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The unmanned shuttle carrying Reno flew towards the depths of Death Island.

Sitting in the cabin, Reno was thinking about the ten rules the host had just mentioned.

Undoubtedly, each of these rules had its own special significance. The Storm Group would test them in various ways to make the competition more exciting, difficult, and force them to fight in every possible way.

The Jetpack Competition was a manifestation of this approach. Although it was a small-scale competition, it meant that the fight was everywhere.

Only by understanding this could one grasp the meaning behind those rules.

Take Rule Five, for example.

Although the organizers stipulated that contestants who obtained mechs couldn't attack those who hadn't obtained them or destroy mechs, they intentionally left a loophole – food.

The rule didn't say anything about not taking the food stored in the mechs.

This might be the reason why it was essential to find the mech before others. Not only could one have more time to accumulate points, but they could also take away others' food. After all, everyone only had one day's worth of food, which meant that at least two opponents' food had to be obtained to sustain themselves for three days.

Nobody was a fool. In such a situation, contestants wouldn't keep food for too long. The practice of preserving food until the last moment wasn't applicable in the current format, so most of the food would be consumed on the first day. In this case, quickly finding the mech and snatching away others' food became the best choice.

As for those who lost their food, they didn't need to worry. They still had mechs and the opportunity to obtain food by defeating opponents. The early disadvantage wasn't a defeat.

Thus, the competition started fiercely from the beginning but didn't let many elite veterans lose their chances due to unfavorable situations.

It could be said that the organizers spared no effort to make the competition intense and exciting.

After understanding this point, Reno already knew what to do.

Standing at the cabin door, he took out a map, the only item allowed for contestants to carry. There was a red marker on the electronic map, representing the user's location, which moved forward with the user's movements, and the target was the center of the island.

This was almost the inevitable choice for every contestant, as only by landing there could one radiate across the entire island safely.

But Reno didn't think so. He was very clear about one thing – the competition had already begun.

Another problem with landing at the center was that the probability of encounters would inevitably increase significantly, along with various fights.

Then there was Rule Five: Contestants who obtained mechs couldn't attack those who hadn't obtained them.

By the same logic, in the absence of mechs for everyone, fights were fair game.

Fighting before obtaining a mech meant wasting time, energy, and the precious energy in the backpack.

In this situation, Reno believed that choosing a landing point away from the center might be more suitable.

The key question was where to choose?

If chosen correctly, one would be closer to the Silverwing Angel, meaning they would get the mech faster than others.

But if the landing point was wrong and further away, it meant wasting the hard-earned qualification for the shuttle.

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