![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Episode Summaries MKR Season One Information |
|||||||||||||
Season One Episode Summaries-"Noon" Level 9: The Magic Knights' Greatest Crisis In a land where belief is power, anything can happen. And when Umi wishes to go back home, she's suprised that her wish is actually granted! Meanwhile, the imprisoned Alcyone cons little Ascot into freeing her in exchange for a potion that will help him defeat the Magic Knights. As Ascot's beast envelopes Hikaru and Fuu in a labyrinth of ice, Umi struggles with her own battle within... Level 10: The Revival of Selece, the Legendary Rune-God The Magic Knights continue on their quest to revive the Rune-God and save Cephiro. Their journey brings them to an underwater shrine where the legendary beast awaits them. However, they must pass it's test and prove worthy enough to wield it's power. A test made all the more difficult by an enemy who also awaits their arrival. Level 11: The Legend of the Rune-Gods- In Cephiro, Another World After succesfully reviving the Rune-God, the three girls are ready to face the final battle with Zagato. A minor delay puts them face to face with their old friend, Ferio. He tells them more about the legend of the Magic Knights, and the three girls learn that they will have much to do before they are ready for the legendary battle. Level 12: The Fearsome Illusionist Caldina According to the legend, the Magic Knights' next destination is a shrine that floats in the sky. They are forced to brave the mountains between the ground and the shrine. As the climb upward, a strange scent surrounds them and they begin to see all sorts of impossible things - the calling card of their next enemy, Illusionist Caldina. ||Daybreak||Sunrise||Noon||Twilight||Midnight|| |
|||||||||||||