Series 3 Quest 4 - Level 3 - stained glass window room with bat flying past

Series 3: Level 3

By Keith McDonald

The third level of the Series 3 dungeon saw a number of familiar handpainted rooms, with the addition of an Egyptian room and a ledge for Morghanna.


Skeleton Room

The Skeleton Room, based on a handpainted scene by David Rowe, as shown on Series 1 of Knightmare (1987).

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Morghanna's Causeway

Morghanna's Causeway, based on a handpainted scene by David Rowe, as shown on Series 3 of Knightmare (1989).

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Gargoyle Room

The Gargoyle Room, based on a handpainted scene by David Rowe, as shown on Series 1 of Knightmare (1987).

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Medusa

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

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Level 3 Clue Room

A variant of the Level 3 clue room, based on a handpainted scene by David Rowe, as shown on Series 3 of Knightmare (1989).

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Dragon Room

A variant of the dragon room, based on a handpainted scene by David Rowe, as shown on Series 2 of Knightmare (1988).

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Jericho

The second part of the Jericho Room, based on a handpainted scene by David Rowe, as shown on Series 3 of Knightmare (1989).

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Lair of Kaa

The Lair of Kaa (Level 3 version), based on a handpainted scene by David Rowe, as shown on Series 3 of Knightmare (1989).

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Egyptian Room

The Lynx Room or Egyptian Room, based on a handpainted scene by David Rowe, as shown on Series 3 of Knightmare (1989).

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Stained Glass Window

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

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Door Option Room

The door option room, often the first room of the dungeon in Series 1 of Knightmare.

A room with four doors, often used towards the beginning of a quest in the early seasons of Knightmare.

Series 1 Quest 6

Series 1 Quest 6. Richard examines a bottle labelled Sniff in the Level 3 clue room.

Team 6: Richard, Jonathan, Paul and Edward from West Yorkshire.

Gargoyle Room

The Gargoyle Room, found in Level 3 during the early series of Knightmare.

The gargoyle was found in Level 3. Some of the teams that encountered it had to answer a riddle or improve its mood until it released the exit.

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