The Wheel of Fortune, the opening room during Series 2 of Knightmare.

Wheel of Fate

By Keith McDonald

This astral room is the beginning of the quest in the second series of Knightmare. Dungeoneers must halt a spinning vortex to select their next room.


This was the beginning of the dungeon for most teams in Series 2.

It was a long room with broken arches at the end. Through the void lay a series of bright stars.

An embryonic sphere emerges from the void. It forms a rotating vortex in the centre of the room, showing previews of three possible rooms ahead.

These might range from clue rooms to challenges such as Combat Chess, to threats such as Bomb Rooms.

The Wheel of Fate or Wheel of Fortune, based on a handpainted scene by David Rowe, as shown on Series 2 of Knightmare (1988).

Dungeoneers had to pull a lever to stop the wheel. They would instantly be taken to whenever it stopped without needing to move.

A choice awaits you, and not a very pleasant choice by the look of it.

Treguard

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Scarab Room

Series 2. The fire cave in Level 1.

This colourful chamber is a timing challenge. Dungeoneers must avoid the fire that bursts up through cracks in the floor.

Behind the Scenes with David Rowe

A second variant of Merlin's chamber. A handpainted scene by David Rowe.

The Knightmare.com team went to visit David Rowe, the artist of the original hand-painted dungeon rooms.

Casper the Key

Casper, Merlin's talking Key. Voiced by Lawrence Werber.

A talking key found in Level 2 could often help dungeoneers navigate their way to Merlin's chamber.

See Also