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...

Spider Room

The Spider Room was the home of Ariadne during Series 2 of Knightmare.

Ariadne's chamber was often a race to escape before webs covered the exits and trapped the dungeoneer. It was later used ahead of the Vale of Banburn.

In Defence of the Artist

Lord Fear (Mark Knight) and Lissard (Cliff Barry) stood in conversation within Mount Fear, digitally remastered by David Rowe.

David Rowe, the artist behind Knightmare's famous hand painted scenes, discusses the value of human input in a technological world and how a new series might look.

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.

See Also