1) Fence Flappers:
To begin there is a wide beam over the mud, up against a wall of 11 panels. As the contestants run along the beam, the panels will flap up and knock them off. After falling in the mud the first time, contestants have to climb up a set of steps in the middle of the beam and try the second half.

2) Sucker Punch:
Next the contestants have to cross a thin ledge against a wall. In the wall are 23 mechanical boxing gloves that will randomly pop out to push the contestants off and into the mud; and paint that will spray out into their faces. There are rock-climbing handles on the wall to help while crossing.

3) 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.

4) Shakealator:
This is a big 'V'-shaped platform covered in foam, on top of which are two poles and four round buoys. The contestants have to jump on, get across, and jump off of the other side; but, all the while they're on top, the platform will shake and tip to try and slide the contestants off.

5) Shape Shifter:
A giant, vertical rotating disk is positioned in front of the finish platform. In the disk are three holes: a square, a circle and a triangle. The contestants have to use a trampoline to try and jump through one of these holes, and then land on the finishing platform. If they miss, they need to swim to the edge of the pool and climb onto a second finish spot to stop the clock.
End of round



















Double Cross:
High above a pool are four pathways, all meeting in the middle to form an 'x'. Three of these pathways are green, and one is red. This 'x' constantly rotates around, while a giant four-armed Sweeper rotates just above it in the opposite direction.
The twelve contestants all begin on the starting platform to the left of the 'x'. They have to jump onto one of the green pathways as it passes, and make their way across to the red path; all while avoiding being knocked off by the Sweeper arms.
To end their journey, the contestants need to jump from the end of the red path onto the Unstable Table (a platform that tips up every nine seconds) and then onto the finishing platform. The first six contestants to finish move onto the next round.
If a contestant falls off they can swim back to the starting platform, climb up and try again.
To make things harder, a shower of foam will occasionally rain down over the paths, and a geyser will spray up from the centre of the 'x'.
End of round



















Bruiseball:
When the horn sounds, the contestants have to jump up from the benches and make their way around four bases. Between each base is an obstacle. If a contestant falls into the water at any time they must swim back to the last base they safely got on to and try again.
To make things harder; two giant Bruiseball bats constantly rotate over all the obstacles, and balls are pitched at the contestants.
The six contestants all take on this course at once. The game is played twice, and the first two contestants to touch Home Plate each round win, making four who move onto the final.

1) Pitcher's Mound:
To begin, contestants have to use five wobbly podiums to get onto the Spinner - a giant spinning sloped disk. From here they need to leap off, onto a round Tippy Table (a platform that tips in all directions under the contestants' weight) and then jump onto first base.

2) Bouncing Basepath:
To reach second base, the contestants have to cross this bridge. It is made up of three sections that mechanically bounce up and down, making it hard to stay on top of.

3) Slide Walk:
To reach third base, the contestants need to jump across these three short beams, which constantly slide backwards and forwards.

4) Home Plate:
The Home Plate is positioned above a mud pit. The contestants need to use a diving board to jump over the mud and try and reach the plate.
End of round



















As the contestants make their way through the Zone, paint will be squirted at them to make things more slippery.

1) Dreadmill Launch:
The contestants start at the beginning of a long moving conveyer belt, high in the air. On 'Go', they have to run down the belt and leap off the end through a wall of water. They'll fall through the Sheer Descent, landing on a massive sloped trampoline that will bounce them into the water below.

2) Gut Busters:
These are six giant blocks, the fourth being positioned the highest, that the contestants need to jump across. While crossing, the blocks will mechanically bounce up and down making it hard to stay on top of.

3) Sinistairs:
These are two sets of five giant steps, which spiral up around a rotating tower. The contestants have to jump onto the bottom step of one of the staircases, and then climb up to the top. While climbing, they need to avoid being knocked off by three double-ended Sweeper arms that rotate over the steps at different heights. Once on the top step, the contestants can jump over to the next part of the course.

4) Gauntlet:
The Gauntlet is made up of three smaller obstacles:
- Crankshaft:
The contestants need to cross a beam, above which is a giant rotating crankshaft. They have to work out when to move, and where to stop, in order to fit into the gaps and carefully work their way along the beam. Get the timing wrong and they'll be swept into the water.

- Blades of Fury:
Here there are two sets of giant vertical spinning fan blades, sticking up through gaps in the path. The contestants need to get past the first set to make it to the platform in between the two, and then make it past the second set to reach the next obstacle. If they get the timing wrong, the blades will push the contestants off into the water below.

- Beater-Totter:
Finally the contestants need to cross this wide seesaw, which has three squashed-pyramids on top. As they make they way across, the seesaw will tilt and bounce up and down to try and tip them off. Once at the other end, the contestants have to jump off and onto the finishing platform to stop the clock.
End of round