Key games

The important games that allow access to the treasure room

Which is why they're so important: without seven keys, they can't get in. For 1998, the contestants are given about 50 minutes worth of games (as dictated by the Horologue du Tigre - Clock of the Tiger, a giant clock in the middle of the fort). The clock shows how many keys the team should be on to be doing well enough. If by the time the clock gets round to the '7' they don't have seven keys, the shortfall is made up by people being lost to the Oubliette. NOTE: The years mentioned are just guides. They appear in the episodes I have but I don't have every episode. Also: There may be some games which aren't mentioned on the list. That's because I don't have any examples of them on my tapes.

Anagram Cage:
Inside, the room was split into two halves. One empty and one barred (which had the key). In the barred area was an open door. The player went in the cage and the door mysteriously shut and locked behind them. The player had the key but couldn't get out. To rectify this were several large keys with letters on them which made a word. When this was found the player would put the keys in the locks of the cage and if they were correct, the cage would unlock and they could leave. In earlier series they would have put up the letters across the bottom of the screen for viewers at home to play along.
Played: Pre 95, 95, 96

Arm Wrestle:
Inside the room was the Fort's strong man and a lever. The player had to pull the lever his way so the key would be lowered from a cage into reach. IT was difficult because whilst trying to grab the key, the Strong man is still pulling the other way!
Played: 90, Pre 95, 97, 98

Balloon Shoot:
The player would go into the cage at the top of the Fort. HAnging above the cage - too far to reach - is the key. Also on that line are many balloons blowing in the breeze. The player had four revolvers and the idea was to shoot the balloons so the key would lower so they culd grab it. The players insode the Fort were given a megaphone so they could shout to the player any advice and when to come out.
Played: 90

Ball Plank:
The player stands on a box and controls a plank. The idea is using little balls, the player can guide the ball down the plank (which has no sides) and knock the key off of a table on the other side of the bars so they can get it. The key is connected to a chain to the ceiling but the key is inside a glass which the player tries to knock over with a ball. The plank also has nails in the side of it to make life more difficult.
Played: 92

Ball Trampoline:
Two players enter the room and attempt to get a cannonball out of a cage. The only way to do this is by using the rope trampoline at the bottom of each cage where they can launch the ball upawards and at an angle. The players try and get the ball to bounce through target gaps in the cages to get it closer to the exit.
Played: 99

The Barrel Puzzle:
A room of handle and vice (ho-ho!), the key is trapped in a vice on one side of a room, the handle to the vice is chained to a barrel on the other side and there are lots of blocks and boxes in between. All the player has to do is take the barrel to the vice to the key can be unviced. The boxes are very tightly packed however, imagine a Chinese sliding block puzzle with heavy boxes, two spaces and a barrel to move. There is another catch: some of the boxes don't move and so must be circumnavigated.
Played: 99

The Blind Thrower:
Two doors go into this room, one for each player. One person stands in a small cage type room and can see whats in the room. The other person stands behind a wall with two holes for arms to fit through. The describer has to get the blind thrower to pick up a weight (on shelves on the blind side of the wall) and direct them to throw three into a balance, releasing the key which the caged person can reach through and get. Not easy... but there are plenty of weights so the blind thrower is given some leeway. On one occasion a contestant got a lucky bounce and forced the balance to go down in two!
Played: 98

The Block of Ice:
The chamber has been turned into a giant freezer! Hanging up in the room is a block of ice with the key frozen inside. Also in the room are several irremoval bolw torches. The player has to push the hanging ice to the blow torches and hold the ice so the key is released! To make things more difficult, there is a snow machine in the room blowing snow into the player!
Played: 97 (Christmas/New Year specials)

Bow and Arrow:
On the contestants side of the room was a bow and a load of arrows. On the other side of the room were three targets and inbetween was a barred barrier. Contestant had to shoot through the bars in order to hit the targets. When a target was hit, the key or a metal weight (sigifying the wrong target hit) came sliding down. When the game was first shown there was only one target.
Played: 91, 93

Bowling Cannonballs:
The player is down one end of the room and is barred off from the rest. The rest of the room is on a slight slope and there is a large object in the middle. Also in that area is the key on a giant puck. Using cannonballs, the player must attempt to get the puck towards him so he can pick it up and take the key.
Played: 91, 92

Box Search:
A sort of Russian dolls thing. Inside the room are many boxes. And inside those are smaller boxes. And inside those are smaller boxes etc... The key is inside one of those boxes.
Played: 90

Cannonball Catapult:
On one side of a barred room are three open barrels (one large, two small). On the players side is a giant see-saw style catapult which extends into the barrel side of the room. The player rolls a cannonball down to the bottom of the catapult. When the player has positioned his/herself, they jump on the other end of the catapult, throwing the ball into the air. If it goes into one of the barrels, there's a bang, the barrel closes and the key lowers. To get the key, the player must get one ball in each barrel.
Played: 96, 97, 98

Cannonball Maze:
A two player game, inside the room was an enclosed maze on a tilting table (Which was tilted by the contestants). The players put a cannonball in the maze and they have to try and get it to the key so they can push the key out and take it. Unfortunately there are several cannonball sized holes on th board and if the cannonball goes down a hole it is out and they have to start again. The contestants have a maximum of three cannonballs.
Played: Pre 96, 96, 97

Cannonball Pull:
A player (usually the strongest male in the group) is sent into the room with a rope on the floor, leading to throgh a caged window onto a pulley. On the other side of the pulley (somewhere) is the key but unfortunately, there are also several bags of cannonballs attached to the rope outside the window. The contestant has to pull his side of the rope to raise the key so he can reach out for it.
Played: 90, 91, 92, Pre 96, 96, 98, Brit 98

Capstan Pole Push:
A male is sent into a room with the Fort Strongman. Player stands on one side of a giant capstan and L'Homme Fort the other. The idea is to push your pole so you advance and the Strongman is sent backwards. Unfortunately, the strongman is doing the same thing. Essentially it's a push o' war and if the player can move his side of the pole up to a certain point, he wins the key.
Played: Pre 96, 96, 97, 98, Brit 98

The Carrot:
Such a simple game: on the floor of the room is a heavy sack and on the ceiling is the key (which is doubly screwed to make life more difficult.) Between them is a rope and a pulley system. They must lift the sack and hold it with one hand and unscrew the key with the other, the higher the sack goes, the lower the key.
Played: 98

Ceiling Course:
The key is hanging up on one end of the room on the ceiling. The only way to get there is to climb up the rope and then use the obsticles on the ceiling to get to the key. If they fall at any point they have to start again. Also, one obsticle that looks like it might lead straight to the key, a pipe, is actually fake and when the player tries to move along it, the end starts to drop!
Played: 90, 91, 92, 94

Chapel Clock:
Behind bars is the chapel clock at one end of the room and the key is on the pendulum. By the door, the player has a giant metal bullet on rails. The player must push the weight so it goes up the rail and picks up the key that is swinging on the pendulum. A game of strength and timing.
Played: 90, 91, 92, Post 92?

The Chariot:
See 'Other games' (1997 only - otherwise it's in Adventures)

Coal balance:
In one half of the room was the cotestant, a shovel, a pile of sand and a big sieve. On the other side of the barrier were some scales, one half of which was weighted down. The contestant had to shovel the sand though the sieve so that stones were found which had to be thrown onto the scales in order to weigh down the other side and dislodge the key which would swing from a chain to the contestant.
Played: 92, 93

The Cog Room:
The key is inside a plate of perspex. If the big cog at the end is turned, the key will turn and will be able to be got. In order to turn the big cog, all the little cogs have to be placed on the board, and through the power of magic, the big cog won't turn unless all the other cogs are correct so they can't cheat.
Played: 92

Compass:
Inside the room is a rotating table which tilts when weight is applied to it. Players have to try and get to the middle of the table, stand up and then get the key which is hanging from the ceiling. Of course, if they get their balance wrong then they instantly slide off! More difficult than it sounds.
Played: 95, 96

Conveyor Belt:
A conveyor belt about waist high is covered in screwtops. The player, with a spanner has to unscrew as many lids as he could because underneath one of them was the key. Of course, the conveyor belt was moving all the time, making the job of unscrewing them that little bit harder.
Played: 90, 92

Conveyor Belt II
Inside the room was a conveyor belt which when the player is up on starts to travel backwards. The player has to keep up with the belt conveyor and collect buckets of water hanging from the ceiling which have to emptied into a tube in order to float the key up into reach. Often funny because the player gets very wet!
Played: 95, 96, 97, 98, Brit 98

The Cornice:
High up on the wall is a very small ledge which leads to the key. The player must attempt to traverse the ledge by means of spreading themselves out so they get support from the wall opposite (which is about a metre and a half away). A Cornice, for those who are interested, is a skirting board close to the ceiling (which explains the game)
Played: 98, Brit 98

The Dark Labyrinth:
This is Arianne's game which was originally played for a key. The catch is, whilst the outside players have a map they don't have a monitor like they do now so the task becomes MUCH more difficult. They have to rely on whet the player inside the maze can feel, as there are several objects marked on the map that are there for that very reason. Many people got locked in this game.
Played: 90 [Became Arianne's Clue Game from 1991]

The Dark Room:
The key is attached to a brick near the end of a course. Sadly, inbetween the player and the key lies a course of randomly assorted flourescent beams of wood/plastic. If any of these beams are touched, some of the bricks supporting the key are drawn back so the key falls. If three beams are touched, the key falls into a cage and cannot be won.
Played: 90, 91, 92.

Disc Shove:
In the room was a big long table with a bend in it. Near the end of the table is a white disc with the key on it. Players had other disc which had to be slid across the table, around the bend in order to knock the white disc off where it would slide to the player. The player only had a limite amount of discs to do this and used discs couldn't be used again.
Played: 94, 95, 96, 97

The Duel:
The contestant starts on one side of the room and the key is on the other. HOWEVER, in between is a beam over a small drop and a gladiator (usually L'Homme Fort but in earlier series there was a strong woman as well). Each player had a pugil stick and the idea was to knock the Gladiator off. If the contestant was knocked off, he had to start again but if the Gladiator was knocked off, the contestant has won the game.
Played: 90, 91, 92, 93, 95, 96

The Eating Challenge:
The contesant goes into the room by one door but the key and the way out were by another door. To get to that other door they had to work their way through the room. There were four doors in the room, each one leading to the next, the final door leading to the key and the way out. Behind each door was an inhabitant of the Fort who instructed the player to eat something. These would be oysters, chillis, raw fish and to end the game, some oil.
Played: 90

Electric Maze:
The player controls a huge pole (on a pivot) in a maze. They must get it from one side to the other, finding the secret maze passage openings and getting past the obsticles. If the pole touches the walls of the maze, sparks fly. Should the player fall foul of letting the pole go off the bottom of the maze, they have to start again (and to make it harder there is a weight near the end of the pole as well)!
Played: 96, 97, 98, Brit 98

Excalibur:
Remember the Arthurian legend The Sword in The Stone? The player has to pull the sword from the stone and then use that sword to cut through a rope with the key on it.
Played: 92, Pre 96, 96, 97, 98, Brit 98

Exploding Boxes:
Player goes in the room and stands on a wooden box on one side of some bars. Hanging down from the ceiling is a metal puzzle and the player has to get the key off it. On the other side of the bars are some boxes and some gunpowder leading up to them. Someone lights a match and the fire travels down the powder to the boxes. When it reaches a box: KABOOM! The powder eventually leads through the bars to the box the player is standing on... and then there's a big explosion and it collapses! The puzzle is on some elastic so they can keep trying in the few seconds they have left (In one episode, the elastic broke and the player took the whole puzzle out of the room. IT was excepted!)
Played: 92, Pre 95, 95

Fairy Fingers
In the room is are several cages together with gaps in each one. The key is in a cross shaped wooden slab inside the cage. Using their fingers, the player must skillfully manouever the cross through the cages to the exit.
Played: 99

The Fan:
Two males would be sent in to try and cover up (with a board) a fan blowing at 100 kilometres an hour. If they suceeded, the fan would stop the the key would fall. Because of the noise the fan creates, a light would flash if they were running out of time (because they wouldn't be able to hear the contestants)
Played:95, 96, 97, 98, Brit 98

Fencing Jaba:
On Jaba the Pirate's belt was a buckle with the key inside and the player had to open it with a fencing sword to get the key. Unfortunately Jaba has a foil as well (and he knew how to use it!)
Played: 95

Fishing for Keys:
The player has a fishing line. HE is behind a barred bit of the room. On the other side of the bars is the key, hanging on a barred bit of the floor. Using the fishing line, the player must feed it through the bars and attempt to hook the key on the line so they can get it. The key was in a plug which stopped it falling through the floor bars.
Played: 90, 91

Floor Puzzle:
The floor is taken up by a giant sliding tile puzzle. The key is underneath a piece of perspex in the middle. However, to get to it, the player must move the special tiles with the holes in around the key tile so they can lift the perspex lid and take the key out.
Played: 90, 91

Foot Stirrups:
On the ceiling were some hooks leading to a key. Hanging down from two of them were footholds connected by rope to the ceiling hooks. The player had to jump and climb up the footholds and then by hooking them and unhooking them, use them to traverse from hook to hook to reach the key.
Played: 90, 91, Pre 95, 96, 97, 98, Brit 98

The Grenade Launcher (La Tromblon):
A two player game, one person pumps to create a charge for the air gun. On the wall on the opposite side of the room is the key but it's held by three targets. Once the player has pumped enough air, the shooter shouts 'Fire!' and the pumpee presses a button. Jaba offers his own brand of 'help' as usual...
Played: 98

The Granary:
The player has to climb through a hole about halfway up a wall to reach a much bigger room with a see-saw. On one end of the see-saw are some bags of flour and high up on that end are some 'ovens'.The player must move the bags to the other side so the see-saw will raise the end going to the ovens. Once done, the player must select which of the 9 oven doors to open. Each one has a heavy loaf of bread behind it and attached to one of them is the key. Unfortunately the others don't and the way to dispose of the others is to chuck them down which can occasionally weigh the see-saw back down if they don't chuck them off the see-saw completely. When they want to get out they must move the flour bags back the over way so the see-saw raises the end to the hole.
Played: 97, 98, Brit 98

Gyroscope:
The player would be strapped into a gyroscope and then the time would start. The player had to physically move the gyroscope along the wall where a little hand would pick up the key. The player than had to reverse the gyroscope back down the wall to where it started (Where the time will have stopped, a bell rings to indicate this).
Variation: In 1995, the player had only to go one way to get and keep the key.
Played: 95, 96, 97

The Jolt:
Basically a giant version of the classic 'don't touch the wire' games, here the metal loop is on a big box which the player has to carry. Sadly, the box jolts quite violently, making the job harder. The ring is quite big though and they only have to move it across a straight pole. Jaba is there to put the player off. If the bar is touched three times a box drops to stop the key from being taken - essentially game over.
Played: 98, Brit 98

Key Pipemaze:
Like a miniature version of La Sauvagonne's Handcuff game, the player must guide the key round the outsides of the pipes in an attempt to get it off. There are many junctions and there are loads of pipes. A tough game.
Played: 90

The Kitchen:
The idea of this is to throw some small 'things' (don't know what they are) at a row of tins on the other side of the room in an attempt to knock them off, the knocked off tins then rolling towards the contestant who was behind a barrier. One of the tins had the key in. HOWEVER, guarding the tins was the Cook who with leathal frying pans, had to stop the tins from getting hit.
Variation: In later series the Cook was replaced by the Professor.
Played: 1993

Hanging Balls:
Inside the room is what looks like a large metal tree, and hanging off the branches of the tree are lots of metal balls which can be opened. Inside one of them is the key.
Played: 90

The Horror Museum:
A player is given a torch and have to search the horror museum for the key which was hidden within. It was very dark and there were lots of toy rats, disembodied hands etc... to scare the player!
Played: 90

Human Scales:
In the room was a giant pair of scales which at one end was weighted down by objects. The object of the game was to balance the scales with the player hanging from the other end (there was a rope ladder leading to a trapeze to hang from). Beforehand, the player had to remove some objects from the other side so it would balance when he hung.
Played:95

Interior Precipice:
The player would climb up some stairs into a room. The player has to work his way along the cornice using the ceiling to hold onto and steady himself to get to the key at the other end of the room. They then have to turn around and get back again. There are gaps in the platform making life more difficult and if they fall, the only way out is the way they came in, through a hole high up in the wall. Most people who fell became prisoners therefore.
Played: 90, 91, 92, 94

The Librarian's Column:
The room is taken up by a very tall column of books in the centre of the room. One of the books is see-through and that one has the key in it. To get it, the player has to move the books on top of it, freeing up the key. BUT! The books were holding up a lever in the ceiling, once some of the books are removed, the lever lowers and they can't get out of the room! To get out, the player must rebuild the tower of books to hold the lever and open the room's door.
Played: 97, 98

The Machine:
Atop the machine is a ball with a symbol of the key on it. The idea is to get it through the machine to the box at the bottom where a real key will come out. To do this, they must use the controls to open bits up and move bits of the machine, this involves lots of twiddling of knobs and levers. Quite a good fun little game with some nice touches like steam being blown into the player!
Played: 94

The Magician:
Inside the room would be the Magician with three cups. Hanging down from the ceiling was a ring with the key on it. The ring could be broken (thus letting out the key) if the three padlocks keeping the ring together were taken off and the Magician has the keys to them. He hides one key inside one of three cups, switches the cups around and the player has to guess which one the padlock key is under. Easy! Except the magician was VERY good at slight of hand and the player had to get all three keys. VERY difficult.
Played: 90, 91, 92, 94, 95, 96, 97

The Mole:
The key is hanging up from the ceiling, sadly too high for the contestant. Luckily, three boxes have been provided except they are caged off and the room is full of sand. The player must dig through the three rooms by finding the holes in the cages covered by sand and bring the boxes back. A difficult game against a tough time limit, and contestants often dig away enough sand for them to get in, but not enough to get the boxes out...
Played: 99

Mud Wrestling:
The key is hanging down from a rope on the ceiling. All the female contestant has to do is grab it and get out. Easy! Except there is another woman guarding the key and the floor is ankle high in mud... Played: 90, 92, Pre 96, 96, 97, 98, Brit 98

Mystery Ceiling Boxes:
A two player game. They would go inside the room and one would piggyback the other. They would collect the baton hanging near the door and use it to open the boxes on the ceiling, one of which contained the key. The others however had things like eggs, flour, sawdust and the like in, the idea being to make the players as messy as possible!
Played:Pre 95, 95, 96, 98, Brit 98

Mystery Pots:
Inside the room were several blacked out pots and some transparent ones (Usually with live mice but if I remember correctly, in older series included maggots and worms). In the blacked out pots was just sticky 'stuff'. The key was in one of the pots, the player does not know which so sticks hand in most of them.
Played: 90, 91, 92, Pre 96, 96, 97, 98, Brit 98

The Amazing Neon Woman:
In the room is a huge transparent box with the neon woman inside who has the key. In order to open the box, the player has to slide a puck around a maze and when it reached certain points, flick a switch which would open the door to the box. Unfortunately, if the player slid the puck the wrong way it threw out an electric shock, magnified by the fact that the players feet was often doused in water before the game!
Played: 95

Net Trap:
Clever little game. The key was hanging on a rope very high up in the middle of the room. On the floor of the room is an outstretched net. The only way to get the key is to climb the rope so the player pulls on it and uh-oh! the net has come up around him, hanging from the ceiling. The player will now find it easier to get the key but he now has the extra task of getting out of the net so he can get out of the room afterwards!
Played: 90

The Overhang:
The player would get into a cage which was attached to an overhang. By pulling on a chain, the cage would move. The overhang overhanged the side of the Fort. When they got to the end of the overhang they could take the key, but then they would need to pull the chain the other way so they could get back again. The ending of the cage would only open to let them out once they were safely back inside the Fort.
Variation: In 1994, the chain went to be replaced by a rope. They could then pull themselves along the rope to the end where they had to pull more rope to bring a basket up. Inside the casket was the key but also lots of crabs. Needless to say, the player was given gloves beforehand!
Played: 90, 92, 94

Overhang Climb:
The room is arch shaped and the only way to get the key is to use poles to climb up the side of the room onto the ceiling where the key was. There wasn't enough poles for all the hooks so some had to be reused as needed.
Played:93,96,97, 98, Brit 98

The Pendulum:
In the room is a large sack attached by rope to the ceiling (the pendulum), the key is being held by two chains. To break the chains, the sack has to crush some boards on a wall (which spark up as they do so). Sadly, these boards are guarded unless the player is standing on a pressure pad on a box quite close to the boards. It's far too near and the sack is far too heavy to throw straightaway so if the contestant is clever enough, he will get off the pressure pads, get a run up, release the sack and then stand on the pad whilst the sack is in mid-flight.
Played: 98

Pipe Maze:
Whilst running along the fort, La Savageonne will catch someone and handcuff them to a pipe outside the door which intriguingly leads inside the room. The only way to get off the pipe is to play the game. Inside the room the pipe continues and at the end is a key. Unfortunately, the pipe twists and turns and there are valves in the way which has to be unscrewed so they can pass. The hancuff connected to the pipe has a small hole allowing the contestant to pass by any other obsticles in the way.
In 1997, La Savageonne didn't usually pick someone, the game would be played natually with the presenters picking the player.
Played: 96, 97

The Pointsman:
To win the key, the player must get one ball from one end of the track to the other. Sadly, some bits of the track need lining up. To do this, the player stands at the end of the track on a swivel and does it there.
Played: 98, Brit 98

The Portraits:
Player stands behind a table whilst the inimitable Pirate Jaba gives them knives top throw at portraits on the other side of the room. There were six portraits to throw at and if the knife sticks in the pictures , it will reveal if it has the key or not. If the knife doesn't stick, Pirate Jaba will spend about five minutes (note: exaggeration) laughing at their pathetic attempt before giving them another knife.
Played: 96, 97, 98 (with flags instead of portaits)

The Prisoner:
A woman is led into the room with a black bag on her head. When she is in, Mr Sumo or Mr Laboulle takes the women, puts her hands behind a big pole and ties them together. The black bag is lifted and the clock started. She must remove the pole from its base and then use the knife on the floor to untie her hands so she can get the key. She can leave without untieing her hands but she can't get the key.
Played: 92, Post 92

Professor's Maths Puzzle:
The Mad Professor guards this key. In front of the player are 6 small keys, each of them next to a number. On the board is a Maths Puzzle, quite difficult too. The player picks the key next to the number which he thinks is the answer. The Professor then tries to unlock the Key display cupboard. If it's correct, the cupboard opens and the played can take the real key. If wrong, the key slides down to the next window and another puzzle is shown with the same answers. The player has a maximum of three puzzles to find a key that opens the correct window.
Played: 92, Post 92

The Reel:
On the ceiling of the room are four containers with unscrewable lids. One has the key inside. To get up there, the player must climb a rope. The catch is however, this rope is slowly being feed through a reel in the floor so to win the player must climb continually.
99 Variation: Instead of the four containers, the key (attached to a small rope) has to be moved out of a small maze on a box on the ceiling. Much more difficult.
Played: 98, Brit 98

Mr Reflex:
The Magician has a part time job as Mr Reflex. In this game the key is on some ribbon which is layed out in the middle of the table. The contestant places his/her hands on the table and tries to grab the key before Mr Reflex (who's holding the other end of the ribbon) pulls it away. HE IS VERY FAST! Contestants keep trying (with him replacing the key each time) until the end or they grab it.
Played: 91, 92, Pre 95, 95, 96, 97, 98

Rock Pyramid:
The key is hanging on the ceiling. The only way to get to it is to use the rock blocks to build a base to stand on, reach up and get it.
Played: 92

Rolling Cylinders:
A player (usually a woman) is sent inside and across the middle of the room are some big cylinders (Which vary in size). Player must start at one end of the cylinders and try to slide along to the end where the key is. Unfortunately, not only are the cylinders different sizes but they are free to spin so if you lose your balance you have to start again.
Played: Pre 96, 96, 97, 98, Brit 98

The Room of Women:
The room is pitch black but full of luminescent bodies of women. The key is on one of them. Most are just dummies but few of them are real so players often get slapped!
Played: 90

Rope Chest:
Inside the room is a chest. Hanging outside the chest is the key on a bit of rope. However, when you open up the chest the full horror of the game is realised, there's lots and lots and lots of knotted rope inside and the only way to get the key out is to unknot the entire rope!
Played: 90

Rope Maze:
Inside the room is a giant 3-D maze made of rope nets. The contestant had to climb inside the maze and find the way to the centre where the key was found, however, they then had to find their way back. The entrance is shown by red coloured rope but the other openings weren't marked: they were just big holes.
Played: 92, 93, 96, 97, 98, Brit 98

The Safe:
The key is locked inside a safe. To open it, the player armed with a stethoscope has to listen to the three catches they turn the wheels and wait for them to drop. Not as easy as it sounds...
Played: 90

Sand Sifter:
The room is taken up by a big pile of sand and there is a grate across a corner of the room. By shoveling the sand through the grate they are able to find the key inside. Sadly, other metal things are also hidden inside the sand to put the player off.
Played: 90, 91

Sawing Women:
Based on the old magic trick, inside the room is a woman in a box and the contestant has to cut the box in half so he can get the key. The woman (who is actually safe) shouts and screams as he cuts to put the player off!
Played: 90

Sawmill:
Two players go into the room to face a giant saw hanging in the air and the key on a ring which unfortunately is placed around a bit of immovable wood. In order to get the key out, the piece of wood must be cut through with the saw which sadly is attached by a pulley system to two heavy bags which suspends the saw in the air, making the game far more difficult.
Played: 99

Sea Legs:
The key is hidden in the room which is full of cabinets and boxes. The player has to find it. BUT the whole room is shaking violently from side to side making the task ten times more difficult (Think odd Finders Keepers ...)
Played: 97

The Shrinking Room:
Inside the room was a chest with three locks and inside the chest was THE key. There were about 25 long keys hanging from the ceiling, three of which opened up the padlocks so they could get the key. Unfortunately, the ceiling of the room gradually lowers which when the time's up blocks access to the door (although doesn't go low enough to actually harm the contestant.
Variation: In 1997, they added pressure by creating a small partitioned off fire in the corner of the room created when some of the pots that crash to the floor fall (Done safely but still reasonably scary).
Played: 92, 94, 95, 96, 97, 98 (fire), Brit 98

Slave Galley:
A two player game, one male and one female would be sent into a room with a boat, two oars and a lantern with the key inside. Contestants had to row so that the oars turned the conveyor belt (which had sticks pointing up so they could push it) which lowered the lantern and revealed the key.
Played: 97

The Slope
The key is at the top of a steep and smooth slope (you couldn't walk or run up it). Using the hand holds bolted to the slope and a bit of jumping, the player must get to the top.
Played: 90, 91, 92, Pre 96, 96, 97

The Starboard (La Jingbille):
A very tough game, the person had to move a movable table in order to manouevere three big ball bearings into holders. If they can do this they get the key but sadly the balls don't actually stay in, so if you tilt the table downwards they can still roll out. Like I said, tough...
Played: 98

The Sucker:
Contestant is given a sucker and climbs up a ladder outside the room and enters the room from a small door on the top. Once inside, if anything that shouldn't touch the floor touch the floor, the player is automatically locked in. Once inside, the player must limb down a small ladder to a bookcase then climb down the bookcase. Then they have to close a box so they can stand on it. Then they have to traverse some scales (the pans of which won't touch the floor but the contestants still mistrust them), onto another small box and then have to jump onto a hammock. Once at he hammock they can use the sucker to open a transparent container with the key inside, take the key and then they have to get back the way they got there (most contestants balance the sucker on the container so they don't have to worry about it.
Played: 96, 97, 98

The Swing:
In the room was a swing and a chandelier with the key on. The player had to get on the swing, swing high enough to turn the chandelier so they could get at the key and then get the key. The key was on a curly hook which made it difficult to get off.
Played: 90, 91

The Tiger's Head:
Nowadays the basis of sacrifices for a clue, the room had a huge tiger's head with the key inside it. The player puts his hand in the mouth and takes the key. Sadly, the player is now manacled to the head. The only way to get out of the room is to chisel the chain between the manacle and the tiger.
Played: 90

The Tube:
The room was taken up by a huge perspex tube which coiled from the bottom to the top of the room. The contestant (usually female) has to climb up the tube, the key is right up the top, using the holes cut in the tube to pull themselves up with. The contestant then has to push herself down so she can get out.
Played: 90, 91, 92, 93, 96, 97, 98, Brit 98

Tug O War:
The gladiator is on one side of the bars, the player is on the other. The key is on the rope which both sides are pulling for. The rope goes through a pulley at the top of the room. The player has to pull the key towards him then grab it.
Played: 92

The Turnstyle:
Basically a mini version of everyone's favourite way to get into Tesco's, once inside the turnstyle several bolts have to be unscrewed to release the window which hides the key. To make things more difficult there are several rotating paddles and a metal grille to contend with. They have to avoid the paddles (there is no particular significance to these - they are just an annoyance to the contestants) and when the metal grille comes round, the contestant must run with the turnstyle, through the paddles again so they can have another go at the window.
Played: 98, Brit 98

Wall ledge:
Player has to go into the room where they will be harnessed up by a technician. They then climb out of the window onto some small ledges on the wall outside the fort. Player must traverse the ledges to get to the next window along to collect the key and then get back again. The ledges are on the outside, third floor up.
Variation: In earlier series a similar game was played indoors. A hole lead to a small ledge high up leading around the room to a key and the contestant had to get that and then get back. If they fell off it was VERY difficult to get back on again.
Played:96, 97, 98, Brit 98

Water Carrier:
A player is given a metre and a half length tube which is open on both ends. Inside the room is a basin of water. The player must fill up the tube with water and then cover both ends with their hands. On the other end of the room are three vials. The player must fill up the three vials, requiring three trips, so that the dial above them releases the key. Between the basin and the vials is an obsticle course, first a crawl underneath some metal bars, and then traversing some boxes connected by wire. The way back is a lot easier though, up some steps and jumping over a wall. The room has a very electrical feel, but I don't think the player actually gets electricuted if they spill the water on the metal!
Played: 99

Water Pump:
A game in two incarnations:
90:
One person was sent into a room. In it was a pipe with water coming out of it and a set of scientific bottles conntected by pipes. The idea was to put your finger over the end of the pipe so the water would go further and aim it into the beginning of the pipe sequence so the water would go all around the bottles and pipes and start raising the key which was on a float in the final pipe. One person didn't quite get it though and found a novel way of doing it. They used other bottles that were in the room, used the pipe to fill them up and then pour them directly into the key pipe, the rate of that being faster than the rate it takes for the water to go back through the system and fill it up backwards. She won!

91, 92, 94:
Now two people go into the room and one person holds and aims the pipe and the second person pumps like mad to get the water out of it!

Water Tank:
A male contestant is sent into the room holding two ropes connected to weights. He had to pull the ropes so he could get to the water tank at the end of the room. The key was in the tank so he has to use his head to get it. If at anytime he let go of the ropes, he was automatically locked-in.
Variation: In later years, the key was under a smaller container that had to be lifted out first, and they decided to add live eels to the tank.
Played:93, 96, 97

Water Wheel:
There is a tube with the key inside. Above the tube are some taps that can be turned on and off (although they should be left on). By turning the waterwheel, water is pumped through the taps and water falls through the cage. This fills up the tube and the key floats along to the end where the player can reach through and pick it up.
Played: 90

The Web:
Inside the room was a giant rotating tube with bungee strands criss-crossing around it. Players had to swim through the bungee to get to the end of the tube. There would be a small key. Then they had to turn around and open a box (using the smaller key) which was in the middle of the tube on one of the walls: that held the key.
Played: 96, 97, 98, Brit 98

I've got the key, I've got the secret! (sorry).

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