Knightmare Lexicon - A Knightmare Encyclopædia
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Welcome to the Knightmare Lexicon. This system is designed to be a centre point for any Knightmare related information. You may think of it as a Knightmare Encyclopædia or Dictionary. Though in many ways it is more like a Knightmare wiki in that people with an interest in Knightmare like yourself may add entries to the database for others to find. Likewise if there's a piece of information you're looking for on Knightmare then in thef future it's very likely you'll be able to find it here. For the system to be a success it relies on each and every member of the community providing as much information as possible. Enjoy! logins.

Entry of the Day - ESCAPE
1. ESCAPE
 
 [Related Image] The first spell to be cast in Series 6. Team 1 of Series 6 gained ESCAPE indirectly via a clue scroll - 'To unfreeze, cry the reverse of Epasce' - and had almost immediate use for it, casting it to enable dungeoneer Matt to break free of a magical paralysis imposed by Lord Fear when he caught the team using a spyglass in Holmgarth.

Later in their quest, the team made use of a spell called SAMURAI.

ESCAPE is one of several spells which happen to be names of British hit singles. Other examples are FREE, TWIST, CHANGE, FIRE, DANCE and HEROES. Oh, and RUN, HOME, SLEEP and SUN.

ESCAPE is also a fatal red herring in the Can You Beat The Challenge? gamebook section. At one point, the player may get stuck in a room with no means of exit, unless they have an ESCAPE spell. However, if the player affirms this, then they are exposed as a cheat, since no such spell could possibly have been given to them. This 'bad decision' ends the player's adventure.

[Earlier version: 2006-08-29 19:52:52]

Provided By: David, 2011-05-21 12:48:23
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