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

Spider Room

By Keith McDonald

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.


This foreboding room was introduced in Series 2 to house the giant spider, Ariadne.

It was a stone chamber with three exits. The walls were low but topped with spikes, and only darkness could be seen above.

As the spider crossed the top of the room, computer generated webs would form across the doors. It was a race against time to escape.

A variant of the Spider Room, based on a handpainted scene by David Rowe, as shown on Series 2 of Knightmare (1988).
Ariadne's webs seal off the doors

Dungeoneers might be able to release one or more of these webs through magic or by whistling.

One team falls prey to Ariadne by using magic to free Gretel the Maid and trapping their dungeoneer at the same time.

In Series 3, the spider had moved elsewhere. The room was often used before the Vale of Banburn, with its winding pathways visible above the low walls.

A variant of the Spider Room, now with the Vale of Banburn in the horizon. Based on a handpainted scene by David Rowe, as shown on Series 3 of Knightmare (1989).
The revised room in Series 3 has the Vale of Banburn in the background

Teams might encounter Velda the Wood Elf here, or a chase might begin that continued through the vale.

Here lies Ariadne, queen of all arachnids. Once she captures you, there's no escape.

Treguard

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