1) Snowman Surprise:
Contestants run along a beam high over the water, thinking they'll have to avoid giant Sweeper arms. As they reach the middle a section of the beam will flip up, causing the contestants to run into it. If they're not whacked off the beam, they'll have to try and climb over this mecanical section, and then get past another, to cross the beam.

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 Snowtivator - a moving conveyor belt, which won't allow for any hesitation before jumping.

3) Polar Bear Express:
Contestants need to step across 11 tall podiums while avoiding being knocked off from behind by four rotating Sweeper arms. Two of the arms are capped with a giant polar bear head, while the other two are Gyro Sweepers (which rotate around vertically) that may be ducked if at the right height.

4) Yule Log Jam:
These are two mechanical rectangular platforms, spaced apart with a vertical four-armed Sweeper rotating in between. Contestants have to cross the first bucking platform then jump between the Sweeper arms to reach the second bouncing block. After climbing through a ring in the middle of this second block they need to jump off of the other side and onto the finish platform. If the contestants fall into the water they must to swim to the edge of the pool and climb onto a second finish spot to stop the clock.
End of round



















Ski Lift:
The twelve contestants each stand on a small round platform on a carousel, to the front of which are two rotating double-ended Sweeper arms. The carousel rotates around, and in doing so brings each contestant towards the Sweepers.
The contestants need to jump over the Sweeper arms each time they pass, holding onto a bar hanging above their head for support, to avoid being swept away. When a contestant is knocked hard enough to lose their grip they'll fall into the water and are out of the game. The longer the round goes on, the higher the Sweeper arms get.
The last six remaining on their platforms move onto the next round, but the carousel continues to rotate until there is just one person left. This last person standing wins $1000.
End of round



















Mt. Wipeout Chalet:
The six contestants are strapped into the Dizzy Dummy, a 'human merry-go-round', and spun at speed for around 60 seconds.

After being released, they have to make their way around the course. The first person to the finishing platform 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.
If a contestant falls into the water at any time they must start the obstacle they just failed at again.
To make things harder; giant marshmallows are thrown, and 'hot chocolate' is squirted at the contestants.

1) Rotating Platform:
To begin, contestants use a diving board to jump onto a rectangular platform. This platform is constantly flipping over, so they need to time their jump right to land on top of it, then quickly jump off onto the Bouncing Board - a hydraulic block that bounces up and down.

2) Crankshaft:
The contestants need to cross a mechanical beam, which slides backwards and forwards, 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 in the shaft and carefully work their way along the beam. Get the timing wrong and they'll be swept into the water.

3) Knee Sweeper:
Next the contestants have to make their way around a curved path to reach a rectangular turntable. Mini knee-high Sweeper arms constantly rotate over the path, which contestants need to jump over to avoid being knocked into the water by. Finally, they need to jump onto the spinning turntable, and then leap off onto the finish platform.
End of round



















1) Bobsled Blastoff:
To start, the contestants lie on their front in a tube. On 'Go' the tube will speed up a track. When it reaches the end, the contestant will be shot out through the air, and land in the water below.

2) Icy Stairway from Hell:
A hill of slippery stairs, split into six blocks of three steps, which the contestants need to climb up and over. While crossing, each section will mechanically flip up and down making them hard to stay on top of.

3) Frostbite:
The contestants need to step onto one of two bridges that are circling around in the air, and cross it to reach the centre. Now they need to wait for a bridge to reach the opposite side of the obstacle, move along to the end and jump off onto the next part of the course. All the while the contestants are on the bridges, they need to avoid being knocked off by four sets of wide fingers, which rotate around over the bridges in the opposite direction.

4) Sinister Snowflakes:
These are two vertical rotating wheels, each with seven bumpers connected to the front. Using the bumpers as supports, the contestants have to jump onto the first wheel, ride it around, or climb through, and leap across to the second. Finally they must jump off and onto the finish platform, to the right of the second wheel, to stop the clock.

End of round