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

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

2) Big Balls:
This is a row of four foam-covered 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 over a giant hurdle in the middle of this second block (which flaps around as the platform tips) 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 three pairs to have one of their members remaining on a platform 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



















Alpine Adventure:
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 complete pair to make it to the finishing platform win, while the losers have to play the next round. There are two rounds, with the two winning pairs moving 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; 'iceballs' are thrown, and goo 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



















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) 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