A talking key found in Level 2 could often help dungeoneers navigate their way to Merlin's chamber.
- Series | 1, 2
- Played by | Lawrence Werber
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 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.