Bomb rooms were an immediate threat in the early years of Knightmare. Teams had to exit fast or face elimination.
- Series | 1, 2, 3, GW
- Level | 1, 2
Bomb rooms were fast and lethal challenges during the first three series of Knightmare.
There were two versions: a long and a short bomb room. Each was fixed with a large explosive device.
Shortly after the dungeoneer enters the chamber, the fuse is lit. Teams must exit the chamber before the bomb explodes.
The challenge was straightforward but could cause panic, which made for exciting gameplay.
Bomb rooms were sometimes used as a penalty for mistakes, such as choosing a wrong exit.
In most cases, the timer is forgiving (though some teams cut it very fine). Explosions might happen after the dungeoneer has left.
Teams might be thrown a curveball, such as the option to collect food before they exit.
In a few cases, the dungeoneer needs a specific clue object to escape. This is where bomb rooms brought some quests to a dramatic end.
Quickly, quickly. Bomb explosion imminent!
Return of the bomb
Bombs make an unusual return in the 2013 Geek Week episode of Knightmare.
On this occasion, a bomb appears in a webbed corridor.
The team must ignite it with a spell to halt the spider, Ariadne.