In this episode, memorable previous contestants return for another shot at winning the $50,000.

1) Double Sweeper Dive:
Using a diving board, contestants have to jump over a rotating double-ended Sweeper and land on a strip of trampoline stretched between two poles on the other side. There are two of these to tackle.

2) 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. To reach the Balls, contestants must run down the Dreadmill - a moving conveyor belt, which won't allow for any hesitation before jumping.

3) Mood Swing:
Contestants have to leap from a spinning turntable onto a platform that is swinging from side to side. If they manage to land on the swing, and stay on, they then need to jump off onto a path on the other side.

4) Wipeout School Cafeteria:
First contestants have to crawl through holes in the middle of three boards, the first of which bounces up and down and has a pit of macaroni cheese behind it. Behind boards two and three are mechanical tubs (filled with sloppy joe and jelly) which will pop-up into contestants' face and bodies as they crawl through. Finally they have to climb over the Hotdogs (two mechanical hurdles that flip backwards and forwards), while having grape juice squirted at them, and attempt to leap onto the finish platform without being knocked into the water. If the contestants fall off of the cafeteria platform at any time they must to swim to the edge of the pool and climb onto a second finish spot to stop the clock.

End of round



















Scareousel:
The Scareousel is a rotating carousel with six Danglers (two red, four yellow) hanging from it.
The twelve contestants all begin on the starting platform to the left of the Scareousel. They first need to grab onto a red Dangler and hang on as they're pulled over three bouncing hurdles. On the other side of the hurdles is a red platform which they need to drop onto. From here they cross to a yellow platform.
Now the contestants have to grab onto a yellow Dangler, and hang on as they're taken past two rotating double-ended Sweepers towards to finish platform.
The first six contestants to safely drop onto the finish platform move onto the next round.
If a contestant falls off they can swim back to the starting platform of the colour track they're riding, climb up and try again.

End of round



















Jump the Shark:
The contestants each stand on top of tall podium and have to jump over a shark as it sweeps past them on the end of a rotating arm. If they don't, they'll be knocked off and out of the game. The arm gets faster and higher the longer it goes on.
The last person remaining on their podium wins, while the losers have to play the next round. There are three rounds in total, making three winners who all move onto the Zone.

End of round



















1) Chairborne:
To start, the contestants sit on a chair at the bottom of a sloped track. On 'Go' the chair will speed up the track and, when it reaches the end, launch the contestant through the air and into the water below.

2) Over and Out:
These are two vertically-rotating boards, each with two blocks and a pathway attached to them. Contestants have to make their way along each board to reach the platforms on the other side. To do this they can quickly run along the path, or take it slower and use the blocks to wedge themselves on and avoid being tipped off.

3) Point Break:
This is a rotating mountain with a staircase on one side and a slide on the other. Contestants have to climb the tall slippery staircase to reach the top while being squirted with paint. They then have to use the slide to reach the next part of the course, timing their decent just right so that they will land on the platform and not slip straight into the water.

4) Coin Toss:
To reach the finish platform, contestants have to run over a row of seven small round platforms that continually flip over.

End of round