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Fort Boyard: The Challenge
FAQ v.1.00 by d`Jeu mr.saturn@lycos.com
---------
Version History
0.01
Dec 3
Just got the game in the mail, started playing, decided to make FAQ.
1.00
Dec 15
Finished the FAQ and am about to submit it to gamefaqs.com
1.10
Dec 16
Noticed some errors I made, and fixed some new stuff I learned.
---------
CONTENTS
1) Introduction
2) System Req. and other techie stuff
3) Rules of Fort Boyard
4) Getting Started
5) Basic Controls
6) The Games
7) Final Stuff
---------
1) Introduction
This is the first of three Fort Boyard games made by Microids. The second one,
The Legend, is a point and click adventure similar to Myst. The third game,
The Quest (Or Millenium) is an action game. Seeing as how this first one is the only one that is close to the show, it's my favourite.
Fort Boyard, if you don't know, is a fairly famous TV show filmed in Fort
Boyard, off the coast of France, near La Rochelle in the Charente-Maritime region. Watch it if you get the chance, you'll get a better idea of how the show goes, and can get some hints on how this game actually works.
----------
2) System Req. and other stuff
According to them:
Minimum Requirements
A PC (Unless you're a mac user, you're using one)
2X CD-ROM
486 DX processor (You know, BEFORE we had Intel)
4 Mb free HD space
4 Mb RAM
Compatible sound card
Yeah, that's it. If you're reading this, odds are you can play it. Finding it is the other part. My version is Le D‚fi, the French version, got it off eBay.
Good luck with your search. If you have the English version, tell me.
Installation:
(I'll assume you have Win 95 or better)
Put the CD in. If the autoplay doesn't work, just go to Start->Run->d:\install and everything should be just peachy. The sound card should detect automatically. When you go to test it (and you should) odds are it will start the sound card conflicts, but as long as you hear the test song, everything is fine.
------------
3) Rules of Fort Boyard
Fairly simple, you have 75 minutes. In that time period you must earn 7 keys, play against "Les MaŚtres des Juex" and play more games to earn clues. At the end, you must spell a word from the clues, take the gold Boyards out of the
Treasure Room and all is happy.
A Little More Complex Now:
You start out with 6 team members, each with a distinctive traits, Strong,
Agile, Cunning, Smart, Patient and the Captain. After assigning each human player a character the game starts. i) The Gong
This just signifies the start of the 75 minutes. (Almost) Everything from now on cuts into it. Starting with... ii) Fouras' Riddle
The Captain makes a trek up to Fouras' Tower to answer a riddle. Get it right and you get your first key. If you don't answer in time, Fouras throws the key into the sea, and you'll be treated to a movie of a player getting it. And this does cut into your time, not by much, but it could mean the difference between getting one more clue or not. You don't actually have to do anything during the movie, just watch. Either way, you're off to the first challenge. iii) The Challenges
Before each challenge, some random time-wasting videos are played. Except for the Bungee game, you won't have a clue as to what you're about to play. Listen to the description of who should play that game, pick their ball and drag it to
Enter to begin the challenge. That little water hourglass at the bottom of the screen shows how much time you have remaining for the challenge. If you aren't out when it runs out, that player is locked in, and can't play anymore for at least the first half of the game. Keep playing challenges until you have seven keys. iv) The Rat Maze
Once you have all seven keys, you get the chance to free your imprisoned team mates. You'll see a little maze with a series of exits coloured black and red.
Pick one of them and a rat will be put in and will come out the exit, pick the right colour and the player is free, pick wrong and the player remains in jail for the entire game. Do this once for each player in jail. v) The Council Chambers
One of the few exceptions where the 75 minute clock stops running. Each player
NOT in jail goes up against a MaŚtre d'Jeu (if you're wondering where I got my nick), playing one of three games. Win, and 25 seconds will be added to the time for the final game, lose and no time will be added, but none will be taken away. You get 3:00 guaranteed, so if you have no prisoners, and win every game, you have 5:50. It's possible, and fairly easy too. vi) The Adventures
Pretty much the same process as the Challenges, except you're playing for clues now. These clues lead to a final word that you must spell out in the Treasure
Room. The timer is now a fuse, if it goes off, the game is done. If you beat the game, you get a new clue. In this part of the game, the players WILL NOT be locked in, so don't worry about getting out in time. Pretty much keep going until the 75 minutes runs out, or you know the final word and don't feel like playing the games anymore. vii) The Treasure Room
Fairly simple. Spell out the final word using your team members (in order) and cannonballs if you need them (in order). If you get it wrong, you lose. If you get it right, the Boyards fall from the central cage, and the team rushes to collect them. Get as many as you can before time runs out. The players will leave automatically with about 10 seconds left on the clock.
------------------
4) Getting Started
I actually already covered most of this, but I'll do it again anyway. Pick an option to start, the only difference is whether the two opening movies play.
Next, pick how many human players are playing, name them, and assign them a colour by using the coloured balls. Make sure to remember your colour.
On the next screen, assign each player to a trait. Here's a quick listing:
Captain: Give it to the most experienced player. They won't be called to play games much specifically, but they do play the riddles, the final game and should take over if the required player is in jail.
Strong: This player seems to get the harder games, so give it to someone with experience. If you aren't playing with 6 players, give it to the Captain.
Smart: They typically get the easier games. A good place for someone new to the game, but make sure they can do math.
Agile: The one I most frequently jail. They have a habit of playing the Rat
Race game, so give it to the player with either the best memory, or the least interest in the game. They won't be around too long.
Cunning: Honestly, this player just seems to come up at random. Seems to be a cross between Smart and Agile. I haven't seen them play specific games too often, so give it to a well balanced person, or double (or triple) on the
Captain. They also tend to get the Rat Race.
Patient: Like Cunning, this doesn't have too many traits. More a cross between
Smart and Strong. They do tend to be called on more than other players.
After assigning the players, it's off to Fort Boyard.
-----------------
5) Basic Controls
You only need two things to play almost every game.
Mouse - Used in almost every game. You know how to use a mouse.
Spacebar - Used to escape from rooms in the Challenge portion of the game. In every game except for Rat Race (and possibly the Wall) just hit the spacebar to get out before the timer runs out.
Keyboard - Used to type in names before the game, and the answers during
Fouras' Riddles. You should know how to use this too.
---------------
6) The Games
KEY/CLUE GAMES
(Name of Game)-(Person most likely to play it)
(Controls) (RMB, right mouse button, LMB, left mouse button)
-(What you're supposed to do)
-(Strategy)
*If AUTO LOCK IN appears in the title, it's a game you must beat to get out, no space bar for you.
Hanging Stirrups-Strong
RMB-Start turning LMB-Hook the stirrup
- You are supposed to move along the course until you get to the end. Try to press LMB when the hooks are matching. One of the harder games to do.
- Just develop a rhythm. If you keep flowing, it gets easier. Starting is the hardest thing to do. Try to RMB when the hook is in the middle of moving up.
Anagram Cage-Smart AUTO LOCK IN
RMB-Pick up keys, place keys
- Each of the keys has a letter that spells out a word ala Jumble. Put the keys in order from top to bottom beside the door, and remember to grab the key or clue before leaving.
- Use the shelf to arrange the letters, test them out. If you are a cheater, mots.txt (possible words.txt on the English version) has a list of every word used in the game. Quite a bit harder than it looks, but not impossible.
Ball Labyrinth
Mouse-Tilt the table
- I'm sure you've seen smaller versions of these before. Just get a ball to the end of the course (cross that white pivot) and the key or clue is yours.
If the ball goes in the hole, it's out, but you get three balls.
- A really easy game, just try not to worry about time to much, the holes are a bigger concern. Just don't make any sudden movements, and try to keep the ball under control
Curling-Strong
RMB-Pick up ball Mouse-Move, throw ball
- Knock the puck with the clue or key with the cannon balls to get it within reach. You pick it up automatically. RMB to kneel down to reach the balls, then move the mouse (quickly) in the direction you want to throw it.
- Move the mouse quickly. Speed is your friend in this game. Give the puck one solid hit and it should be on its way down.
Laboratory
RMB,LMB-Pump
- Alternate between RMB and LMB to pump the water as much as possible. Keep the spray in the top area long enough to fill every beaker with water to get the key.
- Find a rhythm, again. Try to go as quickly as you can, while moving the pump as much as you can. Long pumps are better than short ones.
The Church Clock
Mouse-Move bob RMB-Throw bob
- Move the mouse back and forth to gain momentum, and then press RMB to throw the bob at the clock. The idea is to make it hit the clock when the key is at the bottom.
FAQ v.1.00 by d`Jeu mr.saturn@lycos.com
---------
Version History
0.01
Dec 3
Just got the game in the mail, started playing, decided to make FAQ.
1.00
Dec 15
Finished the FAQ and am about to submit it to gamefaqs.com
1.10
Dec 16
Noticed some errors I made, and fixed some new stuff I learned.
---------
CONTENTS
1) Introduction
2) System Req. and other techie stuff
3) Rules of Fort Boyard
4) Getting Started
5) Basic Controls
6) The Games
7) Final Stuff
---------
1) Introduction
This is the first of three Fort Boyard games made by Microids. The second one,
The Legend, is a point and click adventure similar to Myst. The third game,
The Quest (Or Millenium) is an action game. Seeing as how this first one is the only one that is close to the show, it's my favourite.
Fort Boyard, if you don't know, is a fairly famous TV show filmed in Fort
Boyard, off the coast of France, near La Rochelle in the Charente-Maritime region. Watch it if you get the chance, you'll get a better idea of how the show goes, and can get some hints on how this game actually works.
----------
2) System Req. and other stuff
According to them:
Minimum Requirements
A PC (Unless you're a mac user, you're using one)
2X CD-ROM
486 DX processor (You know, BEFORE we had Intel)
4 Mb free HD space
4 Mb RAM
Compatible sound card
Yeah, that's it. If you're reading this, odds are you can play it. Finding it is the other part. My version is Le D‚fi, the French version, got it off eBay.
Good luck with your search. If you have the English version, tell me.
Installation:
(I'll assume you have Win 95 or better)
Put the CD in. If the autoplay doesn't work, just go to Start->Run->d:\install and everything should be just peachy. The sound card should detect automatically. When you go to test it (and you should) odds are it will start the sound card conflicts, but as long as you hear the test song, everything is fine.
------------
3) Rules of Fort Boyard
Fairly simple, you have 75 minutes. In that time period you must earn 7 keys, play against "Les MaŚtres des Juex" and play more games to earn clues. At the end, you must spell a word from the clues, take the gold Boyards out of the
Treasure Room and all is happy.
A Little More Complex Now:
You start out with 6 team members, each with a distinctive traits, Strong,
Agile, Cunning, Smart, Patient and the Captain. After assigning each human player a character the game starts. i) The Gong
This just signifies the start of the 75 minutes. (Almost) Everything from now on cuts into it. Starting with... ii) Fouras' Riddle
The Captain makes a trek up to Fouras' Tower to answer a riddle. Get it right and you get your first key. If you don't answer in time, Fouras throws the key into the sea, and you'll be treated to a movie of a player getting it. And this does cut into your time, not by much, but it could mean the difference between getting one more clue or not. You don't actually have to do anything during the movie, just watch. Either way, you're off to the first challenge. iii) The Challenges
Before each challenge, some random time-wasting videos are played. Except for the Bungee game, you won't have a clue as to what you're about to play. Listen to the description of who should play that game, pick their ball and drag it to
Enter to begin the challenge. That little water hourglass at the bottom of the screen shows how much time you have remaining for the challenge. If you aren't out when it runs out, that player is locked in, and can't play anymore for at least the first half of the game. Keep playing challenges until you have seven keys. iv) The Rat Maze
Once you have all seven keys, you get the chance to free your imprisoned team mates. You'll see a little maze with a series of exits coloured black and red.
Pick one of them and a rat will be put in and will come out the exit, pick the right colour and the player is free, pick wrong and the player remains in jail for the entire game. Do this once for each player in jail. v) The Council Chambers
One of the few exceptions where the 75 minute clock stops running. Each player
NOT in jail goes up against a MaŚtre d'Jeu (if you're wondering where I got my nick), playing one of three games. Win, and 25 seconds will be added to the time for the final game, lose and no time will be added, but none will be taken away. You get 3:00 guaranteed, so if you have no prisoners, and win every game, you have 5:50. It's possible, and fairly easy too. vi) The Adventures
Pretty much the same process as the Challenges, except you're playing for clues now. These clues lead to a final word that you must spell out in the Treasure
Room. The timer is now a fuse, if it goes off, the game is done. If you beat the game, you get a new clue. In this part of the game, the players WILL NOT be locked in, so don't worry about getting out in time. Pretty much keep going until the 75 minutes runs out, or you know the final word and don't feel like playing the games anymore. vii) The Treasure Room
Fairly simple. Spell out the final word using your team members (in order) and cannonballs if you need them (in order). If you get it wrong, you lose. If you get it right, the Boyards fall from the central cage, and the team rushes to collect them. Get as many as you can before time runs out. The players will leave automatically with about 10 seconds left on the clock.
------------------
4) Getting Started
I actually already covered most of this, but I'll do it again anyway. Pick an option to start, the only difference is whether the two opening movies play.
Next, pick how many human players are playing, name them, and assign them a colour by using the coloured balls. Make sure to remember your colour.
On the next screen, assign each player to a trait. Here's a quick listing:
Captain: Give it to the most experienced player. They won't be called to play games much specifically, but they do play the riddles, the final game and should take over if the required player is in jail.
Strong: This player seems to get the harder games, so give it to someone with experience. If you aren't playing with 6 players, give it to the Captain.
Smart: They typically get the easier games. A good place for someone new to the game, but make sure they can do math.
Agile: The one I most frequently jail. They have a habit of playing the Rat
Race game, so give it to the player with either the best memory, or the least interest in the game. They won't be around too long.
Cunning: Honestly, this player just seems to come up at random. Seems to be a cross between Smart and Agile. I haven't seen them play specific games too often, so give it to a well balanced person, or double (or triple) on the
Captain. They also tend to get the Rat Race.
Patient: Like Cunning, this doesn't have too many traits. More a cross between
Smart and Strong. They do tend to be called on more than other players.
After assigning the players, it's off to Fort Boyard.
-----------------
5) Basic Controls
You only need two things to play almost every game.
Mouse - Used in almost every game. You know how to use a mouse.
Spacebar - Used to escape from rooms in the Challenge portion of the game. In every game except for Rat Race (and possibly the Wall) just hit the spacebar to get out before the timer runs out.
Keyboard - Used to type in names before the game, and the answers during
Fouras' Riddles. You should know how to use this too.
---------------
6) The Games
KEY/CLUE GAMES
(Name of Game)-(Person most likely to play it)
(Controls) (RMB, right mouse button, LMB, left mouse button)
-(What you're supposed to do)
-(Strategy)
*If AUTO LOCK IN appears in the title, it's a game you must beat to get out, no space bar for you.
Hanging Stirrups-Strong
RMB-Start turning LMB-Hook the stirrup
- You are supposed to move along the course until you get to the end. Try to press LMB when the hooks are matching. One of the harder games to do.
- Just develop a rhythm. If you keep flowing, it gets easier. Starting is the hardest thing to do. Try to RMB when the hook is in the middle of moving up.
Anagram Cage-Smart AUTO LOCK IN
RMB-Pick up keys, place keys
- Each of the keys has a letter that spells out a word ala Jumble. Put the keys in order from top to bottom beside the door, and remember to grab the key or clue before leaving.
- Use the shelf to arrange the letters, test them out. If you are a cheater, mots.txt (possible words.txt on the English version) has a list of every word used in the game. Quite a bit harder than it looks, but not impossible.
Ball Labyrinth
Mouse-Tilt the table
- I'm sure you've seen smaller versions of these before. Just get a ball to the end of the course (cross that white pivot) and the key or clue is yours.
If the ball goes in the hole, it's out, but you get three balls.
- A really easy game, just try not to worry about time to much, the holes are a bigger concern. Just don't make any sudden movements, and try to keep the ball under control
Curling-Strong
RMB-Pick up ball Mouse-Move, throw ball
- Knock the puck with the clue or key with the cannon balls to get it within reach. You pick it up automatically. RMB to kneel down to reach the balls, then move the mouse (quickly) in the direction you want to throw it.
- Move the mouse quickly. Speed is your friend in this game. Give the puck one solid hit and it should be on its way down.
Laboratory
RMB,LMB-Pump
- Alternate between RMB and LMB to pump the water as much as possible. Keep the spray in the top area long enough to fill every beaker with water to get the key.
- Find a rhythm, again. Try to go as quickly as you can, while moving the pump as much as you can. Long pumps are better than short ones.
The Church Clock
Mouse-Move bob RMB-Throw bob
- Move the mouse back and forth to gain momentum, and then press RMB to throw the bob at the clock. The idea is to make it hit the clock when the key is at the bottom.
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- Fort Boyard: The Challenge FAQ by System on 09/03/2006, 09:50






