![]() 1) Breakaway Planks: To begin, there are two sets of eight planks laid sideways in a row. Half of each plank is supported, but the other half sticks out over the mud. The contestants have to run across one set, then the other, only stepping on the unsupported halves. They have to move quickly though, because some of the planks aren't secure, so will tip up when stepped on.
2) Big Balls: This is a row of four giant inflatable rubber balls that need to be crossed, jumping from one to another across the top, to reach the next part of the course. If the contestants hesitate and are too slow in jumping onto the first ball, The Motivator (a giant mallet) will swing down and knock them off the platform.
3) Log Roll: Here the contestants have to make their way across this long log, which is constantly turning. To help balance, there are ropes hanging above the log to hold onto.
4) Fender Bender: This is a bridge in the air made up of six boat fenders (giant rubber ovals), which freely spin around, with gaps in-between. The first half of the bridge goes slightly downhill, while the second half goes steeper uphill. The contestants need to cross this to reach the finish platform; but if they fall off, they need to swim to the edge of the pool and climb onto a second finish spot to stop the clock.
![]() King of the Mountain: The twelve contestants each stand on a tall podium as a platform circles around in the middle of them. The contestants need to jump onto the platform and make their way along it to the centre. Now they need to climb up onto the top of the 'mountain' where there are six red spots around the edge. The six contestants that manage to stand on these spots go through to the next round. There are two Sweeper arms, with two big rubber doughnuts on each, spinning around over the platform in the opposite direction. The contestants need to avoid these or they will get knocked off. If a contestant does fall off they can swim back to their podium, climb up and try again.
![]() Dizzy Dummy 2.0: The six contestants are strapped into a 'human merry-go-round' and spun at speed for 90 seconds.
After being released they have to get over the: Spinner: This is a giant spinning sloped disk. The contestants have to go through a hole in the Keyhole (a vertical rectangle with two holes in) at the top of the Spinner before moving onto the main course.
Now they must try and make their way across course A. The first person to the other side wins; the losers are spun again. After another trip over the Spinner, the contestants then have to use course B to make their way across the water. These two rounds are then repeated again until there are four winners who all move onto the final. If a contestant falls into the water at any time they must swim back to the beginning of the course and start again. A) Buoy Run: Here there are 16 buoys with flat platforms on top, spaced out across the water. The contestants need to jump from one to another to reach the finish platform.
B) Wall Squeeze: Floating on the water are two walls on narrow platforms. Each wall has three different sized holes cut in it, covered with tight flaps. The contestants have to push their way through one of the triangular holes in the first wall. Once through they move onto the second, using a floating mat as a bridge, and this time have to get through a round hole to reach the finish platform on the other side.
![]() 1) Aqua Launch: To start, the contestants lie on a bodyboard and slide head-first down this bumpy waterfall. At the bottom they fly off the end and into the water below.
2) Raging Rapids: Next, the contestants have to climb up a hilly slope while water is rushing down it. While on their way up, 1000 gallons (4546 litres) of water will be poured from the top of the slope to try and wash the contestants back down again.
3) Climbing Wall: This is a wall with rock-climbing handles and a tiny ledge, sloping downhill, at the bottom. The contestants need to cross this to reach the next obstacle.
4) Crazy Sweeper: Now the contestants need to cross a zig-zag-'2'-shaped beam and then jump across six podiums, all while avoiding two rotating sweeper arms; one of which is stuck through two giant cubes, the other is threaded with three balls. If one of the arms hits the contestant they'll be knocked off. From the final podium they need to leap across to a bigger round platform to start the next obstacle.
5) Wedge Turntables: These are three round rotating platforms, each with a big triangular wedge on top, and each lower and turning in a different direction to the previous one. The contestants need to leap from one to another while waterfalls pour down over each wedge. Once on the third turntable, the contestants have to climb up and sit on top of the final wedge to stop the clock.
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