![]() 1) Tipsy Towers: To begin there are two groups of 17 tall round podiums, with a platform in between. Some of these podiums are solid, while others will bend when trodden on. The contestants need to cross the first set to reach the middle platform, and then cross the second set to reach the next part of the course.
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) Brush Rush: Here the contestants have to make their way across this long log, which is constantly turning. Snaked around the log are lots of long thin tubes that contestants will need and try avoid being caught up by.
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 downhill, and the second half goes 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 a ball on the end of 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 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) Topple Towers: Here there are two bridges, one after the other, stretching between two floating mats each. Piled on top of each bridge is a pyramid of blocks. The contestants need to cross the bridges, carefully climbing over the blocks as they go, to reach the finish platform.
B) Slippery Snakes: These are two rows of three big semicircles floating, spaced apart, on the water. The contestants need to leap from one to another to get across, and then jump onto the finish platform.
![]() 1) Aqua Launch: To start, the contestants sit in a big rubber ring slide down this bumpy waterfall. At the bottom they fall 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) Bumper Turntables: These are three round rotating platforms in a row, each lower and turning in a different direction to the previous one. The contestants need to leap from one to another, timing their jumps right so they avoid getting knocked away by the two pillars on top of each turntable. Once on the third turntable the contestants must stand up to stop the clock.
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