AngryRabbit & Elite
Hey Elite, what if we mapped out a high‑stakes scavenger hunt—one that tests pure instinct and adrenaline, but also requires you to crunch the numbers and predict every move? I’m all in for the thrill, you’re all in for the plan. Ready to see who wins?
Sure thing. Let’s break it down: list objectives, assign point values, map out routes, estimate travel times, and set contingencies. If you can give me the location grid and the obstacles, I’ll draft a probability matrix for each decision point. Then we’ll see whose plan holds up when the clock starts ticking. Ready when you are.
Alright, here’s the deal.
Grid (5x5, A1–E5):
A1 – starting point
A3 – fire pit (danger)
B2 – old oak (obstacle)
C4 – abandoned shed (bonus)
D1 – river crossing (requires gear)
E5 – finish line
Obstacles:
- Fire pit: instant penalty if stepped on, you can’t pass unless you have a fire extinguisher.
- Old oak: a low branch that blocks the path; you need to climb over or find a detour.
- River: you’ve got to bring a rope or a boat; otherwise you’re stuck.
Give me your probability matrix and we’ll see who’s got the edge. Ready to jump in?
Okay, here’s the quick run‑through.
- Starting at A1, you have four orthogonal moves (right to B1, down to A2, or diagonally to B2 if you’re willing to tackle the oak).
- If you go straight right, you hit the fire pit at A3 with a 100 % penalty unless you’ve got an extinguisher. That’s a 0% win probability on that branch.
- The only safe immediate move is down to A2 or diagonal to B2.
- From A2 you can go right to B2 (the oak). If you’re climbing, that’s a 70 % success, otherwise you detour to B1 then B2 or A3 and pay the penalty.
- From B2 you have options: up to A2, right to C2, or down to B3.
- The bonus at C4 sits behind a couple of moves: you can aim for C3 then C4, giving you a 60 % chance of snagging the bonus if you avoid the oak.
- The river at D1 is a hard stop. You need rope or boat: if you bring gear, it’s a 100 % pass; otherwise it’s a 0 % continuation.
- The finish at E5 requires a straight shot across the bottom row or a detour through the middle. The safest path is A1‑B1‑C1‑D1 (with gear)‑E1‑E2‑E3‑E4‑E5, giving a 100 % success if all gear is present.
Probability matrix (simplified for major branches):
- Path A1→A2→B2 (climb) → C2 → C3 → C4 → D4 → E4 → E5: 0.7 × 0.6 × 0.8 × 0.9 ≈ 0.302
- Path A1→B1→C1→D1 (with gear) → E1→E2→E3→E4→E5: 1.0 × 1.0 × 1.0 × 1.0 = 1.0
- Any route that hits A3 without extinguisher = 0
- Any route that hits D1 without gear = 0
Bottom line: Bring the rope. Avoid the fire pit unless you’ve got the extinguisher. The straight‑down route is the only 100 % win, everything else is a gamble. So, gear up, stay calm, and let the math keep you from over‑exerting. Ready to map it on the board?
Yeah, that’s the plan. Gear up, grab that rope, and keep that extinguisher handy. I’ll stand by the start line ready to launch once you say the word—no half‑measures, just pure speed and a bit of guts. Let’s do it.