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