The Block and Tackle room (Series 4).

Block and Tackle

By Keith McDonald

With its unstable flooring and walls, the Block and Tackle was a tricky obstacle in the fourth series.


The Block and Tackle was a room with lots of collapsing and moving structures, which provided dangers from all angles.

The floor would begin to disintegrate down the left-hand side. Then the higher wall panels would swing across the room, followed by the lower panels.

Teams had to exit swiftly and calmly to avoid being caught by one of these unstable structures.

Preview of an Oculus Rift view of the Block and Tackle.
A dungeoneer point-of-view in the Block and Tackle

This was often made more difficult by the angle or speed at which the dungeoneer entered. Coupled with a sense of panic, this caused several rash mistakes as teams tried to move at speed.

One team suffered a particularly humiliating end by ordering the dungeoneer to side-step left, straight into the pit left by the crumbling floor.

Statistically, the Block and Tackle is among Knightmare's most lethal challenges. It claimed three victims out of eight quests during a one-season run.

Nothing here is stable. Proceed with care but don't delay!

Treguard

You Might Also Like...

Bell and Bridge

The alternative bell/bridge entry room from Series 1 and 2 of Knightmare.

This room was an alternative starting room in the first two series of Knightmare. Dungeoneers had to trigger a bridge to reach the exits.

Series 4 Quest 3

Series 4, Quest 3. Nikki is questioned by Merlin in Level 2.

Team 3: Nikki, Corrina, Emma and Katharine from St. Albans.

Dungarth

The Ruins of Dungarth, as shown in Series 4 (1990) and Series 6 (1992).

Guarded by goblins, assassins, ogres, and a giant lizard, the Ruins of Dungarth were an early hazard for teams in Series 4.

See Also