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.

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The third level of the Series 3 dungeon saw a number of familiar handpainted rooms, with the addition of an Egyptian room and a ledge for Morghanna.

Spear Room / Pendulum

The Corridor of Spears. Dungeoneers had to pass two sets of hazardous weapons. This variation is from Knightmare Series 3.

The Spear Room was a common timing challenge during the early series of Knightmare. Dungeoneers had to avoid spears to reach the exit.

Knightmare's final quest - 30 years on

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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.

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