This astral room is the beginning of the quest in the second series of Knightmare. Dungeoneers must halt a spinning vortex to select their next room.
- Series | 2
- Level | 1
This was the beginning of the dungeon for most teams in Series 2.
It was a long room with broken arches at the end. Through the void lay a series of bright stars.
An embryonic sphere emerges from the void. It forms a rotating vortex in the centre of the room, showing previews of three possible rooms ahead.
These might range from clue rooms to challenges such as Combat Chess, to threats such as Bomb Rooms.
Dungeoneers had to pull a lever to stop the wheel. They would instantly be taken to whenever it stopped without needing to move.
A choice awaits you, and not a very pleasant choice by the look of it.