![]() In this special episode, the 24 contestants are paired up to form 12 couples. The fastest six of these pairs move onto the next round. The couples take on the Qualifier together; with both halves having to complete each obstacle seperatly before they can move onto the next one (with the exception of the Springy Steps). 1) Springy Steps: Here there are two rows of five beams, positioned sideways at different heights, with a platform between them. While holding hands, the couples have to step over the beams to cross the mud. However, because they are mounted on springs, the beams are wobbly - some a lot more than others.
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, with two double-ended Sweeper arms rotating just above them. The contestants have to jump along the trampolines while trying to avoid getting knocked off by the rotating arms.
5) Love Handles: To finish, the contestants have to cross two beams in the air, jumping the gap between them as they go. 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.
![]() 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 couples 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 a special bonus, the six remaining contestants have a chance to win $2500. This round is played twice, first with the girls, second with the boys. Bruiseball: The three 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. 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) Foamy Turntables: To reach third base, the contestants need to cross these two rotating turntables, which are covered in foam to make it slippery.
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. The first contestant to touch the plate wins $2500.
![]() One-Ring Circus: One at a time, each contestant has to make their way around a ring of four obstacles, positioned in the air above a pool. Rotating over the obstacles are two Sweeper arms, the Tiger Claw (four hanging tubes) and the Ring of Fire (a big hoop). The contestant will need to jump or dodge these as they continually sweep towards them, so that they don't get knocked into the water. For an added distraction, two clowns in the centre of the ring will throw bowling pins and sponges, and squirt paint at the contestant.
If the contestant falls off, or goes under a Sweeper arm, they have to swim to the platform at the start of the next section, climb up and try the next obstacle. The only obstacle that cannot be skipped is the final one. The contestant has to complete obstacle four to stop the clock. The time taken for both members of a couple to complete the round in is combined. The two couples that have the fastest combined times move onto the next round. 1) Tightrope Jump: To begin, there are three short, wide beams, each with a block on top. The contestant needs to cross them, stepping from one to the other.
2) High Diving Boards: Next are three diving boards. The contestant needs to jump from one to the other, using the boards to help spring across the big gaps in between.
3) Rug Pull: These are three square platforms with a strip of material on top. The contestant needs to jump across all three to reach the next obstacle; but, as they cross them, the material will be suddenly tugged sideways, pulling their feet from under them.
4) Stilt Trip: Finally there are three hexagonal podiums, which the contestant has to jump across to reach the finishing spot and stop the clock. To make things slippery, buckets of paint are dropped onto the middle podium from above.
![]() The contestants take on the Wipeout Zone one at a time, but the finishing times of both halves of a couple 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 three 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.
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