The final three competitors face-off in a grand finale challenge, but only one walks away with $100,000. Alliances and friendships are forgotten, as the drive to win at any cost takes over. The Assessors test the contestants on all they've learned and watch them put their mental and physical skills into action for the final mission.
In the final team challenge, the remaining four competitors are split into teams of two and tasked with breaking codes. Will a lack of effort by one competitor set a group up for failure? With entrance into the final mission on the line, all bets and alliances are off, as the competitors fight to the end.
The remaining competitors are given false identities and sent on a blind date. When the Assessors turn up the heat on the challenge, will the contestants be able to maintain their aliases? Once back at the house, one competitor attempts to seduce another for advantage in game.
The Assessors push the competitors beyond their physical and mental limits in a grueling endurance test, with the challenge taking a dangerous turn. When a front-runner starts to crack under the pressure, their fate in the game hangs in the balance. As the bottom two contestants fight it out at the interrogation, only one will make it through to the next mission.
Competitors are dropped from the side of a building, as the Assessors test their ability to retain and recall information while under extreme pressure. Alliances in the house begin to turn against one contestant, who is dealt a sabotage. Will this person rise to the challenge or be dismissed from the game for good?
Competitors are broken into two teams for a head-to-head challenge. Networks and alliances are tested as a sabotage enters the game. After being tasked with breaking into a secret spy safehouse to gather intelligence, only one competitor is named the winner and another is dismissed.
Nine competitors remain and face a mission that tests their patience, skill, and fortitude. While they race through a physically demanding course, putting their training on lock-picking to the test, the competitors learn a lesson on how to win the competition. Back at the safe house, suspicions run high over the controversy of a stolen dossier.
Ten daring individuals come together to live out their spy fantasies and attempt to win the ultimate game of espionage, based on a once-secret World War II spy program called STATION S, where America recruited civilians to a remote estate and turned them into SPIES. The group is surprised with an early test of survival, as they are left to find allies amongst a group of strangers. The competition heats up when they must infiltrate a black-tie gala and find a contact after spending 24-hrs surviving in the woods, and the first competitor is eliminated.
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