Clue Games

They can get inside the Tresure room, but they can't get the treasure without these...

And that's because on the floor of the treasure room there are lettered tiles which when the right ones have weight applied to them cause the treasure to fall. But which ones are they? They form a word which these clues give hints to.

However, should they fail to get the clue in time, it will self destruct so they'll never know what it is!

The Adventure of Ninety Boyards:
This had two versions but the premise was basically the same. This was a giant obsticle course inside some of the rooms of the Fort. The player holds her hands out and Patrice empties 90 Boyards into them. She then has the time to go round the course which always ended with the Cage Labyrinth, a 3D maze made out of cages. At the beginning, the player will walk through a giant ball pool. Written on bottles are the possible clues: 5 false and one correct. They must remember these because after the caged labyrinth is the Word Seller. He has the six words in cannisters and will sell one for every 10 Boyards they have left within the time. They ask for the words and he gives them to them, the false ones have the word 'faux' - 'false' next to them.
Time Limit- 4:30
Played: 91 (5:30), 92, 94

The Arachnid's Cabin:
The contestant is led into a small room. Unfortunately, the room is occupied by tarantulas. Also in the room is a box containing scorpions. Some of the spiders have slips of paper attached to their underbelly whilst some of the scorpions have paper inside attached to their pincers. Only one of the slips of paper has the clue on, the rest are blank...
Time limit- 3:00 (light goes out)
Played: 92, Pre 96, 96, 97, 98, Brit 98

Arianne:
Variations:
Pre '94 and '94:
One player was sent into the Fort's crypt (that's what it looks like) which is pitch black and using his sense of touch and the players shouts (as they could see vaguely what was going on thanks to an infra red camera), he has to follow a piece of string winding round the area and through obsticles to it's natural conclusion where Arianne waits with a torch. Arianne is almost naked and the clue is painted on her, which is made harder to find because her body is painted with patterns and such-like. Luckily for the contestant, the way out is far easier than the way in! (3:30)

95, 96, 97, 98, Brit 98
The same dark maze is used but this time, the string has dissapeared to be replaced by a map which the rest of the team can see but the player in the maze can't. They have to guide him through the maze and obsticles to Arianne.
Time Limit- 3:00 (At the end of the time, the torch is blown out so the contestant won't find her)
Played: 91, Pre 96, 96 (3:15), 97

The Balancing Pole (La Funambule):
Essentially a tightrope walk across the top of the Fort. The contestant has a large pole to steady themselves with. The clue is just over half way across (lengthways).
Time limit- 3:15
Played:97, 98, Brit 98

The Bell Trapeze
A brilliant adventure in it's simpleness, a player is strapped into some giant scaffolding, connected at the top by a rope. Now, with the rest of the team pulling the rope, the structure begins to swing (with the player strapped in, their feet on a bar and holding onto the sides of their frame). If the player can stand it, the players can get the structure to swing higher and faster with a view for the player to grab the clue which is hanging above them. Sadly, if the to-ing and fro-ing at height and speed doesn't put the player off, the fact that they then need to let go of the frame in order to grab the clue almost certainly does. A very scary game, not so nice for the player but very interesting for the viewer!
Time limit- 2:30
Played: 99

The Cable Cycle (La Cablocypede):
Sounds like a title from a science fiction film, it is in fact an Adventure on Fort Boyard. A player is strapped to a bicycle which is hanging upside down on a rope along the length of the Fort. The player has to peddle upside down along the rope opening three boxes which are hangin along the way. Inside these boxes are co-ordinates which they shout to the rest of the team waiting on the other side of the Fort. The team have a grid with lots of letters on and a row of letters with three blanks. The co-ordinates tell the team which letters fill the blanks and at the end of the rope hangs the cannister which has the order of the letters which makes their clueword.
Time Limit- (2:45/3:00)
Played: 98, Brit 98.

The Catapult:
One member of the team is harnessed into a chair, connected by two bungee ropes to the top of the fort. The chair is also held down by a piece of rope to the ground. Another contestant cuts the rope and the harnessed member flys upwards. The clue is written in big lettering on a piece of card just outside Pere Fouras' tower.
Time limit- N/A (The player doesn't really get much choice!)
Played: 95, 96, 97, 98, Brit 98

The Chariot:
A player is put inside a caged go-kart. They have to pedal into the Treasure Room and pick up two keys to unlock the box with the clue in it (which is attached to the inside of the kart). Sadly for the contestant, the tigers are still loose...
NOTES: This was played for a key in 1997, the season it was invented.
Time limit- 2:00
Played: 98, Brit 98 (2:30)

Chain Climb:
Armed with some footholders which hook onto the chain, the player has to simply get to the top of the chain.
Time Limit- 2:30
Played: 93

Diving Suit:
A player would be dressed in an old style diving suit. Two members of the tream would constantly pump in air whilst another was in radio contact. The clue was chained and padlocked against the wall of the fort and the key to the chains was several metres underneath the water.
Time limit- Wasn't one.
Played- 95 (3:30 limit), 96.

The Elevator:
One member of the team will abseil down the side of the fort to some bars alopng the bottom. They have to traverse the bars to further along the fort where they will climb a small ladder. On the ladder is a key to a locked box on top of the fort which hides the clue. Next to the ladder is a cage. The player must get into the cage, untie their safety rope and shut the door. When this is done, two players on top of the fort start to winch the cage up the side of the fort using a sort of treadmill system. The player in the cage can put their hand through the top to reach the key out to another person standing ready to unlock the box.
Time limit- 3:00
Played:96, 97

Escape Tube:
Patrice would open up a sack escape tube from the top of the fort which led right the way down to the bottom. Players would be given a jacket and had to grab as many Boyards as possible, go down the escape tube (technicians at the bottom will make sure it is safe) and deposit their Boyards onto the Fisherman's scales. If after all the team went through the scales were tipped in the Boyard's favour, the Fisherman would give them the clue.
Time limit- 3:30
Played:95

Fire Fountain:
The player is inside a cage at the of the Fort and padded out in fireproof pads and given a shield. Outside the cage is a pot with molten metal inside, underneath which is a giant flaming fire. The player must use their little pot on the end of a stick to pick up the molten metal from outside the cage, bring it inside the cage and then pour it into a clay mould. When enough metal is poured into the mould, it hardens revealing the word. If they break the mould too early then they will lose. If they don't have enough metal, they'll lose.
Time Limit- 2:45
Played: 92

The Fir Tree:
Inside the flooded rooms of the Fort is a Christmas Tree. Clues to the clueword are hidden inside decorations on the tree itself. These can be shouted back to the team through a grate.
Time limit- 3:00
Played: 97 (Xmas/New Year specials).

The Flooded Rooms:
Underneath the Fort are some flooded rooms, acsessed via a giant plug in the floor. The contestant has to swim through the Flooded rooms to find a box, where the clue is hidden. Unfortunately there are four boxes but they are named and there is a clue to which box writtern in sand on dry ground somewhere along the way but if the clue is missed then tough luck - it gets washed away by a waterfall. The boxes have to be untied before they open and don't float.
Time limit- 3:00
Variation 91: The clue was in a barrel and the player had to get the small barrel out.
Played: 90, 91 (3:30), 92, 93, 94, 95, 96, 96, 97, Brit 98

In 1990, the Flooded Rooms were the way to get into the Treasure Room.

The Flying Machine:
The player is harnessed up to the Flying Machine which runs on ropes across the top length of the Fort. He has to pedal and flap his way to the clue at the other end.
Time Limit- 2:00
Played: 92

Giant Crossbow:
On one side of the Fort (lengthways) was a giant crossbow. On the other side was a target. The whole team must set up the crossbow and fire arrows at the target. There is a finite amount of arrows.
Time limit- Not really, until they run out of arrows or decide to move on to another game.
Played: Pre 94, 94, 97 (New Years special)

Human Pyramid:
About 10-15ft off of the floor of the fort is a gantry with several bits of wire. The players must form a human pyramid. The person at the top has a torch and ingeniously, they must ue it to heat up the bits of wire so they strighten out to reveal the word. Each wire was a couple of steps away from each other though, but at least there were some ropes to hold onto.
Time limit- 4:00
Played: 92 (and maybe before that)

The Infernal Ladder:
Players must from a pyramid so that the person on top can get to a rope ladder suspended beneath the leaping platform at the top of the Fort. The clue was at the top of the rope ladder.
Time limit- 2:40
Played: Pre 96, 96, Brit 98

The Leap:
A player stands on a platform on the top level of the Fort, attached by two ropes. All the player must do is jump, they'll swing up and grab the clue. However, it's 45ft from the top level to the floor which is enough to put off contestants!
Time limit- N/A (They jump or they don't)
Played: Every series I think. Brit 98

The Lobster Pot:
Two players deathslide into the sea where on a pontoon, about 50m from where they land is a clue inside a locked box. On the way to the pontoon is a white buoy where contestants must dive so they can find the lobster pot with a key in. Once it's been unhooked, a playr must swim with it to the pontoon where they can take out the key and unlock the box.
Time limit- 3:00
Played: Pre 94, 94, 98, Brit 98 (2:30)

The Overhang:
The player is strapped into two harnesses, one holding up the body and one holding up the feet.
NOTE: Began life as a key game.

Variations:
96: Overhanging the fort is a sort of gantry with chains hanging down. The contestant must swing and pull himself along the chains to a pot at the end. The clue is hidden inside the pot and has to be broken (the player is given a baton for this purpose).

97: There is one big chain in front of the contestant copnnected to the harnessing machine. By pulling on it, the contestant is moved forwards. Unfortunately, in the way are three chains which need to be un-padlocked so the contestant can proceed. Keys are provided for this purpose. The clue is in a box at the end of the overhang.
Time limit- 3:00
Played: 96, 97, Brit 98 (3:00, 4:00)

The Ratrun:
A contestant is put into a giant ratrun with lots of rats in. The clue was at the end of the course but between the contestant and the clue were three doors which had to be undone as they were held together with twisted bits of metal.
Time limit- 2:25
Played: 94, 96, 96, 97

The Rope Cross:
On a wall of the fort was a box containing the clue. Unfortunately it is locked. Another cannister with the key to the box is suspended in the middle of the Fort. One player has to use the two ropes, one for walking on and the other for hanging on to, to get to the key and importantly get back again before the clue explodes.
Time limit- 2:45
Played: 92, Pre 95, 95 (2:15 limit), 96 (2:15), 96 night (3:00), 97 (3:00), 98 (2:45,)Brit 98 (2:45)

The Searching Head:
Outside the room, the team has a list of six words, one of which is the Clue, five are fakes. To work out which one it is, the contestant inside the room has to find the five words so they can be crossed off, leaving the clue word.
The player's head is through a sort of zip/conveyor belt style thing (sorry) and the rest of their body is below it so they can't brush off their head etc... . They can propell themselves forwards into five chambers, each one with a word in it:
1- The first chamber has live toads inside and the fake clue is written in the neck of a bottle to the side of the belt.
2- The second chamber is overrun with locusts and the fake clue is written on a ball which itself is in a pile of flour and has to be blown off (imagine what's going to happen...),
3- This chamber is covered and full of cobwebs. When the player is inside, the chamber lights up revealing the fake clue to the player.
3- (Britain 99) The dark room has been replaced by a cage of rats!
4- Cockroaches! The fake clue is written in a bottle obsured by liquid. To reveal it they must blow it out or suck it through a straw.
5- Finally, flies. The fake clue is written on a ball.
Time Limit- 3:00
Played: 96, 97, 98, Brit 98, 99, Brit 99

The Secret Passage of The Games Masters:
Not so much of an adventure as such but a whole new 'bit' in the style of an adventure. Underneath the Fort lies the Secret Passage of The Games Masters, and it's the only way to get tokens to play games in the Council Chamber. One person is sent down there whilst the others watch, guide and wait behind a locked door. Inside that door is the way to the Council Room and a machine. Above that machine are seven tiger tokens. The machine is a clock with the Tiger head motif on it. That one person must get to the end of that secret passage so that they can collect as many tiger tokens as they can, because every seventy-five seconds, the clock will have revolved taking one of the tokens with it. To get through the secret passage (which is pitch black), the player must follow a chain to two boxes. Inside each box is another box. And in that box are two things - a button to open a door out of the room and... horrible nasty creatures. Yes! Dealing with snakes and rats when you can see them is bad enough but how would you cope in pitch black? The player must search for the hole in the perspex box which could be lifted up to get to the button, letting all the snakes and rats drop down in to the rest of the box as well. Along the way is a room with bats in too.

When they get to the end, they can take off all the tokens that are left and unlock the door so that they and their team-mates can to and Chase Time. If the player gets through the course within 1:15 (when the first head drops off) then they win an automatic 25 seconds in the Treasure Room.
Played: 99

The Ship:
Two players start off on top of the fort. They have to slide down into the sea and then swim to the ship waiting there. Once there, one of the team has to climb up the mast and the clue is right up the top. The other player then shouts the clue through a megaphone back up to the fort.
Time limit 3:30
Played: 91 (5:30 one player), 92, 93 (4:15), 96, 97, 98

Snake Pit:
Variations:
91:
The clue was hidden in a room with many snakes in. The room was quite big and resembled a sort of tomb. (4:30)

92:
Inside the cabin was a barrel full of snakes. The clue was down the bottom of it.(4:00)

As of now, all variations have lots of snakes generally in the cabin.

93:
At the end of the cabin was a pitch black area with bottles in. One of the bottles had a label on it, that one had the clue in.

94 - 96:
The clue was hidden behind one of several panels in the room. When the panel was pulled down, a cubby hole was revealed which had lots of snakes in and the clue was in there. (3:30)

97, 98, Brit 98(3:00, 3:30):
The clue was written on the snakes themselves. Sometimes the clue was split so that it read on two snakes but generally the whole cabin had to be searched.(3:30)

Spider Jar:
The room has a table and a jar. The opening of the jar is above the table, the contents below so you can't see what you're touching. Inside the jar are three tarantulas, each one with a piece of paper on it, one of which has the clue on it. Nasty game.
Time Limit- Wasn't one.
Played: 91

The Swan dive:
A contestant would have to bungee jump from the top of the fort into the sea, only managing to grab the clue if they jump.
Time limit- N/A
Played: 96, 97, 98, Brit 98

The Swing (La Escarpolette):
High up in the middle of the Fort, two trapezes hang. On the second one, a proffesional trapeze artist is swinging. He is the one with the clue. The game is for one contestant (who is safety harnessed up) to swing from the first trapeze and grab onto the hands of the professional. This involves trying to invert yourself in mid-air. If you fail or fall (on to the net), they must climb up the rope ladder back onto the second floor. Now, another person gets a chance. If they fail, a third person gets a chance and if they fail it geos back round to the first person again. This keeps going until time runs out.
Time limit- 3:30, 4:00

Played: 98

Wall Climb:
Simply climbing up a wall on the outside of the Fort, a la Gladiators only bigger.
Time limit- 3:00
Played: 92, Pre 96, 96, 97, 98, Brit 98 (2:30)

Wire Climb:
Hanging down from a gantry on the outside of the fort are two thin ropes. At the bottom of each rope is some sort of rope jamming device (which stop the contestant from sliding down once they've gone up). The contestant must climb to the top of the fort using these. Sadly, life gets a bit more difficult the further up you get because the ropes get a bit slack, so other team members and Cendrine help by pulling hard on the ropes from the bottom, so as to keep them still.
Time Limit- 3:00
Played: 98

The Useless Stairs:
I cannot comment on this because I haven't seen it being played. According to Richard Bevan, the contestant has to make his way down some broken stairs overhanging the side of the fort and throw cannonballs into a pot to raise the clue.

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