![]() 1) Smack Wall Sweeper: To begin there is a wide beam over the mud, up against a wall, which has two four-armed Sweepers rotating over it. As the contestants run along the beam, sections of the top half of the wall will flap out. The contestants need to try and cross the beam, avoiding being knocked off by the flapping panels or being swept away by the Sweeper arms.
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) Organ Grinder: Next are eight foam steps, each on top of hydrolic podiums. The contestants have to cross these to reach the next part of the course, but as they go the steps will quickly rise up and down making it hard to stay on top.
5) Trouble-U's: To finish, the contestants have to cross two beams in the air while a 'W'-shaped bar swings back and forth over each. To stop them from ducking under the middle of the 'W', a wedge is stuck on the beams. 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.
![]() 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 two obstacles: - Green Ball: An inflatable rubber ball that spins around. - Banana Hammock: A solid hammock that will swing when knocked. To end their journey, the contestants need to jump from the red pad on the steering wheel onto one of these two obstacles, and then onto the finishing platform. The first six contestants 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.
![]() 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 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) 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.
![]() 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, the ribs 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.
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