1) Plank in the Face:
Here there are two groups of planks (seven in the first, eight in the second) spaced across the water, with a platform between the two. The contestants need to jump from one plank to another to make it to the middle platform, and then over the second set to the other side. However, seven of the planks aren't fixed securely, so will tip up when trodden 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. While the contestants are crossing, three Wrecking Balls will be swung at them to try and knock them off.

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.
End of round



















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.
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 go through a door 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) 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, by stepping around the three walls on each platform that are blocking their way, leaping form one table to another, then jump onto the finishing platform.

B) Barrel Run:
Here there are twelve barrels, laid long-ways, stuck on poles forming a hill across the water (the barrels get higher up towards the middle of the course). They are laid out across the water in pairs, one next to another; apart from the first and last barrels which are on their own. The contestants need to jump from one to another to make it to the finishing platform.
End of round



















1) Aqua Launch:
To start, the contestants lie on their backs and slide 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) 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.
End of round