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- Host Daniel Fathers introduces the ten people chosen to compete to become Canada's Greatest Know-It-All Season 2: northern ranger Abe Qamminiq who was born and still lives in the traditional Inuit culture; former Jeopardy! (1984) champion Doug Hicton who beat the IBM supercomputer in a human versus computer battle; retired systems manager Bill Robinson, who spends most of his time exploring the wild west coast on his boat; artist Owen Garratt who believes he can solve any problem using the creative right side of his brain; Ben Eadie who has his own DIY website and who has many projects on the go at given point in time; hang gliding champion Scott Gravelle who designs and builds his own equipment for whatever extreme sport in which he partakes; aerospace engineer Andrew Rader who wants to understand the world; microbiologist Carla Davidson who admits she has ruined many a party with her incessant nattering about useless information; former US air force pilot Beth Furlong who believes her military training places her in good stead; and twenty-three year old former science child prodigy Laura Suen who doesn't know which of the many possible career paths to take that are afforded her. They are split into two teams of five for their first two challenges, those teams pitting the top five scorers of the entrance exam versus the bottom five. Donning a wet suit, Daniel emerges from the water pit to introduce the first challenge: to diffuse an underwater bomb by solving problems which reveal the diffusing codes, which they must communicate to their diving colleague non-verbally. Their second challenge consists of one-on-one pistol duels, the winner of each duel having the ability to answer the previously asked questions. One member of the losing team in each of the two challenges goes to the danger zone for potential elimination. In both cases, they come to an easy consensus. That danger zone challenge has the two trying to identify and spell twenty items on a table. The losing competitor is the first eliminated from competition. That person is thwarted by not focusing on the small details.
- Bill Robinson is the first eliminated contestant, leaving nine in the running as Canada's Greatest Know-It-All. They are separated into two teams for the next two challenges, with the two highest scorers of the entrance exam on last week's blue team being this week's team captains who choose their respective teams. One member of the losing team for each of the two challenges goes into the danger zone for possible elimination. The first challenge is a three stage race each over a quarter mile. Each team is provided the exact same vehicle, which they will race against a higher powered vehicle. The objective is to drive their vehicle at its top speed to estimate getting to the finish line as close to the high powered vehicle as possible, with the team having the smallest cumulative time difference being the winner. The second challenge is to investigate a potential crime scene. Within a ninety minute time frame, each team must gather the evidence and present their findings to a panel of forensics experts, who will judge who was better at both the process and actually discovering the key pieces of evidence to solve the possible crime. The challenge for the two in the danger zone is to choose from a preset list of twenty names or things what their alternate name is from a list one one hundred possibilities, the one who gets to five correct being the winner, with the loser being eliminated from competition.
- Abe Qamminiq is the second eliminated contestant, leaving eight in the running as Canada's Greatest Know-It-All. With last week's blue team now down by two people, one person from the orange team must volunteer to switch teams for the next two challenges. The decision is relatively easy as two people clash on the orange team, with one of them volunteering. One member of the losing team for each of the two challenges goes into the danger zone for possible elimination. The first challenge is a two round two-on-two competition to build a bridge spanning a twenty-five foot gap over a body of water using only a minimal number of items provided to them. The objective is not to build the bridge itself, but to get both team members as far across their bridge as possible. In the two head-on-heads, the team that makes it across the structures the farthest in combination wins. The second challenge is to create the most impressive science fair project possible using only $1,000 worth of materials and seven hours to devise and construct their project. They will be judged by sixty-five winning science fair students. One person emerges from each team as the leader, one de facto, the other by design. The challenge for the two in the danger zone is to identify a total of nine organs in three different dissected animals. The competitor who identifies the fewest number of organs correctly will be the next eliminated from competition.
- The latest eliminated contestant is Doug Hicton, leaving seven in the running as Canada's Greatest Know-It-All. The next set of challenges tests the competitors' abilities to complete tasks while distracted. Using a combination of past results and self-choosing, they are separated into two new teams, the resulting teams which has the practical people versus the scientific minds. In each of the two team challenges, one person from the losing team will be sent to the danger zone for possible elimination. The first challenge has team members skydiving while trying to memorize letters placed on the landing pad below them. Using only those letters, the teams then have to create as many unique words than the other team, earning points only for those unique words, with each letter in those words earning one point. There is a significant bonus if all the letters are used in one word. The team with the most points after three such rounds wins. This challenge ends up testing whether some can overcome their fear, in some cases extreme fear, of skydiving. The second challenge, also over three rounds, is to build an item in each round, with one person given the instructions to build, who communicates the instructions to a second team member who is in an oversized beaker filling with water, that person who must in turn communicate how to build to a third team member, who must build that item. The team who is most complete in the actual build of the three items wins. The danger zone challenge is to remember a sequence of colors, while being distracted by excessive noise. Over three rounds, the competitor who gets the closest to remembering the sequences wins, with the loser eliminated from competition. This process brings up some bad blood between some, one who feels thrown under the bus by team members.
- Beth Furlong's elimination in a loss in the danger zone to Ben Eadie - his third such time in the danger zone out of a possible four - leads to Ben vowing revenge against Owen Garratt and Scott Gravelle who he believes threw him under the bus. The remaining six contestants are reorganized into two new teams of three apiece for the next two challenges, with one person on the losing team for each challenge going to the danger zone for potential elimination. The first team challenge is a two round one on knowing the world. The first round is creating an approximately three by ten meter sized world map to as much detail as possible. The second round tests the team's knowledge of the world in various categories and identifying the correct answer to each of the questions on the world map. The second team challenge, also in two rounds, is orienteering in a hilly forested area using only a topographical map as their guide. The first round is scored on total distance traveled, the second round on total time to complete the orienteering. The danger zone challenge is a combination Stratego/checkers match. The questions are whether Ben will head to the danger zone for the fourth time out of a possible five, and if so whether he will meet Owen or Scott in his wanted revenge.
- Ben Eadie's luck runs out as he is the next eliminated contestant in his fourth trip out of a possible five to the danger zone. One person from each of the losing teams in the next two team challenges will be sent to the danger zone for possible elimination. For the first challenge, the existing two man team has the opportunity to pilfer any contestant from the three man team they want. That challenge, held at Canada's Wonderland, has the teams answering questions about the science, engineering and/or experience of some of the extreme rides, requiring them to actually go on the rides, which doesn't sit well with some. For the second challenge, the existing two man team has the opportunity of returning the favor by pilfering any contestant from the three man team. That second challenge, in two parts, is about shooting guns. The first part has them building a potato gun using limited materials including PVC piping, hairspray as the propellant and a barbecue lighter as the igniter, the resulting gun which they are to shoot at and hit a target from three distances. Part two has them shooting a much larger already built air gun. Given different items as the ammunition and given distance to their target, they have to provide gun angle and in some cases power in PSI to get as close to their target as possible without going over, for which there is a significant penalty. In the danger zone, the two contestants show how much knowledge they can retain by performing tasks they are shown only once, with that demonstrator judging them on their performance. The tasks they are asked to perform are not quite what they expect.
- The elimination of Scott Gravelle, the well regarded front runner, leaves three in the finale: Carla Davidson, Owen Garratt and Andrew Rader. The loser of the first challenge is eliminated, leaving two heading into the final challenge. That first challenge, for which commentary is provided by Season 1 winner Ted Coffey, combines two Season 1 challenges which propelled Ted to victory, namely the disk hunt and the school bus drive. The final challenge is an ATV rally styled event with four parts between the rally races. Those four parts include creating and maneuvering a maze, putting together a jigsaw puzzle blindfolded, using an excavator to build a mound of sand to a specific height, and deciphering a code to reveal the winning phrase. At the end of this challenge, one of the two finalists is named Canada's Greatest Know-It-All Season 2.
- Laura Suen's elimination leaves four contestants standing, they who will now compete as individuals. Their first challenge, recycled from season one, is the pyramid of experience, where they are each asked the same ten questions about their experience on the show thus far, each provided with four answers from which to choose for each question. The contestant who answers all ten correctly the slowest - while not being told which answers they have incorrect, which makes this challenge more difficult than it seems since there are over one million possible combinations of answers - is sent to the danger zone for possible elimination. After that challenge, the four however are told that the loser in the first challenge has the possibility to redeem him/herself if he/she wins the next challenge with only half the resources of the other three. That second challenge, again with the loser going to the danger zone, is the old egg drop test, where, over three rounds, they must build a contraption to protect one dozen eggs being dropped. They get points for drop height as well as the number of unbroken eggs. In each of the three rounds, each contestant has a maximum spending limit, and is given a different type of specialty store in which they can shop. In the danger zone, the two contestants are pitted against each other in a bluffing question and answer contest. They are provided a set of questions from which to choose, and are given the correct answer. They have the option of telling their opponent the correct answer or a made up answer. Point are awarded for correctly guessing if their opponent is telling the truth or lying, with more point awarded for calling the other's bluff correctly.