1) Heavy Bag Run:
First the contestants have to run along this narrow path while avoiding six horizontal punch-bags being swung at them. If they get hit by a bag, it'll knock them off and into the mud below.

2) Big Balls:
This is a row of four giant inflatable rubber balls. To cross a stretch of water, the contestants have to jump from one to another, across the top, to reach a platform at the other end.

3) Ten Yard Dash:
Here the contestants have to make their way across this 10-yard (9.1 metre) long log, which is constantly turning. While the contestants are crossing, a group of footballers throw paint-soaked mini footballs at them. To help balance, there are ropes hanging above the log to hold onto.

4) Bouncy Football Bridge:
This is a bridge in the air made up of six giant foam footballs, which will freely spin around, with gaps in-between. The second half of the bridge 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 sofa to stop the clock.
End of round



















King of the Mountain - Footballs:
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.
Each contestant has a supply of mini footballs. They have to take one with them, and need to still be holding onto it when on the top of the mountain in order to have successfully completed the game.
End of round



















Dizzy Dummy 2.0:
The six contestants are strapped into a 'human merry-go-round' and spun at speed for a short time. After being released they have to get over a giant spinning sloped disk. The contestants must jump over the mini goal in the middle of this Spinner before carrying onto the course.
First 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, jumping through the goal, they then have to use course B to make their way across the water. This is 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) Teeter Totters:
These are two giant rectangular seesaws. The contestants need to make their way over both, leaping from one to the other, and then jump onto the finishing platform.

B) Keg 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 a football-shaped board and slide down this bumpy waterfall face-first. 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 "sports drink" 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 footballs, the other is threaded with three giant pom-poms. 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) Tackle Dummy Turntables:
These are three round rotating platforms in a row, each slightly 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 tackle dummies stuck on top of each turntable. From the third turntable they jump onto the finishing platform.
End of round