Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ''Franchise/{{Digimon}}'': [=ClavisAngemon=] wields a large key simply referred to as "[[ExactlyWhatItSaysOnTheTin The Key]". It is the one thing that can unlock the 360 doors of the Zenith Gate which [=ClavisAngemon=] guards.
Is there an issue? Send a MessageReason:
None
Changed line(s) 153 (click to see context) from:
* The [[{{Website/Newgrounds}} Lock Legion]] has the Key of Glorton.
to:
* The [[{{Website/Newgrounds}} [[{{Platform/Newgrounds}} Lock Legion]] has the Key of Glorton.
Is there an issue? Send a MessageReason:
None
Changed line(s) 57 (click to see context) from:
* Downplayed in ''Literature/TheFamousFive'' book ''Five Go To Demon's Rocks''. Nine-year-old Tinker always carries the large key to his very own lighthouse with him, as a symbol of his pride in owning a lighthouse. Soon after he has said "I am looking forward to unlocking ''my'' lighthouse with ''my'' key", he finds it has become stiff, and needs Julian to help him unlock it. [[spoiler: Later, the key is stolen, used against the Five, and is never recovered.]]
to:
* Downplayed in ''Literature/TheFamousFive'' book ''Five Go To Demon's Rocks''. Nine-year-old Tinker always carries the large key to his very own lighthouse with him, as a symbol of his pride in owning a lighthouse. Soon after he has said "I am looking forward to unlocking ''my'' lighthouse with ''my'' key", he finds it has become stiff, and needs Julian to help him unlock it. [[spoiler: Later, [[spoiler:Later, the key is stolen, used against the Five, and is never recovered.]]
Is there an issue? Send a MessageReason:
None
Changed line(s) 4,5 (click to see context) from:
The keys we use every day are small metal objects with little grooves on them. Accustomed as we are to their use, it's hard to imagine something less tropeworthy than a humble key. Yet consider the symbolism of this tiny object--it opens that which is closed, changes barriers into passageways (or vice versa). A key in the wrong hands can be disastrous. And possession of a key can be a sign of authority and responsibility, from a housewife's key ring that indicated she alone could disburse food and drink to a lord's master key giving him the run of his domain.
to:
The keys we use every day are small metal objects with little grooves on them. Accustomed as we are to their use, it's hard to imagine something less tropeworthy than a humble key. Yet consider the symbolism of this tiny object--it object -- it opens that which is closed, changes barriers into passageways (or vice versa). A key in the wrong hands can be disastrous. And possession of a key can be a sign of authority and responsibility, from a housewife's key ring that indicated she alone could disburse food and drink to a lord's master key giving him the run of his domain.
Changed line(s) 56 (click to see context) from:
* In ''Literature/TheDreamsideRoad'', [[SignatureTeamTransport The Aesir's]] key ring has robotic legs and basic AI. It can be used to remotely start and even drive the odd camper – fantastic for [[TheDrifter Orson's]] frequent tight getaways.
to:
* In ''Literature/TheDreamsideRoad'', [[SignatureTeamTransport The the Aesir's]] key ring has robotic legs and basic AI. It can be used to remotely start and even drive the odd camper – -- fantastic for [[TheDrifter Orson's]] frequent tight getaways.
Changed line(s) 62 (click to see context) from:
* The enchanted key crafted by Christina of Milan in ''Literature/SixtyEightRooms'', that allows any woman who touches it to shrink.
to:
* The enchanted key crafted by Christina of Milan in ''Literature/SixtyEightRooms'', ''Literature/TheSixtyEightRooms'', that allows any woman who touches it to shrink.
Is there an issue? Send a MessageReason:
Added DiffLines:
* ''VideoGame/DareToDream'': The game's central plot device is the Key of Enigami, which is worked into the shape of a unicorn and allows Tyler to enter his dreamscape.