The alternative bell/bridge entry room from Series 1 and 2 of Knightmare.

Bell and Bridge

By Keith McDonald

This room was an alternative starting room in the first two series of Knightmare. Dungeoneers had to trigger a bridge to reach the exits.


This was a simple challenge in the very early stages of the quest during the first two series.

A large section would be missing from the middle of the room.

Dungeoneers had to stand on a symbol or ring a bell to summon a bridge. This allowed them to cross to the exits at the far side of the room.

A bridge puzzle, based on a handpainted scene by David Rowe, as shown on Series 1 of Knightmare (1987).

The final team of the first series begins the dungeon here rather than the traditional Door Option Room (which follows in the next chamber).

One team from the second series arrives here straight from the Wheel of Fortune. They waste no time and head for the bell on the very edge of the drop.

Not exactly difficult to surmount. First, use your eyes, then use your wits, then use your feet.

Treguard

You Might Also Like...

Clue Rooms

Series 2, Quest 6. Akash and team debate what to take from the clue room.

Clue rooms allowed teams to choose objects that would help them survive the level. The Level 1 rooms were guarded by wall monsters.

Door Option Room

The door option room, often the first room of the dungeon in Series 1 of Knightmare.

A room with four doors, often used towards the beginning of a quest in the early seasons of Knightmare.

Corridor of the Catacombs

Series 2, Quest 9. Jamie from Leeds navigates the Corridor of the Catacombs as the floor disintegrates.

These sinister corridors appeared in the early series of Knightmare. They were riddled with hazards, from moving walls to disintegrating floors.

See Also