ZELZ/The Trials

The Trials is a story-based game made by . It was inspired by the Saw movies. It was revamped later to have its own story.
==Gameplay==
In this game, the player must go through various challenges, or "trials," in order to survive. Players are given instructions through various TV screens on how to complete each trial. If a player dies they are automatically sent back to the lobby. There are two phases out currently.
==Phase 1==
9-11 players will enter each instance at the start of this phase.
===Trial 1 - Push the Button===
All players wake up in individual rooms shrouded in darkness. After all players have loaded in, the lights turn on and the instructions for the first trial start running.
In this first trial, players must be the first one to press a glowing green button within the 10 second timeframe to unlock the device on their head. The trial will be repeated nine times, with only one additional participant passing each time. A maximum of nine players can pass this trial.
===Trial 2 - Match a Lock===
After the first trial ends, all surviving participants walk into a large room with a multitude of hanging boxes and seven closed chambers under the TV in the room, each with a different shape next to it. To survive this trial, one must find a key with a shape corresponding to one of the unoccupied safety chambers within the two-minute time limit; however, players must be careful as some keys have a shape that do not correspond to a safety chamber at all. This is also where one can find and acquire the star key; if the user dies with it, they lose it. A gun is hidden in one of the boxes, which, if not dodged, will kill whoever opened it. A maximum of seven players can pass this trial. Players who have not passed will be burnt by an incinerator.
===Trial 3 - Horse Race ===
All platforms in the safety chambers will lower down into a room where various metal collars with a bar leading down the back can be seen on stands. Each player must put on one of the collars to continue. Upon a collar being put on, it will light up in a color, ranging from red to violet. This will be the user's color in this trial. Once all players have a collar on, they will enter the next room where they must pick up a handheld device which is required to complete the trial. When the player picks up a device, a UI will pop up on screen with a box in the center-top of the window that will at first state "PAY ATTENTION TO THE TV SCREEN," as well as numbers 1-8 at the bottom of it. To pass this third trial, players must press the number that will appear within the box on the remote in order to move their horse forward. If the user has a keyboard, they may use the number keys on the keyboard as well. One must get their horse to the end of the race to pass; once the two-minute time limit runs out, any participants who have not finished or the last participant to finish (only when there are seven participants) will be executed. A maximum of six participants can pass this trial.
===Trial 4 - Outrun the Tiger===
At the end of the third trial, all players will be directed to a room where they will receive instructions for the trial. In this fourth trial, a player tagged as the "Tiger" must tag another player to make them the tiger. While the player is the tiger, their timer, which starts at 50, will count down. To pass the trial, players must avoid either having their timer reduced to zero or being the tiger at the end of the five-minute time limit. Upon the start of the trial, the large glass door will be lowered to allow entry to the main room. The floor is slippery and jumping is disabled; additionally, there are large screens above the main area showing each participant, their timer, and who the current tiger is. Whoever is the tiger at the end of the trial is executed, and all other players may pass to the next trial. A maximum of five players can pass this trial. Additionally, the trial will be skipped if there is less than five players upon entering the instruction room for the trial. A star key can also be found here.
===Trial 5 - Trigger Finger===
All players must proceed to a room at the other side of the main room for the previous trial. Once all participants are there, a door will open revealing a carousel; every participant must sit in one of the seats. Upon all players being seated, the carousel will raise up into a room where there is a shotgun in a cage pointed at one of the players. To survive this trial, the player must press the green crosshair that will appear on their screen if the carousel stops with them in front of the shotgun before they get shot; additionally, they must not be the first one to fail. The carousel will keep spinning until one participant fails, and the shotgun will come out faster and faster each time, giving users less time to react. A maximum of four players can pass this trial.
===Trial 6 - Light Switch===
The players are directed out of the chamber with the carousel and into numbered chambers; the metal collar from before will display a number on each participant's back, this is their number. After all players have entered their room, they will walk out the other side into a hallway to where the trial takes place. Here, they must attach their collar to the cord in the station with their number. To pass this trial, users must not have the lowest light meter, which is filled by having their light on, by the end of the two-minute time limit or fill their light meter completely; additionally, if a participant is caught with their light on while the center light is off, they fail the trial and are executed, meanwhile all other participants pass. The center light will start flickering before it turns off. The user that fails will be beheaded and their body and head will drop down to the chamber for the next trial. A maximum of three participants can pass this trial.
===Trial 7 - Slippery Beam===
The remaining participants enter an elevator which brings them down to the chamber for this trial, where the body of the previously executed participant can be seen as well as two safety chambers to the right. To pass the trial, players must collect a key by crossing a slippery beam to unlock one of the two safety chambers within the two-minute time limit. A maximum of two participants can pass this trial.
===Final Trial - One Must Move Forward===
The last participants (or participant, depending on if the other players were competent enough to get here) walk through the door that opens up behind them into a chamber where they are both separated by metal bars, and directed towards two metal transporters which they must step into. If a participant does not step onto the transporter a semi-transparent metal wall will come up between the metal bars and that participant will be killed. The transporters then bring them to a room where at the other end there is two drills, one in front of each player. At the bottom of both users' screens, a UI will appear with a speedometer used in the trial. Participants must stop the speedometer when the line is at its longest to add that more speed to the other player's transporter. To survive this trial, one must make the other player's transporter cross the red line before their own. Only one player can survive the final trial.
===End===
The survivor is released from the transporter and a wall opens up to a room. Once the player enters this room, the door closes and the door at the other end opens up to the end room. They are congratulated for being the last remaining participant and are rewarded the Lone Star ring; this ring will show up on their nameplate, showing others that they have completed this phase. They are then instructed to collect a ring from each phase of The Trials in order to "receive your desire," and that they are now excused until Phase 2. The player is thanked for their participation. After this, the room goes dark and they are teleported back to the lobby. If the user has a star key, it will transfer over into the lobby and future phases.
===Emergency Exit===
There is an alternative route in this phase called the Emergency Exit. In order to get this badge, one must get a star key and then survive with their timer at zero during Outrun the Tiger; it is recommended to have a partner to aid you with this part. At this point, a chime will be heard if this step has been done correctly. After that, they must survive to the trial Slippery Beam and then proceed to the secret keyhole that is in the room; it is placed under the vent on the far left corner of the room with the beams. There must also be two other surviving players at this part, otherwise the keyhole will not appear. Once both other players are in the safety chambers, the user with the star key must insert it into the secret keyhole, which will kill the other two participants. They will then proceed to the elevator, which will bring them down to the Escape Trial.
===Escape Trial - Pop the Locks===
The player must put their hand in a cage and press the button when the red line is overlapping the green circles that will appear. The user only gets two tries, one for each hand. To escape, they must complete the mini-game and vacate the room within the one-minute time limit. This trial is very difficult, partially due to the odd hitboxes of the circles. If the user fails, they will be exploded and killed. If successful, the user will be able to leave through the exit under the TV and will be rewarded the badge.
This phase has three badges.
==Phase 2==
For this phase, players are required to have a partner through the phone item in each user's inventory. If one has a star key and dies here, they will lose the key. Anywhere from 18-20 players (9-10 teams) will enter an instance of this phase at a time.
===Trial 1 - Red Heart Blue Heart===
Players spawn in a room seated on a metal contraption with their partner on the other side. Once all players load in, the seats move forward and the first trial begins.
Both participants in the duo will see a UI appear on the bottom half of their screen. One user will have their username displayed above the red heart, the other will have their username above the blue heart. That is the color for each player. Participants must press their assigned button when the center screen shows their assigned heart to move their transporter forward. Whoever has not passed to the other side of the room within the three-minute time limit will be executed, as well as if all other player duos have made it to the end except for one. A maximum of 18 participants (nine teams) can pass this trial.
===Trial 2 - Electric Maze===
The chairs the players are seated on will start moving and each enter different chambers, one for each duo. The participants can then get up and, once all users are in their respective chambers, can enter the next room. Upon entering, on one wall a board can be spotted which is where the main part of the trial is. On the opposite wall is a TV, and straight ahead is another door. To pass this trial, the players must use the controls on each side of the board to navigate the white token to the bottom of the maze. Throughout the whole trial, water will slowly rise. Getting lower on the board will decrease the speed of the water rising. The duo whose water reaches the top limit first (displayed on the TV once the trial starts) will be executed. A maximum of 16 participants (eight teams) can pass this trial.
===Trial 3 - Button Buddies===
All players move into a lift that will slowly descend into water upon all players having entered their own respective lifts; it is at this time that instructions will be shown. There are eight locks on the door that must be unlocked by both players holding down the two buttons that correspond to the same lock at the same time for each lock. Upon unlocking all initial locks, they must then go into the next water-filled chamber and hold down the buttons on each side of the chamber to pass the trial. The last pair to finish or any pairs that have failed to complete the trial within the time limit will be dismissed. A maximum of 14 participants (seven teams) can pass this trial.
===Trial 4 - Raise the Roof===
Surviving teams will progress into the next room, where there is a burning ceiling and two pipe valves on each side. Both teammates must hold the valves to prevent the ceiling from lowering faster. Upon starting to hold the valves, a minigame will appear. It works similarly to how a rhythm game such as osu!mania would function; however, if one misses pressing a key when the flame reaches the bottom, their character will step back for a moment, releasing the valve. They will only be able to hold it again after a second or so. Whichever team dies first are the only ones dismissed, all others pass. A maximum of 12 participants (six teams) can pass this trial, however one must always die here. The trial will be skipped if there are eight or less participants (four teams or less).
=== Trial 5 - Chicken Race===
The players will be directed out of the room and brought to a cage where they must put on metal collars. Once everyone has their collars on, the lights will turn on and players will be directed to the "chicken mobile" that matches their collar color. Once all users are in their respective chicken mobile, it will move to the main trial room. Each player will either control the left or right wheel of their chicken mobile, depending on which side they sat on. They are to collect as many eggs as possible by driving over the glowing egg pads, and to survive one must not be the team with the least amount of eggs by the end of the five-minute time limit. A maximum of 10 participants (five teams) can pass this trial, however one team will always die.
===Trial 6 - Missing You===
Participants will proceed to the now-open long hallway, which has two doors at the end, one with a sign that says "Behind the Wheel" and the other with a sign saying "Riding Shotgun". There can only be one teammate in each room for each duo. Once all teams are in the room of choice, the entry doors close and the next door opens. For those who chose "Behind the Wheel", they must step up to a platform and stay on it; as for the ones who chose "Riding Shotgun", they must step into restraining braces on a wheel. One all teams are ready, the wheels will flip around, having both teammates face each other. The teammate behind the wheel must shoot the target by pressing E without shooting their partner to gain points. If a teammate is shot, the other is also dismissed and all other teams pass. Additionally, if the two-minute time limit is hit, the team with the lowest amount of points will be executed. A tip for this part: the arms of the teammate riding shotgun do not have a hitbox, and are fine to shoot. A maximum of eight participants (four teams) can pass this trial, though one team will always be dismissed.
===Trial 7 - Capture The Flag===
This trial will be skipped if there is only one team remaining. All still surviving users will exit the room through the side opposite of entry, and will be directed to a room where they must pick up either a hunter vest or a flag vest and then stand on their platform. There, the instructions will be read out. 
====Partner 1: The Flag====
The player with the flag vest must hide from the enemy teams' hunters and avoid letting them come in contact with their vest. If their vest has all six lights on the back lit up, the team is executed. Partner 1 can charge up pods so that Partner 2 can charge their vest. The Flags gets a 25 second head start
====Partner 2: The Hunter====
The participant with the flagless vest is the Hunter. They must charge their vest at one of the charging stations prepared by Partner 1 and then tag another team's Flag.
The team with all six of their Flag's lights lit up, or the team with the highest amount of their Flag's lights lit up at the end of the trial's five minute timer, is dismissed, and all other teams pass. A maximum of six participants (three teams) can pass this trial.
====Star Key Box ====
This trial has a golden box to the left of the exit of this trial with two key slots. Two star keys must be inserted into the box for it to open. Inside of the box is a gold ring that can only be collected by one person. There is no notice as to which player has grabbed the ring if both users who have used their star keys have attempted to take it. Whichever user has it must survive to the end to keep the ring. The keys may be placed in during or after the trial's completion.
There is also no indication in the lobby - on the player’s nameplate and in the lobby in their perspective - that a player owns the ring. Players with the gold ring can form teams of up to 4, but only with other gold ring owners. While existing teams have been preserved, the team creation feature is currently broken and temporarily disabled until Phase 3, with no set release date. When it does launch, it will be available through a Team app on players’ ZPhones in the lobby, alongside the Partner app. Although the gold ring is currently unusable for team creation, it is still available and worth acquiring to secure future access to the Team app.
===Trial 8 - Borrowed Time===
This trial will be skipped if there is only one team remaining. The remaining three teams will enter into three different rooms with windows, forming a triangular layout. There is a screen with an empty meter and a red line in it, which will slowly fill up once the trial starts. Both partners must press the glowing white buttons when they think the meter is closest to the red line. This trial can be tricky as the meters will be covered up about halfway through. An easy way to survive this is keeping track of time; both buttons should be pressed around 27 seconds after the trial starts. After that, a plank will appear in each room and all teams must get on and stay on top of their plank. Whichever team's meter was the farthest from the red line will be eliminated; additionally, if a team over-shot the line, they will be eliminated. A maximum of four participants (two teams) can pass this trial.
===Final Trial - Turn the Table===
Both teams will enter separate rooms - only one team will make it out victorious, meaning two participants can pass this trial. If there are two participants remaining, whether they are partners or not, they will be forced into the separate rooms to compete against each other for victory, resulting in only one winner - otherwise, the last two teams will be forced to compete against each other. Participants can press their button to add one rotation to the pipe within the seven second time frame of the round. To survive one must fill up the other team’s acid pipe completely; the team that fails dies by acid shower. A maximum of two participants (one team) can pass this trial.
===End===
The victor(s) will enter a room that will open up after their opposing team’s (or partner’s) death. Once the door to that room closes, the door on the other side of the room opens to the final room. The team (of one or two participants) is congratulated for being the last remaining participant(s) of the trial group and is rewarded the Two of Hearts rings for completion - unlike Phase 1, instead of one ring, two rings are brought up, one for each partner. If there is one participant remaining, only one ring can be collected with no partner alive to collect the other ring. The TV then instructs yet again to collect a ring from each phase of The Trials in order to "receive your desires", and are then excused until Phase 3.
This phase has one badge.