Casper, Merlin's talking Key. Voiced by Lawrence Werber.

Casper the Key

By Keith McDonald

A talking key found in Level 2 could often help dungeoneers navigate their way to Merlin's chamber.


Casper was an experiment by Merlin. The wizard had given his key a voice to keep track of where it was.

As it happened, Casper was normally found in the Level 2 clue room. Most of its appearances came in Series 1.

Teams would select it as one of their two clue objects once they realise it can help them. They can keep it as far as Merlin's chamber.

Just hold me up before the lock.

Casper

Casper, the talking key, as seen in Series 1 of Knightmare (1987).

Casper usually objected to being picked up without warning. But after introductions with the dungeoneer, he would offer to be of help.

The talking key was useful for opening doors and various other bits of advice. Most dungeoneers with Casper would expect to unlock a door (such as the Moving Keyhole) and reach Merlin's study.

Even when confronted with the wizard, the key still tries to help teams with his riddles.

Casper also caused some tense moments by insulting Gumboil the Guard. The dungeoneer gets the blame and must apologise by offering gold.

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Series 2 Quest 4

Series 2, Quest 4. The scene gets misty as Mark awakens a dragon deep in Level 3.

Team 4: Mark, Daniel, Matthew and Jonathan from Witney.

Gallery 1990

Treguard and Pickle looking scared

Promotional images and cast photocards from the fourth series of Knightmare (1990).

Clue Rooms

Series 2, Quest 6. Akash and team debate what to take from the clue room.

Clue rooms allowed teams to choose objects that would help them survive the level. The Level 1 rooms were guarded by wall monsters.

See Also