Key Games

Arm Wrestling Arm Wrestling: the contestant has to arm wrestle against the strongman, whilst trying to grab the key which is in a little box with his other hand . Between their hands is a lever, so as they push the strongman's arm down, the key is lowered so it's accessable to grab.

00
Ball Surfing Ball Surfing: to release the key the contestant has to get one ball into the bucket at the end of the runway, however four sections of it are not in position. The contestant stands on a surfboard which swivels these sections, however if they don't move quickly enough they can't line up the next section in time and the ball drops to the ground, so they have to start again.

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Barrel Maze Barrel Maze: the contestant has to move a barrel from one end of the grid to the other, where the key is locked in a vice. On the barrel is a tool which will release the key. The grid contains 20 spaces, 18 of which are filled with boxes (including one that doesn't move), 1 which houses the barrel and 1 free one. The boxes must be moved so that the barrel can change position.

99 00
The Barrier The Barrier: inside the room the key is locked in a perspex cube which is easily opened, however when it's tampered with a door slams down blocking the exit. To get out the contestant has to remove the boxes which make up the barrier until there's a hole big enough for them to get out of. A very easy game.

00 01
Bungee Web Bungee Web: the contestant jumps into the revolving Bungee Web and must make their way to the end to grab a tool. They must then use this tool to open a box that is half way back down the web to release the key. This final stage is hardest because the box goes from being above the contestant to being below them in seconds (as the bungee web is turning round and round).

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The Burglary The Burglary: the contestant climbs a ladder and enters the cell via its window. Inside are a number of obstacles, such as ladders and nets, which the contestant must climb over to get to the key. If they touch the floor an alarm will go off and they will be taken away to the cages. The key is in a cylinder which they open using a tool given to them at the beginning. They must leave the way they came, still not touching the floor with themselves, the key or the tool.

99 00
Buzz Off! Buzz Off!: the contestant has to carry a heavy machine which vibrates violently along the wire without touching it, just like in the classic game. Jaba the Pirate stands in the background trying his best to put them off, but his efforts are rather pathetic! If they successfully get it to the end of the wire the key is released.

98
Cannonball Seesaws Cannonball Seesaws: by jumping on one end of a seesaw the contender must bounce cannonballs of differing weights into three barrels of various sizes.

00
Can YOU provide a picture of Cargo Maze? Cargo Maze: in the Fort cell is a cargo net in a box shape. Inside here is another box and so on, with the key lying in the centre of the maze. The contestant has to find their way through the entrances of each layer until they get to the key. They exit in the same way.

98
Ceiling Boxes Ceiling Boxes: in the cell the female contestant has to climb onto the male contestant's back and grab the baton which hangs from the ceiling. Then using this tool she must bang the white latches on the ceiling boxes to open them. There are various things in each box, such as flour and gunge, however from one box a key shall fall.

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The Cornice The Cornice: a narrow ledge runs along one of the cell's walls, opposite to which is a large cornice. The contestant has to edge their way along the ledge by leaning on the cornice, at the end of which is the key. This is so tiring that if they don't do it on the first attempt, they never will.

98
The Descending Rope The Descending Rope: the contestant has to climb a rope and unscrew the bottoms of four small cylinders, one of which contains the key. The trouble is, the rope is on a wheel so that as the player climbs, the rope descends. In series two the contestant has to guide the key through a small maze, which is much easier.

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Drawers Drawers: the key is located on a tablet, in the middle of a long, semi-circular row of similar tablets. The contestant has to push these round by getting tablets from the other end of the row. The catch is that to get to each end of the row, they must climb into a drawer, close it, climb into another drawer, open it, and step out! Phew!

00
Excalibur Excalibur: the mighty sword is stuck is a wooden log. The contender has to pull the sword out (the best technique being to swing it side to side) and then use the sword to cut a rope on which the key is attached. The cutting is actually the harder part, and this is where people mess up.

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The Fan The Fan: the two strongest male contestants are sent into a room at the end of which is giant fan. They have to slot a perspex cover in front of it to stop the fan, and this releases the key. As it is too noisy to hear anything, a red light goes on when time is almost up.

98 99
Gas Pipes Gas Pipes: the contestant is hand-cuffed to a pipe line which runs around the Fort cell. They have to guide the cuffs along the pipes, overcoming valves and so on which screw off, to the end where they can grab the key and run out of the room. Of course the problem is if they're not at the end when time is up, they're stuck!

99 00 01
The Granary The Granary: in the cell is a giant seesaw. The contestant has to move bags of flour so that the opposite end sticks up. They then have to pull out sacks from the ovens, the key being attached to end of one of the sacks. They then have to move the flour bags back, so that they can reach the door and climb out.

98 99
The Handbike The Handbike: the contestant has to pedal the handbike across the room, which in turn pushes the key along. Once they reach the end the key will drop down. Despite having a stool upon which to rest in the middle, this is an extremely difficult game, and if you fall off you have to start all over again.

00 01
Can YOU provide a picture of Iron Grid? Iron Grid: the contestant has to guide a very heavy rod around an iron grid to gain the key. If they let go of the rod, it falls to the bottom and a shutter means that they have to start all over again. If they don't do it on the first attempt, they're usually too tired to go through it again, as it has to be held down the whole time.

98
Jars of Fear Jars of Fear: there is a long row of large jars in one of the Fort's cells. The contestant has to feel inside each jar, which contains things such as worms and rats, until they feel the key. This is an easy game, however the key is often missed beacuse they don't feel around enough.

98 99 00
The Library The Library: upon entering the room the contender faces a large stack of books, including a clear one in the middle which contains the key. This volume must be pulled out to get to the key, however when the height of the stack decreases, a catch locks over the door. To open the door, the pile must be re-built. This is a lot harder than it sounds, and of course if it's failed, the contender is automatically locked in.

00
Moving Monkey Bars Moving Monkey Bars: the contender has to hook the metal bars into position to climb the overhang and reach the key. However there are only two bars at the bottom, with another two hanging down, so the bars have to be re-used. This is very tricky.

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Mud-Wrestling Woman Mud-Wrestling Woman: hanging from the ceiling of the mud filled cell is the key. However blocking it is the Mud-Wrestling Woman, who the female contestant must literally throw out of her way so that she can grab the key. Once she has the key, the action's over. This is a brilliant one to watch, and it's particularly funny watching them try to get back out over the slippery mud!

98 99 01
Neon Water Neon Water: the contestant has to fill up a long tube with green neon water which lies just inside the Fort cell. They must then carry the water through an obstacle course and fill up three cylinders with the luminous liquid. Obviously the player has to cover up both ends of the tube so that little water is lost, however the course requires them to crawl on their back and so fourth so it isn't easy.

99 00
Rat Box Rat Box: inside the cell a female contestant climbs into a cage. The male contestant then has to lift the cage up, so that the female can plug in some stoppers to the cage's container, allowing the male contestant to run around the other side, and lift it higher still. Eventually, the female contestant reaches the Rat Box. She must reach inside, wrestle the key from the rats, climb through the side of the container and escape before time expires.

01
Rolling Cylinders Rolling Cylinders: the contestant must work their way along a series of variously sized rolling cylinders to get to the key. They have to move very slowly whilst lying low with their weight evenly balanced, otherwise the cylinders spin round and they fall off.

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The Sail The Sail: one contender lies down on a perspex sail whilst the other winds a handle. This raises the sail into the air, so that the contender lying on it can reach up and grab the key which is on the ceiling. Unfortunately the sail rocks to and fro, which makes it another test of balance.

00
Sand Cell Sand Cell: the key is hanging high on the ceiling, and the contestant has to collect boxes to climb on and reach it. The trouble is, two of the three boxes are in barred off areas, and the entrances to these areas are blocked with sand. The contestant has to kick/push the sand out of the way to get to the boxes. As the entrances are low a lot of sand needs to be removed, and this is exhausting and time consuming.

99 00
The Shrinking Room The Shrinking Room: on the ceiling of the room are many keys. The contestant has to use these keys to try to open a box which has three locks on it. Each lock requires a different key. The drawback is that the ceiling is continually lowering. This game is rarely completed as they often forget to try each key for each lock. It's sometimes quite worrying when the contestant is almost squashed getting out!

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Spinning Disks Spinning Disks: the contestant has to push disks into a contraption above them whilst gripping onto a spinning platform. Once enough disks have been put into the machine, the key is released.

00
Stirrups Stirrups: by using a pair of stirrups, the contestant has to walk through the air to grab the key which is at the end of their aerial path. This game is very tricky as it's hard to hook the stirrups into place, and usually ends up with people swinging about all over the place.

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Strong Man Strong Man: the contestant has to push a horizontal pole one way, whilst L' Homme Fort pushes the other. If they manage to get the pole round far enough, it latches into place and the key is released. No one can usually beat the Strong Man - but he was no match for Frank Bruno!!

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Swing Bag Swing Bag: inside the cell are two covered targets, a heavy swing bag, and a small platform. When the contestant stands on the platform the targets are uncovered. He must swing the bag, jump on the platform (so as to uncover the targets) and hit both targets in order to win the key.

99
Tube Tube: at the top of a long, winding tube is the key. The contestant has to crawl up, grab the key and then slide back down. It sounds easy enough, but the time limit is quite tight, and the game often results in a prisoner.

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The Turnstile The Turnstile: the contestant has to unscrew a panel to get to the key, whilst avoiding the revolving paddles of the turnstile. In series one there was also a metal grid which meant they had to run forwards, but that went in series two.

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Wall Walk Wall Walk: the contestant climbs through the cell window where, on the outside wall of the Fort, they find a row of very thin ledges. They have to climb along these to the next window, grab the key, and shuffle back again. Like in the Tube game, you have to be speedy, as it's not a case of just running to the door when time's almost up.

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Water Buckets Water Buckets: above a treadmill hanging on the ceiling are a series of buckets containing water. The contestant has to jog on the treadmill, lift down the buckets and pour the water into a tube. This tube leads into another, so that the key is pushed upwards by the water. The buckets are hard to unhook and unless the player stays facing forwards they will lose their balance. Also spilt water makes the treadmill very slippery.

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Window Weights Window Weights: hanging at the bottom of a rope out the cell window are some weights, and the key. The contestant has to pull on the rope until the rope locks into the pulley. Then the contestant must climb out of the window into a cage on the side of the Fort, where he can reach out for the key.

98 99
The Wine Cellar The Wine Cellar: outside the cell the contestant is connected to a chord. He must then follow the chord through the cell, up and over a number of shelves and barrels, to the key which is at the far end. The course then has to be followed in reverse to get out. The key cannot be dropped, because the chord does not go low enough near the ground to for it to be picked up again.

00 01
Wood Saw Wood Saw: two male contestants have to cut a piece of wood in half using the giant saw to gain the key. The saw however is attached to weights which means it is hard to hold down and use.

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