This special episode begins with twelve pairs of parents and children, with the fastest six of these couples moving onto the next round. The pairs take on the Qualifier together; with both halves having to complete each obstacle before they can move onto the next one.

1) Pitchfork Tumblers:
To begin there is a strip of material, suspended over the mud, with two giant two-pronged 'pitchforks' rotating vertically above it. The contestants need to cross the material to reach a platform, avoiding being knocked off by the pitchforks. There is then a second strip to cross, again guarded by two more rotating pitchforks.

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 hinged section of the floor) will spring up and push them off the platform.

4) Trampoline Sweeper:
Next are four narrow trampolines, spaced out in a row. Rotating just above the first two is a double-ended Sweeper arm, and rotating above the second two is a four-armed Sweeper. The contestants have to jump along the trampolines while trying to avoid getting knocked off by the rotating arms.

5) Fling Set:
To finish, the contestants have to cross two foam-covered beams in the air. Swinging back and forth over each beam is a square-'U'-shaped bar with two curved 'handles' running through it. If the contestants manage to cross the beams without getting knocked off, they can jump onto the finish platform; but if they fall off at any time, they need to swim to the edge of the pool and climb onto a second finish spot to stop the clock.
End of round



















Overdrive:
High above a pool is a massive "butterfly steering wheel"-shaped pathway, with a green pad on one side and a red pad on the other. This steering wheel 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 steering wheel. They have to jump onto the green pad as it passes, and make their way across to the red pad; all while avoiding being knocked off by the Sweeper arms, or the two over-sized windscreen wipers that turn side-to-side at one side of the pool.
On the opposite side of the pool, to the starting position, is the finishing platform. Between this and the steering wheel are three obstacles:
- Green Ball: An inflatable rubber ball that spins around.
- Banana Hammock: A solid hammock that will swing
                                 when knocked.
- Unstable Table: A platform that tips up every nine
                            seconds.
To end their journey, the contestants need to jump from the red pad on the steering wheel onto one of these three obstacles, and then onto the finishing platform. The first three complete pairs to finish move onto the next round.
Contestants can only jump onto the steering wheel on the green pad, and can only jump off of it from the red pad. Going under a Sweeper arm is not allowed. If a contestant does fall off they can swim back to the starting platform, climb up and try again.
As an added distraction, a geyser will occasionally spray up from the centre.
End of round



















Bruiseball:
The contestants are strapped into the Dizzy Dummy, a 'human merry-go-round', and spun at speed for 90 seconds.

After being released, they have to 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 pairs all take on this course at once. The game is played twice, and the first complete pair of contestants to touch Home Plate each round win, making two couples 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) Turntables:
To reach third base, the contestants need to cross these two rotating turntables.

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



















The contestants take on the Wipeout Zone one at a time, but the finishing times of both halves of a pair are added together. The couple who has the quickest total time wins.

1) Catapult:
To start, the contestants lie back in a seat at the end of a catapult. On 'Go' they will be flung up high, fly through the air, and land in the water below.

2) Spin Cycle:
This is a giant spinning drum filled with foam. Spaced around the inside edges are several supports, and in the centre are three pillars. The contestants enter on the left, and have to jump out onto a platform to the right. To do this, they can either ride the drum around, using one of the supports to help, or try and run quickly across it. If the contestants miss the platform, they have to try again, but the drum is slowed down each time they fail.

3) Triple Threat:
Here there are three rotating turntables with a massive Sweeper Tree on each. The contestants need to jump from one turntable to another, while avoiding being knocked away by the Sweeper arms.

4) Rib Rage:
This is a curved row of 10 giant 'C'-shaped steps, with gaps in between. The contestants need to run along the inside of the 'ribs' to get to the next obstacle. However, only the first two are fixed still. The rest will swing down when trodden on, so the contestants need to run quickly so as not to get dumped into the water. If they do fall off, they have to swim to the next obstacle.

5) Gauntlet:
The Gauntlet is made up of two smaller obstacles:
- Spiked Whackers:
The contestants need to cross a path that has two gaps in it. Next to the gaps are two wall panels, which regularly flip upwards. The contestants need to time their jumps over the gaps right, so that they don't get whacked off by a flipping panel.

- Arms and Dangerous:
Finally the contestants need to cross a beam, above which is a rotating horizontal pole with six 'S'-shaped hooks through it. The hooks are positioned at different angles, and one end of each 'S' is longer than the other. The contestants have to work out when to move, and where to stop, in order to carefully work their way along the beam. At the end they can jump off and onto the finishing platform to stop the clock.
End of round