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 thé 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!
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...
This game is only to be found in The Netherlands, Belgium and France at this time. Due
to this, it's only available in Dutch and French language. I originally played the Dutch
version of this game and I translated my walkthrough in English. There might be some
slight differences, also to the French version of the game. If you find any disturbing
differences, please let me know by email.
If you want to receive the original Dutch walkthrough (text document "Evidence -
Het Bewijs"), send an email message to me.
I'll send it to you by email as soon as possible.
If you played the French version of this game and made a walkthrough in that language,
I would like to add your email address to this walkthrough so people can mail you if they
want the original French version. If you feel like helping fellow adventurers out and are
willing to send them your walkthrough, please let me know. Your email address will be
mentioned over here.
Copyright April 1998 Fugazi - Last update: April 10th, 1998.
Questions, suggestions, remarks or additional information? Just want to let me know
what you think of this walkthrough? Mail me!