"Conquer Corregidor" is an experiential activity which
will expose the participants to natural trails and
forested areas of Corregidor. The participants will
surely enjoy the exposure to the historical and
adventure features of the island.

The activity is best for team building, company
outings, reunions or just having a day trip to the island.
Corregidor Adventure/Teambuilding


Rate: Php 2, 900.00/ person

Inclusions:
Roundtrip ferry transfers (Manila - Corregidor - Manila)
Corregidor Adventure Game
Shrine and Island Entrance Fees
Buffet Lunch



Note:
Package are subject to Terminal Fee (Php 30.00/person) to be
paid on site at counter 4 before passengers may proceed to
boarding area.



ADVENTURE GAME DETAILS



ADVENTURE AREA: INTRODUCTION

• Briefing of team members by the facilitator
1.) Game rules and regulations
2.) Mechanics of game
3.) Distribution of materials and adventure kits



MECHANICS:  
Secure flags per successful station
4 flags required out of 8/9 possible Station/Activities

GAME - I:
FIND THE MAP - Hearn & Grubbs - Suggest Time Limit of 30 min.
• Team's pop - up the color - coded balloons with their  respective
team color.
•  Team must find and collect three pieces of the clue hidden inside
the balloons where to find the three parts of the map that will
guide their way through.

CLUES INSIDE THE BALLOONS:
First Map - Battery Hearn
Second Map - Battery Smith
Third Map - Battery Grubbs
                                                                                                                                    
Process Points: Everything is inter-related
  You need the contribution of others to succeed
  You can't do everything alone



BATTERY WAY: GAME - II: SODUKU

• These are small close - up pictures of details of a certain location.
• Team must find the exact location of the pictograph within the area.

Process Points: Excellence is being able to specialize (zero in)
  Exactness is a hallmark of execellence - versus
  "Pwede na yan" mentality



DUCKWALL TUNNEL: GAME - III: DECIPHER THE CLUE

• Teams will pass through insided the duck wall tunnel according to
their chosen
number of entry.
• Once they cross the duck wall tunnel, team must find and collect
color - coded
envelop of their teams and decipher
the clue for the next destination.

Process Points: Teammanship eans doing certain things beyond your
"comfort zone" for the sake of the entire team. There are times you
need to "take one for the team"



HOSPITAL: GAME - IV: MIND GAME

Check your imagination quotient & what are these everyday things?

• Teams must answer correctly all given questionaire.
• Teams will find the mind game questionaire inside the Hospital
ruins.
• Teams will come up with an answer on a given questionaire.


Process Points: THINKING OUT OF THE BOX
  Creativity is an essential tool in becoming better
  organization.



MILE LONG BARRACKS: GAME - VI: BUILD A HOUSE:

•  Each team will fall one single line and draw 15 straight lines until
they can
build a house.
•  Teams will be given 2 minutes to draw straight lines one after the
other.

Discussion: Ask each team to explain the drawing, as question on the
  drawing, give comments about the drawing and ask
  comments on the other teams.


Process Points: COLLABORATION
  It is important to be "in sync" with other team members.
  This is one of the true tests of a cohesive team.



ETERNAL FLAME: GAME - VII: LANDMINE (check point)

• Bombs are planted on the road on your way to the next destination.
• Teams must select one of their trusted and bomb expert disposal to
detonate the bombs so as the group can move forward.
• Team leader and members can not touch or help the member
crossing the line.
• Member who will pass throught mush be blind folded, once they
step on the bomb they will start all over again. Players can change
anytime.

Process Points: COMMUNICATION
  Without communication, it is impossinle to achieve your
  goals.
  TRUST
  Trusting one another is a requirement in building teams.



JAPANESE TUNNEL: GAME - VIII: FIND THE CLUE

• Teams will enter the Japanese tunnel where they're in for a big
surprise.
• Teams must pass throught on the other side of the tunnel and there
the
light will reveal the clue.

Process Points:  KNOWING YOUR LIMITS
    Communicating your limits to team members shows you
       "have nothing to hide".
    It is the homesty that allows the team to compensate for
    the short fall and thus not rely wrongly on one another.



LIGHTHOUSE: GAME - IX: COUNT THE SQUARES

• The team must climb the midpoint of the lighthouse in search for
the duel.
• Each team will count the number of squares on the given drawing
in a certain period  of time.
• Each team will give their answer 5 tries until they get the correct
answer.
SQUARE 16 SQUARES AND 1 SMALL SQUARE AT THE
CENTER.

Process Points:  THE RIGHT PERSON FOR THE TASK
   Are you the right person doing the right thing at the right
   place at the right time?

PARADE GROUND: GAME FINALE - SHOOT THAT BALL

OBJECTIVE: TEAMS ASSEMBLE THEIR PICTURE PUZZLES
      TO COMPLETE THE ENTIRE PICTURE

Process Points: WE ARE ALL PART OF A BIGGER ENTITY
  There is a greater task than just our "own litte group"
  To accommplish this big task requires more people doing
       their individual functtions effectively and efficiently
       thereby contibuting to the whole.
Other Points of Interest and Tour Packages:
Member / Accredited / Affiliated :
Other Points of Interest about Corregidor :