![]() ![]() This Closet Dark World contains the one and only pure Fountain of Darkness. Kris and Susie first enter the Dark World through a supply closet at their school. Similarly, if Berdly is defeated by the SnowGrave spell (which is labelled as "Fatal"), he does not wake up with the other Lightners after the Cyber World's Dark Fountain is sealed. If Queen is defeated through violence in her battle, Berdly removes the plug on his face himself, electrocuting and burning his right arm if he is injured this way in the Dark World, when he wakes up in Hometown he is unable to move his right arm. This is reflected in the fate of Berdly based on what happens to him in the Cyber World. If Lightners receive harm in the Dark World, this is reflected in Hometown. However, some objects, such as Noelle's Silver Watch and the Egg, directly match their Hometown counterparts. Several Dark World objects have much more mundane Hometown equivalents: Kris's weapons correspond to pencils or an Eraser, and the Shadow Crystal corresponds to a shard of Glass. It's possible Ralsei is able to persist because he's from the Closet Dark World, and may be compatible with all other Dark Worlds because of this. Ralsei can also travel from one Dark World to another without the assistance of a Lightner. Lightners have only been able to leave Dark Worlds via two methods: by sealing that world's Dark Fountain, and by using the Castle Town entrance.ĭarkners can be transported between Dark Worlds by Lightners moving their Hometown counterpart objects, although so far only Kris has been shown to do this.Ĭuriously, Ralsei, Jevil, and Starwalker, who are presumed to be Darkners, are able to persist in other Dark Worlds without consequence, unlike other Darkners. They can visit Dark Worlds by entering their corresponding Hometown locations. ![]() Lightners, on the other hand, are able to remain in Dark Worlds freely. If Darkners do visit another Dark World, they turn to stone after remaining in it for too long, although they make a full recovery when returned to a compatible Dark World. The exception to this is the Closet Dark World, because its Dark Fountain emits pure darkness. The Card Kingdom is inhabited by Darkners who correspond to the various items strewn throughout the unused classroom.ĭarkners can only inhabit the Dark World from which they originate for extended periods of time. The classroom contains a rug similarly colored as the Field, a checkerboard corresponding to the Great Board, and a cupboard filled with playing cards similar to Card Castle. Each Dark World represents the contents of the Hometown location where the Dark Fountain was created.įor example, the Hometown location of the Card Kingdom Dark World is the unused classroom. Dark Worlds are powered by Dark Fountains and inhabited by Darkners.
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