1) Sweeper Run:
Here there are two beams, one after another with a platform between the two. A giant double-ended Sweeper arm rotates over the first beam, and two double-ended Sweeper arms rotate over the second beam - one slightly lower than the other. The contestants need to cross both beams by avoiding, and jumping over, the arms so they don't get knocked off.

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 Balls:
Here the contestants have to make their way across this long log, which is constantly turning. Wrapped around the log are five strips with balls stuck to them, which need to be stepped past. To help balance, there is a rope hanging off a zip-line above to hold on to.

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 ramps upwards. The contestants need to cross this and then jump down to 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.
End of round



















King of the Mountain - Dodgeball:
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.
Attached to each podium is a bucket full of dodgeballs. The contestants can use these to throw at the people on the Mountain to try and knock them off.
End of round



















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 push through the Bungee Web (bungee ropes criss-crossed between two posts) 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) Beam Walk Dodgeball:
There is a maze-like path of floating mats across the water, with blocks piled on top. The contestants have to cross the path to reach the finish platform, while constantly being pelted with different sized dodgeballs.

B) Blue Ball Run:
These are a group of 12 mini-Big Balls, spaced out across the water. The contestants have to cross them to reach the finish platform.
On the second run, the contstants will also have dodgeballs thrown at them as they cross.
End of round



















1) Aqua Launch:
To start, the contestants ride down this bumpy waterfall in a kayak. 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 blue 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. In addition; two sets of three giant 'Punching Bags' are hanging off of higher arms, which also need to be avoided. From the final podium they need to leap across to a bigger round platform to start the next obstacle.

5) Dodgeball Turntables:
These are three round rotating tubs of dodgeballs in a row, each lower and turning in a different direction to the previous one. The contestants need to leap from one to another to reach the third tub. To get in the way, hanging above each turntable, is a pair of Junior Wrecking Balls. From the final pit, the contestants need to jump onto the finishing platform to stop the clock.
End of round