1) Combo Tower Run:
Here there are two sets of four towers in a row. In the first set each tower is made of four stacked rubber rings, and in the second set each tower is made of three stacked foam blocks. The contestants have to run over the top of the ring towers to reach a platform, and then over the block towers to reach the next part of the course. Because the rings and blocks aren't fixed together, 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) Bubble Bath Swing:
To finish, the contestants have to use a rope to swing and land in a floating ring, filled with some foam, below. Just before the bath is a goal-like structure which stops the rope from going any further. This means that the contestants have to let go at the right time, just before hitting the goal, so that they continue moving forward and land in the ring. If they don't end up in the ring they must swim over to a floating mat and climb onto it.
End of round
Sweeper - Hoop:
The twelve contestants each stand on a tall podium and have to jump through a hoop on the end of 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 wins $1000.
End of round
Dreadmill - The Tube:
The contestants (one at a time) have to stay on a conveyer belt, which is constantly moving backwards, as bucketfuls of green and red tennis ball are poured on. They need to pick up five red balls and run along to a vertical tube, near the end of the belt, and drop the balls in it. Once the contestants have five red balls in the tube they have to step off of the end of the conveyer belt to stop the clock. The fastest four times move onto the next round.
To make things more difficult, the contestants have to wear goggles which distort their sense of distance. They also need to avoid traffic cones that are placed on the Dreadmill to try and trip them up. If the contestants fall off the end of the Dreadmill they have to get back up and continue.
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) Water 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 fast-spinning sloped disk, and then leap off again at the other side. There are only two entrances into the Spinner, so the contestants need to time their jump right to get in, or they'll be knocked away.
5) Rolling Log:
This is a horizontal cylinder that constantly turns. The contestants need to quickly cross it so they don't get rolled off.
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