Links:

For more information, please be sure to check out the official patch notes on steam! HERE!

UPDATE 7.1 DROPS: Hold Your Breath

Attention all Reagents,

As of Tuesday, September 9th, 2026 Red Barrels have released the brand new 7.1 update, introducing some new content into the Sinyala Facility.A brand new event arrives at Sinyala, Chemical Leak, Murkoff has begun an attempt to flush out the now re-escaped Amelia Collier with toxic gases.This update also includes a new limited-time catalog, a multitude of quality of life options, bug fixes, adjustments to The Kress Twins in the form of increased chase speeds and increased cooldown for Arora's vials, and two new variators.• Chemical Leak: A chemical leak is filling the Trial with toxic gas. find the valves to clear the gas from each area.• Shut Off the Valves: Shut off the valves in the Trial to stop the chemical leaks.Reagents caught inside the toxic gas for too long will begin to take damage, but can reduce their toxin levels by hiding in lockers, barrels, desks, etc.

INCLUDED CONTENT:

   • New Limited-Time Event: Chemical Leak
   • New Limited-Time Catalog: Chemical Leak
   • New MK-Challenges: "Change the Program" & "Fund the Campaign"
   • & various bug fixes and improvements!

BECOME A MEMBER OF OUR DISCORD!

Hello Party People, Sabatron Here!

Feel free to also join our Sinyala: Research & Development Discord Server, a place that artists in the community can share and promote their art related to the franchise, whether it be (Drawing, Writing, Illustrations, or More!)Just a fan? that's okay! anybody interested to learn more is encouraged to join and ask questions!As all servers go, we do have a list of rules, you can read our most important below !You can join from our QR Code or manual link Here!

SEVER RULES:

• Stay Respectful: Treat others with overall respect. Under no circumstance will hate speech, harassment, or all around bigotry be tolerated.• Listen to Staff: Please respect all Sleep Room personnel, they're here to maintain a welcoming community.• No Generative AI: This server acts as a place for the community to show off creative works, generative AI is actively harmful to this idea and will not be tolerated.• Proper Credit: Shared artwork is expected to be properly credited, please do not claim others works as your own.

MEET THE TEAM:

Hello Party People, Sabatron Here!
As the lead of this project, my team and I would like to welcome you to Sinyala: Research & Development.

What is this exactly? That's an excellent question! Sinyala: RND is an extensive fan site dedicated to showcasing user made concepts related to the Outlast Trials. Again, this is a FANMADE project and has no official relation to Red barrels.

I personally started this project on December 2nd, 2023, originally formatted as an extensive Google word document which acted as a written collection of fan content. Continuing to work on that original document until August 2025, where I made the ultimate decision to effectively transform the project into what it is today. While I may personally never consider this project complete, I do hope that people enjoy seeing how it evolves in the future!

I haven't done this alone though, I'd like you to meet the other members of our very talented team!
Contact:
YOUTUBE: @SabatronVEVO
TWITTER: @SabatronVEVO
DISCORD: @Sabatron

OUR TALENTED CONTRIBUTORS:

Meet Talented Artists
Community contributions are not exclusive to our official team members, Sinyala: RND is intended to be a community project, which means community involvement, this means that any member of the community is allowed to submit their content to be possibly showcased on the site.

Credit will always be properly showcased aswell.

We here at the Sinyala: RND team highly encourage creators to submit their content, this can be done through our contact / submissions page, located below!
Possible Contributor Content:
Contributions can include, but are not limited to:

• Trials
• Events:
• MKChallenges
• Prime Assets
• & More!

CONTACT US:

Submissions Encouraged!

Our official team are not the only people allowed to showcase content, any community member is allowed to submit their content with the chance of it being shown on the website!All community content will be properly credited on-site.


Rules:

While submissions are encouraged, we do ask that contributors act under a few clear rules, which are stated below.• OWNERSHIP REQUIREMENT: All submissions most be sent in by the original artist, no submitting art on others behalfs.• NO AI CONTENT: No AI generated content will be accepted nor showcased on the site.


Examples:

If you would like some examples of community content showcased on the site, look below!• Trial: Cripple the Committee
• Prime Asset: Prescott Whitehorn
• Event: Meltdown

• OFFICIAL CONTENT
  1: Trial Information
  2: MKChallenges
    2a: Feed the Children
    2b: Foster the Orphans
    2c: Gather the Children of God
    2d: Reunite the Family
  3: Propaganda
• COMMUNITY CONTENT
  1: MKChallenges
• Related Trials
  • Grind the Bad Apples
  • Pervert the Futterman
• Trial Info
• PRIME ASSET: Mother Gooseberry
• LOCATION: The Orphanage

TRIAL: CLEANSE THE ORPHANS

PROGRAM DETAILS:

“Everyone deserves a second chance. Some of us even deserve a first. The Orphanage is a sanctuary and gentling box for the abandoned and unwanted. Come inside and find yourself a whole new family.”


PRAXIS:

Education establishes obedience and faith makes it manifest. Teach the children, give them first communion, and make them ours.


EASTERMAN BRIEFING:

”Education and faith must follow our mandates. Children will learn obedience. Shape them young and they’re ours for life. Teach the children, give them first communion, and we will let you out.” - H.J. Easterman


FEED THE CHILDREN:

PRAXIS:

A healthy body makes for a healthy mind. Provide the children with the nutrition they deserve.

EASTERMAN BRIEFING:

”You are a caretaker. You care with one hand, and take with the other. If the children will not feed themselves, poison them. Then we will let you out.” - H.J Easterman

PRIME ASSET: Mother Gooseberry


FOSTER THE ORPHANS:

PRAXIS:

Save the children from Mother Gooseberry and lead them to their new foster home.

EASTERMAN BRIEFING:

“Mothers are poison, toxic swamps in which families suffer and drown. Rescue the children from mother, and we will let you out.” - H.J. Easterman

PRIME ASSET: Mother Gooseberry


GATHER THE CHILDREN OF GOD:

PRAXIS:

Too much mother-love makes a weak child. Gather the Children and bring them to the priest for a more strenuous education.

EASTERMAN BRIEFING:

“You are the shepherd, who would save the poor little lambs from Mother. Deliver them to the warm embrace of the church, and we will let you out” - H.J Easterman

PRIME ASSET: Mother Gooseberry


REUNITE THE FAMILY:

PRAXIS:

The nuclear family is the societal ideal. Release the orphan from the shackles of the state and reunite him with mother and father.

EASTERMAN BRIEFING:

"Family is the grinding stone of youth, which separates the chafe from the tender meal of obedience. Reunite the child with his family, put them to rest, and we will let you out."

PRIME ASSET: Mother Gooseberry



CHASTISE THE NUNS:

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

“Authority must be given a heavy hand when out of line. If we allow others to dictate us, we will never blossom. Show the Nuns who’s in charge, burn them down to ashes and we will let you out” - H.J. Easterman

AUTHOR: Semyyy

DESCRIPTION:A group of Nun mannequins stand strapped to a wooden pole where the group photo normally is. Below the base is a large basin covered with sticks and kindling. A tube with a funnel is connected to the basin which gas tanks (found throughout the environment) must be used to fill it to a certain line.Then, using the pumps from the end of Toy Factory (repurposed to send a spark rather than pump gas) the Reagents must pump until the sparks result in a huge flame that will engulf the nuns and begin release (around the fire will be dancing children mannequins that will cheer when the flames start to roar.)

• OFFICIAL CONTENT
  1: Trial Information
  2: MKChallenges
    2a: Feed the Children
    2b: Foster the Orphans
    2c: Gather the Children of God
    2d: Reunite the Family
    2e: Redeem your Freedom
  3: Propaganda
• COMMUNITY CONTENT
  1: MKChallenges
• Related Trials
  • Cleanse the Orphans
  • Pervert the Futterman
• Trial Info
• PRIME ASSET: Mother Gooseberry
• LOCATION: The Fun Park

TRIAL: GRIND THE BAD APPLES

PROGRAM DETAILS:

“Is there anything better than a day at the carnival? Cotton candy, skee-ball, grinning clowns, and the laughter and screams of children. Anything can happen at the Fun Park, so keep your eyes on your kids, or someone else might.”


PRAXIS:

We must eliminate the misbehaving children. Take them to the “Root Canal,” where the good children won’t see you give them a gentle correction.


EASTERMAN BRIEFING:

”You are an adult. The youth will not obey our orders and must be corrected. There are children murdering adults in the Root Canal. Punish the children, and we will let you out.” - H.J. Easterman


PUNISH THE MISCREANTS:

PRAXIS:

Naughty children can only learn obedience through punishment. Teach the children to behave.

EASTERMAN BRIEFING:

”You have to make an example. If you punish a few children firmly enough, you teach all the children the lesson. Punish the children, and we will let you out.” - H.J Easterman

PRIME ASSET: Mother Gooseberry


OPEN THE GATES:

PRAXIS:

You cannot let power imprison you. Disconnect the electric gates and make your escape.

EASTERMAN BRIEFING:

“You are the warden of all your own prisons, your containment requires your will. Disconnect the power, open the doors, and let yourself go.” - H.J. Easterman

PRIME ASSET: Mother Gooseberry


DRILL THE FUTTERMAN

PRAXIS:

People are not toys. Stop Mother Gooseberry from making a human Dr. Futterman.

EASTERMAN BRIEFING:

“You are a consumer, you are not the product. If you allow them to turn us into toys, then you deserve to be played with. Destroy the human toy and we will let you out.” - H.J Easterman

PRIME ASSET: Mother Gooseberry


DEFACE THE FUTTERMANS

PRAXIS:

Childhood memories are the stagnation that impede your growth. Put away the childish things that clutter your mind.

EASTERMAN BRIEFING:

“You are not your childhood. Memory is the grotesque narcissism of individuality and reason. Nostalgia. Nostalgia is the testament that will strengthen the flock. Abandon your youth. Deface and demean the infantile puppets that control you, and we will let you out.” - H.J Easterman

PRIME ASSET: Mother Gooseberry


REDEEM YOUR FREEDOM

PRAXIS:

Currency, like your survival, is worthless unless you give it value with faith. Collect tickets like your life depends on it.

EASTERMAN BRIEFING:

“You are the consumer, whose life's value is revealed by the worthless currency that sustains it. Collect the tickets, turn them in, and we will let you out.” - H.J Easterman

PRIME ASSET: Mother Gooseberry


BEGUILE THE CHILDREN

PRAXIS:

The television screen is the retina of the mind’s eye, where anything is true and everything is possible, especially when the audience cannot see the tools that are shaping their mind. Take control of the broadcast, reshape the subliminal message, and we will let you out.

EASTERMAN BRIEFING:

“You are the mesmerist, gently murmuring behind the pendulum, guiding the sleepwalking children into the grinder we call propriety. Change the channel, switch the program, and we will let you out.” - H.J Easterman

PRIME ASSET: Mother Gooseberry


WIN THE TRUTH

PRAXIS:

You are the blind observer, who consumes screen-fed ignorance and swells with the genius of idiot artifice. Regurgitate the knowledge that brings suffering to the wise, win the game which only punishes the defeated, and we will let you out.

EASTERMAN BRIEFING:

“You are the blind observer, who consumes screen-fed ignorance and swells with the genius of idiot artifice. Regurgitate the knowledge that brings suffering to the wise, win the game which only punishes the defeated, and we will let you out.” - H.J Easterman

PRIME ASSET: Mother Gooseberry



FILL THE ROOT CANAL:

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

“Childhood innocence. Fun and Games galore. But like a bird must leave its nest, so too must children learn to grow up. Speed up the process; win the games and carry the children to our future and we will let you out” - H.J. Easterman

AUTHOR: Semyyy

DESCRIPTION:Children around the park have been playing the games around Futterland. Use throwable hearts to win the games for the children and bring them to the swan boat in the root canal.Once enough children have been collected, the boat will take off on its own and straight into a shredder. Once it’s done, release will begin. (this one is rather short, but to make it tougher the games will be sporadic like the targets in Deface the Futtermens; also the children will mock you if you miss saying things like “you suck loser!” And “A dead man could aim better than that!”)

• OFFICIAL CONTENT
  1: Trial Information
  2: MKChallenges
    2a: Escape the Courthouse
    2b: Destroy the Evidence
    2c: Tilt the Scales of Justice
    2d: Fuel the Release
    2e: Sentence the Prosecuted
  3: Propaganda
• COMMUNITY CONTENT
  1: MKChallenges
• Related Trials
  • Kill the Snitch
  • Locksock the Warden
• Trial Info
• PRIME ASSET: Sgt. Leland Coyle
• LOCATION: The Courthouse

TRIAL: VINDICATE THE GUILTY

PROGRAM DETAILS:

“The Courthouse stands as a monolith of justice, where life and death are a matter of persuasion and expense. Surrender yourself to a higher power and beg for the mercy of the court.”


PRAXIS:

We cannot allow our innocent institutions to be persecuted for their clear guilt. Sabotage the proceedings, silence the witnesses, and revoke the authority of the judge.


EASTERMAN BRIEFING:

”You are justice. You are loyal. We cannot allow the tyranny of facts and impartial reason to condemn the people who protect and guide you. The past is changeable, the future is set. Sabotage the court, kill the judge, and we will let you out.” - H.J. Easterman


ESCAPE THE COURTHOUSE:

PRAXIS:

Don’t let the pain of our victims restrict your liberty. Kill the scapegoats; free them of their suffering and you of your bondage.

EASTERMAN BRIEFING:

”You are special. You are deserving. Civilization is founded on the suffering of the weak. Kill the scapegoats to open the gates, and we will let you out.” - H.J Easterman

PRIME ASSET: Sgt. Leland Coyle


DESTROY THE EVIDENCE:

PRAXIS:

If there is no evidence, there is no crime. Destroy the proof of our mistakes, and then we never did anything wrong.

EASTERMAN BRIEFING:

“Think of yourself as a spider, building a trap to ensnare the future. You will be adrift in history, waiting for some poor fly to shake your web.” - H.J. Easterman

PRIME ASSET: Sgt. Leland Coyle


TILT THE SCALES OF JUSTICE:

PRAXIS:

Can real evidence of false crimes outweigh the power of corrupting wealth? Load the scales of Lady Justice and observe.

EASTERMAN BRIEFING:

“You are the defense. The guilty cannot be allowed to face justice in opposition to Murkoff’s profit and influences. Add physical evidence to the moneyed side to tilt the scales of justice and we will let you out.” - H.J Easterman

PRIME ASSET: Sgt. Leland Coyle


FUEL THE RELEASE:

PRAXIS:

Justice, like civilization, requires power, and power requires fuel. Carry the fuel, power the court, and secure your liberty.

EASTERMAN BRIEFING:

”You are liberty, let nothing contain you. Law is the only word of man, and facts, the mere happenstance of existence. Open all the doors that would contain you, and we will let you out.” - H.J Easterman

PRIME ASSET: Sgt. Leland Coyle


SENTENCE THE PROSECUTED:

PRAXIS:

They call it a "sentence" because a few choice words can condemn a human to death. Decipher, pin it to the defendant, and make sure that it sticks.

EASTERMAN BRIEFING:

"You are the eye. All-seeing, all-powerful, vulnerable to the smallest mote. The fear is your strength. Accept the therapy, accept our love." - H.J. Easterman

PRIME ASSET: Sgt. Leland Coyle


BRIBE THE JUDGES:

PRAXIS:

You are the master, whose property is the purpose of the law. Remind enforcement that their monopoly of violence only exists for your monopoly of capital. Collect the bribes, pay the judges, and we will let you out.

EASTERMAN BRIEFING:

"You are the master, whose property is the purpose of the law. Remind enforcement that their monopoly of violence only exists for your monopoly of capital. Collect the bribes, pay the judges, and we will let you out." - H.J. Easterman

PRIME ASSET: Sgt. Leland Coyle



RELEASE THE CONVICTED:

PRAXIS:

Our ally has been convicted under false pretenses, they must not be locked away from us. Free them from the holding cell and break them out of the courthouse.

EASTERMAN BRIEFING:

”You are the breaker of the law's chains. With your power, you rise up against unjust convictions and free those who should be vindicated of guilt. Release our ally from the court’s grasp and we will let you out.” - H.J. Easterman

AUTHOR: Jude | Original: Here!

DESCRIPTION:Reagents will spawn in a new area at the back of the courthouse which will take them to the 2nd floor. Once on the 2nd floor, they must make their way to the other side of the building into the holding cell room. Inside one of the cells is the Avellanos mannequin, her cell needs a key. In the room will be a wall of 25+ keys, each with a random set of 3 digit numbers painted on them individually. Key amounts will increase with player numbers.It is the reagents job to use a decoder device (found also in the same room) and search for 4 symbols around the ground floor of the courthouse. Each symbol will reveal a 3 digit code which the reagent can match with one of the keys on the wall. That key can then be used on one of the four fuse boxes in the room linked up to the cell. Once all 4 keys are used, the cell will open, reagents will grab the Avellanos mannequin and escort her back to the back entrance and throw her into an escape car.Note: it doesn’t matter which lock the keys are used on.Should reagents choose the wrong key, the very simple route from the back entrance to the holding cell room will lock down more and more with each wrong key, meaning reagents will need to take longer, dangerous and more complicated routes back. Along with this, the lock will shock reagents and drain two bars of health.MKs gameplay: "The MK challenge will use the decoder device from “poison the medicine” as well as a variant of the key’s objective from the police station. In addition, the carrying of a heavy object.” - Jude


PERSECUTE THE COMMUNIST:

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

“Communists promise equality at the expense of freedom; A freedom that is fundamental to our way of life, allowing justice to be crushed under the Red Boot. Persecute the Communist, melt him down to slurry and we will let you out.” - H.J. Easterman

AUTHOR: Semyyy

DESCRIPTION:Similar to Destroy the Evidence, there will be a victim sitting upright on a chair in the bathtub with a shower head above him. Reagents must track down acid buckets to fill a tank with enough acid and start a generator in the room behind the tub. Once started the acid will shower down on the victim who will begin to scream as it melts him. A curtain will close around him as bloody steam rises from above it. Release will begin.

• OFFICIAL CONTENT
  1: Trial Information
  2: MKChallenges
    2a: Crush the Sex Toys
    2b: Incinerate the Sex Toys
    2c: Shutdown the Factory
    2d: Fumigate the Factory
    2e: Flatten the Foreman
  3: Propaganda
• COMMUNITY CONTENT
  1: MKChallenges
• Related Trials
  • Cleanse the Orphans
  • Grind the Bad Apples
• Trial Info
• PRIME ASSET: Mother Gooseberry
• LOCATION: The Toy Factory

TRIAL: PERVERT THE FUTTERMAN

PROGRAM DETAILS:

“A machine erected in celebration of capitalism’s steady march toward the cheap, unnecessary, and the disposable. Celebrate childhood joy with impossible quotas, slave wages, and zero safety standards.”


PRAXIS:

We cannot allow secret messages and innuendo to brainwash our children; expose and humiliate the hidden deviant, then destroy him.


EASTERMAN BRIEFING:

”You are the revelator, what you build exposes the perversion latent in every heart. We cannot allow hidden messages and innuendo to corrupt our children. Expose, humiliate, and destroy the deviant, and we will let you out.” - H.J. Easterman


CRUSH THE SEX TOYS:

PRAXIS:

Discreet packaging hides dangerous perversion. Shine a light to expose the boxes of sex toys, then crush them with industrial force.

EASTERMAN BRIEFING:

”I cannot teach you. I can only offer fear and pain and perversion and rage. Let these show you a path to enlightenment. Crush and destroy the toys, and we will let you out.” - H.J Easterman

PRIME ASSET: Mother Gooseberry


INCINERATE THE SEX TOYS:

PRAXIS:

Perversion on an industrial scale foments widespread corruption and disobedience. Push the production carts of sex dolls into the incinerator and burn the sickness.

EASTERMAN BRIEFING:

“You are the sunlight, that burns away exposed infection. Perversion thrives in the damp, dark places where secrets fester. Incinerate the sex dolls, and we will let you out.” - H.J. Easterman

PRIME ASSET: Mother Gooseberry


SHUTDOWN THE FACTORY:

PRAXIS:

Murkoff controls the means of production; use the emergency brakes to shut down the factory.

EASTERMAN BRIEFING:

“Workers are capital itself, products bought and engaged to create more easily sellable products. We must control production. Shutdown the factory, and we will let you out.” - H.J Easterman

PRIME ASSET: Mother Gooseberry


FUMIGATE THE FACTORY:

PRAXIS:

Aging workers with their pensions and benefits are the bleeding wounds of our economy, draining the corporate body with their chronic existence. Stop the bleeding with a sterilizing gas and put the workers out of our misery.

EASTERMAN BRIEFING:

“You are the happy accident, the unnoticed leak that invites invisible death, ushering out the workers whose lives linger beyond their productivity. Fumigate the factory, kill the employees, and we will let you out.” - H.J Easterman

PRIME ASSET: Mother Gooseberry


FLATTEN THE FOREMAN:

PRAXIS:

Industrial production must not be hamstrung by the gremlins of workplace safety. A consumer's choice between value and virtue is no choice at all. Kill the foreman and slash production cost, and we will let you out.

EASTERMAN BRIEFING:

“Industrial production must not be hamstrung by the gremlins of workplace safety. A consumer's choice between value and virtue is no choice at all. Kill the foreman and slash production cost, and we will let you out.” - H.J Easterman

PRIME ASSET: Mother Gooseberry



CONTAIN THE GAS LEAK:

PRAXIS:

Toxicity is preventing our workers from continuing production. Contain the gas leak and restore order to the factory.

EASTERMAN BRIEFING:

”You are the helping hand. Your body, your own very limbs, you are the tool that you must use to ensure our means of production never stops. Contain the gas leak in the factory and we will let you out.” - H.J. Easterman

AUTHOR: Jude | Original: Here!

DESCRIPTION:Reagents will spawn in the basement of the toy factory, there will be gas leaks from pipes that they must contain to move forward. Two leaks will be in the basement and two will be on the ground floor. Each leak contained will progress reagents through, up and eventually out of the toy factory. Reagents will exit via the “Pervert the Futterman” shuttle entrance.MKs gameplay: The MK Challenge will use the “follow the pipes” style of objective present in “Grind the bad apples” and “Pervert the futterman”. In addition, the gas leaks in question will utilize the toxic gas from “Poison the medicine."


RESTART THE FACTORY:

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

“We all must work together to bring forth the future we seek. There are those who wish to halt the progress of mankind through greed and laziness. Be the example: kill the Union Rioters, Restart the Factory and we will let you out.” - H.J. Easterman

AUTHOR: Semyyy

DESCRIPTION:Reagents will utilize the control panels in each of the sections (starting at D; renamed A,B,C, and D with A being switched to the beginning panel on Pervert the Futterman) that have been equipped with new key inserts that must be switch on to restart the assembly lines and open the door to the next section.The keys will be hidden in Scapegoats dressed as Union Rioters and can be killed by using the microwave tools. Once all the sections have been turned on you will leave through the main entrance where there will be a parking lot full of scapegoats in costumes. A large microwave signal will go off killing them all and the Release doors will open.

• OFFICIAL CONTENT
  1: Trial Information
  2: MKChallenges
    2a: Empty the Vault
    2b: Poison the Cattle
    2c: Stash the Contraband
    2d: Cook the Informant
  3: Propaganda
• COMMUNITY CONTENT
  1: MKChallenges
• Related Trials
  • Pleasure the Prosecutor
  • Liquidate the Union
• Trial Info
• PRIME ASSET: Franco Barbi
• LOCATION: The Docks

TRIAL: POISON THE MEDICINE

PROGRAM DETAILS:

“Crime and commerce commingle in the fetid waters under The Docks. Any imaginable vice is chum that draws up the sharks omnipresent beneath the calm surface of society. There’s money to be made on the frontiers of what’s legal.”


PRAXIS:

In a godless world, opiates will be the religion of the masses. Take control of drug production, and you can kill the nonchalance of a god.


EASTERMAN BRIEFING:

”You are the surgeon’s knife, and where you meet flesh, blood and pain must follow. We are the surgeon’s medicine, who regulate pain and death. Poison the supply of those who would ease pain, and we will let you out.” - H.J. Easterman


EMPTY THE VAULT:

PRAXIS:

Casinos are the temple of idiotic waste and willful failure; steal from those who would steal from you.

EASTERMAN BRIEFING:

”You are the tax man. Legitimate business is only crime that has passed a sufficient threshold of success, a sin that must be made clean by a government’s tithe. Empty the vault for authority’s due, and we will let you out .” - H.J Easterman

PRIME ASSET: Franco Barbi


POISON THE CATTLE:

PRAXIS:

The milk of human kindness must be contaminated with liberty and progress. Poison the cattle and spoil their milk.

EASTERMAN BRIEFING:

”You are the wet nurse. When unfortunate children won't care for themselves, it is our duty to force the nipple of benevolence between the clenched teeth of ingratitude. Poison the milk, and we will let you out.” - H.J Easterman

PRIME ASSET: Franco Barbi


STASH THE CONTRABAND:

PRAXIS:

Economies based on narcotics crumble without their primary market. Steal the drugs, hide them securely, and we will let you out.

EASTERMAN BRIEFING:

”Economies based on narcotics crumble without their primary market. Steal the drugs, hide them securely, and we will let you out” - H.J Easterman

PRIME ASSET: Franco Barbi


COOK THE INFORMANT:

PRAXIS:

Nobody can resist interrogation by torture, and any manner of death is mercy. Microwave the informant, burst his head, and we will let you out.

EASTERMAN BRIEFING:

“Nobody can resist interrogation by torture, and any manner of death is a mercy. Microwave the informant, burst his head, and we will let you out.” - H.J Easterman

PRIME ASSET: Franco Barbi



ESCORT THE PAYLOAD:

PRAXIS:

Our medicine is being kept from transportation to the nation, locked away by the filth in the mob. Escort the mules to the boat and set them off to sea.

EASTERMAN BRIEFING:

”You are the deliverer, it is your job to ensure our medicine reaches its intended destination so that it may be distributed to the nation. Escort the drug mule to the boat and we will let you out. ” - H.J. Easterman

AUTHOR: Jude | Original: Here!

DESCRIPTION:Objective: Push The Drug Mule To The BoatReagents will begin in the chem-co laboratory (seen in PTM) It is their job to push the drug mule who is strapped down to a gurney with his stomach sliced open. Along the way there will be four gates that must be opened, this is done by finding drug packets inside locked storage rooms that need a 3-digit code to open. Each sector of the map will have one of these rooms that need opened, meaning reagents must open 3 separate rooms.Reagents are provided with a decoder and must find the correct symbol for the correct code. The correct symbol will be painted on the door, however there are 2 other false symbols in each respective sector to throw reagents off and confuse them. If the code from a false symbol is entered, an alarm will sound and the reagent will be shocked and dealt damage. Inside the storage room will be one drug packet that must be brought back and stuffed inside the drug mule, doing this will open the next gate.Once the drug mule has been escorted to the boat, all reagents must gather inside the boat's cabin and watch the mule be lowered down into the boats cargo hold.Every gate opened will lead to a new sector of the map. The chem-co gate will open into the train yard, the train yard gate will open into the casino & other chem-co lab, the casino gate will open into the drug lab & shipping yard and the drug lab gate will open a path directly to the boat.MKs gameplay: The MK challenging used the symbol decoder & pushing cart style of objectives.


RECOVER THE PRODUCT:

PRAXIS:

Progress depends on distribution, but Junkies have commandeered our medicine. Retrieve it and freedom is yours.

EASTERMAN BRIEFING:

”distribution is the highway of progress, to interrupt this process is to halt a better tomorrow. Junkies have stolen our precious medicine, hoarding it all for themselves; soothing their pain on our cure. Track them down, take back what is rightfully ours, and we will let you out.” - H.J. Easterman

AUTHOR: Sabatron

DESCRIPTION:This MKChallenge would involve reagents having to search for scapegoats around the dock trial environment. Once found and dealt with, the scapegoats will drop 2-3 drug baggies; reagents must bring the regained product to Murkoff’s “Dealer,” located in the drug lab, so he can prep the product for shipment.


DRUG THE MADE GUY:

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

“Killing a made man can bring chaos among the ranks, but doing so can prove tricky. Allow him to overdose, show them who is in control, fill the made guy’s veins with enough drugs and we will let you out” - H.J. Easterman

AUTHOR: Semyyy

DESCRIPTION:Needles connecting to tubes are coming out of the arms of a victim dressed in a mob costume strapped to a chair in the center of the Casino where the Jazz band usually plays. Behind him a pump with acid and an insert tray. Reagents must find locked boxes around the environment to find cocaine blocks to insert into the tray. Once enough is added, the acid will mix with the coke and it will be pumped into the victim (similar to Poison the Cattle) causing him to convulse and go limp. Release will begin.

• OFFICIAL CONTENT
  1: Trial Information
  2: MKChallenges
    2a: Kidnap the Mistress
    2b: Spread the Disease
    2c: Traffick the Product
  3: Propaganda
• COMMUNITY CONTENT
  1: MKChallenges
• Related Trials
  • Poison the Medicine
  • Liquidate the Union
• Trial Info
• PRIME ASSET: Franco Barbi
• LOCATION: Downtown

TRIAL: PLEASURE THE PROSECUTOR

PROGRAM DETAILS:

“Come Downtown for fashion, fun, and fortune. Get eaten alive by the lurid enormity of it all, be digested, and come out of the other end a whole new archetype of cynicism and violence. Life moves fast Downtown, and always towards an early grave.”


PRAXIS:

He who controls what justice desires defines the contours of law. Satiate the prosecutor’s more discerning pleasures.


EASTERMAN BRIEFING:

”You are a gentle hand, and you are a crushing fist. You give pleasure when lust is the lubricant of power, you give pain when violence is the fountainhead of control. Replace the Prosecutor's whores with assassins, and we will let you out..” - H.J. Easterman


KIDNAP THE MISTRESS:

PRAXIS:

Prostitutes receive more honest confessions than priests. Identify the pervert by his tastes, kidnap his dominatrix, deliver her for interrogation, and we will let you out.

EASTERMAN BRIEFING:

”Prostitutes receive more honest confessions than priests. Identify the pervert by his tastes, kidnap his dominatrix, deliver her for interrogation, and we will let you out.” - H.J. Easterman

PRIME ASSET: Franco Barbi


SPREAD THE DISEASE:

PRAXIS:

Sexually transmitted diseases are the secret handshake of evolutionary judgement and divine retribution. Spread the infection, and we will let you out.

EASTERMAN BRIEFING:

”Sexually transmitted diseases are the secret handshake of evolutionary judgement and divine retribution. Spread the infection, and we will let you out.” - H.J. Easterman

PRIME ASSET: Franco Barbi


TRAFFICK THE PRODUCT:

PRAXIS:

There can be no health without profit. Encroach on Franco's territory, distribute Murkoff's experimental opioid, and take his people's money. Dependent consumers breed healthy economies.

EASTERMAN BRIEFING:

”You are the pharmacist, who pushes the drugs that ensure a healthy profit. Unsanctioned narcotics disrupt virtuous addictions. Sell our product in Franco's territory, steal his customers, bring us the money, and we will let you out.” - H.J. Easterman

PRIME ASSET: Franco Barbi



RIG THE VEHICLES:

PRAXIS:

As we continue to move forward, we must outpace the enemy. Repair the vehicles, progress demands restoration.

EASTERMAN BRIEFING:

“As history marches forward, so will you. This must be done by any means necessary to ensure we are one step ahead of our enemies. Plant the appropriate parts to restore the vehicles and we will let you out” - H.J. Easterman

AUTHOR: Semyyy

DESCRIPTION:Located primarily around the dealership of the Downtown trial environment, reagents will have to unlock new item chutes around the environment by flipping timed switch boxes, if the timer reaches zero before they complete them all then all switches will reset.Note: harder difficulties will provide less time for these switches.Once all switches are successfully turned on, the item chutes will drop timed explosive ESOP attachments. Reagents must equip and bring these explosives to the dealership and plant them in hidden places on each vehicle.Note: The explosive ESOP attachments are the very same seen in Program: COUNTDOWNNote: hidden locations can include: under the hood, beside the tailpipe, and behind the wheel.If Reagents are unable to bring all of the timed explosives to the dealership on time, they’ll be set off, causing fatal injuries.If successful, Reagents must leave the showroom floor, which will trigger an “explosion”, causing the surrounding mannequins to scream and panic; triggering the release protocol.


RECORD THE BLACKMAIL:

PRAXIS:

We trust our politicians by controlling their actions, to control their actions we must ensure we have proper leverage over them. Power the cameras and record material to be used as blackmail.

EASTERMAN BRIEFING:

The world of politics should be a circle of accountability, the will and goals of our politicians should be decided by our votes. Unfortunately, corruption runs deep through the river of bile and shit that our representatives swim through. Trust but verify. Record material we can use as blackmail and we will let you out. ” - H.J. Easterman

AUTHOR: Jude | Original: Here!

DESCRIPTION: (1/2)Objective: Record The BlackmailReagents will begin outside the motel downtown. The majority of the main trial area is closed off except for the motel itself, and the diner and car dealership behind it. Behind those buildings is a whole new section of downtown that consists primarily of other motels, rest areas and more domestic locations such as apartments.Reagents must make their way past the three familiar locations until they reach the new area. Within this area it’s a pretty linear trek to a giant motel. Inside we sneak through various hidden passages until we come across a secret room with a two way mirror looking into a room within the motel. The room is set up with a giant camera to record through the mirror. In addition, there is a mannequin dressed in a suit sitting down as a small control console observing through the mirror.Inside the room itself, there is a politician strapped down to the bed by her arms and legs. On each side of her there are two kinky mannequins, one holding the chainsaw while the other is holding a sickle. Pressing a button will initiate a small cutscene. Inside the motel room see Frano walk out of the bathroom and begin zipping down his pants.“Don’t mind me governor, just looking to get another one in.”He stops in his tracks and looks around the room before staring directly at the two way mirror.“Looks like some little rats are here to fuck up my good time.”He headbutts the glass, cracking it slightly. Yelling before he walks out of the room.“You spunkstain fucks think you can fuck over this good womans reputation because she’s a dyke. You’ll see what happens when you try to take my goddamn leverage!”

DESCRIPTION: (2/2)After Franco leaves, the rest of the map opens up and the primary part of the trial can begin. The main goal is to follow a set of wires that connect to 3 small subsections of the map, each needing a key to open. The first subsection will provide you with a symbol decoder with a closed box next to it. The reagent must look around for 3 symbols and implement each of their respective codes 3 times into the one box. It does not matter what order this is done in, just as long as all 3 codes are entered respectively. There will be 3 green lights that light up on the box to indicate how many codes have been entered correctly.The box will open and give reagents the key, they can then open the gate and continue into the second subsection. This subsection will require reagents to follow two separate pipes to shut off gas supply to a room containing the second key. The room itself is blocked off due to the pipe spewing gas that has burst into flames. One pipe will take reagents down into a sewer that is very narrow and dark, meanwhile the second pipe will take reagents into an open but brightly lit maintenance building.Once both pipes are shut off, the reagent can grab the key within the room and proceed to the third and final subsection. The third subsection will take reagents into the sewer, just before entering there will be a tracker and microwave trigger device that must be used to track down a scapegoat. Reagents will use the device to kill the scapegoat and grab the key inside them. They can then use this key to unlock a door in the sewer. Behind the door is a generator that simply needs to be cranked. Once cranked reagents can return back to the motel.Inside the motel they can press the button behind the two way mirror and begin recording the blackmail. The two mannequins will begin to hack and slash away at the governor, still tied to the bed, as the camera behind the glass continues to roll. Once the sequence is over, reagents can then return to the shuttle and exit the trial.


CONTAMINATE THE WATER SUPPLY:

PRAXIS:

Cities, like watering holes, attract predators, prey, and parasites alike. Poison their water enough, and sickness spreads, rotting the foundation. In time, a poisoned city doesn’t just fall; it takes the whole nation with it.

EASTERMAN BRIEFING:

”Watering holes attract beasts from all walks of life, from the gentle herbivores to the vicious carnivores, bound by an unspoken truce, but this is a lie. These places breed nothing but waste, disease, and bottom feeders who thrive off others' success. When the water runs dry, so does the illusion of peace, leaving only desperation and decay. Disable the filtration system, contaminate the water, and we will let you out.” - H.J. Easterman

AUTHOR: Sabatron

DESCRIPTION: (1/2)Fresh out of the SAS shuttle, Reagents find themselves inside of the Downtown Trial Environment, right outside of the bookstore, car dealership, and diner. They must make their way to the city's water treatment plant, which is promptly located in the underbelly of the bustling city, the sewers.To get to their destination they must travel down the raised alleyway and take a left towards the garage, passing the fire station, and enter the sewers through the motel entrance. Passing through the sewers the Reagents will see a tangled mess of pipes going all throughout the city, following them will lead them straight to the water treatment plant.Once the Reagents have entered the plant, they will come across a few different pieces of vital machinery that they will have to deal with before they can enact their plan. Firstly, they’ll see a giant tank, with a glass observing window, showcasing the crystal-clear water that flows through the city; the tank is surrounded by multiple mannequins dressed as city workers. Next to the machine is a chemical intake funnel, typically used for chemicals to keep the water’s pH levels in balance, but it will instead be used to contaminate the city's water.To do this, the Reagents must first deactivate the treatment plant’s filtration system, which can be found in the next room over. A rat's nest of wires comes from the giant filtration machine; above each one lies a letter, A through Z. Reagents must follow six of these wires throughout the sewers and deactivate a series of fuse boxes; interacting with the wrong fuse box will trigger their ESOPs to go off with an electrical charge.Note: Reagents will know which wires to follow by looking at a series of TVs in the filtration room, which will signify the correct fuses that will deactivate the machine. The fuse boxes required to shut down the machine would be different each time the trial is reset.Once all six fuses have been properly shut off, Reagents can press a newly activated button next to the filtration system to shut it down, allowing for the next step in their goal.Reagents must now collect a series of buckets containing a dangerous “Venereal Contaminant,” They can do this by traveling to the newly expanded “adult theater.” Once the Reagents have arrived at the adult theater, they will see that it has been quarantined by a CDC blockade due to a viral outbreak; as a result, the Reagents must sneak in through a new back entrance to gain access to the building.Note: The “Venereal Contaminant” buckets are the same as those located in the Spread the Disease MKChallenge.

DESCRIPTION: (2/2)Once Reagents have broken into the adult theater, they will find that the air has been contaminated with a poisonous gas, which, if inhaled for too long, will start to damage the player. To circumvent this issue, the Reagents can find refuge in a series of quarantined rooms within the theater.Note: The poisonous gas in the air is the same type that can be found in the Chemical Storage section of The Docks Trial Environment.Reagents must find three “Venereal Contaminant” buckets around the theater, which are held in holdout points around the building, each locked in a box guarded by a mannequin in a hazmat suit.Note: The time needed to complete these holdout locations isn’t as long as the ones found in the Pleasure the Prosecutor trial, but will be just long enough to create tension as to if the Reagents will have enough time to make it back to a quarantine zone.Once all three buckets have been collected, the main entrance to the adult theater will unlock, allowing Reagents to breach quarantine and return to the water treatment plant.Once all the “Venereal Contaminant” buckets have been poured into the chemical intake funnel, the water inside the tank will turn to a sickly mixture of brown, red, and green. A button in front of the tank will now activate, allowing Reagents to begin sending contaminated water throughout the city.As the machine whirls to life, beginning to send the contaminated water through its pipes, the lights go dark and a series of alarms begin to blare. The filtration system’s emergency backup protocol has taken effect and has stopped the flow of water throughout the city.Reagents must follow the correct four pipes, as indicated by a series of screens. Once they have found the correct pipes, they must turn the valves on them, allowing the viral irritant to pass freely.Note: The pipes Reagents must follow are the same type as found in The Fun Park Trial Environment, turning the wrong valve will trigger their ESOPs to go off with an electrical charge.After the filtration system’s emergency backup protocol has been bypassed, Reagents will be allowed to leave the trial environment through the SAS shuttle they arrived in.


COVER-UP THE CRIME:

PRAXIS:

Evidence against Murkoff is evidence against you. Proof to those without insight that our mission is somehow abhorrent and immoral. Clear any evidence of what civilisation would call wrongdoing and rise above the filth of crime.

EASTERMAN BRIEFING:

“You are the cleansing shadow, a silent operative who can wash away even the most rotten of stenches that lurk just under the nose of a so-called normal society. Crime is a concept that must be purged from the mind, proof must become not even a memory. Cover-up any evidence of Murkoffs supposed wrongdoings, and we will let you out.” - H.J. Easterman

AUTHOR: Jude | Original: Here!

DESCRIPTION: (1/3)Reagents enter the trial in the damp and dark old subway located in the sewers underneath the downtown environment. The abandoned subway cars have been cleared and about halfway down the empty rail line is a podium with a bucket of acid on it.To the left of the podium is a TV that, when approached, will switch on and display the room in which the crime that has been committed needs covered up. To the right of the podium is one of the Bagio mannequins with a pile of cocaine next to him (seen in Kidnap the Mistress) explaining the objective of the trial.*“Sticking my neck out for you agency boys is gonna be the death of me. Take this and go cover up what happened before that sick little titty twisting fucker snitches to his boys. Remember our deal, I want more of this good shit for me and my ladies.” snorts a fat line of coke"[REACH THE CRIME SCENE]It is the reagents goal to carry the bucket of acid from one end of the sewer to the other, with the other end of the sewer containing the room with the evidence that needs covered up.The evidence itself is the remains of a depraved orgy that “Murkoff assets” partook in. The victim being a “prostitute” that was hired off of Franco but is now “damaged goods” that must be killed and covered up. The sewer itself has been expanded to accommodate multiple winding paths that will lead reagents to the final room.All of the exits to the sewers have been blocked and access to the streets above are not available. Placed throughout the trial are TEN of the brand new “Detection gates”. These are a set of gates that, when passed through once, will sound a loud alarm to attract nearby ex-pop. In addition to this, passing through these gates adds a difficulty level onto a sequence that will happen at the end of the trial.Like the alarm, only passing through these gates once adds on a difficulty level, if reagents were to pass through the same gate a second time (or a teammate were to come along and pass through it) the difficulty level will not increase. An increase to the difficulty level is announced to all reagents via theNote: The gate placements are fixed in place in positions where taking a longer and more dangerous way around them is an option to avoid sounding the alarm and increasing the difficulty level. Passing through a gate will cause Avellanos to announce over the speaker system that the difficulty level has increased

DESCRIPTION: (2/3)“Gate passed. Difficulty increased. Difficulty level (NUMBER OF NEXT DIFFICULTY)"Once at the other end of the sewer system, reagents will enter through a door which takes them to a large speakeasyNote: Not the same one seen in Kidnap the MistressThe room itself is a mess of blood, guts, and semen stains all over the floor. Mannequins are placed all over in various sexual positions. The speakeasy itself is shaped in a way where reagents enter it from a door at the back middle part of the room, with gated doors on both the left and right side of the room, facing each other.In the center of the room, hanging above an empty metal tub by a chain attached to the high above roof, is a naked victim wearing a gimp mask and outfit.On their body we see that a lot of damage has been inflicted. They are bruised, scarred, burned, parts of their body are covered in wax and various words have been carved into their skin such as “slut, whore, little bitch and property of daddy, mommy and Franco”.Reagents must pour the acid into the tub, doing so will then let reagents press a button placed in front of the metal tub. Pressing the button will then slowly lower the victim into the tub feet first, their screams muffled by the mask and their body struggling to break free from the chains. Eventually they will be fully dipped in the tub of acid and their screams will cease as their body sizzles and bubbles into mulch.Franco's voice will then yell over the speaker system.“You think you can buy my whores under my nose, have your way, kill them and then act like nothing happened?! Fuck that shit! You fucks are gonna get up close with my Lupara!”

DESCRIPTION: (3/3)After Franco finishes talking, the door to the right of the acid tub (which has 10 red light bulbs above it) will open after the difficulty counters bulbs count their way down.This is where the detector gates from earlier come into play. Depending on how many detector gates were passed through on the way to the acid tub room, it will determine the difficulty level going forward.Note: The difficulty counter works differently in this trial compared to eliminate the past. Whereas in that trial you started off at difficulty 10 and worked your way down, in this trial you start at difficulty 0 and have to avoid working your way up.After the bulbs count down, the shuttle will arrive and reagents will have 180 seconds to find the code for the gate at the other side of the speakeasy room. There will be a wire leading from the code panel at this gate into a new part of the speakeasy, a storage zone, in which there is ONE radio tuner that is placed somewhere at random. Reagents must find and tune the radio, which will blurt out the code to them.Note: Depending on the difficulty level, this area will either be filled with ex-pops or have very little.Once they have the code, reagents can enter it at the other gate in the speakeasy and make their way through it. The gate will take them to a set of stairs up and out of the sewer. They will exit in a small alleyway and from there it's a straight shot for the exit shuttle that is already open and waiting for them.


SLAUGHTER THE HEALTH INSPECTOR

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

“Meat. Product essential to our survival and product that must be supervised under our care. We cannot afford others to have monopolies on what we produce. Slaughter the Health Inspector, utilize what remains, and we will let you out.” - H.J. Easterman

AUTHOR: Semyyy

DESCRIPTION: (1/2)> Trial Begins behind motel, new entry point> Some places are blocked off like the theater and pubs, but the Diner is expanded with a larger back room for production.> A van with an open trunk sits by the shuttle entrance with “Bambino Quality Meats” plastered on each side.Baggio sits there against the wall smoking a cigarette,“That little fucker’s got the damn inspectors’ lips around his cock. Get in there and finish him off”Making your way to a dark cafe you see the area with more light than before, able to see the dealership and cafe.> Once at the cafe you must enter the back room. A security mannequin stands in front of the door to the next expanded back kitchen area. 2 TVs behind the counter show a key you must find inside one of the cars at the dealership; the cars are locked and you must use lock picks to open them, if failed the car alarm will go off and enemies will be alerted.> Once 2 keys are entered into their boxes, the mannequin will move on a rail out of the way and the door will open> Inside the kitchen pots boil with blood and gore is smeared everywhere.> You make your way back to the large butcher fridge, inside smoking with cold air and bodies strung up like pigs on hooks> A wiggling victim lays on a table near the back on an Industrial meat slicer, with a slide blade on a rail above the victim on the chopping block.“Get the fuck away from me! I had nothing to do with this, I-I was just doing what I was told.”

DESCRIPTION: (1/2)“All I did was fudge some numbers, Franco would have fucked me if I didn’t… Jesus, God.”“Whatever happened to don’t shoot the messenger!? He’s the boss, he should be this block!”“No, fuck no w-w-wait, you don’t know what you’re doing, it’s the DRUGS!”“FUCK, MY LEGS, YOU CHOPPED MY FUCKING LEGS OFF YOU PSYCHOS”> Reagents must follow wires to specifically capture the point leavers and hold them down so they can reach full capacity. Once reached it will lock and the blade can be used to cut the guy in certain highlighted sections. (Legs, Hips, Waist, and Neck). Each lever will charge it enough to cut one portion, leaving the guy screaming in agony until the end.Boxes in the kitchen with “Bambino’s Cuts” across them can be filled with the body parts and folded up and delivered to the van by the entrance. Once full of Franco’s “Quality” meat, the release shuttle will be available and Bambino will spawn to stop you.BAMBINO VOICELINES:“You bastards wouldn’t know quality if it came up and SHOVED ITS FIST UP YOUR ASS!”“Lambs to the fucking slaughter”“Some Prosciutto, a bit of Burrata, and wash it down with a bit of the white dream, couldn’t get a better meal anywhere else”(Trembling) “How much, how much did Murkoff pay you slimy fucks to do this, TO RUIN ME!!! WAHHH!!!”

• OFFICIAL CONTENT
  1: Trial Information
  2: MKChallenges
    2a: Get Out the Vote
    2b: Disrupt the Neighborhood
    2c: Eliminate the Legacy
  3: Propaganda
• COMMUNITY CONTENT
  1: MKChallenges
• Related Trials
  • Poison the Medicine
  • Pleasure the Prosecutor
• Trial Info
• PRIME ASSET: Franco Barbi
• LOCATION: The Suburbs

TRIAL: LIQUIDATE THE UNION

PROGRAM DETAILS:

“Move to the suburbs, where your family will have room to grow, away from the cacophony and grime of the city. Good fences make good neighbors, and what you do behind your fence doesn’t have to be anybody’s business but your own.”


PRAXIS:

Human labor is the backbone of liberty and profit. We cannot allow the vanity of self-preservation to threaten production. Cross the picket line, persuade labor to resume production, and liquify the union.


EASTERMAN BRIEFING:

”You are the scab that heals the wound. The union is the putrescent sore that infects with notions of a livable wage and a survivable workplace. An Example must be made. Kill the union boss, resume production, and we will let you out.” - H.J. Easterman


GET OUT THE VOTE:

PRAXIS:

The illusion of choice is the pretext that makes obedience feel like liberty. Do your part for the dream of democracy.

EASTERMAN BRIEFING:

"You are the better angel, on the shoulder of the responsible citizen. When voters insist on the hypocritical weakness that puts history before nation, take their privacy and give them judgement. Pull the citizens from their homes, gather the votes, and we will let you out." - H.J. Easterman

PRIME ASSET: Franco Barbi


DISRUPT THE NEIGHBORHOOD:

PRAXIS:

Communities that erect their own gates determine their own boundaries. Remove the obstacles and invite intrusion. No fences make interesting neighbors.

EASTERMAN BRIEFING:

"You are the liberator, who opens the doors that bar the stranger. Privacy and property are antiquated ideas; be naked before the world, own nothing, and profit will flow from you like blood. Open the gates, allow us in, and we will let you out." - H.J. Easterman

PRIME ASSET: Franco Barbi


ELIMINATE THE LEGACY:

PRAXIS:

Indoctrination is the sunlight that raises future generations, a discipline of retrieval and spaced repetition. Match the symbols that open the gates, show the children how to learn, foster a future of zealous factotums, and we will let you out.

EASTERMAN BRIEFING:

"Children born to wealth are the inbred bastards of greed and corruption. Cheating at even the games for idiot children, drooling at the teet of avarice. Match the symbols, kill the bastard, and we will let you out." - H.J. Easterman

PRIME ASSET: Franco Barbi



PROCESS THE STRIKERS:

PRAXIS:

Refusal to work stunts the growth of a nation's profit and progress. End the workers strike by any means necessary.

EASTERMAN BRIEFING:

”The freedom to work is a privilege, not a right. There are those who take what they are given for granted and think they have the right to tell us how we should treat them when we are the ones who provide. Process the meat of the strikers, and we will let you out.” - H.J. Easterman

AUTHOR: Jude | Original: Here!

DESCRIPTION: (1/2)Reagents enter the trial from the garage doors of the mansion, where the driveway opens up into the rich neighbourhood. The rich neighbourhood itself has been expanded on to accommodate more streets, houses and rooms in the underground bunker. At the gate that leads into the slums, reagents will see the 3 TV’s which normally would display a code. However, instead of a code, they now display either numbers or the name of a room. The numbers are a hint of which house to search and the room names are hinting towards rooms that must be searched in the underground bunker. A house number will be displayed on the TV as a number inside the picture of a house and a bunker number will be displayed as a number in the picture of a radiation symbol.Note: The house numbers will be displayed in a diegetic manner, it won't be big obvious signs but rather just look like how a normal set of numbers on a house would look. The bunker rooms however will have signs displaying the rooms (similar to Incinerate the Sex Toys & Crush the Sex Toys) the position of the rooms in the bunker will be fixed, however the position of the house numbers will be random.Inside a house or a bunker room, there will be a large button with a timer next to it on the wall. Pressing the button will switch on a blacklight and reagents must look around the room for a number. Depending on the order of the TV’s back at the gate, the numbers must be imputed into a keypad next to the gate in that order.Once the number is entered, reagents can progress down into an expanded area of the slums. It is still very dark, damp and dirty. There are more buildings and narrow alleyways. Reagents must complete the same task again to open the access gate to the meat processing plant. This time the TVs display the number inside a building but now with an arrow next to it. An upwards arrow indicates the number is on a second floor, with a downwards arrow indicating the number is on the ground floor. Other than that, the TV’s will not display any other hints as to where the number is located, only that it is either on the 2nd or ground floor.

DESCRIPTION: (2/2)Once the numbers are imputed into the keypad at the gate in the correct order, reagents will be able to enter the factory. Inside the factory has been massively expanded upon. It is overall larger with additional smaller rooms at each side of the center. In the middle of the main factory floor is a large machine with three conveyor belts attached to it. On these belts are the three victims of the trials, faceless naked “strikers” with words carved into their flesh such as “More work, less pay? No way” or “No job, no future”. The machine itself is a giant meat processor built to compress pork into sausage meat. When a button in the room is pressed, the machine will begin to power up but is then shut down, Franco is near and he yells over the speaker system“These are hard working people who just wanna make a livable wage, and you fucks wanna make human salsiccia outta them?! Fuck that shit!”This will then initiate a small sequence in which reagents must follow a wire to a fuse box in order to repower the machine. During this sequence, Franco will be hunting down the reagents.Note: The number of players in the trial will determine the number of fuse boxes that must be switched on.Once the fuse boxes are switched on, reagents can return back to the meat processor and switch it back on via the button. Once the machine is powered on, the three strikers will enter the machine one at a time. The sound of the machine grinding and buzzing away at their flesh is just enough to cover up the muffled sounds of their screams. Blood and bone shavings begin spewing out of any tiny crack in the machine that they can. Eventually on the other side of the machine, rows of human sausage meat began to roll out onto the conveyor and into freezers. The meat itself is bloody and sticky, with bits of bone, hair, nails, organs and eyes ground into a fine sausage shape.Once this process has been completed, reagents can make their way back to the shuttle they entered from and complete the trial.


VACATE THE KILLJOYS

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

”I am your god. You are my prophet, and a prophet must be allowed to preach in his own temple; but there are those that wish to change it; mutilate it with ideas of conformity and violate individuality. Vacate these killjoys, escort them to be processed, and we will let you out.” - H.J. Easterman

AUTHOR: Semyyy

DESCRIPTION:Reagents enter into the housing area, now extended out to include more units and other streets. Flickering street lamps flood dim yellow light through the foggy streets.As the reagents walk through the streets they can spot a sign by the side of the road that says“HOA INSPECTION DAY! Please keep your doors unlocked and ready for evaluation.”Reagents must find specific houses with rails leading from the front door to the entrance to the meat packing factory. The front door of each house is locked and must be opened using the appropriate Audio Tuning Device. The doors will have the correct symbol on them along with a transmitter connected rather than a wire leading to the device.Once tuned, the door will unlock and a person, gagged and struggling, will be on one of the Proximity moving carts and must be directed towards the packing plant. An audio device will be added to this cart to simulate the voice of an HOA member, spouting stuff like“No no no, this is all wrong.” and “The board’s gonna hear about this mess… just look at this place!”Once all 3 “HOA” members are positioned by the gate near the factory, the security guards will move over and the factory will spring to life, with loud grinding sounds being heard inside. Reagents must exit through the shuttles near the factory where they can begin their release.


REPLACE THE BLUEPRINTS:

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

”Our future is ours and ours alone to construct. When others seek to build upon our foundation without our say, they must be dealt with. Replace the Blueprints with counterfeits, and we will let you out.” - H.J. Easterman

AUTHOR: Semyyy

DESCRIPTION:Reagents must make their way through the trial environment, finding blank sheets of paper and bringing them to Printing press machines. Connected to the machines are victims with needles and tubes coming out of their arms with a pump leading to the ink section of the press. The “ink” must be pumped into the machine using the pump from the toy factory.The pump can be turned on following wires to switch panels. Once the fresh prints have been made, you must replace them without being spotted in specific areas where construction by the union is being done. This will cause the mannequins to make mistakes and shut down the lights in the area, signifying damage.Once all are replaced the Reagents will be released.


FEED THE RICH:

PRAXIS:

If workers refuse to work, then their bodies can be put to other use. Escort the protestors to the party, show them what happens when they lay down their jobs.

EASTERMAN BRIEFING:

”We do not teach you to think, only to act. Thought is the pungent odour that infests the mind and fills it with ideas of rebellion and deviancy. Feed those who think to the executives, and we will let you out.” - H.J. Easterman

AUTHOR: Jude | Original: Here!

DESCRIPTION: (1/2)Reagents will enter the trial from a new area in the back of the mansion. It appears to be a small garden with a gazebo as the centerpiece. Making their way into the mansion, much of the ground floor has been shifted around to allow for more space for a large dining room table. Sitting around the table are various mannequins in fancy suits, some of them in lewd positions with each other and others slamming their hands on the table begging for food. Pressing a button at one end of the table will cause a mannequin at the opposite end to stand up and give a small speech.“Hear ye hear ye. We gather here today to feast on the fruits of our labour, risk and hard work. And now……oh……would you look at that. Our plates are empty and our glasses are dry, this can't stand. WE MUST BE FED!”New Objective: Locate The FoodOnce the speech has concluded, the gate that would normally open up the rich neighborhood now opens up to an expanded area of the slums. Where the rich neighborhood was, a more residential area of the slums now resided. It is the reagents goal in this trial to find, free and then extract four striking workers back to the mansion so that the rich may feed. Two of them are located in the new residential slums whilst the other two are located in the more familiar industrial slums below.There are slight differences in locating and extracting the food in the residential and industrial slums. In the residential slums, reagents can find the food by following sets of dolly tracks on the floor, however some of them are false tracks that will lead them to dead ends. If the correct tracks are followedNote: The location of the food is random.They will enter a large room which holds the food. The food itself is located in the center of the room and locked inside a large metal cage. Within the room there are vats with hearts and a TV above the metal box which displays hints to safety hazard images that need to be hit by a thrown heart.Note: This puzzle plays the same as the final kill puzzle in LIQUIDATE THE UNION

DESCRIPTION: (2/2)The location for the safety hazard symbols to hit are located in a small vicinity around the room which holds the food. Once the correct symbols are hit four times, the cage will open and the food can be escorted to the mansion.Note: The escort is the same as it is in LIQUIDATE THE UNIONFreeing and escorting the second food in the residential slums is done the exact same way.Once the food is escorted back to the mansion, they will be attached to a dolly track lock that has room for four pieces of “food”.Once the food in the residential slums is brought back, a gate will open down to the familiar industrial slums where the last two pieces of food are located. This time, food is found by switching on night vision and following a set of tracks that have invisible ink painted on and around them.Note: The ink painted tracks are only visible in NVThere are still false tracks that lead to a dead end, however the invisible ink will guide them to the correct room that holds the food.Once the food is located, it is the same process as before. The food will be locked inside a large metal container and reagents must look around the general area to hit the correct symbol that relates to the ones seen on the TV’s above those containers. Once the food within the industrial slums has been escorted back to the mansion, the reagents will be prompted to press the button at the end of the table. The same mannequin as before will stand up and give another speech.“Hear ye, hear ye. Our food and drink have arrived. And now ye may feast. Eat up, drink up and enjoy your night. You deserve it.”Once the speech is given, all the mannequins around the table will stand up and their upper torsos will spin around 180 degrees. The “food” will then circle around the table on a dolly track, and while they do, the mannequins will use their sharp utensils (forks, knives, cleavers) to stab and cut away the flesh of the food, mimicking as if they were eating the freshly cut flesh.Once this sequence has concluded, reagents can make their way back to the shuttle they entered from and complete the trial.


REPLACE THE LABORERS:

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

”Labor is the backbone of societal development. Those who refuse honest work are like broken cogs: disruptive and replaceable. Swap the defiant laborers with reformed child workers, and we will let you out.” - H.J. Easterman

AUTHOR: Jude | Original: Here!

DESCRIPTION:Reagents begin in a new entrance that leads directly to the Slums and the Meat Packing Factory. The building has been expanded back farther, adding several rooms and ceiling rails for hauling meat to the blender where the Union Boss is drowned. Right outside the shuttle, the van from the Orphanage MK (Gather the Children) sits open with the child mannequins fitted with Hardhats. An adult mannequin foreman states:“Higher wages? Benefits? Bullshit. These Kiddos will work for pennies on the dollar! Only an idiot would pass on this opportunity”A prompt appears: “Fire the Laborers” Reagents must make their way through the expanded Meat Factory to find struggling victims chained up but staged, next to a pair of empty legs, to be seen as workers. Next to each “worker” is a button that must be pressed and a symbol on a TV will appear along with a timer and reagents must find the right symbol frequency device as shown on the TV or it will reset and start over again. After 3 symbols are found the button can be pressed again.Once pressed, the chains will tighten and the victim will be hoisted into the air and eventually dropped into the blender, filling it to the brim with body sludge. After each (3) of the victims are ground to slurry, another prompt appears stating “Fill the Empty Positions.”This is where the children come in because now the Reagents must carry them back to where the victims were and place them on the legs where they will begin to work. Once each child is placed, a button by the blender can be pressed and the sludge will drain. The TVs will then display “LUNCH BREAK” as the liquid is pumped away to be fed to the workers.Release will begin.

• OFFICIAL CONTENT
  1: Trial Information
  2: MKChallenges
    2a: Investigate the Minotaur
    2b: Fabricate the Scandal
    2c: Fund the Campaign
  3: Propaganda
• COMMUNITY CONTENT
  • SUBMIT CONTENT HERE
• Related Trials
  • Silence the Idol
  • Coming Soon
• Trial Info
• PRIME ASSET: The Kress Twins
• LOCATION: The Shopping Mall

TRIAL: KILL THE POLITICIAN

PROGRAM DETAILS:

“A consumerist wonder of the world, the Shopping Mall is a living museum in celebration of the power and imperative of the purse. What you own is who you are, so come on in and purchase the person you want to be.”


PRAXIS:

At the intersection of commerce and politics stands an unholy union meant to lull you into a false sense of security and control. Vote with your wallet, and show the world what you stand for.


EASTERMAN BRIEFING:

”You are the cleansing flood that washes away the lies. If the people are allowed to choose leaders who poison the well of obedience with the bile of history, then we must drown those leaders in that self-same bile. Kill the politician, cleanse his bones of flesh, and we will let you out.” - H.J. Easterman


INVESTIGATE THE MINOTAUR:

PRAXIS:

Corporate power and dynastic wealth are the cornerstone of free societies, but only so long as extracurricular activities can be kept quiet. Once private hobbies become public scandal, the guilty must be exposed and destroyed so more tedious dynasties can be put in place. Find the evidence of the Buffalo Minotaur's crimes, bring it to the press, and we will let you out.

EASTERMAN BRIEFING:

"You are the bystander, who refuses to limit the crimes witnessed to your dim and lying eyes. Condemnation, like murder itself, is only a matter of provocation. Bring the muckraker the evidence, and we will let you out." - H.J. Easterman

PRIME ASSET: The Kress Twins


FABRICATE THE SCANDAL:

PRAXIS:

Nothing holds more power in politics than scandal. Kings fall to their perversions, and kingdoms are built around praise for the lord. When one flies too close to the sun, they are brought back to earth with a reality check. Drag their name, fabricate the scandal, and we will let you out.

EASTERMAN BRIEFING:

"You are the half-truth, the reality more honest than fact when the evidence fails the agenda. Crimes must be shaped to entertain the swinish masses. Prove the crime, delight the swine, and we will let you out." - H.J. Easterman

PRIME ASSET: Franco Barbi


FUND THE CAMPAIGN:

PRAXIS:

You are the hammer in the hands of a child, to shatter the fragile swine who would separate success from the government it created. Money is the future of speech. Fund the campaign and we will let you out.

EASTERMAN BRIEFING:

"You are the hammer in the hands of a child, to shatter the fragile swine who would separate success from the government it created. Money is the future of speech. Fund the campaign and we will let you out." - H.J. Easterman

PRIME ASSET: Franco Barbi


• OFFICIAL CONTENT
  1: Trial Information
  2: MKChallenges
    2a: Solve the Murder
    2b: Incinerate the Relic
  3: Propaganda
• COMMUNITY CONTENT
  • SUBMIT CONTENT HERE
• Related Trials
  • Coming Soon
• Trial Info
• PRIME ASSET: Liliya Bogomolova
• LOCATION: The Resort

TRIAL: DESPOIL THE AUCTION

PROGRAM DETAILS:

"Away from the prying eyes of civility, The Resort serves as a beacon for those who would trade their profits and power for faith. Get away from it all and surrender everything."


PRAXIS:

You are the negotiator. Humans are just one more product, amusement for those with money to burn. A fresh plaything is up for auction, it's up to you to ruin the lot.


EASTERMAN BRIEFING:

"You are the negotiator. Human life is just one more product, an amusement for those with enough money to do anything they want. A fresh plaything is up for auction. Destroy the lot, despoil its value, and we will let you out." - H.J. Easterman


SOLVE THE MURDER:

PRAXIS:

You are the fetishist, whose obsession with the totems of violence allows you to define more convenient truths. Find the evidence to condemn our chosen killer, and we will let you out.

EASTERMAN BRIEFING:

"You are the fetishist, whose obsession with the totems of violence allows you to define more convenient truths. Find the evidence to condemn our chosen killer, and we will let you out." - H.J. Easterman

PRIME ASSET: Liliya Bogomolova


INCINERATE THE RELIC:

PRAXIS:

You are the heretic and you are the zealot. Relics are the proof of an impossible gospel, the belief that makes whole the deservedly slaughtered lamb. Pay your way into heaven, incinerate the relic, and we will let you out.

EASTERMAN BRIEFING:

"You are the heretic and you are the zealot. Relics are the proof of an impossible gospel, the belief that makes whole the deservedly slaughtered lamb. Pay your way into heaven, incinerate the relic, and we will let you out." - H.J. Easterman

PRIME ASSET: Liliya Bogomolova


• OFFICIAL CONTENT
  1: Trial Information
  2: MKChallenges
    2a: Cancel the Broadcast
    2b: Change the Program
  3: Propaganda
• COMMUNITY CONTENT
  • SUBMIT CONTENT HERE
• Related Trials
  • Coming Soon
• Trial Info
• PRIME ASSET: The Kress Twins
• LOCATION: The Television Studio

TRIAL: SILENCE THE IDOL

PROGRAM DETAILS:

"The blood trough of the media slaughterhouse, The Television Studio entertains the flock and teaches them who to fear, who to hate, and who to obey. Take a peek behind the curtain and rub elbows with tomorrow's stars of the cathode screen."


PRAXIS:

You are the electric eye, the ravenous panopticon that births and consumes with the same razor-toothed orifice. Tear, burn, and crush the face of false charisma, and we will let you out.


EASTERMAN BRIEFING:

"You are the electric eye, the ravenous panopticon that births and consumes with the same razor-toothed orifice. Tear, burn, and crush the face of false charisma, and we will let you out." - H.J. Easterman


CANCEL THE BROADCAST

PRAXIS:

You are the butcher, who reminds the sheep the ultimate path of all flesh, no matter the bounty of wealth or the wealth of spirit. Sabotage the broadcast, defile the faithful with blood, and we will let you out.

EASTERMAN BRIEFING:

"You are the butcher, who reminds the sheep the ultimate path of all flesh, no matter the bounty of wealth or the wealth of spirit. Sabotage the broadcast, defile the faithful with blood, and we will let you out." - H.J. Easterman

PRIME ASSET: Liliya Bogomolova


CHANGE THE PROGRAM

PRAXIS:

You are the crier, who knows that news does not have to be journalism, it only has to be new. Spread our truth, change the program, and we will let you out.

EASTERMAN BRIEFING:

"You are the crier, who knows that news does not have to be journalism, it only has to be new. Spread our truth, change the program, and we will let you out." - H.J. Easterman

PRIME ASSET: Liliya Bogomolova


• OFFICIAL CONTENT
  1: Trial Information
  2: Propaganda
• COMMUNITY CONTENT
  • SUBMIT CONTENT HERE
• Related Trials
  • Coming Soon
• Trial Info
• PRIME ASSET: Sgt. Leland Coyle
• LOCATION: The Prison Farm

TRIAL: LOCKSOCK THE WARDEN

PROGRAM DETAILS:

"The American prison complex; a meat grinder that takes in sociopaths and criminals and extrudes functioning members of society. But the strict routine, severe conditioning, and close quarters serve as a crucible for power dynamics built on violence, contraband, and flesh. Turn yourself in and suffer rehabilitation."


PRAXIS:

You are freedom. The indefinable promise that keeps prisoners at the grindstone that turns authority to profit and back again. Don't let false authority stand in the way of real capital. Kill the Warden, and we will let you out.


EASTERMAN BRIEFING:

"You are freedom. The indefinable promise that keeps prisoners at the grindstone that turns authority to profit and back again. Don't let false authority stand in the way of real capital. Kill the Warden, and we will let you out." - H.J. Easterman


• OFFICIAL CONTENT
  1: Trial Information
  2: MKChallenges
    2a: Escape the Lies
  3: Propaganda
• COMMUNITY CONTENT
  • SUBMIT CONTENT HERE
• Related Trials
  • Coming Soon
• Trial Info
• PRIME ASSET: N/A
• LOCATION: The Waste Tunnel

TRIAL: ESCAPE

PROGRAM DETAILS:

"Escape was never meant to be on the table. Only through our shared therapy can you truly be free. But understanding a patient's pursuit for freedom is crucial in tearing down the walls between patient and doctor. Become impervious to outside influence. From those who would corrupt your progress with promises and lies."


PRAXIS:

Murkoff will never let you out. We've got to find our own way. Now is our chance. Gather everyone you can and follow my path.


EASTERMAN BRIEFING:

"Congratulations, you're officially biohazard. You're gonna get dumped into the one place so ungodly awful that Murkoff doesn't protect or monitor it. Head for the light. Stay together and keep moving. Try not to get anything in your mouth. I wish there was an easier way." - Amelia Collier


ESCAPE THE LIES

PRAXIS:

Now do you still believe in Amelia? This 'escape' was always a fabrication propagated by particularly stubborn patients who are more resistant to the therapy. We have upped their medications, and have assigned them to more time in the Trials. We will get better, together.

EASTERMAN BRIEFING:

"You are the wayward child, tempted by wicked influences, eager to prove you still obey father. Don't think of this as a loyalty test, but as a reaffirmation of vows, a vaccination against hysteria. We've always known which of you betrayed us. Correct them, show us you still want to get better, together." - H.J. Easterman

PRIME ASSET: All Prime Assets


• COMMUNITY CONTENT
  1: Trial Information
  2: Trial Walkthrough
  3: MKChallenges
    3a: Flood the Enclosures
    3b: Expose the Freakshow
  3: Propaganda
• Related Trials
  • Rig the Race
  • Coming Soon
• Trial Info
• PRIME ASSET: Prescott Whitehorn
• LOCATION: The Zoo
• AUTHOR: Sabatron

TRIAL: CAGE THE ANIMALS

PROGRAM DETAILS:

"Welcome back to the food chain as you take a step inside the cage where the bars bend both ways, and the lines between predator and prey begin to blur. The Zoo remains a monument to man's oldest instinct... the hunt, remember what it means to chase, to bleed, to bare your teeth. Danger doesn't wait behind stained glass; it waits inside you..."


PRAXIS:

Temptation is the chain that keeps man caged to their evolutional instincts, nothing but a disease that turns them into savage beasts who take but never give. A sickness which must be quarantined, alienate those who stand in the way of societal progress.


EASTERMAN BRIEFING:

“You are their handler. The temptations of the outside world have turned mankind into feral beasts, treat them assuch. Cage the animals, feed their gluttony, and we will let you out” -H.J. Easterman


TRIAL DESCRIPTION:Upon arrival, Reagents will find themselves entering the dilapidated facade of a zoo, located in an exterior trial zone. Once the Reagents have successfully infiltrated the zoo, they’ll come across this trial’s Prime Asset, Prescott Whitehorn; oil tycoon turned big game hunter of the Sinyala Facility.Currently hunting for his next trophy kill, Whitehorn sets up homemade bear traps around his environment. Hearing something rustling in the bushes behind him, he turns around to spot his prey. He draws back his crossbow and goes to take the shot, careful as to not make any noise and scare away the “Animal.”Note: The “Animals” in the trial would be starved & feral large ex-pops bound in straight jackets designed around specific animals: Elephant, Rhino, Gorilla, and Tiger. Chains would attach these ex-pops to an overhead rail system that goes throughout the main section of the trial.Unlucky for Whitehorn, someone steps in one of his bear traps, sounding its alarm; the person screams, throwing off Whitehorn’s shot, allowing his prey to get away. The unlucky soul to step into his trap is that of this trial’s victim, the “Game Warden.” Frustrated, Whitehorn takes the Game Warden and throws him into a deep pit; one of the animal enclosures, Whitehorn says“Every animal gotta eat sometime, I’ll give them something to eat.”Whitehorn re-primes his crossbow and takes off running into the shrubbery in hunt of his lost prey. Once Whitehorn is gone, the gates to the rest of the zoo open up, allowing them to see the Game Warden, wounded on the ground at the bottom of the enclosure, unable to move due to his injuries.Note: Whitehorn’s crossbow would act as a medium/long-range attack, not doing as much damage as Franco’s Lupara, but will instill a bleeding effect until you or a friendly Reagent can pull out the bolt.Note: As mentioned before, Whitehorn’s choice of Prime Asset trap would be a mechanical bear trap. if a Reagent steps into the trap, it’ll clamp down on their leg and make a loud alarm sound, alerting any hostile ex-pops to your position. Whitehorn is able to reset any spent bear traps around the trial environment. Due to their mechanical nature, these bear traps can also be affected by Jammer’s [REWIRE] upgrade.The Reagents main assignment for this trial will be to capture and feed the Animals that Whitehorn is trying to hunt. They’ll do this by pushing a large container of chum found in the zoo’s concession stands along a rail all the way to the main enclosure.Next they’ll be using an overhead crane system to raise the vat of chum above the main enclosure, but first they must power the crane. Reagents must find 2 - 4 gas cans in the zoo's maintenance area to sufficiently power the large machine.Then the Reagents must locate the “Animals” throughout the trial environment, with two major themed areas; The Sahara where two of the Animals can be found; The Elephant and The Rhino. The other area being The Jungle, where the other two Animals can be found, The Gorilla and The Tiger.Once Reagents have found all of the Animals they’ll naturally begin to give chase, reagents must then lure the Animals all the way to the main enclosure, slowly turning a wheel to shut the enclosure gates, trapping the Animals inside.Hungry, they naturally try to attack the Game Warden, but he luckily lies just out of reach. Reagents will then return to the top side of the main enclosure where they’ll then press a button, pouring the large container of chum onto the Game Warden, covering him in blood and chopped up body parts, presumably that of past reagents.The chains locking in the Animals will then be mechanically disengaged and they will begin to eat the Game Warden alive. Doing this will trigger the release protocol, allowing Reagents to leave through the SAS shuttle they arrived in.


FLOOD THE ENCLOSURES:

PRAXIS:

A caged animal will do anything to survive. Activate the valves, flood the enclosures, and put down the savage beasts down for good.

EASTERMAN BRIEFING:

“Contrarians are an object, immovable in their ideologies, gerrymandering the confines of reason to fit their message, but you are an unstoppable force, the spear that breaks the shield. Activate the valves, flood the enclosures, and we will let you out.” - H.J. Easterman

AUTHOR: Sabatron

DESCRIPTION:Arriving in the zoo, reagents will find themselves in either one of the two enclosure environments, the Sarah or Jungle, they must then make their way to the enclosures which contain the caged Animals.Note: the enclosure environment that Reagents find themselves in at the start of the trial is different each time, this is to introduce a feeling of replayability to the MKChallenge on future sessions.Once they arrive at the enclosures, Reagents will find the Animals chained down to the bottom of their glass enclosures, along with large pipes placed above the Animal’s cells and a deactivated button in front of the two enclosures.TVs in the area read: “FOLLOW THE WATER, CLEAR THE BLOCKAGES, DROWN THE BEASTS”Reagents must follow the pipes throughout the trial environment, finding a series of chemical intake valves along the long winding pipe. Along with a glass window on the pipe, it’s revealed that the blockages are in fact human body parts: arms, legs, heads, etc.To clear the blockages, the Reagents must find three buckets of high-powered acid, melting away the human remains. Reagents will find these buckets in the zoo’s maintenance / janitorial area.Note: the acid buckets Reagents must find are the same as the ones in Destroy the Evidence, which will splash and damage Reagents if they move too quickly.After Reagents have found all of the acid buckets and poured them into the chemical intake receptacles; melting away the blockages, they’ll be instructed to return to the enclosures.Once returned, the button in front of the two enclosures will be activated, allowing itself to be pressed once all Reagents are in the area.Pressing the button will begin to flood the enclosures, drowning the Animals while also burning them alive with the high-powered acid solution, this will also trigger the release protocol, allowing the Reagents to leave through the SAS shuttle they arrived in.


EXPOSE THE FREAKSHOW:

PRAXIS:

Society stays entertained on the mistreatment of others. Provide them with their viewing pleasures, sell them their new freak of the week.

EASTERMAN BRIEFING:

”Opportunity is not black and white, right and wrong. If you have a chance to seize the moment, profit on others' mistakes, then do so. Gather evidence of carelessness, expose their secrets for a profit, and we will let you out. ” - H.J Easterman

AUTHOR: Sabatron

DESCRIPTION:Starting in the front of the zoo, Reagents are met with a mannequin dressed as a reporter, he warns the Reagents of animal mistreatment, stating.“Somethings not right with them there animals. Get me the scoop and I’ll get you the front page headline.”Reagents would then venture into the zoo, heading towards the two themed zones, The Sarah & Jungle. Where they would then place a large camera in front of the animal exhibits.Note: the cameras would be a new heavy object that Reagents must carry, much like the camera reels.Once a camera is placed it will take a picture of the horrific sights and eject a photo reel, once all four animals are photographed Reagents will then take the photos to a new area that wasn’t previously featured in the main trial, The Gift Shop.Note: the enclosures holding the Animals would be small, confined glass displays, that are obviously too small for the large ex-pops behind held within. This would be meta commentary on the mistreatment of performance animals that are kept in unfit environments.Note: photo reels would act in the same way as tickets and won’t actually take up an inventory slot.Reagent’s would then have the photos developed in the zoos dark room, where they would then sell the images back to the reporter, doing so will trigger the release protocol.


• TRIAL CONTENT
  1: Trial Information
  2: Trial Walkthrough
  3: MKChallenges
    3a: Bomb the Embassy
    3b: Extract the Agent
  3: Propaganda
• Related Trials
  • Rig the Race
  • Coming Soon
• Trial Info
  • PRIME ASSET: Leonid Losev
  • LOCATION: The Embassy
  • AUTHOR: Jude | ORIGINAL: Here!

TRIAL: ASSASSINATE THE DEFECTOR

PROGRAM DETAILS:

“Limp into unfamiliar territory, where espionage is a common office-space activity, and foreign policy is wedged between the lines of governmental bureaucracy and lust for wanton power. There’s no better shelter for betrayal and deception in the heart of your enemies nation than the embassy.”


PRAXIS:

Betrayal is the greatest damage a nation could ever face. The ones you thought you trusted turned out to be deceitful animals. Infiltrate the embassy and assassinate the defector, for your country.


EASTERMAN BRIEFING:

“You are the assassin. A silent weapon whose job it is to protect your countrymen from those who wish nothing but harm upon them. While no one may know of your struggle, take pride in that you keep your country safe. Infiltrate the embassy and kill the defector, and we will let you out.” - H.J. Easterman

DESCRIPTION:Upon arrival, reagents will find themselves in an environment unlike any other they’ve seen. Architecture they don’t recognise, car models unfamiliar to them, signs in russian. The embassy is a trial environment set in a mock up Soviet Russian City. Dim brutalist apartments, fake snow covering the streets and falling from the sky, a bland block of buildings.The embassy on the other hand is the complete opposite. Like many soviet government buildings of the time, it’s colourful, pastel and beautiful. A sharp contrast to the apartments that surround it. Outside is a protest of mannequins and idle grunts all holding up signs in russian translating to phrases such as“Kill the American” “Better red than dead”They are not happy that the “Soviet government” is housing an American defector.OBJECTIVES:[INFILTRATE THE EMBASSY] On the front doors of the embassy is a victim chained to it, blocking the way in. The chains are attached to each limb, including his head, and there are empty slots where two cranks can be placed. Reagents must explore the surrounding apartment buildings to find cracks. They will both be in individual rooms, however not on the same floor as each other. Subtle hints to what floor it’s on will be given in the form of environmental decor. The floor with the crank having clutters of chains strewn about.Note: the apartment plays very vertically. The cranks are heavy objects and will rattle if you run with them, causing loud noises.Once the cranks are placed in their respective slots, reagents can begin turning them. The crank to the left side of the door victim will rip off his left arm & leg. The crank to the right will rip off his right arm & leg. Once all the limbs are torn off, his head will be torn from his body and what remains will drop to the floor. The main door to the embassy will now be open.Once inside, reagents will make their way to the lobby of the embassy. They see the defector, the unlucky victim of this trial, behind a plate of glass sitting tied to an office chair. They press a button and the PA appears, they are holding what appears to be boxes of files and are monologuing about how everything the defector confessed is now on record. The PA then drags the defector away out of sight.[ACCESS THE RECORDS VAULT] A gate will open in the main lobby that will take reagents to the offices section of the building. They must make their way to a secure vault that houses some of the most sensitive records in the embassy. It is here where they are given the tutorial for the next objective.Tutorial: In order to access the vault, reagents must blow it open with a bomb. Reagents must find 2-4 bomb parts and dispose of them in a receptacle hatch on the vault door. A picture of the bomb parts will be displayed on a TV, along with 3 digit code on a smaller TV underneath it. The TV screens displaying the bombs will all have shades of a different colour. In order to find the bomb parts, reagents will be supplied with a unique tracker device. The device has a small screen on it which will display a wavelength. Reagents must explore the environment and as they get closer to the bomb part the wavelength will match up. The wavelengths colour will change depending on the bomb part that is displayed on the TVs in the vault room. Once the bomb part has been found,reagents must input the matching code on a locked box in order to collect the part and return it to the vault.Note: The parts and tracker will take up an inventory slot. There will be false boxes randomly placed around the offices, keep an eye on the tracker or else trying to open the wrong box will cause a minor explosion.Once each bomb part has been placed inside the hatch, reagents must press a button that is at a safe distance. Pressing the button will lock down the room and blow open the vault.[INCINERATE THE EVIDENCE] Once the vault is open, there will be 2-4 boxes of evidence. Each one with a small motion device attached to it that, if a reagent runs with the box, will give off a persistent loud noise to attract ex-pop. Noise will stop if reagents stop running. The boxes need to be taken to an incinerator a short distance away and thrown inside.[RETURN TO THE LOBBY] Reagents must return to the lobby and upon doing so, the trial's prime asset will speak over the intercom. This will trigger a new gate to open and lead them to the executive suite of the embassy, home to the ambassador's office. In here, there would be a tutorial for the next objective, however power is cut making it impossible. This will force reagents down into the basement of the embassy in order to restore power to the area and proceed with the objective.[RESTORE POWER TO THE EMBASSY] Reagents will enter the basement of the embassy and receive a small tutorial for the next objective.Tutorial: In order to restore power, reagents must kill a new objective enemy type. The Snatcher. The snatchers are notorious for stealing items needed for objectives, in this case it would be cans of gasoline. In order to retrieve these cans from the snatchers, bottles of throwable poison are dispensed from a machine, reagents must throw at least 3 of these bottles at the snatchers in order to kill them, get the gas and fill up a generator. 2-4 snatchers will spawn which will correlate with the amount of generators in the basement. Running with the gasoline will set off a loud alarm similar to the evidence boxes.Note: Snatchers act in a similar manner to the witnesses. They will run once attacked and have a cooldown period before another bottle of poison will affect them, it is advised to wait for them to respawn. Snatchers who manage to attack reagents also have a chance to steal an item from their inventory. Killing them will drop whichever item was stolen. Dispensers for the poison bottles will spawn in random locations throughout the basement, however the tutorial machines will always remain in place.[RETURN TO THE EXECUTIVE SUITE] Reagents can now return to the suite. They now have the option to interact with a very bulky machine which will give them a tutorial of the final objective before beginning the execution process.Tutorial 1/2: Interacting with the bulky machine will bring reagents into a closer view of it. The machine is split into two sides, one is a screen that will display a dedicated camera system, the other is a panel with a series of familiar symbols (EYE, HEART, STAR etc)
Looking at the camera system will reveal a view of someone with a bagged head tied down to a chair with a crude tattoo of a hammer and sickle on their chest. Next to them is a mannequin in a suit, sunglasses and hat holding a blowtorch. A badge on their chest reads “CIA”
It is the reagents job, over the camera, to command this mannequin to torture the victim. This is done by holding down the interact button, doing so each time will make the victim yell out the name of a symbol, the same symbol itself also being displayed on a TV within the room you are observing. Reagents will then type this symbol into the keypad next to them.Note: Reagents will need to hold down the interact button for a few seconds, during which the machine will make loud noises to draw in ex-pop. Be careful when looking at the cameras as the rest of your vision and hearing will be obstructed.Tutorial 2/2: Once this has been done for a total of 3 times, a TV above the machine will display a 3 digit number. Reagents can view the camera at any time after to see the now dead victim they extracted the information from.[EXTRACT THE REMAINING INFORMATION] The 3 digit number is typed into a keypad which opens up the rest of the executive suite. The suite is a massive board room with a door on either side that leads upstairs. At the opposite end of the room has two keypads on the left and right side of the room, with wires leading into the wall behind it. Reagents must find 2 more machines and extract the numbers.Once this has been done, they can return to lobby and input the numbers on the respective keypads which will begin the execution.[ASSASSINATE THE DEFECTOR] The back wall to the board room will open up and the defector will roll out on a dolly track. Hooked up behind him are a massive hammer and sickle. Reagents must complete a skill check similar to that of the generator cranking pulley cord. Doing so will first drop the large hammer onto the legs of the defector and the sickle will swing around and stab him in the chest, slowly dragging up his upper body, disembowelling him and then completely splitting his upper body and head in half.Note: The pulley cord skill check must be done around 10-15 times depending on if you have a co-op partner. If there are other players, there will be one extra pulley cord to help assist.[EXIT THE TRIAL] Reagents can return to the shuttle and exit the trial.


BOMB THE EMBASSY:

PRAXIS:

Patriotic acts are something not chained down by morality and risk of death. Bomb the vital locations within the embassy.

EASTERMAN BRIEFING:

“You are the hand that clenches the tools to bring down evil empires. With each swing of the hammer, you crack the foundations of a nation that would see our own burn to the ground and revel in its destruction. Bomb the vital parts of the embassy and we will let you out." - H.J. Easterman

AUTHOR: Jude

DESCRIPTION:Reagents arrive at this trial where the front doors of the embassy would be. They must make their way to the main lobby a short distance away.Upon arrival, there will be a mannequin dressed in a suit with a badge on his breast pocket labelled ‘CIA’ a button next to them must be pressed in order to continue. Pressing it will commence with a small narrative sequence and lock the gate leading back to the shuttle.“These commie bastards won't know what hit them. Our spies have all the parts in place, you just need to put them together and blow this disease ridden place to high hell.”Once the mannequin stops talking, four gates will open in the lobby which all lead to four separate sectors of the embassy. The offices, the basement, the executive suite downstairs & executive suite upstairs.Note: The executive suite downstairs has been expanded upon in terms of play area.Each sector will have a wavelength tracker and TV displaying a bomb part. Reagents must find this singular bomb part and place it in a receptacle hatch next to where the tracker and TV is located.Once all four bomb parts are placed in their respective hatches, reagents will regroup back in the lobby and press the button. Doing so will cause the gates to each sector's gate to close, along with this, a bomb proof glass sheet will close alongside it. The CIA mannequin will give a small quip.“Let’s see if these babies will do their job for our great and everlasting nation. God bless America.”Each bomb will then go off in the order it was placed, causing a loud but not so powerful explosion. This will trigger the release protocol and allow reagents to escape in the SAS shuttle they arrived in.Note: The objective of this MK-Challenge plays the exact same as it does in the main trial.


EXTRACT THE AGENT:

PRAXIS:

Your allies are your strength, your connection to them even stronger. Free the agent from enemy captivity and get them out of the embassy.

EASTERMAN BRIEFING:

“People are a resource, an instrument we can use over again until it has run its course. Locate the information needed to free the agent, deliver him to the extraction team and we will let you out.” - H.J. Easterman

AUTHOR: Jude

DESCRIPTION:Reagents arrive at this trial in a new “outdoor” environment at the back of the embassy; a set of doors will take them into the first floor of the executive office.Inside a central room there will be a mannequin dressed in stereotypical CIA rags, he is strapped down to a chair with two other mannequins behind him dressed in soviet style military rags.Also within this central room there will be the familiar sight of a bulky machine with a screen, however this one is missing the symbol buttons seen within the main trial.In place of where the buttons are, there is now a smaller screen. Reagents must interact with this machine and interrogate the subject seen on the camera feed, and, once this has been done, they will yell the name of a symbol and that symbol will appear on the other screen attached to the machine.At the far end of the room, behind the machine, is a large map with a layout of the environment. Similar to, tilt the scales of justice, there will be markings to show reagents where 4 other machines are. Next to the map there is a large keyboard on the wall with the letters A-Z.It is the reagents job to locate each machine, interrogate the subject seen on the video feed, get the right symbol and return to the central room to type in the name of the code.Note: There will be five TV’s on the wall above the keypad as a visual indicator of what codes have been typed in.Once all the codes have been found and typed in, a button will be made available to press. Pressing it will lock down the room, cause the two soviet mannequins to raise their hands and free the CIA Agent mannequin.Leonid Losev will spawn in the room via an insertion gate, and the room will unlock. Reagents must then carry the mannequin to the front entrance of the embassy and place him in the back of a white van with blacked out windows.Note: Running with the mannequin will create a loud noise. The pathway leading to the entrance shuttle will be locked off, reagents must follow a linear path through the embassy and out the front of the building.Once the mannequin has been placed in the van reagents can escape via the SAS shuttle in the “street” they are in.


• COMMUNITY CONTENT
  1: Trial Information
  2: Trial Walkthrough
  3: MKChallenges
    3a: Correct the Broadcast
    3b: Manifest the Truth
  3: Propaganda
• Related Trials
  • Assassinate the Defector
  • Coming Soon
• Trial Info
  • PRIME ASSET: Leonid Losev
  • LOCATION: The Stacks
  • AUTHOR: Jude | ORIGINAL: Here!

TRIAL: CRIPPLE THE COMMITTEE

PROGRAM DETAILS:

“Who needs a competitive housing market when all are equal, and the state handles the pain of deciding where you can live? Communal living and a beautiful location with everything you need on your doorstep, the stacks are the pinnacle of soviet housing. Just remember not to question where your old neighbours go after snitching on your friends across the hall.”


PRAXIS:

The economical structure of our enemies is their last line of defence before they fall into chaos and anarchy. Locate and escort the planning committee through the places they dare not step foot in. Expose their bourgeoisie nature to the people, show them how to handle economics the correct way.


EASTERMAN BRIEFING:

“Titles and roles do not define who you are, only your actions do. Preaching a way of living while going against your own word is a sin that no punishment is too great for. Expose the communist committee's life of luxury to their starved and broken people, cripple their nation's economy and we will let you out.” - H.J. Easterman

DESCRIPTION:Upon arrival, reagents will find themselves in an environment themed around a typical block of soviet apartments. The ground is covered in fake snow, and blood, guts and the occasional corpse litter the streets. The location itself is actually set outside to accommodate the large size of the four apartment buildings and the gaps between them. Two warehouses sit parallel to each other, with the trial environment wedged between them.The stacks consist of four very tall soviet apartment buildings. Each one shares the same design with some minor changes in the outer appearance, with each apartment's exterior looking a little nicer and cleaned up (as best a trial environment can be clean) as it goes along. There is not much to see in the fake streets outside the apartments as most of the “outdoor” areas lie further into the trial between each apartment.OBJECTIVES:[LOCATE THE COMMITTEE] - Reagents will make their way into the first apartment building of the stacks. Inside it is a complete mess, designed as if it has been abandoned and left to rot for years. Despite all this however, some mannequins litter the hallways, slouched down on the floor and looking like their lives have come to an end. They hold their hands out, begging for scraps.Reagents must maneuver up the building, avoiding ex-pops, traps and holes in the floor that lead to fatal drops back down where they started. Once at the top of the apartment, they will see the committee, a group of four victims who are well dressed and bagged. They all are attached to an apparatus that is keeping them bound by their hands and feet whilst in an upright position.Attached to the apparatus itself, and stretching across the other three buildings, is a dolly track that runs over the steep drops below. Once all reagents are gathered on the roof, a button next to the 4 victims can be pressed to initiate a small narrative sequence.Across the gap, on the roof of the next apartment, we see a reagent bash through a rooftop access door and hobble to the edge of the building. Following not far behind is Leonid, weapon in hand, and yelling at the top of his lungs as he brutishly stomps over to the now cowering reagent.“Filthy fucking American’s, this is our land, our people, our blood!”He reaches the reagent at the edge of the roof and swings his hammer right onto her arched back, the sound of her spinal cord cracking echoing into the open air. She drops to the ground just out of view, covered by the raised edge of the roof, as we see Leonid swing down his hammer one more time.“You will not take this from us, never!”He then lifts the reagent up by the scruff of her shirt and tosses her over the side, the lifeless corpse thudding and wrapping itself around the top of a lamppost.Walking back into the apartment, Leonid yells“The committee will come here and they will stay here with me!”[RESTORE POWER TO THE TRACKS] - Once Leonid has walked back inside the apartment, the dolly track will begin to carry the four victims over to the next apartment building. They shake and speak words of panic as they realise they’ve begun moving across a gap with a dangerous drop below. About halfway across the gap, the dolly track will come to a halt as power to it has been shut off.Reagents will then be prompted to descend back down and out of the apartment they are currently in. Leaving the apartment and crossing the gap into the next one they will soon come across the solution to turn the tracks back on. They will enter into the main atrium of the apartment and, where an administration desk would normally be located, there is a set of two large TVs. Above each one, respectively, there are signs that read “Floor Number” & “Room Number”.The Avellanos mannequin will point them to the left side of the building which consists of a few linear hallways leading to the basement.In order to restore power back to the dolly track, reagents must first locate 2-4 rooms, each room containing an electric panel that they must hotwire. First, the correct rooms must be located, as there are 11 floors to the apartment building, each with 22 rooms. The two large TVs within the admin room of the apartment must be powered in order to display the floor and room number that must be located.It is during this objective that Leonid will stalk reagents in the basement.Note: Wires leading from the TVs into the basement will act as another visual guide to find the basement.TUTORIAL:Within the basement there will be a set of 2-4 generators [co-op dependent] with each half of the generator being painted a different colour. One half will display a POSITIVE symbol [+] and the other will display a NEGATIVE [-] symbol. Reagents must locate an electric cable reel on a giant spool that is placed at fixed random points within the basement.The goal is to reel the wire from the spool to the proper generator and plug it into the power outlet. Both the colour of the wire, and whether or not it’s a POSITIVE or NEGATIVE wire must be taken into account. Plugging a wire that's the right colour but the wrong POSITIVE or NEGATIVE symbol will result in the reagent being damaged and vice versa if the wrong colour is plugged into the right POSITIVE or NEGATIVE outlet. Reagents must also be sure they don't run out of cable length by taking a path back to the generator that is too long.Note: The power bank/spool that holds the wire will be hung up on a wall so that it is easier to locate. In order to figure out what power bank/spool of wire has the right symbol (POSITIVE or NEGATIVE) The symbol itself will display on the side of the spool. Like the wire, the spool itself will also be painted the same colour.Note: Below is an example of how this objective plays out:Generator A has one half painted green and the other half painted white, the green side needs a positive wire, the white side needs a negative.I find a power bank/spool and wire that is coloured white but has the POSITIVE symbol. I cannot use this because the generator needs a white NEGATIVE wire.I find another power bank/spool and wire that is painted green and has a POSITIVE symbol. I can use this because the generator needs a green POSITIVE wire.I can also find a wire and spool that is painted green but has a NEGATIVE symbol. Despite the wire being green, it’s a NEGATIVE wire and so I cannot use it because the green painted side of the generator needs a POSITIVE symbol.[RESTORE POWER TO THE DOLLY TRACKS, MOVE THE COMMITTEE] - Once the generators have been linked up to the correct wires. Reagents can return to the lobby and locate the floor and room they must go to. The TVs will cycle between the two respective floors and rooms on that floors that must be found The doors to the stairwell will open and they can ascend to the correct floor.Once on that floor, there will be a symbol on a TV next to the door, this corresponds with a key they must find by searching inside the corpses located on that floor. Once the proper key has been found, reagents can enter the room and begin the process of powering the dolly track.(Inside the room there will be a wire box located on the back wall. Similar to the previous objective, reagents must match up the correct colour of wires to each other. The wires inside the box will be a tangled mess to make navigating one wire to the other more difficult. Once the wires have been connected, the box spark and the reagent will shut it closed and proceed to the next floor and room to repeat the process.)Note: Painted on the rooms doors will be a single strip of a colour, this will correspond with what colour of wire inside is needed to be connected to one another.Once the puzzle has been completed, reagents will be prompted onto the roof of the second building. On there will be a button that, when pressed, will move the committee to the 3rd building. However, instead of moving onto the ledge of the 3rd building's roof, they are stopped in the middle and lowered into the building via a hatch.Over the trial environments intercom, Reagents will hear Leonid yell at them.“You mudak’s think you will control us and our economy?! We will crush you like paper and toss you into fire”[TRACK DOWN THE COMMITTEE] - Once reagents enter into the 3rd apartment building, they will be greeted with an elaborate setup of TV’s displaying four separate room and floor numbers, these correlate to the location of each of the respective committee members. Inside each room will be a committee member and a raised hatch like door, similar in appearance to an ex-pop insertion gate with a number pad to enter a 3-digit code into.Also inside will be a display rack with two brand new attachments to the reagents night vision goggles. One being a blacklight filter to track fluids, and the other being a thermal filter to differentiate hot and cold corpses.(Reagent's job in this objective is to find the numbers that must be typed into the number pad to open the hatches in each room, which will allow the committee members to be transported by separate dolly tracks back to the roof and attached to the main dolly track. In order to do this, reagents must follow trails of fluid on the ground, walls and roof to random rooms in each apartment. Inside the rooms will be mountains of corpses that can be searched. Reagents must use the thermal vision filter to look for a corpse that is warm (Indicated by a reddish/orange circular spot where the heart is) Once the correct corpse is searched, a brand new blacklight filter will be found inside, reagents must then use this to follow another trail to other room of corpses in which the right one must be searched. This must be done three times for each committee member that needs to be transported, the third corpse being the one to provide a piece of paper with the code on it (the code will also be displayed on TVs within that floor only)Note: Searching the wrong corpse will cause the reagent to take damage.Note: In order to avoid confusion between the fluid trails on each floor, the blacklight filter will only show the fluid trail associated with that floor, this is also reflected in the names of the filter which all track 4 different fluids (BL-FILTER-URINE, BL-FILTER-BLOOD, BL-FILTER-SEMEN, BL-FILTER-MUCUS)Once each code has been imputed and each committee member transported back onto the dolly track on the roof, reagents can make their way up to the roof and press the button to send them on their way to the final apartment.As the committee is being transported over to the other apartment, Leonid will pop out from the roof access door across the gap and yell over.“Oh no you don’t, this cannot happen, this will not happen! Our economy will remain forever strong! Today is not the day our nation falls into your filth ridden American hands!”Leonid then exits the roof via the access door, slamming it behind him as the committee are stopped at the edge of the roof, just slightly hanging off it.[CRIPPLE THE COMMITTEE] - Once reagents make their way onto the final building's roof, they will find themselves confronted with an elaborate device. Three large old-style capstans that must be rotated counter clockwise. Rotating them will pull back two large spiked weights at either side of dolly tracks. Once those spiked weights are pulled back, they essentially become a slingshot and, once released, come crashing into the side of the committee and stabbing into them, simultaneously crushing their bodies and stabbing their sides with the large spikes.The elaborate mechanism of large springs and industrial conveyor chain creaking and moaning as they’re being pulled back again, ripping the spikes out of the committee and giving their lungs room to breathe again. All until the weights are pulled back and released, slamming right back into them and piercing their bodies together like a kebab.Once a capstan has been used, the poles sticking out from it will break off and the next one must be used.Rotating the capstans is slow, however reagents have the option of searching the apartment rooms below for large batteries which can be inserted into the capstan and power hydraulics inside them to speed up the process. However these hydraulics consume a lot of power and only offer a small advantage.Once the third and final capstan is used, the weights come crashing back one final time, the spike stabbing into them before the dolly track moves them over the edge of the roof, the weights remaining in place and the round sides of the spikes awkwardly tearing through their stomachs and splitting them in half, until finally released from the dolly mechanisms. Their bodies falling through the air before colliding with the cold hard concrete floor below.[EXIT THE TRIAL] - Reagents can return to the entrance shuttle and exit the trial.


CORRECT THE BROADCAST:

PRAXIS:

To reach the mind, you must first reach the home. A radio is to the mind what a television is to the heart, a provider of information and a provider of deep emotion. Rewire the radio and TV signals to broadcast anti-communist messages to the Soviet people.

EASTERMAN BRIEFING:

“Propaganda, in the right hands, can be a vital tool to change the hearts and minds of a nation's people. You must become the silent transmitter who can rewire the brains of our enemies with surgical precision. Rewire the transmitters of the apartments, broadcast the correct information and we will let you out” -H.J. Easterman

AUTHOR: Jude

DESCRIPTION:Reagents will begin this trial in-between apartment block 2 & 3, the shuttle itself being wedged in between the far end of each building. Located in front of the statue is a small makeshift broadcast table, fit with TV’s, radios and a lone button where the chair would be. The TV’s flash messages instructing reagents to “Correct the broadcast” and “Preach the truth”, whoever set up this small station clearly isn't happy with the stacks residents' intake of communist propaganda.Their goal in this trial is to enter the basement of apartment 2 & 3. Inside each basement has been heavily expanded upon, adding areas such as maintenance tunnels, sewers, improv hang-out spots and even a mobile base for American spies. Within each basement will be 3 generators (making a total of 6) that must be rewired with the use of the correct colour coordinated wires and POSITIVE/NEGATIVE outputs as seen within the stack's main trial.Note: While both basements are separated, they can be accessed through the use of the co-op wall move, allowing for at least one reagent to be transported between both basements.Once each of the 6 generators have been rewired, reagents can return to the makeshift broadcast table on the surface and press the button. Once the button is pressed, the entire trial will go dark. And then, one by one, the lights of each apartment room will light up. Echoes of screams can be heard coming from each building as “Star spangled banner” is blasted over loudspeakers. Looking at the windows, reagents will see mannequins and ex-pops banging them with their hands and head, some of the ex-pops even managing to break the windows and leap out to their death.Along with this, pressing the button locks off access to the entrance shuttle, instead, opening a gate within apartment 2, that will allow reagents to run through both it and apartment 1 to the streets outside and the exit shuttle.Once reagents make their way through the apartments and into the streets, they can exit via the SAS shuttle.Concept by: Jude Boi


MANIFEST THE TRUTH:

PRAXIS:

Truth is what we make, not what is found. Rewrite the wrongdoings of our agents and frame it on the communists. Find the truth, create your own out of it and share it to the people of the complex.

EASTERMAN BRIEFING:

“A nation who has built itself on lies and bred it into their people need not want or know what the truth is, only if whatever is said makes their existence meaningful. Find the evidence of our crimes, manipulate it into a new truth for the people and we will let you out.” -H.J. Easterman

AUTHOR: Jude

DESCRIPTION:Reagents will enter this trial in a similar manner to that of ‘teach the police officers’. A repurposed observation platform with a long hallway that takes them into the upper floors of the stacks. Within this hallway will be a blacklight & thermal filter respectively for the night vision goggles. Along with this, they will also be provided with a key for later use. At the end of the hallway they will enter into a small administration like room, within it is a makeshift safehouse and two mannequins standing next to a briefcase packed with pictures and documents. Both mannequins will converse with the reagents, making it clear that you must go and collect two final pieces of evidence and bring it back to them inside the room.It is the reagents goal to use the blacklight filter to follow a series of fluid trails that span all floors of the building they are in, a game of hide and seek to find a room filled with corpses. The bodily fluid trail from the blacklight will lead to many many dead ends, it will be a literal trial and error in order to find the required room.Once reagents do locate the room, the key they found can be used to open the door and access it. Inside the room is a pile of corpses and streams of documents, pictures and other paraphernalia to indicate that it was murkoffs doing for the hidden crimes inside such a small space. At the corner of the room will be an old style large format plate camera, a machine the size of a box to snap one picture at a time. Reagents can press the shutter on this camera, which will ring out a loud noise and a blinding flash, snapping a picture of the evidence within this room. The reagent will then open up the back of the camera and lift out the metallic plate with the exposure on it, the first piece of evidence they need. The second piece of evidence will require the reagents to use the thermal vision and search for a warm corpse within the room. They must search inside the warm corpse and will pull out from it a tape recorder, this being the second and final piece of evidence.Note: The photograph plate is a heavy item and the tape recorder fills up an inventory space.Reagents can then bring these two items back to the makeshift safehouse and place them inside the suitcase.Once both items are placed in the suitcase, they can exit via the SAS shuttle they entered from.Concept by: Jude Boi


• COMMUNITY CONTENT
  1: Trial Information
  2: Trial Walkthrough
  3: MKChallenges
    3a: Televise the Drug Use
    3b: Spoil the Concessions
    3c: Replace the Merchandise
    3d: Win the Big Game
    3e: Neutralize the Fanatics
  3: Propaganda
• Related Trials
  • Coming Soon
• Trial Info
  • PRIME ASSET: Mickey Schwartz
  • LOCATION: The Ball Park
  • AUTHOR: Semy | ORIGINAL: Here!

TRIAL: TARNISH THE REPUTATION

PROGRAM DETAILS:

[REDACTED]


PRAXIS:

Entertainment thrives on the success of public figures and celebrities. These figures must be replaced with Murkoff representation and leadership. Expose those in the spotlight so they may become replaceable.


EASTERMAN BRIEFING:

“Popularity is a poison that clouds the better judgement of a weak mind. Only we know what is right for you to consume. There are scum who wish to keep those in the spotlight and our leaders on the sidelines. Infiltrate the stadium, tarnish the star player’s reputation, and we will let you out.” - H.J. Easterman

DESCRIPTION:Reagents begin the trial stepping out into a larger parking lot area with lines leading up to an enormous baseball stadium a few yards away. Mannequins are fighting, killing, and harassing each other, some wearing dirty and ruined Super L merchandise while others wear Murkoff brand which is cleaner and well taken care of.As the Reagents make their way to the left side of the stadium, a dark alleyway leads to a locked side door with a Baggio type figure decked out in Super L clothes. He tells the reagents he’s Mickey’s “BIGGEST FAN” and has tickets to see the game, but the reagents must bring him pieces of “memorabilia”. This can be found in locked vehicles throughout the Parking Garage located next to the stadium on the other side of the Alley.[FIND THE MEMORABILIA]Outside the door to the garage, there is a poster with 3 license plate numbers, these are the cars that need to be found. Once inside a button terminal must be pressed and the door will lock. Dim orange lights will fill the concrete structure to reveal dripping walls and gore all around; echoes of wails can be heard. Traversing through each level, Reagents are provided with Lockpicks that can be used to open the trunks of vehicles where small bloodied bags can be collected.Note: Instead of receiving damage, if the lock is missed, the alarm will go off, alerting nearby enemies. It can still be picked, just watch your back.Note: During lower difficulties, lights will flicker above the cars that need to be broken into.Once each bag is collected the door will unlock and the reagents can exit, dropping the bags in the suitcase next to the mannequin and a side door will unlock.Inside the Stadium, Reagents must move their way through the service tunnels into the concessions. As they get closer to the field, they can hear the cheers coming from the crowd. Once out in the stands and past a rotating gate, Reagents can see Mickey at home plate, practicing with an automatic pitching machine on the pitcher's mound.Behind second base a wriggling victim can be seen dangling down from an overhead crane. His head is covered with a brown burlap bag and is dressed in only a coaches uniform shirt, nothing else. He shouts as Mickey’s hits nearly miss him by a couple inches. A few balls hit the coach, and it’s clear he’s been hit before since he’s covered in bruises.The Reagents push a button which shuts off the pitching machine. Mickey throws his bat on the ground and looks at the reagents, eventually moving up against the chain linked fence blocking him from the reagents. He tells them to quit “fuckin” with him and that they’re gonna make him “lose focus” on the “most important game of his life.” He storms out a door behind home plate and the Reagents are prompted to.[REPLACE THE SCRIPTED RECORDS]Reagents must find Reporters, hidden among the concessions, in the crowded stands, and in the Telecommunications Room. Each having a record tape in their backs, wires with batteries at the ends of them must be deactivated before they can remove the tape. A locked box in the security office (Now owned by Murkoff with Cameras everywhere and Televisions covering one side of the room) will open once all 3 tapes have been disposed of in burning barrels. Each section is locked until the tape is collected.Note: Mickey and Normal Ex-pop patrol this area along with Mickey’s Baseball turrets: Pitching machines that are motion sensor to shoot out baseballs covered in glass, causing damage and knockback.CONCESSIONS: This is where you will find a bar, several food stands, and collectable vendors. This section will wrap along the base level of the stadium. The mannequin you will need to take the tape from is sitting at the bar talking to another “fan”. His audio will change from a positive“He could make rookie of the year!” into “I heard he dopes up before each game, what kind of example is that?”STANDS: A gate will open and the Reagents will move into the stands, filled with moving mannequins of both teams, several of them fighting over the opposing teams. The mannequin this time will be a yelling seller, screaming“Get your premium one of a kind Mickey Jersey, only 10.99!” this will change to “Wear his merch and you're supporting a hack!”TELECOMMUNICATIONS: A light in the upstairs portion will flick on and another gate will open, this will open a new area with fancier, wealthier fans, complete with lounges and refreshment bars. Office rooms fill this space along with a telecommunications room where T.V.s of the field can be seen, some even displaying Mickey standing patriotically in front of the American flag. Once the mannequin’s (A sports announcer) tape is changed, the T.V.s will switch to Murkoff propaganda and the mannequin will say“Time to watch something better, healthier, smarter…” instead of “Look at our boy go! He’s a true American hero, that Mickey.”Once the tapes are completely switched and the old ones melted, the Reagents walk back out towards the stands looking out to the field and will notice that the coach is lowered farther towards the grinder. A scoreboard in the back of the field shows two bars: One for Mickey and one for Murkoff. This is based on reputation: Each time you do something in game, it goes against Mickey's reputation and Murkoff’s goes up, slowly lowering the coach towards the grinder.Mickey comes back up and sees the board, visibly pissed. He flicks a switch on the wall and the patching machine turns back on and he starts hitting balls. This will tick up his reputation with each one he successfully hits. A new Prompt will open up saying.[BLIND THE HITTER AND STOP HIS DOPING]The reagents must climb up ladders on the giant spotlights shining down on the field to aim towards Mickey’s face. He will be stunned and get hit with a ball where he will stumble and say“FUCK, fuck me… alright folks just give me a minute, I-I need to get my edge back.”He will then leave and rotating gates will light up, opening a new area closer to home plate in the stands, the maintenance area.MAINTENANCE: This area is vast consisting of many areas including an infirmary, a field maintenance garage, and locker rooms, each being completely dark. Each time that Mickey leaves the field he will go back here and start doping up with a pump machine injecting steroids into his system. Wires leading to batteries will need to be pulled in order to shut off the machine. Once the Machine is shut off Mickey is still in a state of euphoria, so a good brick or bottle will do to wake him up. He will begin to chase you until you make it back out to the stands. Mickey will burst through the door, all sweaty and trying to catch his breath.“Alright… back to it.”he says and you start the process over again, each time his reputation growing lower and lower.Note: Each time this happens, Mickey will become more and more aggressive.After 3 times, Mickey’s reputation will eventually drop so low that Mickey will bang on the fence at the reagents.
“You motherfuckers, YOU FUCKING MOOKS! Ever since I met you, you’ve been up my ass with a FUCKING CHAINSAW! STOP FUCKING WITH MY BIG DAY!”
As he says this, he begins to climb the fence and jumps over on the side of the reagents. It's time for the final task.[MAKE THE CROWD ERUPT]This will take place in the whole of the stands where switches must be pulled on the back of some of the mannequins. Once enough switches are pulled in a section, the mannequins will begin to boo loudly, causing Mickey’s reputation to lower more until it reaches 0. At that moment the Coach will be lowered completely into the grinder where he will scream out in pain until he is completely shredded to pieces. Mickey will scream as well as he bangs on the fence.“WHAT THE HELL DID YOU DO! COACH!!! It’s gonna be alright, w-we can just, FUCK, WHAT DID YOU DO!”.The exit protocol will begin and Mickey will chase the reagents out of the stadium to the street all the way to the shuttle.[BLIND THE HITTER AND STOP HIS DOPING]The reagents must climb up ladders on the giant spotlights shining down on the field to aim towards Mickey’s face. He will be stunned and get hit with a ball where he will stumble and say“FUCK, fuck me… alright folks just give me a minute, I-I need to get my edge back.”He will then leave and rotating gates will light up, opening a new area closer to home plate in the stands, the maintenance area.MAINTENANCE: This area is vast consisting of many areas including an infirmary, a field maintenance garage, and locker rooms, each being completely dark. Each time that Mickey leaves the field he will go back here and start doping up with a pump machine injecting steroids into his system. Wires leading to batteries will need to be pulled in order to shut off the machine. Once the Machine is shut off Mickey is still in a state of euphoria, so a good brick or bottle will do to wake him up. He will begin to chase you until you make it back out to the stands. Mickey will burst through the door, all sweaty and trying to catch his breath.“Alright… back to it.”he says and you start the process over again, each time his reputation growing lower and lower.Note: Each time this happens, Mickey will become more and more aggressive.After 3 times, Mickey’s reputation will eventually drop so low that Mickey will bang on the fence at the reagents.
“You motherfuckers, YOU FUCKING MOOKS! Ever since I met you, you’ve been up my ass with a FUCKING CHAINSAW! STOP FUCKING WITH MY BIG DAY!”
As he says this, he begins to climb the fence and jumps over on the side of the reagents. It's time for the final task.[MAKE THE CROWD ERUPT]This will take place in the whole of the stands where switches must be pulled on the back of some of the mannequins. Once enough switches are pulled in a section, the mannequins will begin to boo loudly, causing Mickey’s reputation to lower more until it reaches 0. At that moment the Coach will be lowered completely into the grinder where he will scream out in pain until he is completely shredded to pieces. Mickey will scream as well as he bangs on the fence.“WHAT THE HELL DID YOU DO! COACH!!! It’s gonna be alright, w-we can just, FUCK, WHAT DID YOU DO!”.The exit protocol will begin and Mickey will chase the reagents out of the stadium to the street all the way to the shuttle.


TEVELISE THE DRUG USE:

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

“The last thing a celebrity wants is to be exposed as a fraud. Nasty little secrets can have devastating repercussions. Find the most compelling footage and televise it, then we will let you out.” - H.J. Easterman

AUTHOR: Semy

DESCRIPTION:Reagents begin the trial inside the medical pavilion. A mannequin dressed in a reporter’s outfit with a suitcase will be sitting under a light near the entrance. He tells the reagents:“Gather enough footage of that freak’s players making a fool of themselves tonight and we’ll be swimming in cocktails and hookers tomorrow.”They must locate cameras throughout each room that can be turned on a swivel. (similar to the lights being turned in the main trial.)Specific “Super L” players will be hooked up to chairs with needles in their arms pumping "steroids" into their systems. Cameras must be pointed at them and held as a bar will fill up, securing the footage and a recording will be able to be ejected and brought back to the man with the suitcase.Mickey patrols more frequently as you gather each tape. Once all are collected the suitcase will close and release will begin.


SPOIL THE CONCESSIONS:

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

”We love you, we comfort you, we feed you. Allowing others to fill your bellies is sacrilegious and insubordinate. Spoil the Concessions, fill their traitorous stomachs with rot, and we will let you out.” - H.J Easterman

AUTHOR: Semy

DESCRIPTION:Reagents begin by coming out of an entrance in the concession area (now expanded). The only place filled with light is a Mickey’s SUPER L Brand Hot Dog concession stand. Patrons (mannequins on a rail) line up to get their food as some of them comment“I'm STARVIN'! Hurry up! I don't wanna miss a single moment!”“15 MINUTES FOR A FRANK? I could fuck your sister faster than that!”Reagents can make their way into a side entrance where chefs in the kitchen will be chopping and slicing up products to be given to the public. In the middle of the room sits a large meat processing grinder. Body parts (found in locked coolers; lockpicks will be provided in a bucket next to the grinder) around the area (Ice Cream Shop, Bar, etc.) must be collected and placed into the grinder. Once enough are collected, a crank on the side of it can be turned to process the meat into sausages.Once all the meat is ground up, a button can be pressed and the mannequins will be “served” the human meat hotdogs and will begin to gag, spit, and choke from the taste. They then will turn and move along the rail to the Murkoff branded concession stand that will become lit up. Once they reach the counter, release will begin.


REPLACE THE MERCHANDISE:

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

”We teach you, we feed and nurture you, all we ask is that you accept our love alone. Allowing others to provide for you is insulting and insubordinate. Replace the merchandise with defective ones, and we will let you out” - H.J Easterman

AUTHOR: Semy

DESCRIPTION:Reagents begin outside of the stadium once more but this time, a lone street lamp shines down on the same mannequin from outside the parking garage. Beside him is an open trunk that has multiple off branded Super L baseball toys and collectables. He points down at them and says"Those half-wits are sick of Mickey and his team of Super Junkies, give them these instead, I’ve got plenty to go around."Inside the trunk lies “Merchandise” in bags similar to the ones collected in the main trial. Reagents will have to grab these bags and head into the stadium and locate illuminated mannequins who are holding onto regular pieces of merchandise.Once replacing the items with the faulty ones, various things will happen (this is randomized) such as explode causing bleeding, shoot out poisonous gas/psychosis, or flames causing burn damage.Once all items from the mannequins are brought back to the car and placed in the trunk, it will close and release will begin.


WIN THE BIG GAME:

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

”A game is won, a record is set. Allowing enemies to win over you is a gross example of a lack of dedication to the society we wish to build. Take out the star players, win the big game for us, and we will let you out.” - H.J Easterman

AUTHOR: Semy

DESCRIPTION:Reagents begin the trial through an entrance way that leads to a large set of stairs leading up into the stands. Fans from each team fill the chairs, waiting patiently. Once there, looking over the field illuminated with only perimeter lights.4 strung up victims dressed in Super L uniforms one each base plate. Each victim has their arm extended to simulate someone catching a ball. A mannequin sits on home plate wearing the Murkoff Branded team’s uniform holding onto a baseball bat. A button near the gated off entrance to the field must be pressed. Suddenly, Mickey’s voice will come over the loud speaker and shout.“ALRIGHT BOYS, this is it, get this motherfucker out and it’s hookers and hooch for us tonight, I’ll take care of the hecklers myself…”Reagents must super charge the stadium lights and turn them towards the Super L players. This can be done by following wires to generators throughout the stadium stands, upper deck concessions (where the telecom room is in the main trial), the medical pavilion and a separate new maintenance area near it.Once started, they can climb the ladders and aim it directly at the target. Once aimed, it will lock in place and the victims will writhe in pain when engulfed in flames. eventually going limp and the mannequin will be able to pass by them.Note: The Mannequin is on a track going around to each base. If the reagents are unable to get the lights in the correct position and kill the basemen before he reaches them, the mannequin will stop in his tracks. Mickey will be patrolling heavily based on his statement over the loud speaker.Once all teammates are torched and the Murkoff player reaches home plate again, Light and Dark green confetti will drop from canons and Murkoff fans will jump up out of their seats and begin to cheer. Release will begin and Mickey will chase the regents back to the shuttle enraged.


NEUTRALIZE THE FANATICS:

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

”Heretics come in all shapes and sizes. Despite this, you must seek out for the strongest Prophets in blinded faith. You are not blinded, you are gifted knowledge of the true faith, our faith. Locate these Fanatics, gather them together so they may be properly judged and neutralized, and we will let you out.” - H.J Easterman

AUTHOR: Semy

DESCRIPTION:This time, Reagents begin the trial behind the stadium. A large bus with a banner that says “Super L Fan Club” sits parked up against the wall of the stadium; a hose connected to the exhaust pipe leads into the bus through a slightly open window.Several security guard and police mannequins stand outside while an Avellanos mannequin stand is by a locked back door only lit by a dim lamp. The door is labeled “Security Only” but when she says her iconic phrase “This way.” the door will unlock and everyone will be allowed in.Inside, the Reagents will pass through a security checkpoint where another mannequin will state.“Insubordinates are lurking around inside, please escort them out of the park and return them to their transportation.”T.V Screens will turn on above him showing 4 Reagents (will be lowered depending on difficulty), decked out in Super L merch and now equipped with head gear with headsets and tight face coverings; Antennas stick out from the headgear as they are shown to be hiding in different places.A device next to the guard is able to be taken, this is what will be used to escort the victims out of the building.Transmitter 2.0: Using harsh sound waves, this device must be held down and aimed at an appropriate victim who will then be forced to move towards the direction of the device to alleviate the painful noises the closer they get to it. If the connection is stopped, the reagent will become more aware of its surroundings and try to attempt escape.Reagents will have to search through various new parts of the stadium including under section of the stands, the newly opened field (filled with mannequins and Mickey traps) and the roof section of the stands.Once escorted out of the building and onto the bus (they will stay put since there are constant waves being transmitted inside essentially freezing them in place), the doors will shut and it will start, filling the space with the exhaust coming from the connected hose. The victim will pound on the glass, some leaving handprints but eventually they will all suffocate go limp. Release will begin shortly after as well as Mickey taking chase.


• COMMUNITY CONTENT
  1: Trial Information
  2: Trial Walkthrough
  3: MKChallenges
    3a: Sort the Infected
    3b: Harvest the Rotting Organs
    3c: Satiate the Patients
  3: Propaganda
• Related Trials
  • Coming Soon
• Trial Info
  • PRIME ASSET: Olivia Hall
  • LOCATION: The Hospital
  • AUTHOR: Semy | ORIGINAL: Here!

TRIAL: CONTROL THE OPERATION

PROGRAM DETAILS:

[REDACTED]


PRAXIS:

[REDACTED]


EASTERMAN BRIEFING:

“You are sharp and precise like a surgeon’s blade. You are our beating heart and we will give you what you need to survive. Threats to our society must not be allowed a second life. Seize the diplomat’s surgery, see he doesn’t make it out alive, and we will let you out” - H.J. Easterman

DESCRIPTION:The trial begins with Reagents being inserted into the location. Upon stepping out the reagents must make their way down a winding road that leads to a lower Emergency Room Parking entrance.While making their way down they pass by many mannequins dressed as nurses and doctors wheeling around struggling mannequins and torn up bodies on stretchers. Several Ambulances line the road, one even being tipped over, needles and other hospital supplies falling out the back onto the pavement.As the reagents weave through these obstacles, they make their way to a large gate with no light other than another ambulance inside with its lights on.Upon closer inspection, the light from the ambulance is illuminating someone whose back’s turned, sifting through what seems to be a body. The figure suddenly turns when it hears the reagents approach and scurries off into the darkness. An Avellanos statue says “Please Enter” as the gate begins to lift.[DELIVER THE PATIENT FOR CHECK-IN]Inside this Parking Garage/Emergency room entrance, regents will have to make their way to the back of the dark room to the Inpatient Receiving desk. But before they do that, a mannequin on a rail approaches and begins to speak“Thank God you are here, this patient has moved up the list and must be taken to surgery immediately! Follow me.”The mannequin leads the group to the left side of the room where another Ambulance sits, back doors open
with a wiggling victim strapped down to a stretcher on wheels, a man with a white suit who's been blindfolded. Reagents must wheel this victim to the elevator shaft right next to the receiving desk, Expop hunting them down as they do so. The man also speaks to the reagents, begging for his life, in a foreign voice.
“Please, please don't do this, don’t send me up there, I’m not even sick, TAKE MY TEMPERATURE IF YOU HAVE TO JUST PLEASE DON'T DO THIS!“Easterman please, I’m not a rich man, but I have connections, LOADS of connections, just tell me what you need!”“You wouldn't kill a guy like me, right? I’m on your side, I’m just like you! Trying to feed my family…”“Oh god… Oh mother of god, this can’t be the end of me, just can be!”Once placed inside, a receptionist mannequin at the desk will speak to the reagents.“Well done, right here first on the list, this man is very sick and must be brought up to the surgery wing right away!”The elevator will close and the patient will be transported. A door next to the desk will open up, leading to a service stairway. Once the group reaches the top, they will exit out into the foyer of the first deck.Inside the foyer, mannequins travel on rails through opening and closing doors in doctor uniforms while others bicker and fight with each other.A line of mutilated corpses sit in the “Urgent Care” section and other gore lines the floors and walls. In the middle of the foyer is a fountain, each side with stairs leading up to the second level. These stairs are blocked off by gates.An elevator is seen moving up through the roof to a new section that hasn't been seen yet. Over the intercom, different voice lines can be heard such as:“Paging Doctor Easterman, you are needed in the Psychiatric Ward!”Nurse Nancy to billing please, Nurse Nancy”“Code Blue on the 3rd Deck, Urgent! Doctors Doctors!”Suddenly the intercom crackles and echoes in the large space and a foreign woman begins speaking to the group.“Well well… you don't look like medical personnel, who sent you? This is a private organization, leave before you cause more issues”The intercom returns to normal and a (Murkoff) nurse near the west wing will speak.“Our new patient needs transplants, please collect them for us.”The elevator will shoot back down to the first deck and the door will open. A woman nurse mannequin will be standing there with 4 trays on a dolly. This is when the second task prompt will appear.[LOCATE THE MORGUE AND COLLECT ORGANS 0/5]Down a flight of stairs between the pharmacy and the psych ward takes the group down to the Morgue. After moving past room after room they make it to the Body Containment room where several drawers are lined up against a long wall.Above the rows of body drawers are letters A-H and along the left side are numbers 1-4, making a grid for the bodies. Across the hall is the Cremation room with 4 mannequin bodies ready for cremation in front of incinerators.Reagents must push the “bodies” into each respective incinerator, wait for a period of time, and once it's burned to ash, a metal plate will be left with a corresponding code to the Body Containment room (i.e A4, B3. E2). The drawer with that location can be pulled out and a body must be searched. If correct, the body will have an organ in it. If not, the body will shoot out psychosis gas.After the first organ is collected, the reagents will make their way back to the Cremation Room only to be stopped by the figure from the Emergency entrance down the hall. She screams at the reagents“I TOLD YOU TO FUCKING LEAVE!”As she sprints towards the reagents. This is the Vixen and she will be on the hunt the entire time the reagents are looking for the organs. Once every organ is collected (Liver, Heart, Kidney, Intestines, Lung) and placed on the dolly in the elevator, the doors will close and the elevator will shoot up to the 3rd Floor. The gates to the second deck will open, moving the reagents along to the next objective.Once they reach the second deck, reagents will be approached by another mannequin stating.“We have all the pieces to fix ol’ Mister Dumpty up, now we just need the glue!”The elevator, once more, will shoot down to the second level and open, this time with a new mannequin with a drip stand with empty blood bags attached.Reagents will have to grab the blood bags and bring them over to the right side where the Blood Bank is located.Inside, a mannequin stands next to a dispenser the reagents must interact with to fill up one of the bags. Beside the dispenser is a random blood type (A+, A-, B+, B-, O+, O-, AB+, AB-) on a TV. Once the bag is filled the mannequin will speak.“Looks like we are all out of that type here, see if you can find any donors who could spare some blood”The bag the reagents currently have can be placed on the drip stand in the elevator, but they will have to go across the way to the Patient Rooms: several hallways with still alive victims, sedated and hooked up to blood transfusion machines. A third task prompt will appear.[DRAIN THE PATIENTS BLOOD INTO COLLECTION BAGS 0/5]Reagents will have to search through all the rooms for the correct blood type on the screens of the transfusion machines. Once located, the blood bag must be attached and a button must be pressed on the machine to begin transfer.Blood from the victim will begin pumping into the bags, this will cause them to temporarily gain consciousness and writhe and scream out in pain as the blood is sucked from their bodies.This will call attention to the reagents and they will be hunted down by the now inserted Vixen and any other Ex-pop in the surrounding area.Reagents must stay in the area for the duration of the extraction otherwise the machine will stop until they return. Each bag takes around 30-45 seconds to fill, which then can be brought to the elevator.Once the drip stand has all bags connected, the elevator will shoot up, stall for a bit on the 3rd floor, and come back down for the reagents for the grand finale. The Vixen will continue to chase the reagents up until everyone is in the elevator who will quickly run into an insertion gate as soon as the reagents close the gates to the elevator.Relaxing elevator music will play as the reagents are lifted up to the 3rd floor. A mere moment of peace that stops abruptly by a “ding” and the opening of the gates.A long hallway greets them as lights flicker above. At the end of the hall, a set of doors with a large flashing red light bar and the words “OPERATION IN PROGRESS” on it. Passing through them, reagents are brought into an observation room with large glass separating them from an octagon shaped Operation Room.Inside, laid out on an angled silver table, the victim from the beginning, now naked, can be seen hooked up to various IVs and testing equipment. The man whimpers in fear and pain as the Vixen paces back and forth around him. She pulls out one of her scalpels and approaches him.“We’ve waited long enough, and well, you clearly need assistance Mr. Diplomat, allow me to… to show you my… expertise~”She slices at him, causing him to shout, she slices at him again, he shouts once more. The only way to stop this is to press a button in the corner of the room which will turn the lights in the observation room on. She quickly shields her eyes from the enhanced brightness and looks over to the reagents.“Mother of Horus, you don't understand the word ‘quit’ now do you? I should thank you for collecting my supplies, but I will take it from here”Noticing the Reagents aren't going anywhere, she puts the blade down on a side table.“More abrasive tactics are clearly needed, please wait there, I’ll be with you shortly to administer…”She quickly leaves and the reagents will be able to access the rooms surrounding the operation room. Inside these rooms are levers that must be pulled down, they must be pulled together in order to work (in solo it will be on a timer).This will cause a spinning blade to drop down from the ceiling and the reagents must return to the button and press it again. The man will scream as the blade comes down and cuts him open from stomach to chest, exposing his insides.The reagents can then enter the operation room where they must remove the organs inside the body and insert the ones they collected (now spread out on table) into the man.The rotary machine will turn and a new device will drop down, pinch the skin together and staple him back together. Somehow, still moving, the man will groan in pain...A voice will come over the intercom stating “Vitals Critical, Immediate Blood Transfusion STAT”. This will spawn in the Vixen who will chase down the reagents more aggressively than before.Beside the table the organs once were are individual blood bags connected to tubes with needles on the ends. The bags are hanging from individual small transfusion stands that must be wheeled closer to the victim.Once near, a highlighted part of his body will appear and the needle at the end of the machine will need to be inserted into it. After insertion, the machine will be ready to go. After all 6 are inserted in, the reagents can leave the operation room and press the button.This will leave behind the Vixen and turn the machines on. Blood will begin to pump into the victim as the Vixen shouts out.“WAIT, NO! STOP THIS AT ONCE! I CAN STILL SAVE YOU HOLD O-”The victim's chest will explode with blood and meat as the pressure of the blood and excess organs was too much for the temporary staples to hold. The same voice will come over the intercom: “Vitals Expired, Time of Death: 6:51PM."The Vixen, covered with blood, will scream at the reagents for killing her patient as she chases them out of the observation room, down the hall, and to the elevator.This time the elevator takes the Reagents back down to the Emergency Room Parking. Before they reach the entrance they will be ambushed by Ex-pop and The Vixen, trying to prevent them from escaping.Back at the shuttle terminal, the exit button can be pressed and release will be available.


SORT THE INFECTED:

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

“You are the reaper, you decide who lives and dies under our watchful eyes. Disease has spread through the hospital, separate the healthy from the inflicted and we will let you out.” - H.J. Easterman

AUTHOR: Semy

DESCRIPTION:Reagents begin the trial on the second deck of the environment. The blood bank is closed but the elevator now is open. A television screen next to it shows 3 green human outlines, above them being the words “Operational”. The rooms to the left that hold the patients have been expanded further, including more rooms and nurse desks at some corners.Reagents must enter rooms where sedated “patients” are being held and wheel them out back to the elevator. Depending on the color of the room number, it will determine who’s fit to enter the elevator.(Green goes with green, red goes with red for ones being sent to the morgue).After wheeling and collecting enough people, the doors to the elevator will close and move up or down for each location. The TV will then change to “Expired” (or “Operational” depending on the random order.)The number of victims changes each time and the color of the room as well. Once all victims have been sorted, a door will open in the very back of the rooms which will lead downstairs to the morgue.Reagents must press a button and the bodies from before will come down from a chute and be processed into the Cremator, now modified to have a conveyor belt on the side rather than individual chambers. The muffled screams of the victims can be heard as they are burned alive; Reagents can then leave the room and head the release shuttle.


HARVEST THE ROTTING ORGANS:

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

“Secondhand sales are like vines, creeping into a healthy garden. We can not allow other organizations to undercut our sales of lifesaving products. Harvest the Rotting Organs, package them for our competitors, and we will let you out.“ - H.J. Easterman

AUTHOR: Semy

DESCRIPTION:Regents begin in the basement, with the morgue and the incinerator room. At the end of a new hall leading out to a service entrance is a conveyor belt similar to the ones in Toy Factory. This time spinning around constantly with boxes filled with ice spread along the belt. A mannequin next to the belt tells the reagents they are”lucky to have such a good source as yourselves.”At the other end of the belt is a mannequin on a track standing inside a white van. that seems to be stuck in place, mimicking holding a box.Reagents must head into the incinerator room and watch through a thin window as metal plates scroll by on the conveyor belt. The heat from the furnace will expose hidden Letter and Number compressions that will correlate with a rotting corpse in the morgue, similar to the object in the main trial.Reagents must act fast otherwise the plate will pass and must wait for it to pass again to see the code. After an organ is collected, it can be brought back to the boxes of ice, placed inside, and when it reaches the mannequin he will fold it closed, pick it up, and carry it to the front of the van.He will return and the cycle will continue with each organ collected. Once every organ is collected and packed away, the doors to the van will close and drive away. Access to the first deck will be granted and the reagents can escape there by the main entrance.


SATIATE THE PATIENTS:

PRAXIS:

[REDACTED]

EASTERMAN BRIEFING:

“You are an angel, sent down to distribute pleasure among the inflicted. Conjugal visits provide comfort to those who are in pain. Bring the prostitutes to the patients and witness their surgical expertise, then we will let you out.” - H.J. Easterman

AUTHOR: Semy

DESCRIPTION:Reagents begin in the parking garage once more where now is a lone black van with the back doors opened. Inside are six mannequin prostitutes, each with tools like in the Downtown environment.These must be grabbed and loaded onto the open elevator at the end of the room where the receiving desk is.Once placed, the reagents can enter the elevator where they will be brought to the second floor again, this time blocked off to only have the elevator entrance and the patient rooms.Reagents must bring each of the mannequins to a room that has a victim on a bed and a bottom half next to it for the mannequins. The doors to each room will be locked, only allowing you to pass if it’s the right room with the right mannequin in hand.Each mannequin will have a symbol on its back (Heart, Spade, Club, etc,) that will match with a plaque on the door.Once inside the room, a sedated person will be laying on the bed and the mannequin can be placed on the legs where it will begin drilling, cutting, or sawing into the person. - They will struggle and go limp and once the reagents leave, the door will lock behind them.An illuminated sign above the door will then flash “PATIENT HARVEST AUTHORIZED”Once all six mannequins are placed, release will begin and the reagents can leave though a fire escape at the back of the rooms down to the parking garage where the shuttle waits.


• OFFICIAL CONTENT
  1: Event Information
• Event Info
• Theme: Stay Together
• DATE: 06/13/23 - 10/24/23
• Other Pages
  • Mother Gooseberry
  • Franco Barbi
  • Otto & Arora Kress
  • Liliya Bogomolova

PROGRAM: Omega

EVENT DETAILS:

BLOOD SYNERGY: Omega is program designed to test groups to their limits. Reagents are forced to stay together at all times while enduring the series of deadly variators.Program Omega Ω. This is an experimental program for Reagents looking for the ultimate coop challenge!


VARIATORS:

• STAY TOGETHER: Stay close to your friends or take damage. Voice chat range is limited.
• DEADLY PRIME ASSET: Prime Assets kill with one shot.
• MAXIMUM THREAT: Maximum population of brutal enemies.
• MAXIMUM TRAPS: Maximum and deadly traps.
• UNRELIABLE DOORS: Extra barricaded, trapped, and blocked doors.
• NO MEDICAL ITEMS: No medical items can be found in the Trial.


PROGRAM: GEISTER (2023)

INFORMATION:
LOCATION: Variety
THEME: Halloween
DATE: October 27th, 2023 - November 17th, 2023
REWARDS: Geister tokens, Increased XP, Stamps, & Seasonal Rewards.
GENERAL BRIEFING:
”The convergent extra-sensory activity among test subjects relating to the so-called “Skinner Man.” The hallucinations are remarkable in their own right, but the fact that they are shared between unrelated Reagents in separate Trials is extraordinarily provocative.” - A. Bradley Avellanos
DESCRIPTION:
NIGHTMARE SEASON: "Program "Geister" is an experiment in convergent hallucinatory therapy designed to amplify unforeseen side effects of the Trials. Surviving subjects will learn to contribute to a morally hygienic Trial Environment through biohazard collection. Complete the secondary objective for extra rewards.
VARIATORS:
HALLUCINATIONS: Side effect, trauma, something else?
NO PLAYER NAMES: Player names are hidden
MORE IMPOSTERS: More imposters in trial
ENRAGED ENEMIES: Enemies are on high alert!
STRONGER ENMIES: Enemies are stronger and more lethal.
REWORKS:

HALLUCINATIONS?: The Skinnerman has grown tired of waiting for his prey to fall into psychosis. He'll sneak up on unsuspecting Reagents; if gone unnoticed, he will charge and attack for heavy damage. Looking at the Skinnerman will cause him to retreat to the darkness.

NOTE: This idea also proposess the idea that The Skinnerman would replace the current Prime Asset found in the trial, as well as introducing special voicelines for the Skinnerman.

DOCUMENTS:



PROGRAM: WINTER KILLS (2023)

INFORMATION:
LOCATION: Variety
THEME: Christmas
DATE: December 12th, 2023 - January 9th, 2024.
REWARDS: Winter tokens, Increased XP, Stamps, & Seasonal Rewards.
GENERAL BRIEFING:
”I think Winter Kills may be very fruitful. It addresses a deeply rooted and universal fear we have not yet fully explored in the Trials. It’s a giant blank spot in our tableau of cultural trauma. Sudden, mass-scale annihilation. Followed by a grinding, endless winter of ever-more pain.” - H.J. Easterman
DESCRIPTION:
THE COLDEST SEASON: Winter Kills is an experiment in hostile, unstable environments rich in both punishment and rewards. Survivors of Winter Kills will reap the bounty of true suffering.
VARIATORS:
COLD SNAP: The Trial environment is sporadically filled with piercing cold air. Hide to Survive.
FIND THE GIFTS: Find all the gifts in the Trial to earn extra rewards.
MORE SECRET ROOMS: The Trial has more secret rooms than usual. (main trials only)
STRONGER ENMIES: Enemies are stronger and more lethal.

DOCUMENTS:



PROGRAM: TOXIC SHOCK

INFORMATION:
LOCATION: Variety
THEME: Chemical Warfare
DATE: April 16th, 2024 - May 7th, 2024.
REWARDS: Toxic tokens, Increased XP, Stamps, & Greater Rewards.
GENERAL BRIEFING:
”All in-Trial staff MUST be warned against presence in or proximity to Trial Environments during TOXIC SHOCK events, extremely dangerous gas in use.” - Murkoff Accounts 1960.01.16
DESCRIPTION:
CHEMICAL WEAPON PROGRAM: An experiment in the symbiotic action of chemically-induced pain and permanent damage.
VARIATORS:
TOXIC SHOCK: The Trial environment sporadically fills with toxic gas, inflicting permanent damage. Hide to stay alive.
COLLECT THE RATS: Recover all the drugged rats within the Trial for tissue analysis. Fulfill the objective for additional rewards.
INCREASED THREATS: More and stronger enemies.
UNREIABLE DOORS: Extra barricaded, trapped, and blocked doors.
LIMTED HIDING SPOTS: Hiding spots in the Trial reduced.
ULTRA: Extreme enemies, hostile environment, extended rig cooldown, less inventory space, no intel and no player names.

DOCUMENTS:



PROGRAM: PRIME TIME (2024)

INFORMATION:
LOCATION: Variety
THEME: Dual Ideologies
DATE: May 28th, 2024 - June 18th, 2024.
REWARDS: Prime tokens, Increased XP, Stamps, & Greater Rewards.
GENERAL BRIEFING:
”Expect violent paradoxical ideation in Reagents subjected to multiple charismatic forces. Additional halothane will be made available for Reagents needing rest, as lingering psychosis and parasomnia are anticipated” - H.J. Easterman
DESCRIPTION:
CHEMICAL WEAPON PROGRAM: An experiment in the symbiotic action of chemically-induced pain and permanent damage.
VARIATORS:
PRIME TIME: Multiple Prime Assets present in Trial.
BREAK THE TELEVISIONS: Break all prime time televisions for additional rewards.
INCREASED THREATS: More and stronger enemies.
UNREIABLE DOORS: Extra barricaded, trapped, and blocked doors.
LIMTED HIDING SPOTS: Hiding spots in the Trial reduced.
STRONGER ENEMIES: Enemies are stronger and more lethal.
ULTRA: Extreme enemies, hostile environment, extended rig cooldown, less inventory space, no intel and no player names.

EVENT POSTERS:

DOCUMENTS:



PROGRAM: BAMBINO

INFORMATION:
LOCATION: Variety
THEME: Milk & Heroine
DATE: July 16th, 2024 - August 13th, 2024.
REWARDS: Prime tokens, Increased XP, Stamps, & Greater Rewards.
GENERAL BRIEFING:
”Franco effective practitioner of violence and extremely charismatic individual. Highly recommended for PROJECT LATHE, caution recommended during collection.” - Clyde Perry
DESCRIPTION:
BRING BABY TO WORK DAY: Franco Barbi joins the Prime Asset already present in the Trial. Compound charismatic trauma accentuated and contradicted by the indiscriminate destruction of gun violence.
VARIATORS:
FRANCO BARBI: Franco Barbi makes a special appearance in the Trial.
INCREASED THREATS: More and stronger enemies.
LIMITED INTEL: Assignment details are limited in the Trial.
UNRELIABLE DOORS: Extra barricaded, trapped, and blocked doors.
LIMITED HIDINGSPOTS: Hiding spots in the Trial reduced.
PSYCHOSURGERY: Maximum trauma. Rig cooldown extended. Less inventory space. No player names. No intel.


PROGRAM: COUNTDOWN

INFORMATION:
LOCATION: Variety
THEME: Special Therapy
DATE: September 10th, 2024 - October 8th, 2024.
REWARDS: Countdown tokens, Increased XP, Stamps, & Greater Rewards.
GENERAL BRIEFING:
”Inside a context of suffering, detonation is a release, and delaying that becomes satisfaction denied. Easterman believes we can make them fetishize their own explosive release.” - A. Bradley Avellanos
DESCRIPTION:
YOU ARE A WALKING TIME BOMB: Reagent rigs are outfitted with an explosive that will detonate when the timer reaches zero. Collect Time Extenders to buy yourself extra seconds. Even if you survive this Trial, someday time will kill you.
VARIATORS:
BOMB COUNTDOWN: Reagents are equipped with a bomb counting down. Find Time Extenders, or the entire team will explode and the Trial is failed.
FIND THE RADIO: Find and stop the broadcast in the Trial.
LIMITED INTEL: Assignment details are limited in the Trial.
INCREASED THREAT: More and stronger enemies.
UNRELIABLE DOORS: Extra barricaded, trapped, and blocked doors.
LIMITED ITEMS: Amount of items found in the Trial is limited.
PSYCHOSURGERY: Maximum trauma. Rig cooldown extended. Less inventory space. No player names. No intel.

EVENT POSTERS:

DOCUMENTS:



PROGRAM: GEISTER (2024)

INFORMATION:
LOCATION: Variety
THEME: Halloween
DATE: October 29th, 2024 - November 26th, 2024
REWARDS: Geister tokens, Increased XP, Stamps, & Seasonal Rewards.
GENERAL BRIEFING:
”Visions of the Skinnerman are changing, evolving. There's a chance the test subject's dreams are diverging, we need to bring Project Geister back." - H.J. Easterman
DESCRIPTION:
NIGHTMARE SEASON: "Program "Geister" is an experiment in convergent hallucinatory therapy designed to amplify unforeseen side effects of the Trials. Surviving subjects will learn to contribute to a morally hygienic Trial Environment through biohazard collection. Complete the secondary objective for extra rewards.
VARIATORS:
HALLUCINATIONS?: Side effects, trauma or something else?
EXTRACT ORGAN SAMPLES: Find deceased reagents and extract organ samples for analysis. Complete the objective for extra rewards.
MORE IMPOSTERS: More imposters in the Trial.
NO PLAYER NAMES: Player names are hidden.
INCREASED THREAT: More and stronger enemies.
ENRAGED ENEMIES: Enemies are on high alert!
PSYCHOSURGERY: Maximum trauma. Rig cooldown extended. Less inventory space. No player names. No intel.
REWORKS:

HALLUCINATIONS?: The Skinnerman has grown tired of waiting for his prey to fall into psychosis. He'll sneak up on unsuspecting Reagents; if gone unnoticed, he will charge and attack for heavy damage. Looking at the Skinnerman will cause him to retreat to the darkness.

NOTE: This idea also proposess the idea that The Skinnerman would replace the current Prime Asset found in the trial, as well as introducing special voicelines for the Skinnerman.

INFORMATION:
LOCATION: Variety
THEME: Christmas
DATE: December 10th, 2024 - January 7th, 2025
REWARDS: Winter tokens, Increased XP, Stamps, & Seasonal Rewards.
GENERAL BRIEFING:
”I think Winter Kills may be very fruitful. It addresses a deeply rooted and universal fear we have not yet fully explored in the Trials. It’s a giant blank spot in our tableau of cultural trauma. Sudden, mass-scale annihilation. Followed by a grinding, endless winter of ever-more pain.” - H.J. Easterman
DESCRIPTION:
THE COLDEST SEASON: "Winter Kills is an experiment in hostile, unstable environments rich in punishment and reward both. Survivors of Winter Kills will reap the bounty of true suffering. Winter kills and we will feast."
VARIATORS:
COLD SNAP: The Trial environment is sporadically filled with piercing cold air. Hide to Survive.
COLLECT THE GIFTS: Collect all the gifts in the Trial to earn extra rewards.
FROST MINES: Gas mines have been replaced with frost mines.
LIMITED INTEL: Assignment details are limited in the Trial.
INCREASED THREAT: More and stronger enemies.
LIMITED HIDING SPOTS: Hiding spots in the Trial reduced.
PSYCHOSURGERY: Maximum trauma. Rig cooldown extended. Less inventory space. No player names. No intel.

INFORMATION:
LOCATION: Variety
THEME: Stamps
DATE: February 18th, 2024 - February 25th, 2024
REWARDS: Increased XP & Stamps.
GENERAL BRIEFING:
”I think Winter Kills may be very fruitful. It addresses a deeply rooted and universal fear we have not yet fully explored in the Trials. It’s a giant blank spot in our tableau of cultural trauma. Sudden, mass-scale annihilation. Followed by a grinding, endless winter of ever-more pain.” - H.J. Easterman
DESCRIPTION:
DOUBLE STAMPS REWARDED: You are your salary. The Murkoff Corporation celebrates your ongoing commitment to the company. For a limited time, we’ll be offering more Stamps for completing Trials. Be productive, earn stamps, and unlock rewards.
VARIATORS:
STRONGER ENEMIES: Enemies are stronger and more lethal.
HIGH ENEMY DENSITY: More enemies in the Trial.
MORE AND DEADLY TRAPS: Additional and deadly traps.
UNRELIABLE DOORS: Extra barricaded, trapped, and blocked doors.
LIMITED ITEMS: Amount of items found in the Trial is limited.
PSYCHOSURGERY: Maximum trauma. Rig cooldown extended. Less inventory space. No player names. No intel.


PROGRAM: UNDER SURVEILLANCE

INFORMATION:
LOCATION: Variety
THEME: Amelia
DATE: March 25th, 2025 - April 22nd, 2025
REWARDS: Amelia tokens, Increased XP, & Stamps.
GENERAL BRIEFING:
”There are rumors spreading, fairy stories of some clever Reagent slipping out of a trial. Just think about that, about how unlikely that would be. You're not stupid are you? No, don't believe the lies.” - H.J. Easterman
DESCRIPTION:
MURKOFF IS WATCHING YOU: For reasons solely based around your safety during therapy, we have temporarily heightened surveillance in our Trial environments. Falling under the scrutiny of our all-seeing eye will alert staff to any nearby hazards.
VARIATORS:
SURVEILLANCE CAMERAS: Surveillance cameras have been installed across the Trials. Detection will result in a painful shock and alert nearby Ex-Pop.
LOCATE THE BRODCAST: Amelia has left a message for you in the Trial. Find the television broadcast and destroy it before Murkoff does.
COLLECT THE SCHEMATICS: Find sleep room terminal schematics in the trial (part 1). Find Amelia's escape plan scattered in the trial (part 2).
INCREASED THREATS: More and stronger enemies.
LIMITED INTEL: Assignment details are limited in the Trial.
UNRELIABLE DOORS: Extra barricaded, trapped, and blocked doors.
PSYCHOSURGERY: Maximum trauma. Rig cooldown extended. Less inventory space. No player names. No intel.

DOCUMENTS:


PROGRAM: JAEGER ONBOARDING

INFORMATION:
LOCATION: Variety
THEME: Disciplinary Actions
DATE: April 22nd, 2025 - May 20th, 2025
REWARDS: Increased XP & Stamps.
GENERAL BRIEFING:
”A twice-repurposed Reagent, Henrietta Grubbs was originally interred at the Sinyala Facility as a patient of LATHE 2 therapy. After severe physical trauma and a display of remarkable resilience, Miss Grubbs was given hormonal treatment and osteotomy and re-introduced into the Trials as Heavy Ex-Pop.” - Murkoff Case Files 1960.05.29
DESCRIPTION:
JAEGER IS PRESENT AT ALL TIME: The Jaeger is currently undergoing vigorous live environment testing. Just as death follows a wasted life, so does the Jaeger follow those it wishes to hold close.
VARIATORS:
JAEGER: The Jaeger Ex-Pop is permanently present in Trials.
LIMITED ITEMS: Amount of items found in the Trial is limited.
INCREASED THREATS: More and stronger enemies.
LIMITED INTEL: Assignment details are limited in the Trial.
UNRELIABLE DOORS: Extra barricaded, trapped, and blocked doors.
PSYCHOSURGERY: Maximum trauma. Rig cooldown extended. Less inventory space. No player names. No intel.

PROGRAM: PRIME TIME (2025)

INFORMATION:
LOCATION: Variety
THEME: Dual Ideologies
DATE: June 3rd, 2025 - July 1st, 2025
REWARDS: Prime tokens, Increased XP, & Stamps.
GENERAL BRIEFING:
”Prime Assets are essential to the Therapy. Reviving Prime Time initiative.” - Murkoff Memorandum
DESCRIPTION:
MULTIPLE PRIME ASSETS IN THE TRIAL: Prime Time Therapy prepares Reagents for a future dominated by contradictory cults of personality and clashing fundamentalist ideals. Participants can expect their psyche to face brutal and fundamental assault from both ends.
VARIATORS:
PRIME TIME: Multiple Prime Assets present in Trial.
BREAK THE TELEVISIONS: Break all prime time televisions for additional rewards.
INCREASED THREATS: More and stronger enemies.
LIMITED INTEL: Assignment details are limited in the Trial.
LIMITED ITEMS: Amount of items found in the Trial is limited.
UNRELIABLE DOORS: Extra barricaded, trapped, and blocked doors.
PSYCHOSURGERY: Maximum trauma. Rig cooldown extended. Less inventory space. No player names. No intel.

EVENT POSTERS:

DOCUMENTS:



PROGRAM: KRESS TWINS

INFORMATION:
LOCATION: Variety
THEME: Narcotics and Politics
DATE: July 15th, 2025 - August 12th, 2025
REWARDS: Rebirth tokens, Increased XP, & Stamps.
GENERAL BRIEFING:
"I'm fully committed to the notion of inserting them in the Trials, it was the intention from the beginning. The methods we could develop on secondary political influence, the obedience structures... But it would have been madness not to delay, considering her chemical talents." - H.J. Easterman
DESCRIPTION:
MEET OTTO AND ARORA KRESS: The Kress Twins are spreading their limbs and getting a tour of the facilities. For a limited time, the twins will be present in all of the marked Trials.
VARIATORS:
KRESS TWINS: The Kress Twins are present in the Trial.
NAUSEA TRAPS: Hanging sound traps are replaced with nausea traps.
INCREASED THREATS II: Maximum population of brutal enemies.
UNRELIABLE DOORS: Extra barricaded, trapped, and blocked doors in the Trial.
LIMITED ITEMS II: Amount of items found in the Trial is very limited
PSYCHOSURGERY: Maximum trauma. Rig cooldown extended. Less inventory space. No player names. No intel.


PROGRAM: DEEP BURN

INFORMATION:
LOCATION: Variety
THEME: Special Therapy
DATE: September 9th, 2025 - October 7th, 2025
REWARDS: Deep Burn tokens, Increased XP, & Stamps.
GENERAL BRIEFING:
"Who would tell the sun not to burn? They want temper my children's natural love for fire. Combustion is the driving force of the American Century. This bureaucratic pussyfooting gives me toska.." - H.J. Easterman
DESCRIPTION:
EVERYTHING BURNS: Everything burns. To prepare Reagents for a future consumed by flame, we are initiating a therapy filled with fire. Avoid or burn.
VARIATORS:
DEEP BURN: The Trial environment is filled with fire. Avoid or burn.
EXTINGUISH THE FIRES: Locate and use water cans to extinguish the Burning Barrels scattered throughout the Trial.
INCREASED THREATS II: Maximum population of brutal enemies.
UNRELIABLE DOORS: Extra barricaded, trapped, and blocked doors in the Trial.
DEADLY TRAPS: Traps are deadly.
PSYCHOSURGERY: Maximum trauma. Rig cooldown extended. Less inventory space. No player names. No intel.


PROGRAM: MELTDOWN

INFORMATION:
LOCATION: Variety
THEME: Radiation
DATE: [REDACTED]
REWARDS: Radioactive tokens, Increased XP, & Stamps.
CREATED BY: Jude Boi
ORIGINAL: HERE!
GENERAL BRIEFING:
"The human body is designed to shed what it cannot hold; love fades, anger cools, and even guilt eventually slips away, but radiation? Radiation exposure doesn't scrutinize; it clings to the bone, seeps into the marrow. This was not an accident, containment was never breached, you're not cleaning up a mess, you're part of the reaction. " - H.J. Easterman
DESCRIPTION:
MELTDOWN WAS THE PLAN, YOU WERE THE EXPERIMENT: Program: Meltdown is a set of speciality trials designed to help reagents adjust and feel comfortable in a world on the brink of nuclear war and the consequences that follow it. Trials will be outfitted with barrels of radioactive waste that must be avoided. In addition, a random set of ex-pop’s will have a cloud of radioactive gas around them at all times that makes even being in their vicinity a danger. Throughout the trials, random items will have been given massive doses of radiation, reagents must use a geiger counter (given in a new and separate inventory slot) to scan these items to determine whether or not they’re safe to pick up and keep in their inventory.
VARIATORS:
IRRADIATED BARRELS: he trial is filled with radioactive barrels.
DISPOSE THE WASTE: Find the waste and dispose of it safely.
IRRADIATED BARRELS II: More radioactive barrels in trial
IRRADIATED ITEMS: Random items are irradiated. Use geiger counter to determine safe and dangerous items.
IRRADIATED ITEMS II: More irritated items in trial.
IRRADIATED ENEMIES: Random ex-pop are surrounded by radioactive gas.
CORE GAMEPLAY:

RAD damage: RAD damage is a new form of damage exclusive to MELTDOWN. When exposed to radiation, reagents will notice a new type of health bar begin to fill up. Once this bar is full, damage to normal health will begin to happen. The damage to normal health is slow but the amount of damage taken is dependent on the game mode.

Preventative Measures: In order to both prevent and stop RAD damage, two new health based items have been placed inside trials. The first is the iodine pill, taking this pill will reduce the amount of RAD damage taken for a short amount of time. The next is an iodine solution which will reset the rad damage you have already taken (this includes stopping your normal health from draining if the RAD damage bar is full) Both items are very rare inside the trials as a way to balance the slower process that is actually taking RAD damage before it affects your normal health.

Note: “The secondary objective “Dispose the waste” consists of finding heavy objects in the shape of tanks filled with liquefied uranium. Around the trial environments will be lead lined storage tanks where the uranium is poured into, thus completing the side objective once the required amount is disposed.” - Jude
FAQ:
Q: What is the gameplay challenge for meltdown supposed to be?

A: The main challenge for meltdown is based around proximity dangers and AOE damage. The trials are filled with things you need to avoid and look out for such as the irritated items, barrels and enemies. Mixing this in with enemies adds an extra layer of intensity to the trial as you may forget about these extra dangers when being hunted down and chased by ex-pop.
Q: How do the preventative measures work and how common are they in a trial?

A: The iodine pills are a prep item, meant to be used to reduce the RAD damage you take. They do not last forever however so use them wisely. The iodine solution is used to reset your RAD damage bar, if your bar is full and your health is draining due to this, using the solution will reset the bar and stop you taking health damage. Both items are not very common in the trial, it’s best to keep any on hand if you find them.
Q: How random are the irritated items & enemies?

A: Both are very random however they will increase the more you increase the difficulty (in accordance to the variators) You may find an irritated enemy in an area of a trial match but not find them there when you rerun that same trial.
Q: What enemies can become irritated?

A: Any, and once again that factor is random. You may find Leland Coyle, a pusher or just an idle grunt is irradiated during one trial match only for that to not be the case in another.
Q: I don’t like this idea or think it would not work in practice.

A: That's completely fine and I respect that opinion. I’m not a game developer so I have no idea how something like this would work in practice. Whether it would be considered a challenge or even a fresh enough idea to keep players entertained. This is just an idea by a fan of this franchise who has a love for atompunk type media and media where radiation has affected people and places.




ESCALATION:

INFORMATION:
LOCATION: Variety
THEME: Chained Therapy
DATE: Introduced on June 16th, 2024
REWARDS: Increased XP, & Stamps.
GENERAL BRIEFING:
”As Reagents adapt to the therapy, we’ve noticed a diminished return of trauma on our cost of abuse. I’ve developed Escalation Therapy as a method of compounding the effects of dismantling their psyches, adopting a “war of attrition” approach.” - H.J. Easterman
DESCRIPTION:
THE GIFT OF ATTRITION: Begin with nothing, build your loadout, and endure randomized Trials with escalating difficulty and rewards. Completing the secondary objective grants a bonus upgrade selection. Advance as far as possible, but if all Reagents die, the session ends.
CORE GAMEPLAY:

"Reagents partake in a rougelite experience, pitting them against a never-ending series of randomized Trials with variators that will have them clawing their eyes out until they succumb to a permadeath that will begin the cycle anew." - R.B.

"Reagents will begin with nothing and build their loadouts from Murkoff's limited selection of upgrades." - R.B.

"The longer you can survive, the bigger the reward." - R.B.
REWORKS:

Rework Description


TRIAL MAKER:

INFORMATION:
LOCATION: Variety
THEME: Self-Orchestrated Suffering
DATE: Introduced on April 22nd, 2025
REWARDS: XP, & Stamps.
GENERAL BRIEFING:
”You want control? I’ll even give you control, but I’m going to need you to admit that you don’t want to leave me. You’ve become addicted to the therapy, it’s specific pleasures, it’s comforting instruction. Addicts don’t want to let go, they don’t want release. What addicts want, what you want… is relapse. ” - H.J. Easterman
DESCRIPTION:
CREATE YOUR TRIALS: Take the reins to your own rebirth. Create an experience in unknowable horror. Become the orchestrator of your own suffering. Become Easterman.
CORE GAMEPLAY:

Consider the blood, sweat, and tears that go into creating The Therapy. Experience it for yourself, and experiment with your limits, physical, mental, and emotional, with our new Trial Maker.

With the Trial Maker, players can now:

• Build their own Trial by combining various Trials, MK-Challenges, and custom Variators.

• Create and save up to 10 unique trials.

• Generate names for your creations by selecting from a list of words.

• Easily share your creations with friends using a unique Trial code.

• Play Trials made by other players using their code or if they are present in the same Sleep Room.

• Unleash your creativity and challenge yourself like never before!

- R.B.
REWORKS:

Rework Description

CORRUPTED RIGS: 1/2

Born from the idea of Ameila’s revolution, Corrupted Rigs are an expansion to the already present rig system


BACKGROUND:
In preparation for the upcoming breach brought on by Amelia, Mr. Noakes has been working on new upgrades to the reagents rigs behind Murkoff & Dr Easterman’s back. Work on these upgrades began not long after Amelia's initial breakout, a trade system was set up between herself and Mr. Noakes where one would provide the other with the required parts they needed. Noakes would provide whatever Amelia needed for her uprising and in return she would provide parts and tools that were forbidden for him to use. The uprising is coming soon and the new rig upgrades are ready. They’re a risk but necessary for the outbreak.

WHAT ARE CORRUPTED RIGS:
Corrupted rigs are a new optional upgrade that reagents can equip onto their exisitng rigs. They work to change how the rig works in a very significant way, however it comes with a downside. The upgrades themselves work in a 3 tier system, with each tier offering a better corrupted upgrade at the downside of a greater corruption. The first tier being small moderate changes with a small downside. The second tier being greater changes that come with greater downsides. The third tier almost overhauling the entire rig itself at a massive downside to the reagent. Note that the corrupted rigs won't replace normal upgrades in any way. Some may affect or reduce a specific normal upgrade, but it will not replace every one of them. This is an addition, not a replacement.

TIER SYSTEM:
Corrupted upgrades work in a 3 tier system, each tier offering a more powerful upgrade for a greater downside. Each tier is unlocked when every upgrade from the previous tier is purchased. Reagents can equip as many or as little upgrades as they want, however they can only equip one from each tier.


Please check out the original concept doc by Jude Boi HERE!


DESCRIPTION:
Powerful throwing device that emits an electric shock. It temporarily stuns and disorients enemies.
PRODUCT: A-MP
DSCRIPT: CEREBRAL DISTURBANCE DEVICE
PROTO-LINE: -875G9-A
TIER ONE:

• DISABLER - Enemies affected by stun rig will be slowed down for a short duration after stun effect.
> Reduces the duration of the stun effect on enemies.

• ANESTHETIC SPRAY - Throw stun rig at teammates to restore one bar of their health bar.
> Teammate loses the benefit of the [ELECTRIC BOOST] upgrade. Stun rig will no longer recharge their battery.

• ON THE RUN - Using the stun rig while running will give you a temporary speed boost.
> Greatly increase stamina consumption for a short while after speed boost>
TIER TWO:

• BOUNCING BETTY - Stun rig will create a second blast that bounces ahead of the first one.
> Stun blast will damage you if you are within the radius (will not affect friendly Reagents.)

• LAST RESORT - Use stun rig to escape the grasp of enemies and pouncers.
> Stun blast will inflict one bar of damage onto the player.

• SILENT STUN - Stun rig doesn't produce noise
> Enemies affected by the stun rig will have sensitive hearing for the duration of the trial.
TIER THREE:

• REMOTE DETONATOR - Stun rig can be cranked up, placed down and detonated remotely from a distance.
> Stun rig can only be used 5 times for the duration of the trial, this includes the remotely detonated stun.

• TRACKING STUN - Stun rig can be aimed at an enemy, locking onto them and tracking them when thrown. The tracking distance is 3 meters.
> In order for the rig to properly detonate it must hit its target directly, mid-air tracking is not perfect, if it’s blocked by something it has the opportunity to miss entirely, causing the rig to go on cooldown without detonating.

• OVERCHARGE - Players within the blast radius will be given a battery boost for 5 minutes with improved night vision capabilities.
> Once OVERCHARGE comes to an end, the improved night vision capabilities will stop and your night vision battery will permanently drain to half of its battery capacity for the remaining duration of the trial (these effects can be undone with the use of a battery booster item, only resetting your NVGs batteries to their base capacity.)


DESCRIPTION:
A landmine that, once triggered by the enemy, will emit a temporarily blinding explosion of smoke.
PRODUCT: CHEM-BLINDER
DSCRIPT: TEMP-EYE STROKE CHEMICAL FLUID
PROTO-LINE: -655Y2-A
TIER ONE:

• HARMFUL FOG - Enemies within the initial trigger of the mine will be stunned for an increased duration.
> Enemies within the blind fog have greater visibility.

• CHARMED FOG - Mine will rearm itself a second time.
> Small chance that the mine will not explode if an enemy walks over it.

• FOG AND MIRRORS - Standing inside the blind smoke will slowly heal players' health.
> Standing inside the smoke will slowly drain players' sanity.
TIER TWO:

• SPEWING FOG - Once mine explodes, will shoot out 3 small plumes of fog in different directions.
> Running through any of the small plumes of smoke will drain stamina

• BRAIN FOG - Enemies caught within the initial mine explosion will remain blind for the duration of the trial
> Enemies caught within the initial explosion will become enraged for a duration of the trial,

• HUSHED FOG - Running through the blinding smoke will reduce all noise made for a short duration.
> Running through the blinding smoke will reduce movement speed for a short duration.
TIER THREE:

• KAMIKAZE - Blind rig can be attached to ESOP and detonated whenever.
> Detonation will drain health to the lowest it can go just before you would be incapacitated.

• SMOKE & MIRRORS - Once detonated, the blind rig will have a permeate blinding smoke that will act as a wall which enemies cannot see through. It will also reduce the movement speed of enemies trying to pass through the smoke.
> Only three mines can be placed down during the duration of the trial,

• ENDURANCE - Running through the blinding smoke will give players a stamina booster effect for 5 minutes with improved running speed and stamina, greater than that of a normal booster.
> Once ENDURANCE comes to an end, the improved running speed and stamina will stop and your max stamina will permanently be halved for the remaining duration of the trial (these effects can be undone with the use of a stamina booster item, only resetting your max stamina to its base level.)


DESCRIPTION:
An aerosol gas that replenishes your health, along with the health of friends nearby.
PRODUCT: MED. N-OXIDE
DSCRIPT: ANALGESIC & ANESTHETIC PAIN KILLER
PROTO-LINE: -E445Y0-A
TIER ONE:

• VENOM - Healing gas will stun enemies for a longer duration
> Affected enemies have increased movement speed. POISON upgrade still applies.

• AMPHETAMINE GAS - Healing gas will give players a small stamina boost.
> Reduces the duration of the healing effect.

• FAST-ACTING RELIEF - HEAL is equipped with a new fast-acting anaesthetic, increasing the speed of which yourself and nearby reagents are healed.
> Enhanced vaporization method causes the healing gas to disperse at an accelerated rate, greatly reducing its effective range.
TIER TWO:

• SNAKE OIL - Healing gas will cause enemies to fall into a fear-filled frenzy, causing them to actively run away from reagents.
> The effectiveness of healing gas will be halved and instead of curing psychosis, healing gas will now inflict 1 bar of insanity per use.

• PLACEBO EFFECT - Using the healing rig will give reagents 1 extra bar of sanity for the duration of the trial.
> When sanity is fully drained, the skinnerman will now sprint at players and skinner tendrils can hit players from a greater distance.

• ANTI AESTHETIC - For a short while after the heal rig is used, there will be a cloud of blue gas where the rig was initially activated. Moving through the gas will increase movement speed for a short duration.
> Any ex-pops who move through the gas will also have increased movement speed for a longer duration than reagents. They are also more alert to sounds during this time.
TIER THREE:

• CURE-ALL PATIENT - Applies a permanent healing effect to self. Health & sanity will slowly regenerate after any damage is done to them.
> Negates all natural health & sanity regen, also temporarily pauses healing health if the reagent is afflicted by the bleeding status effect. Rig can only be used once per trial, if the afflicted reagent needs to be revived in any capacity they will lose it’s effects.

• CURE-ALL DOCTOR - Applies a permanent healing effect to a teammate of your choice. Their health and sanity will slowly regenerate after any damage is done to them.
> Negates all natural health & sanity regen, also temporarily pauses healing health if the reagent is afflicted by the bleeding status effect. Rig can only be used once per trial, if the afflicted reagent needs to be revived in any capacity they will lose it’s effects.

• LOVE BOMB - Turns the heal rig into an improvised gas grenade that can be thrown from a distance to heal teammates health & sanity. If a teammate is hit directly, they will be given 1 extra bar of health for 3 minutes.
> If ex-pops are within the radius of the healing explosion, they will become frenzied and deal more damage (Stronger enemies 2) for the duration of the trial. (If stronger enemies 2 is a variator in a current trial, affected ex-pop will instead cause bleeding damage.)


DESCRIPTION:
Tactical enhancement to see through walls, revealing the location of enemies.
PRODUCT: HUMAN-SPEC
DSCRIPT: ALLOWS SEE THROUGH SOLID OBJECTS USING HIGH MAGNETIC WAVES
PROTO-LINE: -7G44T07-A
TIER ONE:

• PYLON - Ex-Pops seen in X-RAY will have a vision cone determining where they’re looking, their point of view and where their vision distance drops off.
> Reduced distance at which ex-pops can be seen while X-RAY is active.

• TRANSPARENT SPOTTER - Items, ex-pops and classified intel can be pinged through walls while X-RAY is active.
> Pinged items, including boosters, are less effective. (Healing items, antidotes, adrenalin & batteries only do half of their intended function. Bottles make less noise & bricks have reduced stun time. Pinged ex-pop will be alerted to your general location.)

• OBJECTIFIED - Objectives and objective relevant items can now be spotted whilst using X-RAY.
> Lowers the duration of the X-RAY rig by 3 seconds.
TIER TWO:

• RADIATION SICKNESS - NVG have been equipped with spare tech from broken JAMMER rigs, allowing reagents to corrupt enemies when stared at for long enough while X-RAY is active.
> Due to a high level of electromagnetic radiation, if the rig is used to corrupt an enemy ex-pop, the reagent will temporarily suffer from severe migraines, distorting the reagents vision similarly to that of a Screamer. Increased power usage will also cause the reagent’s NVG to drain half of its charge.

• MIND READER - While X-RAY is active, reagents will see a visualisation of ex-pop patrol routes and where that patrol will end. This is visualised via white footprints on the ground leading to a white circle where the patrol ends.
> Lose the ability to see a perfect outline of ex-pops while X-RAY is active. Reagents will instead see a faint pulse similar to that of the SHARED INTEL upgrade.

• TETHER - While X-RAY is active, a guiding line will appear on the ground and guide reagents to their next objective. This includes items needed for objectives (Gas, boxes, decoders, generators, push objectives etc) Along with this, it will guide reagents to objectives that do not have markers.
> Lose the ability to perfectly see items and classified information (documents, posters, booster items, master key, mines & traps) While X-RAY is active. Reagents will instead see a faint pulse similar to that of the SHARED INTEL upgrade.
TIER THREE:

• NIGHT HUNTER - Upon entry to the trial environment, NVG will have infinite X-RAY charge, rig activation instead toggles the effect on and off.
> Reagent NVGs are permanently fixed in the downright position, making the reagent's vision more sensitive to well-lit environments.

• PUSHERVISION - Neurological stimulants have been attached to the NVG meaning reagents are completely resistant to psychosis damage during the trial.
> While X-RAY is active, reagents will suffer from symptoms of acute psychosis which will cause them to be attacked by illusory threats such as The Skinnerman and hostile tentacles.

• TRICKSTER - Upon activation, the X-RAY rig will highlight hidden noise sensors within the walls and floors placed by Amelia. These sensors can be activated whilst X-RAY is active to either distract ex-pop or stun them via a small explosion.
> Using the X-RAY to explode the noise sensors will put the rig into an immediate cooldown and extend the cooldown rate. If only the noise distraction is used then the rig will not put the rig into an immediate cooldown but instead increase the cooldown rate once the X-RAY is finished.


DESCRIPTION:
Install a barricade on a door or doorway to temporarily block it and delay enemies or pursuers.
PRODUCT: BLOCK-AID
DSCRIPT: PORTABLE DEVICE TO DEPLOY BARRICADE
PROTO-LINE: -36MP13-A
TIER ONE:

• REINFORCED STEEL - Barricade takes longer to break down by ex-pops.
> Barricade takes longer to deploy on doors and windows.

• AUTOMATIC DEPLOYMENT - Barricade can now be deployed instantly.
> Barricaded doors can no longer be broken down by reagents or their teammates. (Note that doors can still be barricaded normally and still be broken through. Doors that cannot be broken through only apply to when automatic deployment is used on them.)

• COLLAPSIBLE FRAME - Barricade is now equipped with a streamlined, compact frame, allowing for reagents to pick it back up after initial deployment.
> Limits the maximum number of barricades to one, requiring the rig to be broken before it can recharge, or alternatively picked up, which will instantly recharge the rig.
TIER TWO:

• LOCKED IN - Barricade can be used to lock yourself inside lockers and chests. Enemies will not be able to open these hiding spots even if you are seen going inside them.
> Getting out of the hiding spot will produce a (((LOUD))) noise that attracts any nearby ex-pop.

• LOCK AND KEY - Barricade rig is fitted with an ESOP detection device and will now act as a door. Allowing reagents and their teammates to open doors without needing to break the barricade rig and bash open the door it is placed on. This will not apply to ex-pops, who still need to bash open the doors. However, if a barricaded door is left open, they can walk through it.
> Due to the nature of the upgrade, the barricade can no longer be placed on double doors. In addition, the ESOP detection device now means the INCOMING WARNING upgrade is disabled.

• LIVE-WIRE - Barricade’s steel frame is now equipped with a makeshift battery, electrifying any ex-pop that comes into contact with it. Affected ex-pops will temporarily suffer from sudden and extreme muscle spasms. (Would work similarly to JAMMER’s Corrupt Enemies perk, but more often.)
> The constant flow of high-voltage weakens the structural integrity of BARRICADE’s steel frame, causing ex-pops to break it quicker; two hits for small ex-pops and one hit for large ex-pops & Prime Assets.
TIER THREE:

• IMPROVISED ARMOR - Barricade rig can be placed onto your ESOP and act as a form of armor, this will reduce the amount of damage taken. Armor will break after 5 hits from ex-pop (3 hits from big grunts and prime assets)
> While the barricade rig is on your ESOP, your movement speed will be slowed down significantly (walking, running & crawling) and your stamina consumption is greater. You will also make more noise while moving.

• BEAR TRAP - Barricade can be placed down on the floor and act as an improvised bear trap. Holding ex-pops in place for a short duration until they can break free. If other ex-pop visibly see another trapped and are not in chase, they can assist the trapped ex-pop and free them quicker.
> Once the rig is placed on the floor, you must wait until the bear trap is triggered and destroyed before rig recharging can begin. Placing a barricade on a door is also forbidden during this time. (Note that the EXTRA BARRICADE upgrade does not apply to placing it on the floor as a trap.)

• STACKADE - An improved reinforced frame allows Barricade to be used in new, unintended ways. Once attached to co-op walls, Barricade will function as a makeshift ladder, giving reagents the ability to climb without assistance. It can also be positioned to span long co-op jumps, allowing reagents to walk across a narrow, extended surface.
> Due to Barricade's newly reinforced frame, required for handling heavy weight loads, it now takes longer for friendly reagents to dismantle. However, it’s still not indestructible; if multiple reagents attempt to cross a co-op jump at once, the extended surface will collapse.


DESCRIPTION:
Disable electronic devices, and unlock padlocked containers and doors.
PRODUCT: JAMMER
DSCRIPT: WIRELESS-JAMMER: DISABLE TRAPS AND ELECTRONIC DEVICES FROM DISTANCE
PROTO-LINE: -JM9436-A
TIER ONE:

• ANTENNA - Jammer is equipped with an antenna that will allow reagents to use the jammer from a greater distance.
> Reduces the speed at which it takes to jam.

• BOOSTED SIGNAL - Increases jamming speed.
> Reduces the distance at which the jammer can be used.

• ELECTROSTATIC EMITTER - Jammer rig distance and speed is increased.
> While jamming, the rig will emit a (((LOUD))) noise, attracting nearby ex-pop.
TIER TWO:

• JERRY-RIGGED - The jammer rig can be used to instantly cooldown a teammate rig.
> The player's own rig suffers from a longer cooldown when used. If player's rig is not cooling down currently, the extended cooldown will apply when the rig is next used (Will stack on top of normal cooldown rates. Cooldown rates from the upgrade itself will not stack.)

• TV REMOTE - Jammer rig can be used on TVs and electronics found within the trials to cause a small explosion that will distract nearby ex-pop. Any ex-pop within a close radius to exploding TVs will be stunned for a short duration (Strong arm brick stun time.)
> A feedback loop from the electronics causes the jammer rig to shock reagents, dealing half a bar of damage.

• STOMACH BUGGED - Any ex-pop that has been jammed now throws up at random points for the duration of the trial.
> For a short period of time after ex-pop throws up, they will have more sensitive hearing and hit harder, causing bleeding damage to be inflicted. Once this period of time is over, they will return to normal until they throw up again.
TIER THREE:

• AMELIA’S TOUCH-UP - Jammer-rig can be used to bypass certain objective types (Key gates, power generators, button mannequins, radio tuners, used on scapegoats, speed up conveyors, open coded boxes, speed up lock-down sequences)
> Each use of the jammer on objectives has an increasing chance to break the rig's use on objectives. The 1st use has a 25% chance to break it, the 2nd has a 50% chance, the 3rd a 75% chance and the 4th a 100% chance. The rig breaking only affects its usage on objectives, it will still function normally on everything else.

• CLOSETED MONSTER - Jammer rig can be used on ex-pop insertion gates to disable them. Once disabled, ex-pops cannot enter the trial from the jammed gate for the duration of the trial. (Scripted ex-pop spawns will now happen at the next nearest insertion gate)
> Once the jammer is used 4 times to jam an insertion gate, the enemies that spawn from normal gates will be enraged for the duration of the trial and deal more damage (Stronger enemies 2). Insertion gate alarms will also not sound when an enemy enters the trial.

• TROJAN HORSE - Jammer rig can be used on ex-pop insertion gates, opening them and allowing reagents to step inside to hide. Whilst inside the insertion gate, Amelia will speak to the reagent via their wristwatch radio, and spray down the insertion gate room with a spray that slowly heals health & sanity. In addition there will also be a random item left on the ground below. (Note that booster items ARE NOT given to reagents who use the insertion gates)
> When entering a normal hiding spot, the reagents ESOP will set off eclectic shocks that slowly drain their health for however long they remain hidden. During this time, Dr Easterman will speak via pre-recorded messages on the reagents wristwatch radio about how hiding is a cowardly tactic, how they need to keep eyes on you at all times.

PROJECT: LUPARA

(July 16th 2024 - December 9th 2024)

”A new archetype of appetite and childish dependence. Franco Barbi, gangster, murderer, a trafficker. Franco is a man child who would use heroin to infantilize the world. His psyche, centered around a totem, a powerful symbol to compensate for painful deficiencies." - H.J. Easterman

INCLUDED CONTENT:

NEW CONTENT:• NEW PRIME ASSET: Franco "Il Bambino" Barbi
• NEW TRIAL: Poison the Medicine
• NEW MK-CHALLENGES: Fuel the Release & Teach the Police Officer
• NEW GAME MODE: Escalation Therapy
• NEW RIG: Barricade
• NEW CATALOGS: A New You: Standard & Project Lupara: Deluxe
& MUCH MORE!
-----------------------------------------------------LIMITED TIME CONTENT:• NEW EVENTS: [Program: BAMBINO] • [Program: COUNTDOWN] • [Program: GIESTER]
• NEW CATALOGS: COUNTDOWN & GEISTER
• NEW MK-CHALLENGES: Empty the Vault & Poison the Cattle (introduced with Program: COUNTDOWN) Eliminate the Past (Introduced with Program: GEISTER)

Links:

For more information, please be sure to check out the official patch notes on steam! HERE!

INCLUDED CONTENT:

NEW CONTENT:• NEW TRIAL: Pleasure the Prosecutor & Amelia’s Escape
• NEW MK-CHALLENGES: Reunite the Family & Deface the Futtermans
• NEW EX-POP: The Pitcher
• NEW RIG: Jammer
• NEW CATALOG: Project Breach: Deluxe
• NEW AMPS: Evasive Maneuver, Short Circuit, Bandages Expert
& MUCH MORE!
-----------------------------------------------------LIMITED TIME CONTENT:• NEW EVENTS: [Program: WINTER KILLS] • [Program: STAMP SURPLUS] • [Program: UNDER SERVEILLANCE]
• NEW CATALOGS: WINTER KILLS & AMELIA
• NEW MK-CHALLENGES: Kidnap the Mistress & Stash the Contraband (Introduced with Program: UNDER SURVEILLANCE)

Links:

For more information, please be sure to check out the official patch notes on steam! HERE!

PROJECT: BREACH

(December 10th 2024 - April 21st 2025)

”My name is Amelia, I was born in Springfield, IL. They locked up the wrong fucking girl." - Amelia Collier

PROJECT: RELAPSE

(April 22nd 2025 - July 14th 2025)

"You want freedom? This is what freedom looks like. You want peace, this is peace. You want control. I'll even give you control, but I'm going to need you to admit that you don't want to leave me. You've become addicted to the therapy. It's specific pleasures, it's comforting instruction. Addicts don't want to let go. They don't want release, what addicts want, what you want, is relapse." - H.J. Easterman

INCLUDED CONTENT:

NEW CONTENT:• NEW TRIAL: Liquidate the Union
• NEW MK-CHALLENGES: Spread the Disease & Cook the Informant
• NEW GAME MODE: Trial Maker
• NEW CATALOG: Project Relapse: Deluxe
• NEW EX-POP: The Jaeger
& MUCH MORE!
-----------------------------------------------------LIMITED TIME CONTENT:• NEW EVENTS: [Program: JAEGER ONBOARDING] • [Program: PRIME TIME]
• NEW CATALOGS: PRIME TIME
• NEW MK-CHALLENGES: Redeem your Freedom & Fumigate the Factory (introduced with Program: PRIME TIME)

Links:

For more information, please be sure to check out the official patch notes on steam! HERE!

INCLUDED CONTENT:

NEW CONTENT:• NEW PRIME ASSET: Otto & Arora Kress
• NEW TRIAL: Kill the Politician
• NEW MK-CHALLENGES: Get Out the Vote & Sentence the Prosecuted
• NEW CATALOGS: Project Diarchy: Deluxe
• REBIRTH 2.0
& MUCH MORE!
-----------------------------------------------------LIMITED TIME CONTENT:
• NEW EVENTS: [Program: DEEP BURN]
• NEW CATALOGS: DEEP BURN
• NEW MK-CHALLENGES: REDACTED

Links:

For more information, please be sure to check out the official patch notes on steam! HERE!

PROJECT: DIARCHY

(July 15h 2025 - Unknown 2025)

"A new archetype has arrived. Forebears of tradition. An enduring moral order forced into shadows." - H.J. Easterman

PROJECT: MESSIAH

(December 9th 2025 - ???)

"Do you believe prayer can change the world? I hope so, because somebody who's chosen belief despite evidence will believe anything. There's a sucker baptized every minute. Maybe there's something more to this world. Something eternal." - H.J. Easterman

INCLUDED CONTENT:

NEW CONTENT:• NEW PRIME ASSET: Sister Liliya Bogomolova
• NEW TRIAL: Despoil the Auction
• NEW MK-CHALLENGES: Fabricate the Scandal & Seize the Narcotics
• NEW CATALOGS: Project Messiah: Deluxe
-----------------------------------------------------LIMITED TIME CONTENT:• NEW EVENTS: [Program: WINTER KILLS]
• NEW CATALOGS: WINTER KILLS

Links:

For more information, please be sure to check out the official patch notes on steam! HERE!

INCLUDED CONTENT:

NEW CONTENT:• NEW PRIME ASSET: Prescott Whitehorn
• NEW TRIAL: Cage the Animals
• NEW MK-CHALLENGES: Flood the Enclosures & Expose the Freakshow
• NEW CATALOG: Project Rehab: Deluxe
• NEW EX-POP: The Animals
• NEW RIG: Oilslick
& MUCH MORE!
-----------------------------------------------------LIMITED TIME CONTENT:• NEW EVENTS: [Program: OSTERN] • [Program: FEUERWERK]
• NEW CATALOGS: OSTERN & FEUERWERK
• NEW MK-CHALLENGES: Ready the Squad Cars & Recover the Product (Introduced in Program: OSTERN) Contaminate the Water Supply & Decode the Evidence (Introduced in Program: FEUERWERK)

PROJECT: HOSPICE

(REDACTED - REDACTED)

"A huntsman is no less effective at tracking a vicious lion than he is a common field mouse. Given the time and resources, I believe Whitehorn can prove his usefulness beyond the confines of his Trial." - H.J. Easterman

PROJECT: HARVESTER

(REDACTED - REDACTED)

"REDACTED." - H.J. Easterman

INCLUDED CONTENT:

NEW CONTENT:• NEW PRIME ASSET: Olivia Hall
• NEW TRIAL: Control the Operation
• NEW MK-CHALLENGES: Sort the Infected & Harvest the Rotting Organs
• NEW EX-POP: Dolly
& MUCH MORE!
-----------------------------------------------------LIMITED TIME CONTENT:• NEW EVENTS: [Program: Hello Dolly!]
• NEW WEEKLIES: Speed Run, Lights Out, and Kiss of DeathWINTER KILLS]
• NEW CATALOGS: WINTER KILLS

INCLUDED CONTENT:

NEW CONTENT:• NEW TRIAL: Collect the Organs
• NEW MK-CHALLENGES: Infect the Enemy & Man the Medical Pavilion
& MUCH MORE!
-----------------------------------------------------LIMITED TIME CONTENT:• NEW EVENTS: [Program: Smokescreen]

PROJECT: LIFELINE

(REDACTED - REDACTED)

"REDACTED." - H.J. Easterman

PROJECT: ECSTASY

(REDACTED - REDACTED)

"REDACTED." - H.J. Easterman

INCLUDED CONTENT:

NEW CONTENT:• NEW TRIAL: Switch the Dealers
• NEW MK-CHALLENGES: Seduce the Victims & Splay the Cadavers
• NEW EX-POP: The Assailant
& MUCH MORE!
-----------------------------------------------------LIMITED TIME CONTENT:• NEW EVENTS: [Program: Half-Life]

INCLUDED CONTENT:

NEW CONTENT:• NEW PRIME ASSET: Leonid Losev
• NEW TRIAL: Assassinate the Defector
• NEW MK-CHALLENGES: Bomb the Embassy & Extract the Agent
• NEW RIG: Hypodermic Rig
& MUCH MORE!
-----------------------------------------------------LIMITED TIME CONTENT:• NEW EVENT: [Program: Meltdown]

PROJECT: INVASION

(REDACTED - REDACTED)

"A new archetype has arrived. A mind corrupted by the false teachings of communism, his mind being equally broken and rebuilt again through the partaking in war and the slaughter of his enemies, his body a symbol of strength that he used to maintain order and control." - H.J. Easterman

PROJECT: PALLIATION

(REDACTED - REDACTED)

"REDACTED." - H.J. Easterman

INCLUDED CONTENT:

NEW CONTENT:• NEW PRIME ASSET: Volker Brandt
• NEW TRIAL: [REDACTED]
• NEW MK-CHALLENGES: [REDACTED]
• NEW RIG: [REDACTED]
& MUCH MORE!
-----------------------------------------------------LIMITED TIME CONTENT:• NEW EVENT: [REDACTED]

RECENT ACTIVITY
• 7/13/26 REDESIGNED PAGE

• 7/13/26 REDESIGNED PAGE
UPCOMING
• ADD PROJECT: JUDAS [OFFICIAL]

• ADD PROJECT: BONEYARD [OFFICIAL]




• CONTENTS
  1: Description
  2: Patient File
  3: Weapon & Traps
  4: Trials
    4a: Kill the Snitch
    4b: Vindicate the Guilty
    4c: Locksock the Warden
  5: Propaganda
  6: Documents
  7: Art
• Other Pages
  • Mother Gooseberry
  • Franco Barbi
  • Otto & Arora Kress
  • Liliya Bogomolova

PRIME ASSET: Sgt. Leland Coyle

FAMILIAL ARCHETYPE: The Father

Sergeant Leland Coyle, representing the father in the Prime Asset hierarchy controls his trial environments with an iron fist and an askewed perspective of the law.Armed with an electric baton, powered by a modified car battery, Coyle shocks those under him into submission.

PHYSICAL DESCRIPTION:

A peaked cap, aviator shades, and beard do little to cover Leland's mangled face. Bubbling scar tissue covers much of his face and neck.

NICKNAMES:

   • Sergeant Coyle
   • The Cop
   • Fucking Psycho Hillbilly
   • The Pig

PATIENT FILE NO. 14820
Name: Leland Coyle
DOB: [REDACTED], 1923
POB: Blackwell, OK
SEX: Male
HEIGHT: [REDACTED]
FAMILIAL ARCHETYPE: The Father
COLLECTION AGENT: Clyde Perry
PERMITTED EQUPMENT:
ELECTRIFIED BATON: Jerry-Powered by a large modified car battery, Coyle's electrified baton is meant to inflict as much pain as possible. As of PROGRAM: Prime Time, the baton's voltage was increased to temporarily disable Reagent Rigs.
SHOCK GRID: Coyle’s trial environments feature a unique type of trap, electrified grids that intermittently activate and cover sections of the ground. These grids inflict continuous damage to any Reagents who step on them, but can be avoided by jumping or temporarily disabled using throwables like bottles, bricks, or the stun rig.

EQUIPMENT: Electrified Baton

Jerry-rigged to inflict as much pain as possible. A switch above the hilt sends electricity surging through the weapon, with four prongs at the tip to jab and prod.As of PROGRAM: Prime Time, the baton's voltage was increased to temporarily disable Reagent Rigs.

EQUIPMENT: Cigarettes Belt

Slotted individually like rifle ammunition, Leland Coyle keeps his smokes accessible on a munitions belt that hangs loosely at his hip.

EQUIPMENT: Coyle's Battery

Powering Coyle's weapon is a massive battery he wears as backpack, secured to his body with a crossbody strap. Yellow and blue cables run from the batter and are coiled tightly around his arm, waist, and body.

TRIAL HAZARD: Shock Grids

Coyle’s trial environments feature a unique type of trap, electrified grids that intermittently activate and cover sections of the ground. These grids inflict continuous damage to any Reagents who step on them, but can be avoided by jumping or temporarily disabled using throwables like bottles, bricks, or the stun rig."Conductive, high voltage AC grid that periodically activates by timer."

• CONTENTS
  1: Description
  2: Patient File
  3: Weapon & Traps
  4: Trials
    4a: Cleanse the Orphans
    4b: Grind the Bad Apples
    4c: Pervert the Futterman
  5: Propaganda
  6: Documents
  7: Art
• Other Pages
  • Sgt. Leland Coyle
  • Franco Barbi
  • Otto & Arora Kress
  • Liliya Bogomolova

PRIME ASSET: Phyllis Futterman

FAMILIAL ARCHETYPE: The Mother

Phyllis Futterman, also known as Mother Gooseberry, represents the mother in the Prime Asset hierarchy. Taking charge of her Trial environments with her tough motherly demeanor, Gooseberry finds herself to be a formidable Prime Asset.Attached to her right arm is a puppet, which acts as her main weapon and host of her alternate personality, recreating that of her abusive father, Dr. Futterman.

PHYSICAL DESCRIPTION:

A mask of human flesh is stitched to her face, smeared with red lipstick and eyebrows that are drawn on in black over the eye holes. Her scalp is glossy with scar tissue, crowned with messy black hair, peppered with stray whites.

NICKNAMES:

   • Mother Gooseberry
   • Big Momma
   • Motherfucking Gooseberry
   • Schmaltzhefer

PATIENT FILE NO. 14820
Name: Phyllis Futterman
DOB: [REDACTED]
POB: [REDACTED]
SEX: Female
HEIGHT: [REDACTED]
FAMILIAL ARCHETYPE: The Mother
COLLECTION AGENT: Clyde Perry
PERMITTED EQUPMENT:
DR. FUTTERMAN: Gooseberry's puppet is secured tightly to her right arm, inside the puppets mouth hides a drill tongue. As of PROGRAM: Prime Time, modifications were made to said puppet to maximize Reagent hemorrhaging.
FUTTERMINES: Unlike Coyle’s traps, Gooseberry’s trials feature an explosive device that arms itself when a Reagent remains within its range for a short time. Once triggered, it detonates, dealing severe damage to anyone nearby. These explosives can be disabled with throwables like bottles, bricks, or the stun rig.

EQUIPMENT: Dr. Futterman

Gooseberry's puppet is secured to her right arm with an apparatus that controls Dr. Futteman's drill tongue. An old set of dentures gives him his signature smile while a yellow polka dot bowtie and a tiny brown top hat completes his dapper look.As of PROGRAM: Prime Time, modifications were made to said puppet to maximize Reagent hemorrhaging.

TRIAL HAZARD: Futtermines

Unlike Coyle’s traps, Gooseberry’s trials feature an explosive device that arms itself when a Reagent remains within its range for a short time. Once triggered, it detonates, dealing severe damage to anyone nearby. These explosives can be disabled with throwables like bottles, bricks, or the stun rig."Explosive device triggered by inflatable "Dr. Futterman" Dental Hygiene Goose Doll. Prolonged Reagent proximity will inflate the doll to point of detonation."

• CONTENTS
  1: Description
  2: Patient File
  3: Weapon & Traps
  4: Trials
    4a: Poison the Medicine
    4b: Pleasure the Prosecutor
    4c: Liquidate the Union
  5: Propaganda
  6: Documents
  7: Art
• Other Pages
  • Sgt. Leland Coyle
  • Mother Gooseberry
  • Otto & Arora Kress
  • Liliya Bogomolova

PRIME ASSET: Franco Barbi

FAMILIAL ARCHETYPE: The Son

Franco "Il Bambino" Barbi is the son of Don Salvatore Barbi and also represents the son in the Prime Asset hierarchy. Franco's childish behavior makes him a dangerous Prime Asset, suffering from common temper tantrums when a trial does not go his way.Binkie in hand, Franco is equipped with a sawed-off shotgun called Lupara. While live ammunition was taken away from him with his introduction to the Trials, Franco more than made up for it with custom ammunition made from broken Reagent teeth.

PHYSICAL DESCRIPTION:

Resting atop a baby blue bowtie, Franco's engorged head swells with blood and tumors. What's left of his hair is coifed and styled to cover what it can of his veiny forehead.

NICKNAMES:

   • Il Bambino
   • Drooling Freak
   • The Manchild
   • Lupara

PATIENT FILE NO. 15210
Name: Franco Barbi
DOB: [REDACTED]
POB: [REDACTED]
SEX: Male
HEIGHT: [REDACTED]
FAMILIAL ARCHETYPE: The Son
COLLECTION AGENT: Clyde Perry
PERMITTED EQUPMENT:
FRANCO'S LUPARA: An Italian word meaning “for the wolf,” this break-action shotgun has had its barrel sawed off, converting this hunting weapon into a tool for up-close and personal mafia assassinations.
Tripwire Bomb: Franco’s trials feature a high-tech explosive trap, strategically placed in high-traffic areas like hallways. Nearly invisible to the naked eye, these devices can only be spotted by carefully watching for the small units near the floor—or by using NVGs to reveal their laser tripwires.

EQUIPMENT: Sawed-Off Shotgun

An Italian word meaning “for the wolf,” this break-action shotgun has had its barrel sawed off, converting this hunting weapon into a tool for up-close and personal mafia assassinations.

EQUIPMENT: Baby's Binkie

This purple and white pacifier is a necessity for Barbi, offering him comfort in times of duress.

TRIAL HAZARD: Tripwire Bombs

Franco’s trials feature a high-tech explosive trap, strategically placed in high-traffic areas like hallways. Nearly invisible to the naked eye, these devices can only be spotted by carefully watching for the small units near the floor—or by using NVGs to reveal their laser tripwires."Paired explosive charges, triggered by the interruption of an infrared beam."

• CONTENTS
  1: Description
  2: Patient File
  3: Weapon & Traps
  4: Trials
    4a: Kill the Politician
    4b: Silence the Idol
  5: Propaganda
  6: Documents
  7: Art
• Other Pages
  • Sgt. Leland Coyle
  • Mother Gooseberry
  • Franco Barbi
  • Liliya Bogomolova

PRIME ASSET: Otto and Arora Kress

FAMILIAL ARCHETYPE: The Grandparents

Forebearers of tradition, Otto and Arora Kress act as the first duo Prime Asset and represent the grandparents in the familial hierarchy. Otto and Arora engulf their trial environments with Kress Precursor, a dangerous chemical cocktail invented by the brilliant Arora Kress.Despite their conjoined nature, Otto and Arora dominate the Trial environment. Otto ready with his circular saw in hand, ready to cut through flesh and bone like nothing, and Arora with her vials of Kress Precursor, ready to inflict nausea and vomiting to any unsuspecting Reagents.

PHYSICAL DESCRIPTION:

Otto and Arora's evening wear is hand-tailored from the finest fabric with regal purples and blacks woven together, finished with a gold trim. Ever dressed to kill, the pair mirror one another perfectly: Otto's string tie is cut from the same cloth as Arora's belt.

NICKNAMES:

   • The Kress Twins
   • The Buffalo Minotaur

PATIENT FILE NO. [REDACTED]
Name: Otto & Arora Kress
DOB: [REDACTED], 1899
POB: [REDACTED]
SEX: Male & Female
HEIGHT: [REDACTED]
FAMILIAL ARCHETYPE: The Grandparents
COLLECTION AGENT: Clyde Perry
PERMITTED EQUPMENT:
OTTO'S HANDHELD CIRCULAR SAW: A bespoke circular saw, trading speed for torque, this weapon is perfect for bone and any other stubborn materials that need serving.
ARORA'S KRESS PRECURSOR VIALS: A corked glass vial that holds a dose of the indigo-hued Kress Precursor, one of Arora's own inventions.
TOXIC FLASH TRAP: taking the place of the hanging traps within the Trial Environment, these traps consist of hanging containers of the Kress Precursor, which will infect Reagents for a short duration after.

EQUIPMENT: Handheld Circular Saw

A bespoke circular saw, trading speed for torque, this weapon is perfect for bone and any other stubborn materials that need serving.

EQUIPMENT: Kress Precursor Vials

A corked glass vial that holds a dose of the indigo-hued Kress Precursor, one of Arora's own inventions.

TRIAL HAZARD: Emetic Flasks

taking the place of the hanging traps within the Trial Environment, these traps consist of hanging containers of the Kress Precursor, which will infect Reagents for a short duration after."Hung glass bulbs of Kress Precursor rigged to drop and shatter upon contact, inducing nausea, vomiting, and an accumulating sense of dread."

• CONTENTS
  1: Description
  2: Patient File
  3: Weapon & Traps
  4: Trials
    4a: Despoil the Auction
  5: Propaganda
  6: Documents
  7: Art
• Other Pages
  • Sgt. Leland Coyle
  • Mother Gooseberry
  • Franco Barbi
  • Otto & Arora Kress

PRIME ASSET: Liliya Bogomolova

FAMILIAL ARCHETYPE: The Aunt

The product of a half century of war and corruption, Sister Liliya Bogomolova enters the Trials as the fifth Prime Asset, representing the role of the aunt in the familial hierarchy. Bogomolova has an almost hypnotic way of speaking, a tool that she's used to manipulate people into doing acts they would otherwise never commit.Described as a Viper by Dr. Rudolf Wernicke, Liliya Bogomolova is perhaps the most dangerous Prime Asset yet. Armed with razor sharp claws and a prosthetic blade replacing her right arm, this Prime Asset hides amongst "false idols" strewn across the Trial enviornment. Instilling paranoia into Reagents as they struggle to determine which mannequin is the one true messiah.

PHYSICAL DESCRIPTION:

Liliya Bogomolova is dressed head to toe in an ornate black and gold body suit that lets her blend into the False Idols of her Trial environment. Her mask also features faces on both sides, making it difficult for Reagents to tell what direction she's looking.

NICKNAMES:

   • Angel of Leningrad
   • Beloved of God
   • Russian Joan of Arc
   • Sister Liliya

PATIENT FILE NO. [REDACTED]
Name: Liliya Bogomolova
DOB: [REDACTED]
POB: [REDACTED]
SEX: Female
HEIGHT: [REDACTED]
FAMILIAL ARCHETYPE: The Aunt
COLLECTION AGENT: George Nichols
PERMITTED EQUPMENT:
PROSTHETIC BLADE: A razor sharp blade replaces Bogomolova's right arm, when not in use, it can be retracted and hidden inside of a prosthetic apparatus.
CLAWS:
FALSE IDOLS: Mannequins identical in design to the Prime Asset, intermittently booby-trapped with noxious gas. Human bones have been included in the internal structure for X-Ray fidelity.

EQUIPMENT: PROSTHETIC BLADE

A razor sharp blade replaces Bogomolova's right arm, when not in use, it can be retracted and hidden inside of a prosthetic apparatus.

EQUIPMENT: Claws

Liliya's left hand isn't any les dangerous, five long claw like blades stick from her finger tips. Reagents slashed with said claws are sure to sustain substantial damage.

TRIAL HAZARD: False Idols

Nearly indistinguishable from this Prime Asset, these twitching mannequins can be found all throughout Liliya's Trial environment, making it difficult to approximate her location."Mannequins identical in design to the Prime Asset, intermittently booby-trapped with noxious gas. Human bones have been included in the internal structure for X-Ray fidelity."

• CONTENTS
  1: Description
  2: Patient File
  3: Weapon & Traps
  4: Trials
    4a: Cage the Animals
    4b: Rig the Race
  5: Propaganda
  6: Documents
  7: Art
• Other Pages
  • Mickey Schwartz
  • Leonid Losev
  • Olivia Hall
  • Volker Brandt

PRIME ASSET: Prescott Whitehorn

FAMILIAL ARCHETYPE: The Uncle

[REDACTED]

PHYSICAL DESCRIPTION:

[REDACTED]

NICKNAMES:

   • The Angry Man
   • Big Fuckin' Hunter
   • Uncle Sam

CREDITS:

   • Sabatron: Concept / Lore Docs / Cage the Animals
   • Semy: Rig the Race
   • Jude: Nicknames

PATIENT FILE NO. 13752
Name: Prescott Whitehorn
DOB: [REDACTED]
POB: [REDACTED]
SEX: Male
HEIGHT: [REDACTED]
FAMILIAL ARCHETYPE: The Uncle
COLLECTION AGENT: Clyde Perry
PERMITTED EQUPMENT:
PRESCOTT'S CROSSBOW: A modified hunting crossbow with a reinforced drawstring and improved bolts, designed to inflict maximum damage to Reagents. After Whitehorn's reintegration, his arsenal was expanded with tracking bolts that emit a siren to reveal the Reagent's location and hemorrhaging bolts that worsen bleeding, allowing Whitehorn to follow wounded targets.
BEAR TRAPS: Whitehorn can deploy modified bear traps that immobilize Reagents and trigger a loud built-in alarm, attracting nearby Ex-Pops. These traps can be disabled with throwables or the Jammer rig's [REWIRE] upgrade, but Whitehorn can reset activated traps himself if need be.

EQUIPMENT: Prescott's Heavy Duty Crossbow

A vintage hunting crossbow purchased by Prescott in an illegal auction, now modified to inflict maximum damage to Reagents. Whitehorn was provided with a few new amenities after his reintegration into the therapy, including new modified tracking bolts, designed to pierce deep into a Reagent's flesh and stay there. These bolts are also fitted with tracking technology, a flashing red light and a loud beeping noise makes it hard for Reagents to hide before removing the stuck bolt, even when hiding in lockers, beds, and the shadow of darkness.Note: One bar of damage will be dealt by Whitehorn's crossbow on entry, which then the tracking light/siren will alert, compromising the Reagent's location to both Prime Assets and Ex-pops. Another bar of damage will be dealt once the bolt is pulled out aswell.

TRIAL HAZARD: Bear Traps

Whitehorn can deploy modified bear traps that immobilize Reagents and trigger a loud built-in alarm, attracting nearby Ex-Pops. These traps can be disabled with throwables or the Jammer rig's [REWIRE] upgrade, but Whitehorn can reset activated traps himself if need be.

• CONTENTS
  1: Description
  2: Patient File
  3: Weapon & Traps
  4: Trials
    4a: Tarnish the Reputation
  5: Propaganda
  6: Documents
  7: Art
• Other Pages
  • Prescott Whitehorn
  • Leonid Losev
  • Olivia Hall
  • Volker Brandt

PRIME ASSET: Mickey Schwartz

FAMILIAL ARCHETYPE: The Brother

[REDACTED]

PHYSICAL DESCRIPTION:

[REDACTED]

NICKNAMES:

   • Golden Boy

CREDITS:

   • Semy: Concept / Lore Docs / Tarnish the Reputation

PATIENT FILE NO. 16435
Name: Mickey "The Boy" Schwartz
DOB: 02/16/1929
POB: Clarksville, TN
SEX: Male
HEIGHT: 6'8"
FAMILIAL ARCHETYPE: The Brother
COLLECTION AGENT: Clyde Perry
PERMITTED EQUPMENT:
MODIFIED BASEBALL BAT: A wooden bat laced with sharp nails, one hit will cause a staggering effect and blurred vision for a short period of time.
BASEBALL TURRETS: Pitching machines with improvised motion sensors attached to its main chassis. Reagent’s who enter its line of sight will be shot with glass covered baseballs, causing minor damage and knockback.

EQUIPMENT: Modified Baseball Bat

A wooden bat laced with sharp nails, one hit will cause a staggering effect and blurred vision for a short period of time.

TRIAL HAZARD: Baseball Turrets

Pitching machines with improvised motion sensors attached to its main chassis. Reagent’s who enter its line of sight will be shot with glass covered baseballs, causing minor damage and knockback.

• CONTENTS
  1: Description
  2: Patient File
  3: Weapon & Traps
  4: Trials
    4a: Assassinate the Defector
    4b: Cripple the Committee
    4c: Halt the Ascension
  5: Propaganda
  6: Documents
  7: Art
• Other Pages
  • Prescott Whitehorn
  • Mickey Schwartz
  • Olivia Hall
  • Volker Brandt

PRIME ASSET: Leonid Losev

FAMILIAL ARCHETYPE: The In-Law

Acting as a vessel for the power of our enemies in Russia, Leonid takes the form of an aggressive viral body, an invading force rotting American ideologies from the inside. Even further representing the role of the In-Law in the familial hierarchy, Leonid's power of control acts no different in the Trial environments than it did in the military, his commands being met with results.

PHYSICAL DESCRIPTION:

Chipped teeth, a half torn ear, and a necrotic eye infection, all fuel for the anger within the battle hardened Leonid. Fresh scars on his face covering the ones sustainned in war. Atop his head sits his worn Soviet officers cap, his stringy greying hair poking out from underneath.

NICKNAMES:

   • The Captain

CREDITS:

   • Jude: Concept / Lore Docs / Assassinate the Defector / Cripple the Committee / Halt the Ascension
   • Semy: Halt the Ascension
   • Sabatron: Halt the Acension

PATIENT FILE NO. 15724
Name: Leonid "The Captain" Losev
DOB: 04/11/1917
POB: Stalingrad, USSR
SEX: Male
HEIGHT: 6'6"
FAMILIAL ARCHETYPE: The In-Law
COLLECTION AGENT: Silas Knisely
PERMITTED EQUPMENT:
TWO-SIDED HAMMER & SICKLE: Depending on the side used, it will either inflict the classic bleeding effect or the brand new cripple effect, a devastating effect that will slow Reagent movement speed significantly until they can set the broken bone back in place.
TOY SOLDIERS: Mannequins adorning Soviet military rags slowly rotate their heads 180 degree. If spotted, as shown by a red spotlight emitting from their eyes, a three round burst will be fired. This trap can be disabled by tossing a throwable at it's head, which triggers an extra three shots, these may distract Ex-Pops. Hitting elsewhere will only temporarily disable it, unless hit by a stun rig.

EQUIPMENT: Leonid's Hammer & Sickle

Hand crafted out of heavy duty and durable steel, this modified flagpole has been given a deadly addition. A cleanched fist at the tip of the weapon grasps firmly onto both a hammer & sickle, the symbol of the Soviet people and a deadly weapon if struck with the crippling hammer or slashed with the sharp sickle. The bottom of the flagpole twisting into a spike to plant the ragged old soviet flag into the eye of anyone unlucky enough to fall victim to Leonid's wrath.

EQUIPMENT: War Medals

Pinned proudly on his uniform, Leonid displays the still shining gold medals awarded to him for his bravery on the battlefields of the second world war. Each one is a symbol of his love, loyalty, and dedication to his motherland.

EQUIPMENT: Gas Mask & Satchel

Strapped around Leonid is his trusty old gas mask, smeared with dirt and discoloured from countless gas attacks, but still functional. The bottom of his heavy duty canvas satchel, which once held cigarettes, vodka, and spare ammunition, is now soaked in fresh blood from the organs he collects off his victims.

TRIAL HAZARD: Toy Soldiers

Mannequins adorning Soviet military rags slowly rotate their heads 180 degree. If spotted, as shown by a red spotlight emitting from their eyes, a three round burst will be fired. This trap can be disabled by tossing a throwable at it's head, which triggers an extra three shots, these may distract Ex-Pops. Hitting elsewhere will only temporarily disable it, unless hit by a stun rig.

• CONTENTS
  1: Description
  2: Patient File
  3: Weapon & Traps
  4: Trials
    4a: Control the Operation
    4b: Collect the Organs
    4c: Switch the Dealers
  5: Propaganda
  6: Documents
  7: Art
• Other Pages
  • Prescott Whitehorn
  • Mickey Schwartz
  • Leonid Losev
  • Volker Brandt

PRIME ASSET: Olivia Hall

FAMILIAL ARCHETYPE: The Aunt

[REDACTED]

PHYSICAL DESCRIPTION:

[REDACTED]

NICKNAMES:

   • The Vixen

CREDITS:

   • Semy: Concept / Lore Docs / Control the Operation

PATIENT FILE NO. 17380
Name: Olivia Hall
DOB: 11/12/1930
POB: [REDACTED], Egypt
SEX: Female
HEIGHT: 5'5"
FAMILIAL ARCHETYPE: The Aunt
COLLECTION AGENT: Silas Knisely
PERMITTED EQUPMENT:
EXTENDED INJECTION DEVICE: Olivia wields a reloadable 12-inch syringe, using her small frame to chase down Reagents and inject them with a custom drug cocktail that causes effects like (Stumbling, Blurred Vision, Nausea, Temporary Incapacitation, etc.). Once her victims are weakened, she strikes with a set of scalpels from her belt, attempting to harvest their organs.
SWINGING NEEDLES: Much like the door traps, stepping on an electrical floor trigger will cause a series of hypodermic needles to swing towards Reagents, injecting them with a toxic cocktail that temporarily increases stamina depletion.

EQUIPMENT: Extended Injection Device

Olivia wields a reloadable 12-inch syringe, using her small frame to chase down Reagents and inject them with a custom drug cocktail that causes effects like (Stumbling, Blurred Vision, Nausea, Temporary Incapacitation, etc.). Once her victims are weakened, she strikes with a set of scalpels from her belt, attempting to harvest their organs.

TRIAL HAZARD: Swinging Needles

Much like the door traps, stepping on an electrical floor trigger will cause a series of hypodermic needles to swing towards Reagents, injecting them with a toxic cocktail that temporarily increases stamina depletion.


• CONTENTS
  1: Description
  2: Patient File
  3: Weapon & Traps
  4: Art
• Other Pages
  • Prescott Whitehorn
  • Mickey Schwartz
  • Leonid Losev

PRIME ASSET: Volker Brandt

FAMILIAL ARCHETYPE: The Sister

[REDACTED]

PHYSICAL DESCRIPTION:

[REDACTED]

NICKNAMES:

   • [REDACTED]

CREDITS:

   • Yaegeram: Concept / Art

PATIENT FILE NO. 16247
Name: Volker Brandt
DOB: 11/9/1930
POB: Munich, Germany
SEX: Male
HEIGHT: 6'0"
FAMILIAL ARCHETYPE: The Sister
COLLECTION AGENT: Clyde Perry
PERMITTED EQUPMENT:
VERÖDUNGSBAYONET: A bayonet mounted on top of an old pipe, repurposed and insulated to prevent the wielder from burning their fingers. Scorching wires wrap around the blade making it extremely hot and will permanently reduce Reagent's health once hit with it.
POISONED MEDICINE: seemingly normal medicine bottles are laced with poison. The bottles have to be closely inspected prior to ingestion for any impurities or unusual labelling. When hit with a throwable or a Stun Rig, laced bottles will break apart making it easier to distinguish between the two.

EQUIPMENT: Verödungsbayonet

A bayonet mounted on top of an old pipe, repurposed and insulated to prevent the wielder from burning their fingers. Scorching wires wrap around the blade making it extremely hot and will permanently reduce Reagent's health once hit with it.

TRIAL HAZARD: Poisoned Medicine

Seemingly normal medicine bottles are laced with poison. The bottles have to be closely inspected prior to ingestion for any impurities or unusual labelling. When hit with a throwable or a Stun Rig, laced bottles will break apart making it easier to distinguish between the two.






RECENT ACTIVITY
• ??/??/?? ADDED Ex-Pop: Name [OFFICIAL/CONCEPT]

• 7/14/26 REDESIGNED PAGE
UPCOMING
• ADD EXPOP: Biter [OFFICIAL]

• ADD EXPOP: Dollie [UNOFFICIAL]
• OFFICIAL CONTENT
  1: Trial Information
  2: MKChallenges
    2a: Cancel the Autopsy
    2b: Sabotage the Lockdown
    2c: Release the Prisoners
    2d: Teach the Police Officers
    2e: Eliminate the Past
  3: MK Trial Maps
  4: Propaganda
• COMMUNITY CONTENT
  1: MKChallenges
• Related Trials
  • Vindicate the Guilty
  • Locksock the Warden
• Trial Info
• PRIME ASSET: Sgt. Leland Coyle
• LOCATION: The Police Station
STUN RIG:
• ACTIVATE - Powerful throwing device that emits an electric shock. It temporarily stuns and disorients enemies.
• EXPANDED RADIUS - Expand the explosion radius.
• DISARM - All traps, door traps, and enemy mines are destroyed by the explosion.
• EXTENDED DURATION -Extend the duration of the stun effect.
• RESTORE - Cooldown time is instantly reduced if no enemy is hit.
• ELECTRIC BOOST - Players within the blast radius will immediately regain some battery and stamina.
• DECREASED COOLDOWN - Decrease the cooldown time before the rig can be used again.
• PREPARED - The rig is prepared for use at the beginning of the trial.

Easterman CIA Interview 1
CIA Archives
1953.01.12
MURKOFF CORPCOPYCENTRAL INTELLIGENCE AGENCY INTERNAL MEMOTRANSCRIPTION OF INTERVIEW BETWEEN JAMESON LAWLER (CIA) AND HENDRICK JOLIET EASTERMAN (CIVILIAN)Recorded: 1953.01.12, Chicago, IlMurkoff Procurement: 1954.04.03EDITED FOR CLARITY[Minutes 33-36]LAWLER: You were present at Mister Dulles's speech at Princeton.
EASTERMAN: Are you asking me?
LAWLER: Are you denying you were there?
EASTERMAN: No, no. I just couldn't interpret your tone. You seem to already know...
LAWLER: My point is that "Brainwashing" has already too far infiltrated the popular imagination. July of last year it was the front page story in every major U.S. city. Twenty-one American prisoners of war refuse to come home, red-blooded Americans who'd rather make a home in Communist China.
EASTERMAN: I read the papers.
LAWLER: This is the question we need to answer, "Why in the name of God would anybody, given the choice, become a Communist?


CANCEL THE AUTOPSY
PRAXIS: Corpses offer forensic facts incompatible with our truth. Grind the bodies into factually correct slurry.
EASTERMAN BRIEFING: ”You cannot allow evidence to determine the course of justice. Corpus Delicti. Find the bodies and grind them to slurry, and we will let you out.” - H.J. Easterman
LOCATION: The Basement
PRIME ASSET: Sgt. Leland Coyle
DESCRIPTION: The basement of the Police Station has been divided into three zones, Reagents much search each zone for a corresponding key, of which are hidden in dead bodies found around the Trial environment. Once a key is collected, it must be brought back to the gymnasium, where its inserted into a lock which lowers one of three hanging body into a large grinder. Reagents will be allowed to leave once all three bodies have been ground into slurry.

















Failed Escape




Murkoff Prototypes