The Stained Glass Window lay deep in Level 3 during the early series of Knightmare.

Stained Glass Room

By Keith McDonald

This artistic room with its fabulous stained-glass window required magic to reveal the correct pathway or overcome its guardians.


This memorable room appeared deep in Level 3.

Teams emerge at a staircase in the top-left corner. A magnificent stained-glass window at the rear reflects down into the centre of the room.

A series of narrow pathways lead offscreen at the bottom, so teams cannot see where the dungeoneer is heading.

The Stained Glass Window, based on a handpainted scene by David Rowe, as shown on Series 3 of Knightmare (1989).

Teams usually required magic to show the correct path to take.

The magic would make the room dark and a beam of light would shine from the regal face onto the correct route.

Teams who took the wrong path would fall over the cliff edge at Death Valley.

The end (cliff sequence) of Death Valley, based on a handpainted scene by David Rowe, as shown on Series 3 of Knightmare (1989).

One team is shown the way to proceed but is halted by the sorceress, Morghanna, who fries the dungeoneer on the spot.

You have a choice, and it's one you must take.

Treguard

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The Cavernwight Chamber from the early series of Knightmare.

This stone cavern was inhabited by creatures that could hunt by smell. Teams had to negotiate this danger to escape.

Dragon Room

Series 2, Quest 4. The scene gets misty as Mark awakens a dragon deep in Level 3.

Before the arrival of Smirkenorff, a dragon occupied a handpainted chamber in Level 3. Dungeoneers might have to cross its mouth to escape.

Series 1: Dungeon

The level one dungeon shield room.

The original Knightmare dungeon is formed of authentic handpainted artwork by David Rowe with added graphics and effects.

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