block and Tackle.
A dungeoneer point-of-view in the Block and Tackle

This was often made more difficult by the angle or speed at which the dungeoneer entered. Coupled with a sense of panic, this caused several rash mistakes as teams tried to move at speed.

One team suffered a particularly humiliating end by ordering the dungeoneer to side-step left, straight into the pit left by the crumbling floor.

Statistically, the Block and Tackle is among Knightmare's most lethal challenges. It claimed three victims out of eight quests during a one-season run.

Nothing here is stable. Proceed with care but don't delay!

Treguard

You Might Also Like...

Knightmare's final quest - 30 years on

Oliver Duhl (Series 8, Team 7 Dungeoneer) with Hugo Myatt at FanX Live in October 2024.

To mark 30 years since the final episode of Knightmare, dungeoneer Oliver Duhl talks us through the whirlwind experience of starting (and ending) his quest at the very end of Series 8 in 1994.

Lillith's Domain

Lillith's Domain in Level 1, as seen in Series 1 and 2 of Knightmare.

Lillith's Domain was a stone chasm. Teams needed her causeway to escape through a serpent's mouth.

Cavernwight Cavern

The Cavernwight Chamber from the early series of Knightmare.

This stone cavern was inhabited by creatures that could hunt by smell. Teams had to negotiate this danger to escape.

See Also