Season 1 - Final 24 Challenge - Fuse Point

# Fuse Point

This was a challenge seen in Season 1 of The Isle, "Yakushima." This was the first challenge seen that season, when there were 24 Castaways left in the game.

# Challenge Writeup

### For Todays Challenge

You'll be split into two groups that will start at opposite ends of the beach.  For the purpose of this challenge, the beach will be split up into a 4x4 grid, for a total of 16 quadrants.

Each quadrant is numbered, with 1 being in the top left, 4 being in the top right, 13 being in the bottom left, and 16 in the bottom right.

On each end of the beach, there will be 12 wooden towers, and 12 "fuse points" represented as black circles.  All of the towers and fuse points are marked with a number between 1 and 12.

It's not shown in the example image above to keep them hidden until you begin the challenge, but each wooden tower is marked with 3 symbols.

There are 12 symbols in total:

Black Skull, Blue Fish, Brown Pretzel, Cyan Puzzle Piece, Gray Diamond, Green Palm Tree, Orange Star, Pink X, Purple Heart, Red Flag, White Circle, Yellow Sun. Each symbol will appear 6 times, 3 times on each side of the beach.

Each wooden tower is connected, by a rope that travels through the sand in the middle, to a Fuse Point at the \*\*opposite\*\* side of the beach.

At the \*\*start\*\* of each rope, there will be 3 colored rungs that will match the symbols that are pictured on the tower it is connected to.

Your goal will then be to use commands that will allow you to study different parts of the beach for up to \*\*5 Seconds\*\* at a time.  If you are in \*\*Group 1\*\* (starting at the North end of the beach), you'll use the commands \*\*"?L1"\*\* through \*\*"?L16"\*\* and if you are in \*\*Group 2\*\* (starting at the South end of the beach), you'll use the commands \*\*"?R1"\*\* through \*\*"?R16"\*\*.

These commands will allow you to view an image of the part of the map they are assigned to, but study fast, because after \*\*5 Seconds,\*\* the image will disappear, and you'll have to use the command again if you need more time to study that part of the beach.

To make it more challenging, there will be "sand outs" throughout the map where you'll see sections of rope buried in the sand, making it more difficult to tell where each rope may be headed to.

But to help you potentially keep track of a certain rope you may be following, any time two ropes intersect, and the towers they are connected to share a similar symbol, they will be held together by a notch (a colored x) that matches the color of the symbol they have in common.

Once you feel like you've studied the tangle of ropes enough, you will lock in your time by submitting a list of all 12 Fuse Points on the \*\*OPPOSITE\*\* side of the beach from the one you started on.  ( your time starts after you use your first command ).

Additionally, you will submit the \*\*Tribe\*\* that you would like to give the eventual points you earn to, keeping in mind, you \*\*don't know\*\* which one you're on yet.

Once all lists have been locked in, you will be compared to the other players in your group based on the time you took before locking in.  The player to lock in first will get their first pick of Fuse Points, going down the line until the player that took the longest time to lock in.

If your first pick of Fuse Points is already taken, we will go down your submitted list until you receive the Fuse Point you ranked highest that isn't already taken by another player.

Then, players will ignite their chosen Fuse Point, as the flame will travel through the rope it is attached to, and burn the wooden tower that it is connected to on the other side of the beach, the side you started on.

So, in the example below, if you selected Fuse Point 6, and its rope was connected to Tower 6 on the other side of the beach, you would burn down Tower 6.

The tower you burn down is important, as each tower will have a number assigned to it, which will be the amount of points you earn.

For example, if you burn down Tower 1, you earn 1 Point, and burn down Tower 12, you earn 12 Points.

The points you earn will go to the tribe you selected when you locked in, \*\*not\*\* the tribe you join after the challenge.

Once all towers have been burned, and all points have been handed out, you will receive your buffs, and the tribes will be formed.

The tribe that earns the most points will win immunity, safe from voting out any of its members, which means they will send the \*\*losing 2 tribes\*\* to Tribal Council, where they will \*\*each vote someone out of this game.\*\*  If there is a tie, it will be broken by comparing the total amount of time that each of those tribe’s members took to complete this challenge.

## Reward

Along with playing for immunity, the Castaways were competing for the chance to take home a **Toolbox** reward. This reward gave the tribe who won it an extra 10% Morale at the start of the game, meaning they'd start with 70% instead of 60%. There was one Toolbox on each side of the beach. Jack would find the Toolbox amongst the group that started in the North, and Prince would find it amongst the group that started in the South. Jack would end up winning the reward for Jinaru because his time was faster than Prince's.

## Challenge Results

#### Sakana wins Immunity

**Jinaru** - 54 Points

**Kodaai** - 39 Points

***Sakana** - 63 Points*