Missions of Agent's Elevation
EPISODE 1
Mission 1: Leap of Truth
The first game of the players involved a cliff and a simple question. Given a statement each, each player had to determine whether their given statement was true or false. If it was true, their task would be to jump into the gap before them, enduring a 250 foot drop. If they believed their statement was false, then their jump would be avoided. The more players who succeeded correctly in their actions, the more money was awarded to the team pot. If at least seven out of the ten players succeeded correctly, the full 20,000 coins was awarded.
Game Results: 10,000c/20,000c
Mission 1: Leap of Truth
The first game of the players involved a cliff and a simple question. Given a statement each, each player had to determine whether their given statement was true or false. If it was true, their task would be to jump into the gap before them, enduring a 250 foot drop. If they believed their statement was false, then their jump would be avoided. The more players who succeeded correctly in their actions, the more money was awarded to the team pot. If at least seven out of the ten players succeeded correctly, the full 20,000 coins was awarded.
Game Results: 10,000c/20,000c
Mission 2: Purchase of the Desert
The players were split into three teams: three treasure hunters, four shoppers, and 3 archeologists. One member of the treasure team had to use an excavator to dump sand into a canister, in which two players were located. The two treasure hunters would have to search through the coins and give them to the four shoppers, who had to use the found coins to purchase from a shop an object each. The goal of the 3 archeologists was to match identification: if they could determine which shopper bought which object, then 5,000 coins would be awarded for each correct matchup.
EXEMPTION: The 3 archeologists were given a remote with three buttons, which if pressed, would either emit a sleeping gas into the store, shut off the store's lights, or electricute a player if they were to touch an object in the store. If each of the 3 archeologists pressed a button each before a time limit, then at the end of the game, one of them would randomly be selected for an exemptiom.
EXEMPTION #2: Another exemption was hidden in the sand of the game. If either the excavator digger or the two treasure hunters found it, it would be theirs to keep.
Game Results: 5,000c/20,000c
The players were split into three teams: three treasure hunters, four shoppers, and 3 archeologists. One member of the treasure team had to use an excavator to dump sand into a canister, in which two players were located. The two treasure hunters would have to search through the coins and give them to the four shoppers, who had to use the found coins to purchase from a shop an object each. The goal of the 3 archeologists was to match identification: if they could determine which shopper bought which object, then 5,000 coins would be awarded for each correct matchup.
EXEMPTION: The 3 archeologists were given a remote with three buttons, which if pressed, would either emit a sleeping gas into the store, shut off the store's lights, or electricute a player if they were to touch an object in the store. If each of the 3 archeologists pressed a button each before a time limit, then at the end of the game, one of them would randomly be selected for an exemptiom.
EXEMPTION #2: Another exemption was hidden in the sand of the game. If either the excavator digger or the two treasure hunters found it, it would be theirs to keep.
Game Results: 5,000c/20,000c
EPISODE 2
Mission 3: Saboteur Island Sabotage
Travelling back to the events of The Mole: Saboteur's Island, the players had to split into teams and sabotage the efforts of their past season players. Team 1 had to steal a megaphone that was being used during the party recruitment in Season 2, without being caught or noticed by the players. Team 2 had to take snapshots of Rosalina, Goombella, and Wendy, who were running within the plaza looking for objects. Lastly, Team 3 had the task of pushing the previous Mole, Yoshi, into an ocean of water. Each team had a maximum of 10,000 coins that could have been earned, with partial money being awarded for their amounts of success.
Game Results: 15,000 coins/30,000 coins
Mission 3: Saboteur Island Sabotage
Travelling back to the events of The Mole: Saboteur's Island, the players had to split into teams and sabotage the efforts of their past season players. Team 1 had to steal a megaphone that was being used during the party recruitment in Season 2, without being caught or noticed by the players. Team 2 had to take snapshots of Rosalina, Goombella, and Wendy, who were running within the plaza looking for objects. Lastly, Team 3 had the task of pushing the previous Mole, Yoshi, into an ocean of water. Each team had a maximum of 10,000 coins that could have been earned, with partial money being awarded for their amounts of success.
Game Results: 15,000 coins/30,000 coins
Mission 4: Exemption or Bust
For the idea of the game, five players were seated at a table and had to choose unanimously which one of them would receive an exemption. On a twenty minute time limit, the group had to all agree on member of the team to earn the free pass to the next episode. If they were able to succeed in doing so, not only would 10,000 coins be awarded, but 10,000 coins which had already been lost in the past games could have been added back to the pot as well. However, if the players did not reach a consensus before the 20-minute timer, then the team would win no money for the game.
EXEMPTION: Only if the group were to unanimously choose a player would that player win an exemption.
Game Results: 0 coins/10,000 coins
For the idea of the game, five players were seated at a table and had to choose unanimously which one of them would receive an exemption. On a twenty minute time limit, the group had to all agree on member of the team to earn the free pass to the next episode. If they were able to succeed in doing so, not only would 10,000 coins be awarded, but 10,000 coins which had already been lost in the past games could have been added back to the pot as well. However, if the players did not reach a consensus before the 20-minute timer, then the team would win no money for the game.
EXEMPTION: Only if the group were to unanimously choose a player would that player win an exemption.
Game Results: 0 coins/10,000 coins
Mission 5: Subliminal Dinner
Eating in the presence of Wario and Luvbi from Season 2, four of the players were assigned a game: they each had to do a certain action during their dinner, and go undetected at the end of the meal. One player had to drop their utentils twice on the floor, another had to get Luvbi and Wario to say the full names of their two past seasons, one player had to take out the action of coughing twenty times during dinner, and lastly, one player had to sing a song. At the end of the dinner, both Wario and Luvbi took their guesses. If at least two of the diners went undetected in their actions, then the team would win 25,000 coins.
Game Results: 25,000 coins/25,000 coins
Eating in the presence of Wario and Luvbi from Season 2, four of the players were assigned a game: they each had to do a certain action during their dinner, and go undetected at the end of the meal. One player had to drop their utentils twice on the floor, another had to get Luvbi and Wario to say the full names of their two past seasons, one player had to take out the action of coughing twenty times during dinner, and lastly, one player had to sing a song. At the end of the dinner, both Wario and Luvbi took their guesses. If at least two of the diners went undetected in their actions, then the team would win 25,000 coins.
Game Results: 25,000 coins/25,000 coins
EPISODE 3
Mission 6: Minigame Madness
The mission was an arrangement of minigames from the Mario Party series. During each minigame, four players participated, while the other four players had to bet on two players that they believed would be the victor. If one of the betted players won the minigame, then ten-thousand coins was awarded to the pot. If they didn't bet correctly, no money was won. Minigames: Mushroom Mix-up, Lava Tile Isle, Dungeon Duos, Three Door Monty.
+1: The winner of each minigame was awarded a plus one, able for use in the next execution.
Game Results: 20,000 coins/40,000 coins
Mission 6: Minigame Madness
The mission was an arrangement of minigames from the Mario Party series. During each minigame, four players participated, while the other four players had to bet on two players that they believed would be the victor. If one of the betted players won the minigame, then ten-thousand coins was awarded to the pot. If they didn't bet correctly, no money was won. Minigames: Mushroom Mix-up, Lava Tile Isle, Dungeon Duos, Three Door Monty.
+1: The winner of each minigame was awarded a plus one, able for use in the next execution.
Game Results: 20,000 coins/40,000 coins
Mission 7: The Haunted Getaway
The eight players were trapped within a mansion and had to escape before the time limit expired. Split into groups of two, each pair was subjected to a certain test which they had to pass, in order to escape from their part of the mansion. If successful, they ended up in a hallway of the way mansion, where they would have to use the key of the mansion to unlock a door and escape. If a player failed their test, they would be removed from the game. Each player who escaped the mansion in time added 5,000 coins to the pot.
Game Results: 20,000 coins/40,000 coins
EXEMPTION: In order to open the mansion, a player had to stumble across a box in the forest that held the key. The person who found this key was offered an exemption, and had to return the key to the box once the mission was over.
The eight players were trapped within a mansion and had to escape before the time limit expired. Split into groups of two, each pair was subjected to a certain test which they had to pass, in order to escape from their part of the mansion. If successful, they ended up in a hallway of the way mansion, where they would have to use the key of the mansion to unlock a door and escape. If a player failed their test, they would be removed from the game. Each player who escaped the mansion in time added 5,000 coins to the pot.
Game Results: 20,000 coins/40,000 coins
EXEMPTION: In order to open the mansion, a player had to stumble across a box in the forest that held the key. The person who found this key was offered an exemption, and had to return the key to the box once the mission was over.
EPISODE 4
Mission 8: Snowball Shootout
Four players had to traverse their way across a snowfield, as virtual creations of their past executed players attempted to take them out with snowball guns. The course consisted of hilly grounds, holes of ice water, and ZB June tranquilizer guns toward the end of the course. One hit would eliminate a player. If at least one player made it to the end of the course, then 20, 000 coins would be won for the pot.
EXEMPTION: In twist, a past player was given the opportunity to shoot one of the players, for a spot into Episode 5. If they succeeded, they would be put back into the game.
Game Results: 0 coins/20,000 coins
Mission 9: The Snow Tours
Two players had the job of guiding a group of tourists through the snow land of Fahr Outpost. Through the tour, they had to complete three tasks: tell a joke and make a majority of the tourists laugh, burst into tears at one point, and get the entire bus into a singing song. At the end of the tour, the tourists had to rate the two players in tour guide quality. If they received at least one rated 'Excelent' review in their pile, they would win the game.
Game Results: 15,000 coins/15,000 coins
Mission 8: Snowball Shootout
Four players had to traverse their way across a snowfield, as virtual creations of their past executed players attempted to take them out with snowball guns. The course consisted of hilly grounds, holes of ice water, and ZB June tranquilizer guns toward the end of the course. One hit would eliminate a player. If at least one player made it to the end of the course, then 20, 000 coins would be won for the pot.
EXEMPTION: In twist, a past player was given the opportunity to shoot one of the players, for a spot into Episode 5. If they succeeded, they would be put back into the game.
Game Results: 0 coins/20,000 coins
Mission 9: The Snow Tours
Two players had the job of guiding a group of tourists through the snow land of Fahr Outpost. Through the tour, they had to complete three tasks: tell a joke and make a majority of the tourists laugh, burst into tears at one point, and get the entire bus into a singing song. At the end of the tour, the tourists had to rate the two players in tour guide quality. If they received at least one rated 'Excelent' review in their pile, they would win the game.
Game Results: 15,000 coins/15,000 coins
Mission 10: The Icy Escape
All seven players were placed in a cave. Every ten minutes, a button on a pedestal at the other end of the cave would light up. If a player traversed the cave and pressed it, a door would be opened, and they would be able to exit the cave. Only one player could cross the cave at a time, due to the cave's fragile ice flooring. As it got colder, players were allowed to buy wool clothes for 5,000 coins each. If all seven players got out of the cave, the money in the game's winnings would all be won.
EXEMPTION: Placed next to the light on the pedestal was an exemption card. If a player grabbed the exemption card instead for themself, the button would never light up, and the remaining players would have to spend the night in the blistering ice cave.
Game Results: 15,000 coins/25,000 coins
All seven players were placed in a cave. Every ten minutes, a button on a pedestal at the other end of the cave would light up. If a player traversed the cave and pressed it, a door would be opened, and they would be able to exit the cave. Only one player could cross the cave at a time, due to the cave's fragile ice flooring. As it got colder, players were allowed to buy wool clothes for 5,000 coins each. If all seven players got out of the cave, the money in the game's winnings would all be won.
EXEMPTION: Placed next to the light on the pedestal was an exemption card. If a player grabbed the exemption card instead for themself, the button would never light up, and the remaining players would have to spend the night in the blistering ice cave.
Game Results: 15,000 coins/25,000 coins
EPISODE 5
Mission 11: Tentways of Fate
As tent paths were introduced one by one to the players, each player had to go down a path each and endure its rewards or consequences. The paths were of the following:
Self or Sacrifice: The player who went down this path had to choose either 10,000 coins for themself or 10,000 coins for the pot.
Race for the Riches: Two players conjoined paths, and the player to make it to the end would receive a +1.
Penalty Reducer: Given a -3 for the next quiz, the player had the chance to press a button to reduce the penalty, costing 5,000 coins each time.
Hallway of Hints: The player who went down this path was gifted with clues, as well as an opportunity: if they took a -1, the pot gained 10,000 coins.
Change Your Fate: A player who took this path would go through a dramatic change, either in personality or appearance. Or both.
Game Results: 0 coins/0 coins
Mission 12: Who Said That?
The player were subjected to a Mole-classic game, in where quotes throughout the game were given to the players one by one. Each chosen player had to identify which player said that quote, including both executed and non-executed players, and if a certain number of quotes were identified, money would be added to the pot.
Game Results: 10,000 coins/0 coins
Mission 11: Tentways of Fate
As tent paths were introduced one by one to the players, each player had to go down a path each and endure its rewards or consequences. The paths were of the following:
Self or Sacrifice: The player who went down this path had to choose either 10,000 coins for themself or 10,000 coins for the pot.
Race for the Riches: Two players conjoined paths, and the player to make it to the end would receive a +1.
Penalty Reducer: Given a -3 for the next quiz, the player had the chance to press a button to reduce the penalty, costing 5,000 coins each time.
Hallway of Hints: The player who went down this path was gifted with clues, as well as an opportunity: if they took a -1, the pot gained 10,000 coins.
Change Your Fate: A player who took this path would go through a dramatic change, either in personality or appearance. Or both.
Game Results: 0 coins/0 coins
Mission 12: Who Said That?
The player were subjected to a Mole-classic game, in where quotes throughout the game were given to the players one by one. Each chosen player had to identify which player said that quote, including both executed and non-executed players, and if a certain number of quotes were identified, money would be added to the pot.
Game Results: 10,000 coins/0 coins
Mission 13: The Lie Detector
Each players was hooked up to a lie detector chair. One by one, they were subjected to 3 questions, questions that were written by their opponents the day before. If they could successfully answer each question honestly, money would be added to the pot.
Game Results: 5,000 coins/0 coins
Each players was hooked up to a lie detector chair. One by one, they were subjected to 3 questions, questions that were written by their opponents the day before. If they could successfully answer each question honestly, money would be added to the pot.
Game Results: 5,000 coins/0 coins
EPISODE 6
Mission 14: Destination Sail
The five players of the game had to sail a ship ten miles to a certain destination. Each player had a role in guiding the ship: the captain and quarter master both led and steered the ship, the mute navigator had to use a flag system to relay directions to the captain and quartermaster on which directions to travel, the ship carpenter had to repair the hull of the ship from damage, and the cabin boy had to be rescued en route the ship's journey.
EXEMPTION - The captain of the ship was given a secret mission. If all other members of the ship were thrown overboard before the ship reached its destination, then he would be granted an exemption.
Game Results: 0 coins/30,000 coins
Mission 15: Ten Tanks
Players were brought to a long hallway in the ocean palace. Every twenty feet, the players encountered a fish tank with a certain prize within it. At any time, the player could choose a prize and end their walk down the hallway. However, once a fish tank was skipped, the player could not return back to its prize.
Fish Tank Prizes (Tanks 1-10): 3 Plus 1's / 20,000 coins to the pot / 1,000 coins to the pot / 2 Plus 1's / Plus 1 + Minus 1 for Another Player / Permanent Neutralizer for Another Player / 10,000 coins for self / Pre-Given Question for Any Future Quiz / 10,000 Coins to the Pot + 5-Minute Peek at Another Player's Journal / 50,000 coins Subtracted from the Pot
Game Results: Subtract -50,000 coins
Mission 14: Destination Sail
The five players of the game had to sail a ship ten miles to a certain destination. Each player had a role in guiding the ship: the captain and quarter master both led and steered the ship, the mute navigator had to use a flag system to relay directions to the captain and quartermaster on which directions to travel, the ship carpenter had to repair the hull of the ship from damage, and the cabin boy had to be rescued en route the ship's journey.
EXEMPTION - The captain of the ship was given a secret mission. If all other members of the ship were thrown overboard before the ship reached its destination, then he would be granted an exemption.
Game Results: 0 coins/30,000 coins
Mission 15: Ten Tanks
Players were brought to a long hallway in the ocean palace. Every twenty feet, the players encountered a fish tank with a certain prize within it. At any time, the player could choose a prize and end their walk down the hallway. However, once a fish tank was skipped, the player could not return back to its prize.
Fish Tank Prizes (Tanks 1-10): 3 Plus 1's / 20,000 coins to the pot / 1,000 coins to the pot / 2 Plus 1's / Plus 1 + Minus 1 for Another Player / Permanent Neutralizer for Another Player / 10,000 coins for self / Pre-Given Question for Any Future Quiz / 10,000 Coins to the Pot + 5-Minute Peek at Another Player's Journal / 50,000 coins Subtracted from the Pot
Game Results: Subtract -50,000 coins
Mission 16: Retro Ocean
The players encountered classic previous moments in Mario Games that had taken place in the franchise while underwater. Each successful game under the ocean added money to the pot.
Star Grab - Two players had to grab the star at the end of a long eel within thirty minutes. Swimming flippers could be bought at the bottom of the pool, but for 5,000 coins each.
Dentist Appointment - Two players had to clean the four teeth of a large eel at the bottom of a dark trench. If they succeeded without being sucked in, the duo would win.
Minus World - One player had to make his way to the end of a watery, glitched world, encountering obstacles and a horde of angry Bloopers on the way. He would encounter the real Blooper from The Mole: Traitor Aboard halfway as a guide.
Game Results: 20,000 coins/30,000 coins
Star Grab - Two players had to grab the star at the end of a long eel within thirty minutes. Swimming flippers could be bought at the bottom of the pool, but for 5,000 coins each.
Dentist Appointment - Two players had to clean the four teeth of a large eel at the bottom of a dark trench. If they succeeded without being sucked in, the duo would win.
Minus World - One player had to make his way to the end of a watery, glitched world, encountering obstacles and a horde of angry Bloopers on the way. He would encounter the real Blooper from The Mole: Traitor Aboard halfway as a guide.
Game Results: 20,000 coins/30,000 coins