The scorpion with its snapping tail and additional floor tiles removed from Series 3 of Knightmare.

Snake / Scorpion Room

By Keith McDonald

Usually a Level 1 challenge, this room contained various hazardous creatures, including a snake and a scorpion.


This room was an early test of timing and coordination.

Snake

One hazard was a large snake. Sometimes it would fully appear in the middle of the room.

Alternatively, the snake would enter through the rubble from one of the rear doors.

This caused some panic when teams casually led a dungeoneer into the centre of the room.

A variant of the Snake / Scorpion Room, based on a handpainted scene by David Rowe, as shown on Series 2 of Knightmare (1988).
A snake variant, from Series 2

Scorpion

A different hazard was an animated scorpion, which snaps its tail across the width of the room.

A variant of the Snake / Scorpion Room, based on a handpainted scene by David Rowe, as shown on Series 1 of Knightmare (1987).
A scorpion variant, from Series 1

Dungeoneers must run the gauntlet and time their passage with care.

When this puzzle was first introduced, there was enough space to evade the sting.

However, in the third series, an area of floor is broken so dungeoneers must pass through the line of fire to escape.

A variant of the Snake / Scorpion Room, based on a handpainted scene by David Rowe, as shown on Series 3 of Knightmare (1989).
A scorpion variant, from Series 3

Those who linger longer in this chamber may linger forever.

Treguard

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Series 3, Quest 10. Julie at the Mills of Doom in Level 2.

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