Trial Ideas Pt. 6.5 MK Challenges
Hello again friends, it’s been quite a while but I’m here to share with you some MK Challenges I’ve come up with for each map that’s been released so far! Please enjoy and let me know what you think below 👍
Plant the Evidence (Police Station)
“Laws and regulations must bend to the will of what we seek to achieve. Sacrifices must be made so some may need to take the fall. Plant evidence in the cadavers provided to you, and we will let you out”
Several bodies have been laid out on the gurneys inside the autopsy room in the basement. Reagents must find evidence to place inside the bodies (new items: papers, weapons, etc.). These items will be able to be obtained by completing the sound wave stands (like in the Orphanage and the Mansion Escape) with a new door attachment that will drop the items when completed. Once completed, release will begin.
Fill the Root Canal (Fun Park)
“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 our future and we will let you out”
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!”)
Chastise the Nuns (Orphanage)
“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”
A group of Nun mannequins stand strapped to a wooden pole where the group photo normally is. At the 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)
Persecute the Communist (Courthouse)
“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.”
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.
Restart the Factory (Toy factory)
“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.”
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.
Drug the Made Guy (The Docks)
“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”
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.
Rig the Vehicles (Downtown)
“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. Insert explosives into the vehicles and we will let you out”
Central Location: Dealership
Throughout the map there will be locked shoots with timed bombs that will fall out of. To get these, Reagents must flip switches like in the main trial but on a timer, if the reagents miss the timer the switches will be reset back to square one. (Harder difficulty = lower timer). Once completed a bomb will fall out of the shoot and Reagents must bring the bomb to the dealership and place them in hidden places on each respective vehicle (under the hood, in the tailpipe, behind the wheel, etc.). The catch is that the bombs are on a timer as well, so if the reagents aren’t able to bring them back to the dealership on time, they will explode causing extreme damage. Another bomb will drop out of the shoot and they will have to start over. Once every bomb is placed, reagents must leave the room, an “explosion” will go off, causing screams and panic from the mannequins, triggering the release protocol.
Thank you for reading and I’ll see you guys very soon 😉