1) Sweeper Run:
Here there are two beams, one after another with a platform between the two. A 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) Shish Kabob:
Here seven giant shapes, each rotated at a different angle, have be skewered by a pole and are constantly rotating. First is a ball, followed by two cubes, a prism, then another two cubes and a final ball. The contestants have to quickly and carefully make their way across to the other side to avoid being dumped 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 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:
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.
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) Sack Launch:
Here there is a giant rectangular sack of air, which when someone jumps on will force anyone already on it to bounce off. The contestants need to make their way over it to reach the finishing platform.

B) Zigzag Buoy Run:
Here there are ten buoys with flat platforms on top, laid out across the water. The contestants need to leap from one to another to reach the finish platform, being carefull as they land so the buoys don't tip up.
End of round



















1) Aqua Launch:
To start, the contestants sit on a big rubber ring 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. For an added hindrance, two sets of three Junior Wrecking Balls are hanging off of higher arms to get in the way. 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. Once on a turntable, the contestants need to climb up and over the wedge before jumping onto the next one. When they reach the third turntable, the contestants must sit on top of the final wedge to stop the clock.
End of round