1) Topple Towers:
Here there are two sets of four towers in a row. Each tower is made of three stacked foam blocks. The contestants have to run over the top of the first three to reach a platform, and then over the second set to reach the next part of the course. Because the blocks aren't fixed they will fall over when trodden on.

2) Sucker Punch:
Next the contestants have to cross a thin ledge against a wall. In the wall are 22 mechanical boxing gloves that will randomly pop out to push the contestants off and into the mud. To help, there are rock-climbing handles on the wall.

3) Big Balls:
This is a row of four giant inflatable rubber balls. To cross a stretch of water, the contestants have to jump from one to another, across the top, to reach a platform at the other end.

4) Wall Swing:
To finish, the contestants have to use a rope to swing from a small ramp over, over a stretch of water, and land on a narrow ledge at the bottom of a tall wall. If they don't manage to land on the ledge the contestants must swim around the back and climb some steps to reach the other side of the wall.
End of round



















Sweeper:
The twelve contestants each stand on a tall podium and have to jump over a rotating arm as it sweeps past them. If they don't, they'll be knocked off and out of the game. The arm gets faster and higher the longer it goes on. The last six remaining on their podiums move onto the next round, but the arm continues to rotate until there is just one person left. This last person standing doesn't win a thing.
End of round



















Dizzy Dummies:
The six contestants are strapped into a 'human merry-go-round' and spun at speed for a short time. After being released they have to try and reach the other side of a pool of water.
First they must try and make their way across course A. The last person to the other side loses and is out of the game; the others are spun again. They then have to use course B to make their way across the water. Again the last across is out. Finally they are spun once more and have to cross course A again. The first three across here are though to the next round.
If a contestant falls into the water at any time they must swim back to the beginning and start again.

A) Tippy Tables:
These are two rectangular platforms, one after another, that are only secured in the middle. This means that when they're trodden on either side they will tip up. The contestants need to make their way over both, stepping from one to the other, and then jump onto the finishing platform.

B) Crazy Beams:
Here there are twelve short beams creating a path over the water. The beams are only connected in the middle and will freely turn around. The contestants can use this to their advantage to help them reach from one to another as they cross the water to the finishing platform.
End of round



















1) Killer Surf:
To start, the contestants sit in a giant rubber ring and slide down this tall steep water slide. At the bottom they fly off the end and land in the water below.

2) Barrel Run:
Next, the contestants have to run up a long ramp while jumping over barrels that are being rolled down towards them.

3) Wipeout Wall:
Under a waterfall is a wall with rock-climbing handles and a tiny ledge at the bottom. The contestants need to use this to reach the next obstacle.

4) Spinner:
Now the contestants need to jump onto this turning sloped disk, and then leap off again at the other side. There are ten pillars spread around on the top, so the contestants need to time their jump on right or they won't get on.

5) Rolling Beam:
This is a horizontal cylinder that, despite the name, doesn't move at all. The contestants need to cross it to reach the final obstacle.

6) Launch Pads:
These are two small trampolines, one after another. The first is lower down than the second. The contestants need to jump from one to another, and then onto the finish platform where they hit a button to stop the clock.
End of round