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FLL-2008: Climate Connections Missions

This year’s First Lego League robotic missions are focused on initiatives to explore and protect Earth’s climate. The official FLL website has the details. The following table lists all the missions, along with an analysis of tasks within each mission, the scoring rules, maximum points that can be scored, and other relevant information specific to the missions.

Mission Task Scoring Max Points Notes
Carbon Sequestration Move carbon dioxide (the gray balls) to the underground reservoir. For each
carbon dioxide to score, it must be touching the reservoir model and/or the mat
within the model, but it must not be touching the mat outside the model.
5 for each scoring ball. 20 Burying CO2 produced from sources to reduce concentration in atmosphere

Construct Levees
Move levee blocks to low-lying shores while being careful not to damage the
ones that are already in scoring position. For each block to score, it must be
upright and touching low-lying shores on the mat.

NOTE: Levee blocks are this year’s touch penalty objects. When an active robot
is touched while it’s completely out of Base, the referee will take one levee
block off the field, out of play, starting with those that are in Base. If there
are none in Base, the one currently farthest west in the field will be taken. If
the only levee blocks available are being moved by the robot at the time of the
touch, one of those will be taken after the robot is carried back to Base. If
all 8 levee blocks have been taken already, there is no loss.

Scoring blocks are worth 5 points touching red and
4 points touching green. Blocks touching both red and
green shores are scored as touching red only.
40

Test Levees
See how levees survive when a storm approaches (activate the wheel-roller).
The wheel must be allowed to roll freely until it either hits or misses the
levees.
The activation is worth 15 points whether the
levees are hit or missed, but worth no points if the wheel is strategically
blocked by anything other than released levees near or past the green shore.
15

Raise The Flood Barrier
Move the red lever down to raise the barrier up. The barrier in the up position (red lever down) is worth
15
points.
15

Elevate The House
Move the red lever eastward to elevate the house. The house in the up position (red lever east) is worth 25
points.
25

Turn Off The Lights
Push the light switch so that the window shows the black side. The window showing black is worth 20 points. 20

Open A Window
Move the gear wheel so that the window flips open. The window all the way open is worth 25 points. 25

Get People Together
Move red/white people to the pink grid area.

Move blue/gray leaders to touch the tall, green mountain and/or the city.

Move the black/white scientists to the research area.

Three or more red/white citizens touching the pink grid area is worth
10 points. Three or more blue/gray leaders touching the
tall, green mountain and/or city is worth 10 points.
Three or more black/white scientists touching the research area is worth
10 points.
30

Find Agreement (Align The Arrows)
Before the match starts, the referee sets the yellow arrows in random
disagreement.
Alignment of both yellow arrows is worth 40 points
for both teams, no matter which direction the alignment faces and no matter if
one or both robots helped.
40

Fund Research Or Corrective Action
Move money (the yellow ball) to the research area or to the underground
reservoir. For the ball to score, it must be touching the underground reservoir
or research area (ice sheet) models and/or the mat within those models, but it
must not be touching the mat outside those models.
The scoring money is worth 15 points. 15

Deliver An Ice Core Drilling Machine
Move the core drilling machine to the research area. For the machine to
score, it must be making direct contact with the research area model and/or the
mat within that model, but it must not be touching the mat outside that model.
The scoring machine is worth 20 points. The drill
assembly raised completely vertical is worth an additional 10
points.
30

Extract An Ice Core Sample
Pull the ice core completely from its hole and transport it to the base. The ice core pulled completely from its hole is worth 20
points. The ice core in Base is worth an additional 10
points.
30

Deliver An Ice Buoy
Move the ice buoy to the research area. For the buoy to score, it must be
upright and making direct contact with the research area model and/or the mat
within that model, but it must not be touching the mat outside that model.
The scoring buoy is worth 25 points. 25

Insulate A House
Move the insulation to the green grid area. Both insulation touching the green grid area is worth 10
points.
10

Ride A Bicycle
Move the bicycle to the green grid area. The bicycle touching the green grid area is worth 10
points.
10

Telecommute And Research
Move the computer to the green grid area. The computer touching the green grid area is worth 10
points.
10

Study Wildlife
Move the polar bear and/or the snowmobile to the research area. To score,
they must be making direct contact with the research area model and/or the mat
within that model, but they must not be touching the mat outside that model.
The scoring bear is worth 15 points upright, or
10 points “sleeping” (on its side), and the scoring
snowmobile is worth 10 points.
25

Beat the Clock
At the end of the match, move the robot to make direct contact with the
research area.
At the end of the match, if the robot is making direct contact with the
research area model and/or the mat within that model, but it’s not touching the
mat outside that model, that’s worth 15 points. At the
end of the match, the robot touching only the yellow grid area is worth
10 points.
15

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