The Inferno III Plot
The Inferno 3 is the 14th season of the MTV reality game show, The Challenge. The season is directly subsequent to The Duel. The Inferno 3 marked the show's first trilogy, the third of the Inferno series, continuing on from The Inferno and The Inferno II. Filming took place in Cape Town, South Africa, with cast members from The Real World, Road Rules and the Fresh Meat challenge competing. The teams were in the format of The Inferno II, "Good Guys" versus "Bad Asses." Contrary to the previous Inferno shows, the Lifesaver competitions have been limited to gender only winners, as for the male Inferno days, only males will be able to win it and vice versa. The season premiered on Tuesday April 10, 2007 on MTV. There were $400,000 in prizes.
The Challenge The Inferno III aired on April 10th, 2007.
The Inferno III Episodes
1. Welcome to Africa Part 1
Players from each team are tangled together from multiple ropes hanging from a platform 30 feet above the water. After grabbing a team flag, each player must untangle themselves and maneuver their way around their teammates before detaching from a harness that will drop them into the water. A team is disqualified if even one player is detached from their harness before untangling themselves. The team that properly untangles their entire team in the fastest time wins
2. Welcome to Africa Part 2
Players from each team have to race a ladder up and down a two-story, 40-foot tower as fast as possible. First, each player will race 20 yards to the base of the tower, then use the ladder to climb to the second story, and raise their ladder to the stop of their designated towers in order to climb to the top. Next, each player will use their ladder as a "bridge" to advance from one tower to another, then race back down an adjacent tower by using their ladder to downclimb to the second story, and finally back to ground level, then race back 20 yards to the beginning of the course. One player at a time races against a player from the opposite team – guys vs. guys and girls vs. girls, with a 15-minute time limit. If a player drops a ladder, or falls off the ladder, a 2-minute penalty will be added to the team's slowest time. The team with the fastest combined time wins.
3. The Good Guys Strike Back!
Things are really heating up this week with the first men's Inferno at hand. Tyrie is now the competitor for the Bad Asses after Abram, who received the life shield, decides not to go in. Alton gives his life shield up for Davis, so now he is competing for the Good Guys. For their challenge, they must hang upside-down from their ankles and gather puzzle pieces and put them together properly the fastest.
4. Playing the Game
Susie brings the heat back to the Good Guys, as she shows the players how to fight dirty. Conniving to keep herself out of the Inferno, she asks Paula and Colie to take a back seat in the next group challenge, so she can win the life shield -- helping her secure a spot in the challenge, but possibly hurting her team. When some of the Good Guys gather around to talk about whom they should send into the Inferno if Susie gets the life shield, Rachel seems to be the most popular choice.
5. Kicking Ace
With one female member down, there's a storm brewing in Good Guys' camp. After last week's Inferno, and the departure of Rachel, its back to business as usual for both teams, which means partying till the late hours of the morning. When Johnny Bananas and Ace invade the bedrooms of some of their female teammates in the middle of the night, it causes Colie, Susie, and Cara to sound off the next day.
6. Off the Wall
After literally smoking the Bad Asses during last week's "Rope Burn" challenge, the Good Guys now have three consecutive victories under their belt on Real World/Road Rules Challenge: Inferno 3. Meanwhile, at The Inferno deliberations, the Good Guys chose hothead Danny and the Bad Asses voted in Davis for the second time. Davis is feeling good about his odds against Danny in The Inferno. Plus, the Good Guys' Alton thinks getting Danny kicked off the Bad Asses is instrumental to the Good Guys winning the final $150,000 challenge.
7. Sour Grapes
Players from each team have to fill up a series of team-designated glass bottles with grape juice on one side of a course, by transferring handfuls of grapes from the bed of a classic truck to a wine tub, then smashing the grapes, which will send juice through a spigot, where players have to transfer the juice with their mouths to the glass bottles. The team that transfers the most juice into their designated bottles within 30 minutes wins.
8. Walk This Way
Teams have to build walkways, by using three 8-foot logs for the girls on each team to advance from one platform to another that is separated by 60 feet. If a player falls off the logs, or uses their safety harness to catch their fall, a 15-minute disqualification will be added to their team time. The team that advances their girls from one platform to the other in the fastest average time wins.
9. Bouncing Back
Players have to advance on a series of five platforms, with trampolines located in between. Each platform decreases in size as each team tries to advance to the end. To start, one player at a time will jump from a trampoline to a platform, without their hands or arms coming in contact with the platform, which would result in a player having to start over. Once players from a team have made their way to the final platform, their team time will stop when they hold their pose for three seconds. The team that advances o the last platform in the fastest time wins. Note: Aneesa was prohibited from participating in this challenge due to a knee injury. As a result, the Good Guys were forced to sit out one player (Paula) in order to even out the teams.
10. Pane in the Glass
Teams compete in a 50-yard dash, using dog sleds. The challenge is played in male/female pairs, with each pair dragging sleds with a male/female pair from the opposite team sitting on the sleds. The team that completes the challenge in the fastest average time wins. Note: Two girls from the Good Guys team (Paula and Susie) were required to compete twice, while two girls from the Bad Asses team (Aneesa and Jenn) were forced to sit out the challenge.
11. Workin' on the Railroad
Teams have to race on a 300-yard railroad track on a "hand car." To start, two players per team will pump their hand car from one end of the track to the other and pick one teammate, then race back to the opposite end of the tracks and pick up another teammate, and the process will continue, until each team picks up all of their teammates, and reaches the stop zone. A hand car must come to a complete stop within the stopping zone before a teammate can climb into the hand car, and each player is required to pump the hand car least once throughout the challenge. The first team to pick up all of their teammates and reach the stop zone wins. Note: Since the Bad Asses had one more player than the Good Guys, one player from the Bad Asses team (Jenn) sat out this challenge.
12. Match Point
Players from each team have to transfer hand-carved wooden giraffes across a lake, to one of 15 cages that contains an identical twin giraffe. There are numerous giraffes on the shore across the lake that are in different shapes and sizes, and before advancing across the lake, each player has to randomly uncover one of 15 cages at the start of the course that are covered with white tarps, then memorize the details of the caged wood-carved giraffe inside, then swim across the lake to find the identical matching twin, with a key that will unlock a player's designated cage at the start of the course. Each player will have a 30-minute time limit, and the team that completes the challenge in the fastest average time wins.
13. High Voltage
Players from each team are asked a series of ten trivia questions regarding information related to the Inferno 3 challenge. One girl from each team is designated by the opposing team as the "Captain," and will be strapped into an African throne, and be connected to designated electric shock boxes. T. J. Lavin will ask the remaining players from each team trivia questions. Each player will write down an answer on an oversize card, and if a player is correct, he/she accumulates points for their team, but if an answer is wrong, the captain will get "zapped." The team that accumulates the most points wins, and a team wins if the captain from the opposing team decide that she can no longer handle the shocks.
14. Hook The Man
The male players on each team are positioned on opposite fishing boats, with each boat containing a deep-sea fishing pole. One girl per team will be in the water, attached to the ends of the fishing poles. Each girl will have 30 seconds to swim as far away as possible from the boats, then T. J. Lavin will signal one guy from each team to pick up the fishing poles, and try to reel in their female teammate out of the water. The process continues, until the team whose male players reel in all of their female teammates out of the water in the fastest average time wins.
15. Team Girl Squad
Players from each team have to climb up a cargo net that is hanging from a platform above water, retrieve one team flag, then unhook a rope in order to swing themselves toward another cargo net and retrieve another flag. The process continues until a player retrieves four flags. If a player falls off the rope or the net into water, he/she will be imposed a time of 15 minutes. Each player will have a 15-minute time limit to retrieve four flags, and the team that completes the challenge in the fastest average time wins. Note: Tonya received a medical exemption from this challenge due to dehydration, and did not participate.
16. The Big Five
The final challenge revolved around the idea of "The Big Five".Contestant had to carry square tile puzzle pieces throughout the entire mission, accumulating more pieces along the way to complete bigger puzzles, each being a picture of an animal. The first puzzle is that of a water buffalo, after which each team has to swim across a lake with their puzzle pieces, before reaching the second puzzle station, which is a leopard. After the leopard puzzle station, each team must retrieve puzzle pieces by digging through a pit with a gurney at the bottom that will aid in each team carrying their respective puzzle pieces, before reaching the rhino puzzle station. The fourth puzzle station is that of an elephant. The remaining puzzle pieces for the final checkpoint — a lion puzzle station — are hanging overhead in a net, and players from each team must stay within a designated safe zone in order to untie the knots, which will release the pieces.