The start is at the centre of
the triangle on the map. The precise centre 'on the ground' should be indicated
by a control marker, often called a 'kite', which does not have a punch.
That marker is called the start triangle. Many experienced orienteers take
this for granted and often forget that it should actually be there. It is
natural to assume the start box is the centre of the triangle - it isn't
and the actual start triangle marker may be a little way off.
Control 1, it's marker and punch, lies at the physical feature, in this case a track/path junction, at the centre of a circle with the number one by it. The start triangle on the map points to it. The red and white (or orange and white) kite will be marked with a two letter code such as MV, AD, YK or whatever in big black letters. Many clubs use a three digit code such as 317, 451 or 257; either way the code is unique, you will not find another MV or 317 anywhere in the area covered by the map. There will be other controls with other codes not on your description sheet, these are for other courses and you should ignore them.
Remember to do a final check to make sure that the control you are about to punch really is the right one! If you make a mistake you will be disqualified and you may well not have your time recorded at all. Even experienced orienteers sometimes get confused and forget to punch or even punch the wrong control but it's probably best to make extra sure on your first courses.
On the WightO Web-O we will
mark your virtual control card and keep track of how long you spend on the
course. When you finish you will be told how well you did. We will let you
punch your card however you like , but we'll know if you punch in the wrong
box - so keep your wits about you. Look out for the control card, it will
be at the top right of the page.
You have one hour to complete the WightO Web-O course, the course will then close and you must report to the finish. You can come again any time you like, you can book mark this page now.

The start at a WightO colour
coded event in Firestone Copse.
The start procedure at an orienteering event is a little involved so I'll just run through it with you. First you give the starter your control card (that's him on the left of the photo). He will check if any others are ready to start and then allocate you a start time , writing on your card and stub. He will then tear off the stub and keep it, giving you back the main part of your card. Look after it carefully until you get to the finish!
Your start time will be in a few minutes to allow you to prepare. With two minutes to go you will be called into the rearmost of two start boxes marked out on the ground with tape. You should stay there until you are called to step into the front box at one minute to go. Other hopeful orienteers will then enter the box behind you. With just ten seconds to go before your start time you will be invited to cross over the tape and stand in front of the box. On the stroke of your start time you are off! DON'T go until the starter says so, it's their timer that counts not yours! The starter's timer is synchronized with the finish crew's clock.
Many events have a big clock
that bleeps every minute, others use flip over cards to show the time. These
are all just variations on the basic theme. On the WightO Web-O we you have
one hour to complete the course from the moment you start - look out for
the time at the bottom of your browser window.
Here is the start procedure again:
Give your
card to the starter.
Starter allocates
you a start time, tears off the stub and returns your card. LOOK AFTER
it!
Start time
-2 minutes: Step into the rear box
Start time
-1 minute: Step from the rear into the front box
Start time
-10 seconds: Cross the front line of the box
Start time:
Off you go! Possibly in the wrong direction....
You will have to navigate from
control to control and punch your control
card to prove you have been there. How you get to the controls is entirely
up to you, you can choose any route you like - direct but through dense trees
or further round using the paths on which you can run faster. Such 'route
choice' is what makes this sport so much more interesting than pure running
- you have to make decisions and choices and put them into practise accurately
whilst running against the clock.
Often, but by no means always, the route to control one is straightforward. On the WightO you just run north along the track until you get to the fourth path on the right, about 300 metres. It's time to check your map again, you'll find it below. When you get to control one using the map punch your control card and find out a little more about navigation.
Here, have a look at your
map again: Use it to get to the first control. Come on, you can do
it!
If you want to retire, just find your way to the finish. You MUST always
report to the finish and hand back your control card even if you retire,
this is an important safety check and makes sure we don't have to send someone
out to look for you. We have not lost anyone yet and we intend to keep it
that way.
This website and all photographs and maps are © Wight Orienteers 1997