legend of fort boyard walkthrough
After competing in the TV-show Fort Boyard, you're destined
to find Napoleon's treasure, said to be hidden inside
the fortress in the Atlantic Ocean, just of the coast
of France. With the money earned in the show and a healthy
portion of adventurous instinct, you set course to find
the treasure!
LA ROCHELLE, HOTEL DU COMMERCE
After arriving in La Rochelle, you head to your hotel.
Inside, go to the reception desk and tell the clerk your
team won 16 grand. He'll give you the key to your room.
Ask him if there are any messages for you. There is one.
It's a note with a phone number and the request to call
that person. Don't forget to take a city plan from the
counter.
Go to the bar inside the hotel and meet the beautiful
Liliane (if you have any doubts, she's the girl wearing
the red dress!) Walk towards her, be friendly and tell
her she's very beautiful. She'll leave now, but thanks
to your kind words, you'll meet her again later. Now talk
to the bartender. He tells you about the golden coin he
has inherited from his grandfather.
Now go to the hall again and from there to your room
(use the stairs).
In your hotelroom there's a lot to be examined:
Go to the closet and examine the jacket. It has 5 pockets
and you must search them all. You will find a businesscard
with the word "Armstrong", which, when examined,
will tell you it's a code for your credit card... There's
also a note with the word "Magnum" on it which
is the code for the box... what box?
In the drawer of the nightstand between the two beds
you'll find a book. Use the phone on the nightstand to
order coffee (white button and button '2'). Go away from
the nightstand to let the bellboy in. Drink the coffee
but more important is to take the sugarcubes.
Again use the phone to call a friend. The number is on
the card you found in the jacket; 1614601542. He'll tell
you a story about the fort and a book about a guy called
Duroselle, written by Denis. He lives at the Place de
la Tour 1. If he hasn't moved away..
Now use the look-symbol to check the bed with the white
sheets. You should find the small box mentioned earlier.
The word "Magnum" hides the code for the lock;
the Magnum's most known caliber is the .357. This is you
code 3 5 7. Turn the wheels and press the button left
of them. The suitcase will open and reveal to you a credit
card, a compass, a medallion and a golden Napoleon. Not
bad!
No lie down on the bed with the white sheets and get
some sleep. Dream about the fort. Sleep twice to see both
dreams 'available'.
In the bathroom get a penknife and some aspirin from
the pouch beneath the mirror. You can also use the hairdryer
but there's no need for that (unless you feel idle).
Now go back to the bar of the hotel and use the penknife
on the money cabinet on the counter. Open the drawer and
get the bartender's golden Napoleon. That makes two of
it!
THE CASH MACHINE
Leave the hotel and choose the cash machine from the
map. Put the credit card in the slot and enter the code.
"Armstrong" is the hint, meaning the first man
on the moon. As this was in 1969, the code for the machine
is 1 9 6 9. Press these figures and then get the largest
amount of money possible; 3000 bucks (get to the second
screen of the machine!)
LA TOUR DE LA LANTERNE
The guard will ask you for 3 bucks entrance money. Give
it to him. Go to the left and buy the only left Japanese
guide to the Tour. It'll cost you another 35 but that's
okay. Invest in your future! Go back to the first guard
and talk to him. Conversation doesn't run very smoothly
but keep talking:
1. Ask about the southern cannonball hole in the east
wall. He doesn't know a thing about it but his colleague
does. He tells you you're the second person asking for
it. Go on in this direction and he'll tell you a cute
blonde chick with blue eyes came before you. She left
her ticket to the aquarium and when you've done allright
in conversation, he'll give it to you. Costs you another
35 bucks! Just keep paying cause it'll all pay back later.
2. He tells you about his colleague who's in the library.
His name is Jean Duby.
Now go to the right and climb the steps of this tower.
In the top room you can examine the walls. Only important
thing is the inscription '4MA'. If you can't find it,
don't worry, not a problem right now!
THE ANTIQUE SHOP
Give the sugarcubes to the dog Trésor. He will
leave and you can enter the shop. Pick up any item you
like and Liliane Denis will come to you. Talk to her.
Tell her it's important that you speak to monsieur Denis.
She asks you why and you tell her it's about a book about
Duroselle. Tell her you're after the treasure. This seems
like giving away info but it's the only right way. Avoid
talking about the army or the war at any time!
When the word 'treasure' has been mentioned, she finishes
by telling you cooperation will be a great deal. She gives
you a card and once you're outside, you remind yourself
to give her a call tonight.
YOUR HOTELROOM
Call your friend. He found out Duroselle is buried on
the isle of Aix. You must take a look there before you
go to the fort.
Hang up the phone and call Liliane Denis. The number's
46416969 (on her card, remember?) She wants to cooperate
and you tell her 50-50 is fine. She then tells you she
has discovered something important. Her father had a letter
from Duroselle to his daughter. She wants to meet you
in the Tour the next morning. Who are you to refuse?
Now sleep and time will pass...
LA TOUR DE LA LANTERNE
Go to the Tour de la Lanterne. Go to the top and meet
Liliane who has just made some pictures of the inscriptions,
especially the 4MA one. She gives you the picture and
the Duroselle-letter. She tells you her father was looking
for a combo of figures and letters. Just a matter of translation?
THE AQUARIUM
Inside, you'll meet two men. The one in the red sweater
warns you for the legend. The other one is an explosives
expert. You can talk to both of them, so don't worry when
one of them disappears.
The explosives guy is the one to have a conversation with.
He's an expert... and so is Jaqueline Duroselle, the granddaughter
of Duroselle (the one from the letter). When you are done
talking to him, walk on and meet Jaqueline. Give her back
the ticket you got in the Tour and she'll talk to you.
Show her the Boyard-coin as an ID and she'll tell you
about navy officer Duroselle... and the treasure. Best
thing is, she gives you the address of Jaques Dufaux,
an electrician that worked inside the fort. That can come
in handy! Happy you leave the fish.
THE LIBRARY
In the library, the lady asks you if you're a member.
Tell her you're not and the give the lady the Japanese
tour guide and she'll give you admittance for the rest
of your life. Walk around till you'll have to choose 3
possible ways of walking. Choose the left one and meet
Duby. Tell him you found Duroselle's inscriptions. When
he asks you if you could translate them, tell him 'no'
and show him evidence; Liliane's picture. Let's go to
his house!
In Duby's house he'll tell you about the fortress. He
wants a slice of the cake, but tell him he gets 10 percent
of nothing!
THE ISLE OF AIX
Take the ferry to the isle and visit the three locations
over there.
First go to the cemetery. From the harbor, that going
to the right. Examine the tombstone. The text is upside
down but, when read with a mirror, says: Three times the
tigers of the sea will block your way but the fourth time
the fort will welcome you".
Then go to the house of Jaques Dufaux. From the harbor
this is to the left. Tell the old lady at the door you
have a job for Dufaux. Once inside the house, use the
left side of the blue button on the panel left of the
screen. Pull it and the music will be louder. Dufaux is
somehow hypnotized by it and will cooperate when you tell
him it's about an important job. Leave the house.
Last important location on Aix is the pub. Go there (arrow
to the top of the screen) and meet two sailors. Both sailors
offer a solution. If you choose the young sailor, you'll
have to solve a chess problem. If you do this right, he'll
take you to the fort for nothing. If you choose the old
sailor, you just have to give him money.
The chess problem is not that hard. Move the bishop to
the top and to the right till it's crosswise to the king.
The king will take one step forward. Now use the knight
that most to the bottom of the screen to take two steps
forward and one step to the right. Checkmate and good-bye
to the king. The sailor tells you to meet him in the harbor.
In the harbor talk to him and take the dinghy to the
fort!
part two
TREASURE HUNTING - INSIDE THE FORT
Go left and go to the door. Press the tiger's head above
the door three times. Then a fourth time and the door
will open. Enter! Go through the hatch in the floor and
find the first puzzle. Put the medallion in the left hole
and hear a lock open. Go up again and open the chest.
Take out Napoleon nummero three!
Go outside and climb the wall. When you look carefully,
you see some 'dots' on the wall. On the top of the screen
on this line of rocks, a golden arrow will appear which
marks the way up. Go there. Then go to the tower, the
Tower of Fouras or watchtower.
Inside the tower room, choose wisely those keys. Choose
keys number 2 (left of the middle row) and key number
5 (middle key of the lower row). Leave the tower.
THE CORRIDOR
Near the podium is a bowl. Examine it and find a bottle
with an unknown powder. Take it and enter the corridor.
At the end you find a junk hole with an iron bar in it.
Take the bar and leave the corridor.
Note: When you have found the matches in the hospital
later on, you can also examine the dark room in the corridor.
There are some glyphs that are interesting but not necessary
to complete the game.
PIT AND GONG
Near the gong is a pit. Use the iron bar on the pit and
you'll get a bronze key. Use the iron bar on the gong
and Fouras will tell you about the library and that you
must choose wisely!
THE CHEST
Open the chest with the bronze key and get your fourth
and final Napoleon coin. Now you have got all coins necessary
to enter the treasure chamber!
THE PODIUM
On the podium you will find a Boyard coin which to Liliane
is very worthless. Be careful not to switch this one with
a real napoleon later on!
THE FORT'S LIBRARY
Before you open the door, remember your dream and turn
the left poke first and then the right poke. Open the
door and enter. As Fouras already told you, you get to
pick one book. The one you should get is in the middle
row. This row is divided into three sections. The book's
just to the right of the corner of the middle and small
section. It the first great black book seen from the left
of this section.
You'll read it automatically and the only important thing
is the riddle about portside, portside, starboard, portside.
THE GENERATOR ROOM
To enter this room, use key number 2 from Fouras' Tower,
which is the horizontal key. Inside, it's dark and you
can only see a blue door. Just left of the door is a light
switch. Use it and Dufaux the electrician will tell you
what to do. To your left is a switch panel and to the
right some meter lockers. Go to the right and pull the
switch on the outside of the lockers. It's black and you
should put it on 'manual'. Then open the lockers and make
sure all switches are green. If not, do so. Then go to
the left side of the room and start using the panel. This
is the order in which you should do things:
1. Turn the lower buttons starting from the left switch
to the right switch.
2. Turn the upper switches to the left, starting with
the right switch and then on to the left.
3. Turn the two keys.
4. Press the three green buttons from left to right.
5. Press the blue button.
When you've done it right, a music will start and the
lights will be restored in every room of the fort.
THE VIDEO ROOM
To enter this room, use key number 5, the vertical one
taken from Fouras' tower. Enter and turn the PC on. Some
figures will appear.
The black numbers from the image are the ones shown
by the computer. The trick is to take each of these numbers
minus 2. This will make the numbers as shown in red. Now
go to the panel and take a look at it. There are big buttons
and small buttons. The big numbers equal the big buttons
and the small numbers equal the small buttons. Now read
the red numbers from left to right and from top to bottom.
This makes big one, small one, big six, small two, big
seven, etc. Press the buttons in the same order as the
numbers.
So press big button number one, small button number one,
big button number six, small button number two, big button
number seven, small button number six, big button number
two and small button number seven. Then pull the switch
and a music will start; many closed door will be open
now!
THE HOSPITAL
Enter the room and go to the table. There's a lot to
be found here: matches, a small and high bottle with some
kind of developer fluid and a small and wide bottle with
some acid. Get them all and leave.
THE ROOM OF THE LION'S HEAD
Now it's time to get the treasure. Enter the Room of
the Lion's Head by putting the cursor on the keyhole.
Be precise! At the gate, use the powder and the matches
on it in that order to blow it away. Enter and look at
the cups.
Now you have to put those four napoleon coins in the
cups. The order is told to you in the book; portside,
portside, starboard, portside. In other words: left, left,
right, left. Put the coins in one by one in the cups left,
left, right and left. Then click on the head itself. The
crypt will open up to you.
THE CRYPT
Fouras will tell you a story about the Tiger of the Sea.
It's a bit confusing. This is what you should do. Put
the letter from Duroselle, given to you by Liliane, in
the square in the wall. Use the developing fluid on it
and a drawing appears which looks like a sad face. Now
put the four Napoleon coins in the slots above the drawing
in the same position as the 'mouth' of the 'face' shows
you. This means; lower left hole and lower right hole
and both center holes in the middle row. A get a green
diamond and the wall will move
THE RIDDLE OF THE CANDLES
It's a long story about the war and the soldiers. This
is the deal. There are 26 candles to be divided in 20
provinces. Every of the 8 officers gets an equal amount
of these provinces. Two of them get 1 province more then
the others. This means those two get 4 provinces and the
rest gets 3 provinces. Two officers are at war and half
of their provinces is destroyed. This means two of their
four provinces is destroyed. In total this is four destroyed
provinces. And they should be as far away from eachother
as possible. The ones destroyed are those marked with
an X in the outer square of candles.
Then there's a meeting in which the officers are killed.
The meeting is the circle of six candles. The officers
are the ones on top and at the bottom (far away!). Also
blow them out. Put the diamond in the middle to let light
shine again. Solved!
Now you've solved it, you only have to choose your treasure.
Of course, like in every good fairy tale, you choose wisdom
or the book. If not, and you choose the gold, you'll become
Fouras and are doomed to spent the rest of forever in
his tower...