Knightmare Lexicon - A Knightmare Encyclopædia
Lookup:

#  A  B  C  D  E  F  G  H  I  J  K  L  M  N  O  P  Q  R  S  T  U  V  W  X  Y  Z

[Home] [Login]
1. DARK
 [Related Image]

Team 10 of Series 2 were given this spell by Merlin on Level 3. They cast DARK in the 'stained glass window room', causing it to become more dimly lit for a moment; at which point, a piece of their quest object (the talisman) was seen shining on one of the paths, indicating that it was the correct choice of exit.
 [Related Image]


[Earlier version: 2005-06-06 03:25:13]

Provided By: David, 2007-12-12 00:26:23
Thumbs up    Thumbs down
2 up, 0 down
login to vote