Series 2. The fire cave in Level 1.

Scarab Room

By Keith McDonald

This colourful chamber is a timing challenge. Dungeoneers must avoid the fire that bursts up through cracks in the floor.


This atmospheric room resembles a volcano. Flames would appear at regular intervals through cracks in the floor by each exit.

Teams must time their passage with care to escape.

A variant of the Scarab Room, based on a handpainted scene by David Rowe, as shown on Series 2 of Knightmare (1988).
The Scarab Room

Dungeoneers usually began the room at one exit and had to cross both hazards to exit at the other side.

Alternatively, a dungeoneer might appear at the base of the room and would face only one timing challenge to exit at either side.

A variant of the Scarab Room, based on a handpainted scene by David Rowe, as shown on Series 2 of Knightmare (1988).
Approaching the line of fire

Additional hazards such as hauntings were added to pressurise the team into timing errors or to manipulate their choice of exit.

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.

Series 3 Quest 3

Series 3, Quest 3. Simon uses a magic amulet to pass through Level 2 as a star.

Team 3: Simon, Deborah, Mark and Claire from Horsham.

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