Ten Know-It-Alls from across the country are confronted with super sized challenges (one blustery, one explosive, and one that should be child's play) - and each other.
With nine remaining, the competition gets intense, as the Know-It-Alls compete in teams - but not everyone plays well with others.
The remaining eight are faced with the big question for a know-it-all: do they listen to the advice of others, or simply listen to the one person they know is right...themselves?
Know-It-Alls thrive on tackling problems alone. Now, the remaining seven get the chance to do just that, in 3 new individual challenges featuring bombs, snakes and planes.
The competition is getting more... complicated. In this episode, competitors struggle to find their voices, among many.
The 5 remaining competitors compete alone again and are challenged to truly step up and deliver, in a day of sheer terror to see if they can use their Know-It-All skills to save the day.
The Final Fou Know-It-Alls are paired up in teams of two. Now it's 2 brains struggling to work together, while trying to be the only one left standing, in 3 challenges of firepower, speed and memory.
The claimant of 'Canada's Greatest Know-It-All" title must win two challenges. The first testing knowledge, memory, direction and logic, and the second, a confrontation with what is a Know-It-Alls worst nightmare.
10 Know-It-Alls arrive for the competition and are instantly thrown into the deep end of the competition, having to scuba dive and defuse an underwater bomb, battle it out in a know-it-all knowledge gun duel and avoid elimination by having to 'name that thing'.
The 9 remaining Know-It-Alls race against a top fuel dragster, lawn tractors, drag motorcycles and golf carts in a challenge to tie at the finish. Then become CSI investigators, as they work in teams to solve a murder, and the bottom two fight for survival in a game of 'AKA'.
The 8 remaining Know-It-Alls battle to build bridges over troubled waters, then brainstorm to conceptualize and create the ultimate science fair project. The bottom 2 get up to their elbows in the elimination challenge, dissecting animals and playing a game of 'name that body part'.
The 7 remaining Know-It-Alls put their concentration skills to the test as they are forced to think during free fall from 11,000 feet. Then they're thrown into a giant 'think-tank' and are forced to sink or swim. Their only mode of escape? Their brains. In the elimination challenge, it's information overload as the bottom 2 are confronted with an overwhelming wall of sound and light.
The 6 surviving Know-It-Alls are tasked with the daunting challenge of creating the entire world in much less than 7 days. Then, they must find and fight their way through the wilderness to get back home, and finally, the bottom 2 must conquer the world in a gigantic game of Invasion against each other to stay in the competition.
The 5 remaining Know-It-Alls are challenged to endure, then reverse engineer 'death simulation machines', destroy targets with large-calibre artillery, and conquer 1600 pounds of 'hell on hooves'
The Final 4vwork alone to build the perfect protective pod to save their cargo and Know-It-All lives. Then the bottom 2 face-off in the ultimate Know-It-All challenge - an epic game of 'KIA Bulls**t'.
The Final 3 duel for the title. One is eliminated in a multi-skill challenge taking on a past champion. The Final 2 compete in a supersized rally race, where you can only win if you're truly "Canada's Greatest Know-It-All."
This one-hour special is the ultimate survival guide for future Know-It-Alls who think they have what it takes to compete in this unique competition.