Series 1 Quest 3 receive help from Casper the Key at the Moving Keyhole

Puzzle Room

By Keith McDonald

This room with five narrow doorways was used for several selection puzzles during the early series of Knightmare.


This straightforward room did not always have a straightforward exit. It was most often seen in Level 2.

The back wall was formed of five narrow doorways. These might be marked with numbers or symbols corresponding to the quest.

Teams might be given a clue towards the best exit. On one occasion, a team is invited to choose between luck or skill for their next obstacle.

A variant of the Puzzle Room, based on a handpainted scene by David Rowe, as shown on Series 1 of Knightmare (1987).
The Moving Keyhole in Series 1

Moving Keyhole

The most commonly remembered use of the room was the 'Moving Keyhole'.

Casper, Merlin's Key, would recognise the puzzle.

A keyhole would appear briefly on a random door and disappear again. Casper and the advisors would help the dungeoneer chase down the keyhole so Casper could unlock it.

If you want to beat the clock, just hold me up before the lock.

Casper

Giant's Foot / Axe

In Series 3, the room was used for slightly different challenges.

A giant foot would regularly land behind the doors, squashing whatever might pass beneath.

A variant of the Puzzle Room, based on a handpainted scene by David Rowe, as shown on Series 3 of Knightmare (1989).
A new hazard in Series 3

On another occasion, an axe hovers over one of the doors. The team decides to risk passing beneath it for the safest route onwards.

You must risk one peril, or another will surely overtake you.

Treguard

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Lillith was an unpredictable sorceress who appeared in Level 1 during the first two seasons of Knightmare. Teams had to please her, or they perished.

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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.

Jericho

The Wall of Jericho, with the full room behind. Appears in Level 3 during the early series of Knightmare.

This complex room was sometimes obscured by a large wall in the foreground. Once beyond this, dungeoneers were able to summon Merlin.

See Also