World Domination

The Arena Bond 00.7 Day© - high competition, lots of gadgets, enormous fun

The Objective - World Domination: Each event scores gold bars that can be used to buy countries displayed on the large World Map in the main safety area.

Time required: 6 - 7 1/2 hours.

Typical events are described below:

The Great Chase
Driving two Honda Pilot rally karts, team members will have the opportunity for practice sessions before competing against the clock. With up to 40hp in the back, a full race harness and helmets, these fully automatic machines are ideal for plenty of opposite lock sideways driving. The finale is a white knuckle figure of eight challenge.
 
Benefits: Learn and fine tune new skills, boost motivation, conquer fear

Q's Conundrum
Q has had his budget slashed: out go the Aston Martins replaced by 2CVs. Teams have to build one of these Gallic icons using a wide variety of parts. Despite it looking as though it has finally met its maker, all the parts fit somewhere - or do they? Once built, the team outwit Cristatos' henchmen around the hairpin bends and then dismantle it, before the bad guys catch up with this little beauty.
 
Benefits: Teamwork, leadership, people and time management, goal setting

Licensed To Kill: With Gun, Knife or Bare Hands
Following M’s confiscation of 00.7’s Beretta, he was issued with the Walther PPK. Whilst we do not use this piece of kit, we do use the Walther CP88 air pistols with ruby dot sights. Just get the dot onto the target and then gently squeeze the trigger. Alternatively the Paintball Marker Guns can be used to very satisfactorily obliterate the targets by covering them in paint. The better the shooting, the more gold bars for the team.
 
Benefits: Development of personal skills

Quadraker
Using Quad Bikes and maps team members have to find 16 points adjacent to the 8 miles of private tracks, roadways and headlands around the 250 acre site. Each point has a question about gadgets used in Bond films. Half the team will be out with the instructor whilst the others are researching the answers. They will be in contact by radio.
 
Benefits: Learning a new skill, conquering fear, map reading, radio procedures, research and compilation of answers against the clock, people and time management

Swamp Crossing
Unlike in "Dr No” where 007 and Honey Ryder hide underwater and breathe through reeds to escape the deadly Doctor’s henchmen, here the objective is to keep above the water in order to collect and defuse a bomb. Raft building skills come to the fore, but Q has very little input. At least there are none of Dr Kananga’s crocodiles around looking for an early lunch – or are there?
 
Benefits: Teamwork, project management, leadership, communication skills, goal setting

Oddjob's Bowler

Oddjob is very particular on how his hats are stacked. The smaller ones must be on the top and the larger ones on the bottom. The team has to move them from one hat peg to another, without spoiling the order. Get it wrong and woe-betide your marble statues. Remember what he did to the golf ball? Upset him and he could do the same to yours – just the thought makes your eyes water!

Benefits: Teamwork, planning, project management and working against the clock

Oddjob's Bowler

Search and Destroy Mission (Planning)
Using large scale tourist maps of SE England, a list of cryptic clues and visitor brochures, each team has to plan and optimise their route in order to fly over home and enemy bases as well as many point scoring castles and historic features as possible in the time allowed.
 
Benefits: Teamwork, project and time management, leadership
Please Note:
 
If budget permits we can arrange the use of a helicopter in order to put the team's plans into practice. Flight can be either 20 minutes (34 miles) or 30 minutes (50 miles). For a truly memorable experience and the thrill of a lifetime, please call us on 01580 879614 for a quotation.
Helicopter Flights

 


 
Aerial View of the Arena site,
adjacent to Bewl Water
 

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