Series 3, Quest 2. Following a DRINK spell, Cliff climbs down into an empty pool.

Water Room

By Keith McDonald

Inspired by a Roman Baths, this room was often filled with water and provided some interesting and clever challenges in Series 3.


The Water Room was inspired by a Roman Baths, with its elegant columns and surrounding perimeter ledge.

On most occasions, the main portion of the room is filled with water. It was a surprisingly versatile room and no two teams faced the same scenario.

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

One challenge for teams might be to locate an exit.

One team uses magic to drain the water from the pool, revealing a small exit to crawl through. Another uses a fishing rod to hook an exit from the water onto the causeway.

An alternative challenge was to flee from a danger in the water, such as a magic sword or a shark.

The Water Room was also the dungeon bath for Motley the Jester. But when he turns up, the water has been drained and a cobra turns up to frighten him away.

"Something appears to be stirring beneath the water. I shouldn’t wait to find out what!" - Treguard

You Might Also Like...

Series 3 Quest 9

Series 3, Quest 9. Scott rushes to escape a bomb room.

Team 9: Scott, Jeremy, Nathan and Ian from Ash Vale, Hampshire.

Jericho

The Wall of Jericho, with the full room behind. Appears in Level 3 during the early series of Knightmare.

This complex room was sometimes obscured by a large wall in the foreground. Once beyond this, dungeoneers were able to summon Merlin.

Dragon Room

Series 2, Quest 4. The scene gets misty as Mark awakens a dragon deep in Level 3.

Before the arrival of Smirkenorff, a dragon occupied a handpainted chamber in Level 3. Dungeoneers might have to cross its mouth to escape.

See Also