This room with five narrow doorways was used for several selection puzzles during the early series of Knightmare.
- Series | 1, 2, 3
- Level | 1, 2
This straightforward room did not always have a straightforward exit. It was most often seen in Level 2.
The back wall was formed of five narrow doorways. These might be marked with numbers or symbols corresponding to the quest.
Teams might be given a clue towards the best exit. On one occasion, a team is invited to choose between luck or skill for their next obstacle.
The most commonly remembered use of the room was the 'Moving Keyhole'.
Casper, Merlin's Key, would recognise the puzzle.
A keyhole would appear briefly on a random door and disappear again. Casper and the advisors would help the dungeoneer chase down the keyhole so Casper could unlock it.
If you want to beat the clock, just hold me up before the lock.
Giant's Foot / Axe
In Series 3, the room was used for slightly different challenges.
A giant foot would regularly land behind the doors, squashing whatever might pass beneath.
On another occasion, an axe hovers over one of the doors. The team decides to risk passing beneath it for the safest route onwards.
You must risk one peril, or another will surely overtake you.