Knightmare Lexicon - A Knightmare Encyclopædia
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1. listening key
 
 [Related Image] A magical device (i.e. puzzle) encountered by Team 6 of Series 1 in the Hall of Folly. It manifested itself as a ringed, yellow letter M that hung in the air. Being a listening key, it was the antithesis of Casper the talking key, who explained to the team how the listening key worked: it would hear and act upon instructions spoken by the dungeoneer or advisors. By telling the key to 'move', and guiding it up and down, dungeoneer Richard directed it towards the 'lock', a matching M on the throne. Doing so summoned Merlin.

Other voice-activated elements include: descenders from Series 5-7; Puck the pooka from Series 6.

[Earlier version: 2007-12-12 00:42:13]

Provided By: David, 2012-09-01 11:50:53
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