The Wheel of Fortune, the opening room during Series 2 of Knightmare.

Wheel of Fate

By Keith McDonald

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.


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.

The Wheel of Fate or Wheel of Fortune, based on a handpainted scene by David Rowe, as shown on Series 2 of Knightmare (1988).

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.

Treguard

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Series 2: Level 2

Series 2. The fire cave in Level 1.

The second level of the Series 2 dungeon included new spider and scarab rooms and a mine. All rooms are based on authentic handpainted designs.

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.

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