The Mole: The Next Betrayal (also referred to as Mole 2: The Next Betrayal) was the second season of the American version of The Mole produced by Stone Stanley Entertainment. The second season featured a team of 14 players, one of whom was the Mole.
The season debuted in September 2001 on Friday nights on ABC. However, after three weeks, it was put on hiatus, with disappointing ratings in the wake of 9/11 and the Friday night death slot to blame. The producers later admitted that airing the program on Fridays was "a big mistake." The show returned in June 2002, restarting from the beginning, as a summer replacement series on Tuesdays.
Anderson Cooper returned to host, and often had a playful rapport with the contestants. In one episode, he jokingly feigned tears when a contestant made a dramatic speech; in another, the contestants decided to throw him into a river following a task. During meals, and in one of the games, it was not unusual for him to join the players in consuming large amounts of wine and becoming inebriated. As it had been in the first season, Cooper was unaware of the Mole's identity. On the final day of filming, he accidentally learned the identity of the Mole when he overheard a conversation by the producers.
During its summer 2002 run, Mole 2 aired opposite the first season of American Idol. Its ratings were considered a success, and thus two celebrity editions of the show were created. The Mole returned in the summer of 2008 with a third season of non-celebrity contestants, and a fifth season overall.
In 2007, Bill McDaniel, the Mole, published a book documenting the experience.
The show followed nearly the exact same format as the first season. The maximum possible pot attainable was again $1,000,000. However, a few minor changes were made. The most noticeable change was the expansion from 10 contestants to 14. The season also expanded from 9 episodes to 13 (due to the expanded cast). Exemptions (from execution) were part of the game's basic strategy from the first episode, and more prevalent, where in the first season, they were introduced later. In addition, a new aspect was added, with the introduction of the Neutralizer, which would prevent a player from being eligible for an exemption on that particular episode. The quizzes were of the same mold, however, each quiz consisted of only 10 questions (season one had 20 questions apiece), and the television viewers were shown all ten of the quiz question, rather than just a few selected highlights. The contestants were given Journals: in the first season they kept notes in a variety of formats, primarily on loose sheets.
The second season traveled only once during the gameplay, whereas the first season saw four locations. Like the first season, most of the nights were spent in lavish four and five star hotels, and the players dined on multi-course meals and fine wines.
During the game, Bribs's tote bag was embroidered with the name "Michael" (his actual first name), but he covered with a piece of tape and wrote "Bribs" (the nickname he went by).
|Bob Paulhus||25||Redlands, California||Financial Consultant||1st Executed|
|Alison "Ali" Gorman||26||Chicago, Illinois||Nurse||2nd Executed|
|Lisa Noller||30||Chicago, Illinois||Asst. U.S. Attorney, Comiskey Park beer vendor||3rd Executed|
|Patrick Guilfoyle||51||Plainsboro, New Jersey||City manager||4th Executed|
|Robert "Rob" Nelson||22||Rochester Hills, Michigan||Magician, Videographer||5th Executed|
|Myra Brown||46||San Diego, California||Airline pilot||6th Executed|
|Elavia Bello||26||Passaic, New Jersey||Sales Representative||Accepted $50,000 Bribe|
|Katie Mills||25||Penacook, New Hampshire||Spanish teacher||7th Executed|
|Darwin Conner||30||New York City||Attorney||8th Executed|
|Michael "Bribs" Bribiesca||23||Austin, Texas||Ski instructor||9th Executed|
|Al Spielman||33||Selden, New York||Distribution manager||10th Executed|
|Heather Campbell||25||Dallas, Texas||PR Account Supervisor||2nd Place|
|Dorothy Hui||24||New York City||Musician||$636,000 Winner|
|William "Bill" McDaniel||58||Oak Harbor, Washington||Rear Admiral (retired), Surgeon||The Mole|
|1||2||3||4||5||6||7||8||9||10||11||12 - 13|
|Episode 1 recap - September 28, 2001 (re-aired May 28, 2002)|
|Bike/Crossbow Biathlon||$40,000 (Worth $40,000)|
|Pulse Rope Walk||$20,000 (Worth $20,000)|
|Swing for Life||$0 (Worth $0)|
|Burn Bags Burn||$0 (Worth $40,000)|
|Elavia||Refused to participate in the Swing for Life game|
|Bob||1st player executed|
Bike/Crossbow Biathlon: Three players would ride a bike down a steep incline to retrieve two arrows, then return up the incline to the starting point where an archery target was located. Using a crossbow, each player would have to shoot an arrow into the center of the target (marked by the iconic thumbprint). If both arrows missed, the player would have to get two more arrows. If all three players hit the target in less than 30 minutes, the game was won.
Pulse Rope Walk: Four players had one hour to traverse a tightrope suspended high off the ground. Each player was hooked up to a heart monitor; whenever the player's pulse rate exceeded 130 beats per minute, the player had to stop immediately and wait for his/her pulse to relax in order to continue. The last player to cross had two different sets of ropes to traverse; the second set was narrower and higher off the ground. The game is a success if all four players complete their portion in under an hour total.
Swing for Life: Five players were required to swing by a rope off a bridge spanning over a raging river. Only if all five players completed the swing was the game considered a success. An exemption was offered to the last player (Elavia) if she refused to swing.
Burn Bags Burn: In the hours before the challenge, the players were given journals and an opportunity to interview their fellow players to gain personal information on each other. Afterwards, they were taken to a bonfire, where they discovered that their knapsacks - containing all of their belongings - was dangling over the fire. Four players were nominated, and asked questions taken from their fellow players' contestant applications. If the team could get all eight questions right, they won the challenge; if the team missed four questions, however, not only did they lose the challenge, but their bags were lowered into the fire. It was later revealed in the next episode that the bags were fakes, and their belongings had not been destroyed.
|Episode 2 recap - October 5, 2001 (re-aired May 28, 2002)|
|High Roller Game||-$20,000 (all money gambled was lost)|
|*Penalty*||-$2,000 Darwin removed his rabbit ears during the Clothesline game|
|*Penalty*||-$2,000 Curfew violation during Blueberry game|
|Dorothy and Lisa||Succeeded in the Blueberry game|
|Ali||2nd player executed|
High Roller Game: Four players were chosen for a variety of reasons. Each of the players were dressed in formal attire, and escorted to a casino. There they played blackjack using $20,000 taken from the group pot. The team had one hour to play, with $1,000 minimum bets for each hand. If they managed to double their $20,000 stake, the challenge ended as a win; if the money was lost, it was deducted from the pot.
Blueberry Game: At dessert that night, each player was served a piece of cake. All but one piece was topped with a blueberry (coincidentally, one piece was left over after everyone had a piece; this piece was missing the blueberry). The player who ate that piece - along with her roommate - were given the chance to earn an exemption by each luring one other player into their hotel room, even though the producers had explicitly told them to stay in their rooms after dinner. The group was penalized $2,000 for the summoned players violating their curfew.
|Episode 3 recap - October 12, 2001 (re-aired June 4, 2002)|
|Little John & Little Jane||$25,000|
|Dorothy||Chosen because she had received an exemption the episode prior.|
|Al||Won final match in Little John & Little Jane game|
|Katie||Awarded spare exemption from Al|
|Lisa||3rd player executed|
Neutralizer: One player was recruited for being the most trustworthy of the group. That player was then given a photograph of a nearby landmark, and was given 60 minutes to find the landmark and retrieve an envelope there. That person was Myra. The envelope contained a Neutralizer, which the player could use to prevent any other player from earning an exemption for the remainder of that round.
Little Jon & Little Jane: One player was selected to be a "matchmaker". That player's job was to pit each of the other players against one of two opponents in a pugil stick battle over a small stream. The available foes were Little John, a heavily-built man; or Little Jane, an average-sized woman. At least three players were required to square off against Little John. Each player that won their bout and successfully crossed the stream earned $5,000 for the group pot and earned the chance to compete for an exemption. Once everyone had completed their bout, the matchmaker then pitted the players against each other until one remained. That player fought against the matchmaker for the exemption.
Exemption to Spare: The winner of the exemption in the above challenge was later told that he had earned a second exemption, which he could award to any other player for any reason.
|Episode 4 recap - June 4, 2002|
|Rappel Lock||$0 (combination lock did not open)|
|Dumb vs. Smart||$50,000|
|*Penalty*||-$5,000 Patrick ripped pages from his journal|
|Bill, Rob, and Dorothy||Won exemption in Dumb vs. Smart game|
|Patrick||4th player executed|
Rappel Lock: One person was volunteered for being the most trustworthy player, four others volunteered as players who just wanted to "hang around". Each player took turns rappelling down a dam. Located at four points on the dam were signs that posed mathematical questions about the other players (ex.: "Darwin's Age - Heather's Age".) The answer to each problem served as a number in a combination lock which, when opened, would release the prize money. Players had a maximum of 10 minutes on the dam, and could not rappel a second time if they reached the bottom early. Once at the bottom, the player would radio to the trustworthy player their guesses on the questions they had seen. Unknown to the other players, the last player was briefed about the four questions after the other players had already gone. The last player then had to rappel face-down towards the chest that guarded the money. The player then had only one attempt to solve the combination.
Morality Game: While on their way to their next destination, the group is stopped by a pair of beautiful ladies, asking for help with a flat tire. Later on, an elderly lady also stops the group with a flat of her own. If the group helps to fix both flats, they win $30,000; if they were to help only the beautiful ladies, $10,000 would be deducted from their running total.
Dumb vs. Smart: Three players - of those who did not take part in the first challenge - were considered to be "Dumb" players, while three others were deemed "Smart." The "Dumb" group were presented with a series of eleven different brain-teaser questions, and needed to select five to present to the "Smart" group. The "Smart" group then had 30 minutes to solve the five problems for $10,000 apiece. If the team guessed a problem incorrectly, they were given one minute to come up with a second guess. If the "Smart" team was unable to solve all five problems, all three "Dumb" players earned an exemption; if the "Smart" players got all of them correct, however, they would earn the exemptions.
|Episode 5 recap - June 11, 2002|
|Think or Sink||$0|
|Get the Key||$40,000|
|none||Heather declined the exemption in the Dungeon Escape game|
|Rob||5th player executed|
Get the Key: The three players who did not take part in the above challenge were taken to a dungeon, where each of them were locked in their own separate cells. The key to open their cells was tied by a string around a light bulb in the center of the room, which served as the room's only source of light; breaking the light would be necessary to release the key, but would result in the room going pitch dark. The team had 3 hours for one of them to retrieve the key and release themselves from the cell. The player that did so was then offered an exemption by leaving the other two players in their cells overnight. No money was at risk, but leaving the players in their cells would prevent them from having a previously-arranged video chat with a loved one that night.
|Episode 6 recap - June 18, 2002|
|*Penalty*||-$5,000 Heather touched a bicycle when instructed not to|
|*Penalty*||-$5,000 Bill and Darwin ate ice cream after dinner|
|Elavia||Took exemption rather than adding $15,000 to the pot in the Exemption Confession game|
|Myra||6th player executed (tied for last; slowest to complete quiz)|
Wine Delivery: The three players who did want to cook, as well as three who didn't care, had 1 hour, 45 minutes to ride two bikes in varying states of repair along an entirely uphill road. Players were able to switch out bike-riding roles as desired, with the other two members of their group following along in a van. At the midpoint, each team was given a bottle of wine to take to the church. $10,000 was awarded for each team arriving, and $5,000 for each unharmed bottle of wine.
Exemption Confession: Each player returned to the church the following day and were asked to write down a list of their fellow players, in order from favorite to least favorite. The player who garnered the most "least favorite" votes was asked to come inside the church. That player was then given the choice of adding $5000 to the pot (to perhaps earn some redemption), or an exemption (to annoy the other players further). If the player opted for the exemption, the offer was then increased to $10,000, and finally $15,000.
|Episode 7 recap - June 25, 2002|
|Bill||Broke the gnome during the Gnome Home game|
|---||Bribs opted to not pursue the exemption in the Gladiator game|
|Elavia||Accepted a $50,000 bribe to leave the game (7th player executed)|
Gnome Home: Three players volunteered as those who would prefer to see the movie Romancing the Stone. They were given 30 minutes to transport a garden gnome through a series of obstacles. At each leg of the relay, they would have to apply a generous amount of grease onto the gnome to make it slippery. Hidden inside the gnome was a plaque awarding an exemption to the player who broke it; however, players were not told this element of the game, only that an exemption was somehow involved.
|Episode 8 recap - July 2, 2002|
|Relative Disguise||$20,000 (4 of 7 guessed correctly)|
|Relative Bungee||$60,000 (6 of 7 guessed correctly)|
|Katie||8th player executed (tied for last; slowest to complete quiz)|
Relative Bungee: Each loved one made a video-recorded prediction as to whether or not their player would go through with a bungee jump. If the player's action matched the prediction, the group earned $10,000 and the two of them could remain together until that night's execution. If the prediction was incorrect, that player would have only five more minutes with his/her loved one until that person was sent off.
During dinner in the evening, Heather's boyfriend Nathan proposed to her. However, the two broke up at some time following production.
|Episode 9 recap - July 19, 2002|
|Wine Wager||-$10,000 (Al and Heather failed to pour the wine without a drop)|
|Drink the wine||$10,000 (Al and Heather convinced the group to drink their wine)|
|Dorothy||Bill placed the neutralizer thumbprint in Dorothy's journal.|
|---|| Bill appeared to receive an exemption in the All-Night Ball game|
However, it was negated when it was discovered that other players had
touched the ball out of turn earlier.
|Darwin||9th player executed|
Wine Stomp/Wine Wager: Two players volunteered as those who liked to drink wine. They had one hour to make five bottles of wine the old-fashioned way: by stomping on the grapes and squeezing the juice into the bottle. Each player worked in shifts, while one stomped, the other was given the chance to sample the vineyard's wares. Afterwards, the players had a chance to wager $5,000 each by pouring three glasses of wine and carrying them on a tray to a nearby table. (Naturally, both players were quite inebriated by this point and failed miserably.) They were then given a chance to redeem themselves by convincing the other players to drink one bottle of their "foot wine." However, they were not allowed to tell them that doing so would recover the money they had lost. During the game, Anderson partook in several glasses of wine, becoming somewhat inebriated himself, and offered considerable ridicule to the players and their wine smelling like feet.
Assembly Line: The other four players have two and a half hours to transport Anderson's car, an odd-looking 1950's Citroën, into a greenhouse. However, the greenhouse door is only partially opened; a combination lock is preventing the door from being opened fully. Once the time is up, the car must be completely intact, and must be able to start upon ignition. Tools are provided if the team decides to disassemble the vehicle and carry it inside by hand. Little to the players' knowledge, a clue had been given at breakfast, and another on the odometer, of the combination.
All-Night Ball: The six players are all awakened in the hotel rooms shortly after midnight and taken to a room where a tetherball is suspended from the ceiling. The players must keep the ball in constant motion until 6:00 a.m., hitting the ball in the same order every time. At two different points during the game, one player is allowed to return to bed. The third player to volunteer to go back to bed is then offered an exemption by hitting the ball out of turn and forfeiting the game.
|Episode 10 recap - July 16, 2002|
|Buy and Sell||$0|
|Morality Game||$10,000 (the players gave the money back in the Buy and Sell game)|
|Evader||$100,000 (The Tracker caught the evader during both rounds)|
|Al||During the Evader game, he succeeded as the Tracker|
|---||Heather failed both times as the Evader|
|Bribs||10th player executed|
Morality Game: In the midst of the selling portion of the above game, a townsperson stopped at the group's tent and dropped a book, with ₤20,000 sticking out. If the team successfully returned the money (rather than use it in an attempt to aid their bottom line in the challenge), they earned $10,000.
Evader: The players took a vote as to which player other than themselves was most deserving of winning, and which player was least likely to be the Mole. The deserving player (deemed the "Evader") was given a chance to earn an exemption by retrieving five thumbprints hidden along the streets of a small town. The least suspicious player (deemed the "Tracker") was charged with finding that player and catching her, earning $50,000 for the group pot if successful. The other three players (deemed the "Spotters") could scout the evader and relay her movements to the Tracker, but the Tracker could not begin pursuit of the Evader until visual contact of the Evader was made. It was later discovered that the Tracker would also earn an exemption if he could successfully catch the Evader. Two rounds of the game were played, both for either $50,000 or an exemption for the Evader.
|Episode 11 recap - July 23, 2002|
|Anderson's Fun House||$0 (Heather failed to stay in her room)|
|Truth or Lie?||$50,000 (Bill failed to spot the truth-teller)|
|---||Bill failed to spot the truth-teller in the liar game|
|Al||11th player executed|
Truth or Lie?: The player who had left the fun house (Bill) the night before now interviewed the three players (Al, Dorothy, and Heather), two of which were lying about their experiences in the fun house. If the interviewer could correctly guess which player was telling the truth, he earned an exemption into the final round; otherwise, $50,000 is added to the pot.
|Episode 12 recap - July 30, 2002|
Top Secret: Each player must race to a secret location. To get there, each player must locate a GPS, found in three different locations, which the players chose off a dessert menu. The first player to find their GPS and reach the secret location is given the choice to see a dossier of sensitive information about the Mole, or refuse to look at it and instead add $100,000 to the pot.
The remaining players took the final quiz, and the winner was to be revealed the following week.
About three months later, all of the executed players were reunited to watch the unveiling. The three finalists (who still were unaware of the results) were placed behind three secret locked doors. A key was slipped to each one, but only one key would open a door, that which belonged to the winner. After Dorothy's door opened, she was announced as the winner. She then slipped a second key to the door belonging to the mole, and Bill emerged. Heather settled for the runner-up position.
As is tradition, the remainder of the episode was spent detailing the various ways the Mole had sabotaged the team, as well as explaining the clues littered throughout the episodes that home viewers were to use in order to figure out the Mole's identity.
Clothesline: When Ali and Bribs went missing, Bill was sent out to find them; he located them quite quickly in a nearby pub. But rather than immediately bringing them back, he joined them for a drink at the bar, and then planted the idea to play the situation off as if Ali and Bribs were offered an exemption to throw the challenge. They did indeed manage to convince the team for a short while that they would refuse to get on the train, which caused Darwin to remove the rabbit ears from his costume in disgust. This resulted in the team losing the $2000 bounty associated with leaving Darwin's costume on for the duration of the game. In addition, Bill refused to put on the diaper and bib that would have doubled the value of the challenge, even though both Dorothy and Elavia were up to the idea.
Journal Switch: Most players exhaustively recorded the details of every game and every encounter they had with the other players in their respective journals. Bill, however, took minimal notes, as it was technically unnecessary for him to do so. When he was informed by the producers that the players would be forced to trade journals the next day, Bill scurried to fill his journal with content. He wrote a heart-felt, emotional but mostly fictional, love letter to his wife, about his experience so far in the game. He wrote that he lacked confidence in winning, and expected to be executed soon after. Bill's journal ultimately went to Lisa. She read the letter, and was convinced of its sincerity, and eliminated Bill as a suspect to be the Mole. Not surprisingly, Lisa was the next player executed. Though there was no money removed from the pot, Bill succeeded in feigning a player's attention, which directly, and swiftly, led to her execution.
Think or Sink: Despite boasting about being fairly talented at swimming, Bill went out less than ten minutes into the challenge. He chalked it up to the fact that he was not indeed swimming, but rather treading water. Darwin and Bribs were left to pick up his slack, and failed the challenge while Katie searched fruitlessly for one missing letter she had failed to transfer to the final puzzle. Bill received some suspicion, but as his actions were considered "too obvious" by some players, who thought he was simply pretending to be the mole.
Pizza Chefs: Initially, it appeared Bill would have little problem sabotaging the game, because after an hour, the team had little to show for their efforts. However, they unexpectedly met up with a boy who helped them complete the task with ease. Since he was not able to foil the game itself, after dinner, Bill noticed a nearby trattoria selling ice cream and bought some (eating it very quickly), complaining he was still hungry after the less-than-satisfying homemade pizza. Darwin, spotting Bill with the frozen treat, was interested too. Bill gave him some money, and he bought some ice cream of his own. This was a violation of the rules regarding the pizza challenge, since players were expressly informed that the pizza they ate for dinner was to be the only food available to them that evening. While Bill scarfed down his ice cream almost unnoticed to everyone, Darwin saved his and ate it in front of the other players. The other players saw him with food, but ultimately dismissed it as a honest mistake. Later that evening, the players were informed that a $5,000 penalty would be assessed to the pot due to the food violations. Players were suspicious, but put more emphasis on Heather's mistake in the Wine Delivery game that same day. Bill succeeded in sabotaging a game with minimal suspicion.
Gnome Home: Bill figured that the way to earn the Exemption was to break the gnome, so he volunteered himself to work the middle leg of the relay, which involved a rather difficult bicycle obstacle course. After forgetting to take a picture with the soccer goalie he had just scored against, he hurried through the bike course, dropping the gnome and breaking it.
Assembly Line: Bill was aware of the fact that the combination lock would need to be opened in order to move the car into the greenhouse, so he tried to keep everyone's attention focused on dismantling the car in an attempt to fit it through the narrow opening left by the door. He was able to waste considerable time by having the team dismantle unnecessary parts (such as the seats), even though they would not have made the car smaller. He even tried to coax the team into removing the engine, which would have undoubtably doomed the test. Unfortunately for Bill, Dorothy figured out the combination on her own. The last few minutes of the challenge was spent scrambling to put the car back together before pushing it into the greenhouse, an effort that Bill was unable to stall. At the same time, Bill had been selected to play the secret Neutralizer game, and targeting Dorothy was his obvious choice. The only positive for Bill was that, once again, Dorothy mysteriously figured out a difficult clue in the last minute, which led many players to suspect she had foreknowledge of the answers (and thus thought she was the mole).
All-Night Ball: With the foreknowledge that the third player to admit to being "the most tired" would have a chance at an exemption, he began lying down and almost missing the ball several times as soon as Heather, the second person to be excused from the game, left. When offered the exemption, Bill immediately ended the game by hitting the ball out-of-turn. However, it was later discovered that Darwin had much earlier in the night persuaded Dorothy to hit the ball out of turn, and Bribs had hit the ball back-to-back as well, which eased some of the suspicion from Bill.
Buy & Sell: Although Bill admitted afterwards that it would have been nearly impossible to turn a profit with the bizarre assortment of wares they were forced to sell, he did little to help matters, spending more energy making a spectacle of himself than being a salesman.
Three Questions: When Bill's turn to answer the questionnaire came up, he made it a point to answer the questions using the most illogical reasoning possible. For example, one question asked whether Dorothy or Heather would be more likely to be alone ten years from now. While the two girls went with Dorothy on account of Heather being recently engaged, Bill said that he had chosen Heather since nearly half of all marriages now end in divorce. In addition, the producers secretly slipped Bill the answers Heather and Dorothy wrote. When it was his turn to search for them, he used that knowledge to make sure they got at least one answer wrong, because a single incorrect guess foiled the round. None of the three rounds of questions ended successfully, but in Bill's case the other two players missed on all three of his questions.