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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Retro Gamer Magazine Article

Shelf of magazines

Issue 90 of Retro Gamer Magazine includes an article on 'The Making of Knightmare' by writer Andrew Fisher.

Card Room

The picture card challenge from the early series of Knightmare.

This room with three exits was used for a card puzzle. Teams had to select a suit from a hybrid playing card to release the correct exit.

Lillith's Domain

Lillith's Domain in Level 1, as seen in Series 1 and 2 of Knightmare.

Lillith's Domain was a stone chasm. Teams needed her causeway to escape through a serpent's mouth.

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