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 original study of Merlin the Magician, seen in Series 1 and 2 of Knightmare.

Teams who reached Merlin's Chamber in Level 2 had to perform a task to summon the iconic wizard.

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.

The Mine

Series 3, Quest 2. Cliff reaches the Mine Cart room.

An active mine was supervised by a dwarf mineworker in Series 2. In the following year, the remaining mine cart formed the route to Level 3.

See Also