Series 2, Team 10 encounter the Medusa in Level 3.

Series 2: Level 3

By Keith McDonald

Level 3 of the Series 2 dungeon included the Stained Glass Window, the Medusa, and our first glimpse of the end of the dungeon.


Skeleton Room

The Skeleton Room, based on a handpainted scene by David Rowe, as shown on Series 1 of Knightmare (1987).

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Gargoyle Room

The Gargoyle Room, based on a handpainted scene by David Rowe, as shown on Series 1 of Knightmare (1987).

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Level 3 Clue Room

A variant of the Level 3 clue room, based on a handpainted scene by David Rowe, as shown on Series 1 of Knightmare (1987).

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Cavernwight Cavern

The Cavernwight Chamber, based on a handpainted scene by David Rowe, as shown on Series 1 of Knightmare (1987).

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Wall of Jericho

The first part of the Jericho Room (the wall), based on a handpainted scene by David Rowe, as shown on Series 1 of Knightmare (1987).

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Medusa

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

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Dragon Room

A variant of the dragon room, based on a handpainted scene by David Rowe, as shown on Series 2 of Knightmare (1988).

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Stained Glass Window

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

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Guillotine

The Guillotine Room, based on a handpainted scene by David Rowe, as shown on Series 2 of Knightmare (1988).

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The Guillotine

The guillotine was the end of the dungeon during the early years of Knightmare - seen only in Series 2.

The end of the dungeon in the early series was a long platform with a guillotine. It leads to an arrow where the quest is redeemed.

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.

Wheel of Fate

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

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.

See Also