Trivia Murder Party 2: Difference between revisions
imported>Teardrop No edit summary |
imported>NEnders →Minigames: Fixed some minor spelling mistakes, added a section to the minigames section for Lock & Key to explain how it works internally, added some extra lines around the Final Round for when the final round unlocks (might be good to include rewinds around that line), added a line at the end of Skull Dice to talk about the single way everyone survives that minigame. |
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The players who manage to get the question right will earn $1,000 apiece ''(and the Audience will earn a percentage of a $1,000 pool, depending on the percentage of people who got the question right)'', but the people who incorrectly answered the question will land inside '''<u>the Killing Room</u>''', where they'll be prompted with a minigame '''''(see "Minigames for more information)''''', where they have to complete or compete with the safe players in a prompt that they have to follow in order to survive. If a player manages to complete said requirement during the Killing Room, then they live on for the next question; however, if a player doesn't survive, they'll be turned into a ghost, but they'll still be able to participate by answering questions and participating in other Killing Room minigames. | The players who manage to get the question right will earn $1,000 apiece ''(and the Audience will earn a percentage of a $1,000 pool, depending on the percentage of people who got the question right)'', but the people who incorrectly answered the question will land inside '''<u>the Killing Room</u>''', where they'll be prompted with a minigame '''''(see "Minigames for more information)''''', where they have to complete or compete with the safe players in a prompt that they have to follow in order to survive. If a player manages to complete said requirement during the Killing Room, then they live on for the next question; however, if a player doesn't survive, they'll be turned into a ghost, but they'll still be able to participate by answering questions and participating in other Killing Room minigames. | ||
The game | The game will last for nine questions, after which, if there are more than one player still alive, they'll have to participate in a '''<u>Lock & Key</u> ''(see the section in Minigames)''''' minigame, killing off all but one player and immediately progressing to the <u>'''Final Round'''</u>. | ||
After at least 3 minigames have been played and there is only one alive player, the '''<u>Final Round</u>''' will commence, which will give the alive player a prompt with two answer choices on their device, picking which one(s) they think fit that category or not, with the amount of correct answers accumulating to the amount of steps they'll take in order to exit the hotel. However, the ghosts (as well as the Audience) will also have a chance at exiting and will be granted one more option to choose from, and if a ghost catches up to the one alive player, they'll steal their life force, with the chance of them trying to escape and win the game instead. After a couple of questions later, a dark wall will appear, which will creep two steps closer to the players; whoever gets trapped by the darkness will not be able to participate anymore. At the last crack of the exit, the player MUST get every answer right in order to leave, otherwise, they'll bounce back and won't be able to escape. | |||
* Whoever manages to exit the hotel with their lifeforce '''<u>will win the game</u>'''. | * Whoever manages to exit the hotel with their lifeforce '''<u>will win the game</u>'''. | ||
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The minigames are the challenges proposed by the host during the Killing Room, where the player(s) will have to complete if they get a question wrong. Below are all the games, listed in alphabetical order: | The minigames are the challenges proposed by the host during the Killing Room, where the player(s) will have to complete if they get a question wrong. Below are all the games, listed in alphabetical order: | ||
<big>'''<u>Chalices</u> -'''</big> All players will be presented with a number of chalices on display—the safe players will | <big>'''<u>Chalices</u> -'''</big> All players will be presented with a number of chalices on display—the safe players will each be given a poison pellet, which they can use to poison one of the available chalices. Then the player will have to grab one of the chalices, and if it doesn't contain any poison, then they survive; however, if they pick one of the poison chalices, they'll die and the player(s) who poisoned said chalice will earn a $500 kill bonus. | ||
'''<big><u>Dictation</u></big> -''' [REDACTED] will read out a piece of text which the player(s) will have to type out what he's saying | '''<big><u>Dictation</u></big> -''' [REDACTED] will read out a piece of text which the player(s) will have to type out what he's saying verbatim, with the safe players also having a crack at it. If one or multiple safe players manage to beat the player's amount of words written, then that player will die, and the safe players who beat them will earn a $500 kill bonus. | ||
<big>'''<u>Donations</u> -'''</big> All players sent to the Killing Room will earn $500 dollars, of which they can give to another player of their choosing. If one of the players ends up with the least amount of money after the donations are given out, then that person dies; however, if a player (or players) donates to another, making them reach $800 or more, then the player(s) who donated said player will die instead. All money will be dealt out to the players who were inside the Killing Room. | <big>'''<u>Donations</u> -'''</big> All players sent to the Killing Room will earn $500 dollars, of which they can give to another player of their choosing. If one of the players ends up with the least amount of money after the donations are given out, then that person dies; however, if a player (or players) donates to another, making them reach $800 or more, then the player(s) who donated said player will die instead. All money will be dealt out to the players who were inside the Killing Room. | ||
'''<big><u>Dumb Waiters</u> -</big>''' All players sent to the Killing Room will be faced with two elevator doors, where the players will all have to make a unanimous decision of whether to go to the left or right door. ''If there's an even number of players, a doll will be placed inside one of the elevator doors.'' If there is a split decision, then the heaviest elevator door out of the two will kill everyone inside it, and the rest of the players will stay alive. And if all players manage to | '''<big><u>Dumb Waiters</u> -</big>''' All players sent to the Killing Room will be faced with two elevator doors, where the players will all have to make a unanimous decision of whether to go to the left or right door. ''If there's an even number of players, a doll will be placed inside one of the elevator doors.'' If there is a split decision, then the heaviest elevator door out of the two will kill everyone inside it, and the rest of the players will stay alive. And if all players manage to choose the same elevator, then everybody survives. | ||
<big>'''<u>Escape Room</u>''' '''-'''</big> All players who end up in this minigame will be prompted to ''"'''PAUSE''' and take a deep breath"'', then ''"'''RESUME''', and they'll have it all figured out"'', along with 45 seconds to do so. What needs to happen is for the player who owns the game to press the Escape key twice, hence '''PAUSING''' the game and then '''RESUMING''' it, which will then grant the players with the ability to leave the room unscathed. | <big>'''<u>Escape Room</u>''' '''-'''</big> All players who end up in this minigame will be prompted to ''"'''PAUSE''' and take a deep breath"'', then ''"'''RESUME''', and they'll have it all figured out"'', along with 45 seconds to do so. What needs to happen is for the player who owns the game to press the Escape key twice, hence '''PAUSING''' the game and then '''RESUMING''' it, which will then grant the players with the ability to leave the room unscathed. | ||
<big>'''<u>Gifts</u> -'''</big> All players will have the choice to pick one of the gifts on their device, which will either contain $50 or a special item, which will hinder their question-answering abilities, depending on what gift they earn. They'll hold on to their gift up until they're dead, of which they'll have the option to | <big>'''<u>Gifts</u> -'''</big> All players will have the choice to pick one of the gifts on their device, which will either contain $50 or a special item, which will hinder their question-answering abilities, depending on what gift they earn. They'll hold on to their gift up until they're dead, of which they'll have the option to transfer their gift to another alive player. '''''(See "Gifts" for more information)''''' | ||
<big>'''<u>High Rollers</u> -'''</big> All players in the Killing Room will start off with three dice each, and the safe players will earn a die apiece that they can give to the player of their choosing. After all dice have been given out, the players will roll them. The player who earns the highest amount of points with their dice will die. Safe players will earn a $500 kill bonus if they've given their die to the player who ultimately died. | <big>'''<u>High Rollers</u> -'''</big> All players in the Killing Room will start off with three dice each, and the safe players will earn a die apiece that they can give to the player of their choosing. After all dice have been given out, the players will roll them. The player who earns the highest amount of points with their dice will die. Safe players will earn a $500 kill bonus if they've given their die to the player who ultimately died. | ||
<big>'''<u>Loser Wheel</u> -'''</big> The player who ends up in this room will be subjected to spin the Loser Wheel, with a massive chance of it landing on a death slot, but also having a slim chance to live. Whichever outcome the Wheel determines will decide the player's fate. | <big>'''<u>Lock & Key</u>''' -</big> '''This minigame is not selectable.''' In this minigame players will be tasked with choosing a correct key. However the game just rolls a random number and if it passes will award a player who actually submitted the correct key making AFK players unable to be handed the correct key. The percentages for the correct key is 10% for the first choice, 50% for the second choice, and 100% for the last choice. | ||
<big>'''<u>Loser Wheel</u> -'''</big> The player who ends up in this room will be subjected to spin the Loser Wheel, with a massive chance of it landing on a death slot, but also having a slim chance to live. Whichever outcome the Wheel determines will decide the player's fate. Internally the game will roll a random number with a 1 out of 6 chance for survival, everything that happens after the button press is just an animation that was premade. | |||
'''<big><u>Math</u> -</big>''' All players in the Killing Room will be math problems of both addition and subtraction, of which they'll have to answer correctly to add a point to their score. | '''<big><u>Math</u> -</big>''' All players in the Killing Room will be math problems of both addition and subtraction, of which they'll have to answer correctly to add a point to their score. | ||
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'''<big><u>Mind Meld</u> -</big>''' All players (safe or otherwise) will be given a category, which they'll have to give out an answer that makes part of said category. All answers will then be revealed, and any players with matching answers, whether from the safe players or fellow players in the Killing Floor, will die. Safe players can earn a $500 kill bonus if they match with a player set in the Killing Room. | '''<big><u>Mind Meld</u> -</big>''' All players (safe or otherwise) will be given a category, which they'll have to give out an answer that makes part of said category. All answers will then be revealed, and any players with matching answers, whether from the safe players or fellow players in the Killing Floor, will die. Safe players can earn a $500 kill bonus if they match with a player set in the Killing Room. | ||
<big>'''<u>Mirror</u> -'''</big> Aunt Mildred will start writing on the mirror, with her | <big>'''<u>Mirror</u> -'''</big> Aunt Mildred will start writing on the mirror, with her consistent handwriting on display. After her demonstration, she'll write a different word, but the safe players will be able to write other words and disguise them as if Aunt Mildred wrote them. After the writing time's up, the players in the Killing Room will have to take a guess at which word in the mirror was the one written by Aunt Mildred. If they get it right, they survive, and if not, they'll die. | ||
'''<big><u>Password</u> -</big>''' All players in the Killing Room will have to type out a real four-letter word on their device. Once they've been submitted, all the safe players will try and crack the password on their device by guessing in other real four-letter words; if at least one of the words' letters they submit in one part of the player(s)' word(s) is on the password, it'll show up as a clue on their device. If a player gets their password cracked, then they'll die. All safe players will earn a $500 kill bonus if they manage to crack a password. | '''<big><u>Password</u> -</big>''' All players in the Killing Room will have to type out a real four-letter word on their device. Once they've been submitted, all the safe players will try and crack the password on their device by guessing in other real four-letter words; if at least one of the words' letters they submit in one part of the player(s)' word(s) is on the password, it'll show up as a clue on their device. If a player gets their password cracked, then they'll die. All safe players will earn a $500 kill bonus if they manage to crack a password. | ||
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'''<big><u>Pegs</u> -</big>''' All safe players will pick one of the nine available drop zones to turn them into death zones. After all of the zones have been picked, they're revealed, and the players in the Killing Room will drop their chips down the pegs. If they manage to land on one of the safe zones, they'll earn $500; however, landing on one of the death zones will kill them, and will grant the player(s) who picked that zone a $500 kill bonus. | '''<big><u>Pegs</u> -</big>''' All safe players will pick one of the nine available drop zones to turn them into death zones. After all of the zones have been picked, they're revealed, and the players in the Killing Room will drop their chips down the pegs. If they manage to land on one of the safe zones, they'll earn $500; however, landing on one of the death zones will kill them, and will grant the player(s) who picked that zone a $500 kill bonus. | ||
'''<big><u>Phones</u> -</big>''' All players will be presented with a couple of phone numbers they'll have to dial on their rotary phones, which they'll have to contact in order to survive. Once a player successfully manages to connect to one of the shown phone | '''<big><u>Phones</u> -</big>''' All players will be presented with a couple of phone numbers they'll have to dial on their rotary phones, which they'll have to contact in order to survive. Once a player successfully manages to connect to one of the shown phone numbers, it'll no longer be usable. Once all of the phone numbers have been used or the time runs out, the players remaining without any dialed contacts will die. | ||
'''<big><u>Quiplash</u> -</big>''' Both players who end up in the Killing Room will type in an answer to the prompt given to their device. Once the answers have been submitted, they're anonymously shown on-screen, and all of the safe players (as well as the Audience) will vote on who they think wrote the funniest answer. When all votes are in, they're shown, and the player who ends up getting the least amount of votes will die. | '''<big><u>Quiplash</u> -</big>''' Both players who end up in the Killing Room will type in an answer to the prompt given to their device. Once the answers have been submitted, they're anonymously shown on-screen, and all of the safe players (as well as the Audience) will vote on who they think wrote the funniest answer. When all votes are in, they're shown, and the player who ends up getting the least amount of votes will die. | ||
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'''<big><u>Skewers</u> -</big>''' All players in the Killing Room will have to hide in one of the slots located inside of the box. Once all players have hid in their spots, the safe players will all be given a sword, which they can slice through one of the open endings of the box. If at least one of the swords goes through a player, they'll die, and the safe player(s) who manage to successfully slice them will earn a $500 kill bonus. | '''<big><u>Skewers</u> -</big>''' All players in the Killing Room will have to hide in one of the slots located inside of the box. Once all players have hid in their spots, the safe players will all be given a sword, which they can slice through one of the open endings of the box. If at least one of the swords goes through a player, they'll die, and the safe player(s) who manage to successfully slice them will earn a $500 kill bonus. | ||
'''<big><u>Skull Dice</u> -</big>''' All players will be given a die—with every roll of their die they'll add up to their total score (starting from zero) by the number that the die determines. All safe players will also earn a die of their own, which they can roll, along with a side containing a skull which, if rolled, will add one extra point to everyone's score. During this minigame, the player with the least points by the end of the minigame will die; however, if one player ends up with a score higher than 21, they'll die instead. | '''<big><u>Skull Dice</u> -</big>''' All players will be given a die—with every roll of their die they'll add up to their total score (starting from zero) by the number that the die determines. All safe players will also earn a die of their own, which they can roll, along with a side containing a skull which, if rolled, will add one extra point to everyone's score. During this minigame, the player with the least points by the end of the minigame will die; however, if one player ends up with a score higher than 21, they'll die instead. If all players end with exactly 21, all players will survive the killing floor. | ||
'''<big><u>Tattoos</u> -</big>''' All players will ink a tattoo on [REDACTED]'s back, drawing whatever they want on it. After all of the drawings are finished, all of the players (safe or otherwise) will vote on which tattoo they like the most. The player with their least-voted tattoo will die. | '''<big><u>Tattoos</u> -</big>''' All players will ink a tattoo on [REDACTED]'s back, drawing whatever they want on it. After all of the drawings are finished, all of the players (safe or otherwise) will vote on which tattoo they like the most. The player with their least-voted tattoo will die. | ||
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The credits song will also change, with a new jolly-like melody to it, but with some gruesome lyricism thrown into it. | The credits song will also change, with a new jolly-like melody to it, but with some gruesome lyricism thrown into it. | ||
'''<big><u>Mother's Wig</u> -</big>''' Earning this gift will have the player get away with one incorrect answer by not sending them to the Killing Floor—after said outcome, the player will not receive any more help if they answer more questions wrong. | '''<big><u>Mother's Wig</u> -</big>''' Earning this gift will have the player get away with one incorrect answer by not sending them to the Killing Floor—after said outcome, the player will not receive any more help if they answer more questions wrong. However if every other player gets a question right except for the player with the wig, the rest of the alive players will go to the Killing Room instead. | ||
If the player manages to escape with the wig on, [REDACTED] will become skeptical of the player actually being their mother, and thus a final question will be prompted, usually regarding [REDACTED]'s childhood, which, if they get it right, they'll live; however, if the player gets the question wrong, they'll be impressed at how they fooled him throughout the game, before finally killing them. | If the player manages to escape with the wig on, [REDACTED] will become skeptical of the player actually being their mother, and thus a final question will be prompted, usually regarding [REDACTED]'s childhood, which, if they get it right, they'll live; however, if the player gets the question wrong, they'll be impressed at how they fooled him throughout the game, before finally killing them. | ||
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Continuing with this gift, if the player gets a question wrong, then they'll have to cut off another finger. Once they've cut off all but one of their fingers and gets the question wrong, they'll be directed to the Killing Floor automatically. | Continuing with this gift, if the player gets a question wrong, then they'll have to cut off another finger. Once they've cut off all but one of their fingers and gets the question wrong, they'll be directed to the Killing Floor automatically. | ||
If the player manages to escape with the knife, Detective Chambers will come up and accuse the player of committing various murders, and thus, will ask a question that the player must get right—alongside that, the player's chopped off fingers will still transfer through this final question. If the player manages to answer the question correctly, they survive; however, if they get the answer wrong, then the player's arrested. After all of that, though, the player will survive and win no matter what scenario | If the player manages to escape with the knife, Detective Chambers will come up and accuse the player of committing various murders, and thus, will ask a question that the player must get right—alongside that, the player's chopped off fingers will still transfer through this final question. If the player manages to answer the question correctly, they survive; however, if they get the answer wrong, then the player's arrested. After all of that, though, the player will survive and win no matter what scenario will prompt up. | ||
'''<big><u>Grandpappy Jack's Glasses</u> -</big>''' Earning this gift will corrupt the player's vision and make them "go insane" by having various distracting and rapidly moving effects on their screen. These effects will NOT transfer over to Killing Room minigames. | '''<big><u>Grandpappy Jack's Glasses</u> -</big>''' Earning this gift will corrupt the player's vision and make them "go insane" by having various distracting and rapidly moving effects on their screen. These effects will NOT transfer over to Killing Room minigames. | ||
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If the player manages to escape with the glasses, Doctor Kharhaldah will come up and cure the player of their Supernatural Madness if they manage to get their question right. Once the question's prompted, their device will trigger every effect at once. If the player manages to answer the question correctly, they'll be "freed of the evil"; however, if the player gets it wrong, nothing'll happen, and the player'll survive in both scenarios. | If the player manages to escape with the glasses, Doctor Kharhaldah will come up and cure the player of their Supernatural Madness if they manage to get their question right. Once the question's prompted, their device will trigger every effect at once. If the player manages to answer the question correctly, they'll be "freed of the evil"; however, if the player gets it wrong, nothing'll happen, and the player'll survive in both scenarios. | ||
'''''<big><u>(Beware of this gift—as one of the effects includes rapidly-strobing lights, which may cause seizures to photosensitive individuals.)</u></big>''''' | '''''<big><u>(Beware of this gift—as one of the effects includes rapidly-strobing lights, which may cause seizures to photosensitive individuals. This gift can be disabled in the settings.)</u></big>''''' | ||
'''<big><u>Auntie Vale's Hand Mirror</u> -</big>''' Earning this gift will entice the player to answer quickly, as one of the ghost players will be answering the question on their device, and the ghost | '''<big><u>Auntie Vale's Hand Mirror</u> -</big>''' Earning this gift will entice the player to answer quickly, as one of the ghost players will be answering the question on their device, and the ghost will have the ability to block one of the player's answers if they manage to answer faster than them. | ||
If the player manages to escape with the hand mirror, Deborah Sugarmaker will come into the hospital and will exorcise the player for a cost; that cost is for every other player to donate $50 each to Deborah, which the players can choose if they want to donate that money for the exorcism to work. If the players all unanimously agree to give their $50 to the exorcism fund, then the hand mirror will break and the alive player will win; however, if at least one of the players decides ''not'' to donate to the fund, then the ghost will take over the player's life and they'll win instead. | If the player manages to escape with the hand mirror, Deborah Sugarmaker will come into the hospital and will exorcise the player for a cost; that cost is for every other player to donate $50 each to Deborah, which the players can choose if they want to donate that money for the exorcism to work. If the players all unanimously agree to give their $50 to the exorcism fund, then the hand mirror will break and the alive player will win; however, if at least one of the players decides ''not'' to donate to the fund, then the ghost will take over the player's life and they'll win instead. | ||
'''<big><u>Uncle Clive's Time Bomb</u> -</big>''' Earning this gift will also entice the player to answer quickly, as the bomb will tick down from 20 seconds | '''<big><u>Uncle Clive's Time Bomb</u> -</big>''' Earning this gift will also entice the player to answer quickly, as the bomb will tick down from 20 seconds throughout all regular questions, and the amount of time they take will diminish the clock further. If the time runs out whilst the player's answering a question, then they'll automatically die. | ||
If the player manages to escape with the bomb, this will reset back to its 20 second timer, then Officer Trevor will come in and have them defuse the bomb with an almanac he has carrying around. This will task a color-related prompt, which the player will have to figure out which wire they'll have to cut depending on the information given to them—the answers will be displayed exclusively on the player's device and won't show up on the game's screen. If the player manages to cut the correct wire, then they'll survive; however, if they cut the wrong wire, then the bomb will explode and kill the player with it. | If the player manages to escape with the bomb, this will reset back to its 20 second timer, then Officer Trevor will come in and have them defuse the bomb with an almanac he has carrying around. This will task a color-related prompt, which the player will have to figure out which wire they'll have to cut depending on the information given to them—the answers will be displayed exclusively on the player's device and won't show up on the game's screen. If the player manages to cut the correct wire, then they'll survive; however, if they cut the wrong wire, then the bomb will explode and kill the player with it. | ||
Revision as of 14:51, 13 August 2025
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| Internal name | TriviaDeath2 |
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| Part of | The Jackbox Party Pack 6 The Jackbox Party Starter |
| Game type | Trivia, Strategy |
| Hosted by | REDACTED |
| Number of players | 1-8 |
| Game duration | 15 Minutes |
| Languages | English (PP6) English, French, German, Italian, Spanish (Latin American and Castilian), Brazilian Portuguese (Starter) |
| Genre | Party |
| Director | Mark Turowetz |
| Producer | Luke Cody |
| Website | jackboxgames.com (PP6) jackboxgames.com (Starter) |
| File:Red quip with construction helmet.svg | HEADS UP! This page is under construction. |
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| Pardon our dust—not all information is available. |
Trivia Murder Party 2 is a trivia video game, one of five games featured in The Jackbox Party Pack 6, and one of three games featured in The Jackbox Party Starter. It is the sequel to Trivia Murder Party, and the second installment in the Trivia Murder Party series.
Gameplay
All players (plus the Audience) will be prompted with a question shown on-screen, along with four different answer choices, and the players will have to find the correct answer out of the ones listed.
The players who manage to get the question right will earn $1,000 apiece (and the Audience will earn a percentage of a $1,000 pool, depending on the percentage of people who got the question right), but the people who incorrectly answered the question will land inside the Killing Room, where they'll be prompted with a minigame (see "Minigames for more information), where they have to complete or compete with the safe players in a prompt that they have to follow in order to survive. If a player manages to complete said requirement during the Killing Room, then they live on for the next question; however, if a player doesn't survive, they'll be turned into a ghost, but they'll still be able to participate by answering questions and participating in other Killing Room minigames.
The game will last for nine questions, after which, if there are more than one player still alive, they'll have to participate in a Lock & Key (see the section in Minigames) minigame, killing off all but one player and immediately progressing to the Final Round.
After at least 3 minigames have been played and there is only one alive player, the Final Round will commence, which will give the alive player a prompt with two answer choices on their device, picking which one(s) they think fit that category or not, with the amount of correct answers accumulating to the amount of steps they'll take in order to exit the hotel. However, the ghosts (as well as the Audience) will also have a chance at exiting and will be granted one more option to choose from, and if a ghost catches up to the one alive player, they'll steal their life force, with the chance of them trying to escape and win the game instead. After a couple of questions later, a dark wall will appear, which will creep two steps closer to the players; whoever gets trapped by the darkness will not be able to participate anymore. At the last crack of the exit, the player MUST get every answer right in order to leave, otherwise, they'll bounce back and won't be able to escape.
- Whoever manages to exit the hotel with their lifeforce will win the game.
- However, if everyone gets trapped by the darkness, then nobody wins the game.
Minigames
The minigames are the challenges proposed by the host during the Killing Room, where the player(s) will have to complete if they get a question wrong. Below are all the games, listed in alphabetical order:
Chalices - All players will be presented with a number of chalices on display—the safe players will each be given a poison pellet, which they can use to poison one of the available chalices. Then the player will have to grab one of the chalices, and if it doesn't contain any poison, then they survive; however, if they pick one of the poison chalices, they'll die and the player(s) who poisoned said chalice will earn a $500 kill bonus.
Dictation - [REDACTED] will read out a piece of text which the player(s) will have to type out what he's saying verbatim, with the safe players also having a crack at it. If one or multiple safe players manage to beat the player's amount of words written, then that player will die, and the safe players who beat them will earn a $500 kill bonus.
Donations - All players sent to the Killing Room will earn $500 dollars, of which they can give to another player of their choosing. If one of the players ends up with the least amount of money after the donations are given out, then that person dies; however, if a player (or players) donates to another, making them reach $800 or more, then the player(s) who donated said player will die instead. All money will be dealt out to the players who were inside the Killing Room.
Dumb Waiters - All players sent to the Killing Room will be faced with two elevator doors, where the players will all have to make a unanimous decision of whether to go to the left or right door. If there's an even number of players, a doll will be placed inside one of the elevator doors. If there is a split decision, then the heaviest elevator door out of the two will kill everyone inside it, and the rest of the players will stay alive. And if all players manage to choose the same elevator, then everybody survives.
Escape Room - All players who end up in this minigame will be prompted to "PAUSE and take a deep breath", then "RESUME, and they'll have it all figured out", along with 45 seconds to do so. What needs to happen is for the player who owns the game to press the Escape key twice, hence PAUSING the game and then RESUMING it, which will then grant the players with the ability to leave the room unscathed.
Gifts - All players will have the choice to pick one of the gifts on their device, which will either contain $50 or a special item, which will hinder their question-answering abilities, depending on what gift they earn. They'll hold on to their gift up until they're dead, of which they'll have the option to transfer their gift to another alive player. (See "Gifts" for more information)
High Rollers - All players in the Killing Room will start off with three dice each, and the safe players will earn a die apiece that they can give to the player of their choosing. After all dice have been given out, the players will roll them. The player who earns the highest amount of points with their dice will die. Safe players will earn a $500 kill bonus if they've given their die to the player who ultimately died.
Lock & Key - This minigame is not selectable. In this minigame players will be tasked with choosing a correct key. However the game just rolls a random number and if it passes will award a player who actually submitted the correct key making AFK players unable to be handed the correct key. The percentages for the correct key is 10% for the first choice, 50% for the second choice, and 100% for the last choice.
Loser Wheel - The player who ends up in this room will be subjected to spin the Loser Wheel, with a massive chance of it landing on a death slot, but also having a slim chance to live. Whichever outcome the Wheel determines will decide the player's fate. Internally the game will roll a random number with a 1 out of 6 chance for survival, everything that happens after the button press is just an animation that was premade.
Math - All players in the Killing Room will be math problems of both addition and subtraction, of which they'll have to answer correctly to add a point to their score.
- If there's three or more players in the Killing Room, the player with the lowest score at the end of the minigame will die.
- If there's two or less players in the Killing Room, the safe players will also have a crack at answering the math questions, and at least one of them manages to do better than the player(s), then the player(s) will die, and the safe player(s) will earn a $500 kill bonus.
Mind Meld - All players (safe or otherwise) will be given a category, which they'll have to give out an answer that makes part of said category. All answers will then be revealed, and any players with matching answers, whether from the safe players or fellow players in the Killing Floor, will die. Safe players can earn a $500 kill bonus if they match with a player set in the Killing Room.
Mirror - Aunt Mildred will start writing on the mirror, with her consistent handwriting on display. After her demonstration, she'll write a different word, but the safe players will be able to write other words and disguise them as if Aunt Mildred wrote them. After the writing time's up, the players in the Killing Room will have to take a guess at which word in the mirror was the one written by Aunt Mildred. If they get it right, they survive, and if not, they'll die.
Password - All players in the Killing Room will have to type out a real four-letter word on their device. Once they've been submitted, all the safe players will try and crack the password on their device by guessing in other real four-letter words; if at least one of the words' letters they submit in one part of the player(s)' word(s) is on the password, it'll show up as a clue on their device. If a player gets their password cracked, then they'll die. All safe players will earn a $500 kill bonus if they manage to crack a password.
Pegs - All safe players will pick one of the nine available drop zones to turn them into death zones. After all of the zones have been picked, they're revealed, and the players in the Killing Room will drop their chips down the pegs. If they manage to land on one of the safe zones, they'll earn $500; however, landing on one of the death zones will kill them, and will grant the player(s) who picked that zone a $500 kill bonus.
Phones - All players will be presented with a couple of phone numbers they'll have to dial on their rotary phones, which they'll have to contact in order to survive. Once a player successfully manages to connect to one of the shown phone numbers, it'll no longer be usable. Once all of the phone numbers have been used or the time runs out, the players remaining without any dialed contacts will die.
Quiplash - Both players who end up in the Killing Room will type in an answer to the prompt given to their device. Once the answers have been submitted, they're anonymously shown on-screen, and all of the safe players (as well as the Audience) will vote on who they think wrote the funniest answer. When all votes are in, they're shown, and the player who ends up getting the least amount of votes will die.
Rules - All players in the Killing Room will be given prompts (like, "Tap the lowest number", for example) of which they'll have to answer correctly to add a point to their score.
- If there's three or more players in the Killing Room, the player with the lowest score at the end of the minigame will die.
- If there's two or less players in the Killing Room, the safe players will also have a crack at responding the prompts, and at least one of them manages to do better than the player(s), then the player(s) will die, and the safe player(s) will earn a $500 kill bonus.
Scratch Off - All players will earn a scratch ticket, of which they'll have to scratch off at least three dollar signs in order to survive (earning them $300 if they manage to do so), and can keep on scratching more slots if they can (earning them an extra $200 per scratched off square), but if they scratch off one of the skull symbols located in their scratch card, they'll die.
Skewers - All players in the Killing Room will have to hide in one of the slots located inside of the box. Once all players have hid in their spots, the safe players will all be given a sword, which they can slice through one of the open endings of the box. If at least one of the swords goes through a player, they'll die, and the safe player(s) who manage to successfully slice them will earn a $500 kill bonus.
Skull Dice - All players will be given a die—with every roll of their die they'll add up to their total score (starting from zero) by the number that the die determines. All safe players will also earn a die of their own, which they can roll, along with a side containing a skull which, if rolled, will add one extra point to everyone's score. During this minigame, the player with the least points by the end of the minigame will die; however, if one player ends up with a score higher than 21, they'll die instead. If all players end with exactly 21, all players will survive the killing floor.
Tattoos - All players will ink a tattoo on [REDACTED]'s back, drawing whatever they want on it. After all of the drawings are finished, all of the players (safe or otherwise) will vote on which tattoo they like the most. The player with their least-voted tattoo will die.
Gifts
The following is a list of all of the gifts that can be picked out of the Gifts minigame, with their special effects and endings to their respective items.
Father's Hat - Earning this gift will always bring the player owning it into the Killing Room, no matter if they get a question right or wrong, and will constantly groan and complain about him. Additionally, if the player wears the hat during the Math minigame, all of their equations will be multiplications of 5- or 6-digit numbers.
If the player manages to escape with the hat on, a final special question will be prompted, which if the player gets right, he'll forgive his "Dad"; however, if the player gets the question wrong, he'll end up murdering the player, without them winning.
The credits song will also change, with a new jolly-like melody to it, but with some gruesome lyricism thrown into it.
Mother's Wig - Earning this gift will have the player get away with one incorrect answer by not sending them to the Killing Floor—after said outcome, the player will not receive any more help if they answer more questions wrong. However if every other player gets a question right except for the player with the wig, the rest of the alive players will go to the Killing Room instead.
If the player manages to escape with the wig on, [REDACTED] will become skeptical of the player actually being their mother, and thus a final question will be prompted, usually regarding [REDACTED]'s childhood, which, if they get it right, they'll live; however, if the player gets the question wrong, they'll be impressed at how they fooled him throughout the game, before finally killing them.
Grandma's Despair Knife - Earning this gift will immediately prompt the player to cut one of their fingers off, and whichever finger they cut off will coordinate with whichever answer they can't pick (for example, if the player decides to cut of their third finger, then they won't be able to pick the third answer choice throughout all regular questions.) Refusing to do so will automatically turn them into a ghost. In rare circumstances though, the other players present in the Killing Floor will be forced to cut off one of their fingers.
Continuing with this gift, if the player gets a question wrong, then they'll have to cut off another finger. Once they've cut off all but one of their fingers and gets the question wrong, they'll be directed to the Killing Floor automatically.
If the player manages to escape with the knife, Detective Chambers will come up and accuse the player of committing various murders, and thus, will ask a question that the player must get right—alongside that, the player's chopped off fingers will still transfer through this final question. If the player manages to answer the question correctly, they survive; however, if they get the answer wrong, then the player's arrested. After all of that, though, the player will survive and win no matter what scenario will prompt up.
Grandpappy Jack's Glasses - Earning this gift will corrupt the player's vision and make them "go insane" by having various distracting and rapidly moving effects on their screen. These effects will NOT transfer over to Killing Room minigames.
If the player dies whilst wearing these glasses, then the curse will affect every other player, transferring these effects to their devices in the process.
If the player manages to escape with the glasses, Doctor Kharhaldah will come up and cure the player of their Supernatural Madness if they manage to get their question right. Once the question's prompted, their device will trigger every effect at once. If the player manages to answer the question correctly, they'll be "freed of the evil"; however, if the player gets it wrong, nothing'll happen, and the player'll survive in both scenarios.
(Beware of this gift—as one of the effects includes rapidly-strobing lights, which may cause seizures to photosensitive individuals. This gift can be disabled in the settings.)
Auntie Vale's Hand Mirror - Earning this gift will entice the player to answer quickly, as one of the ghost players will be answering the question on their device, and the ghost will have the ability to block one of the player's answers if they manage to answer faster than them.
If the player manages to escape with the hand mirror, Deborah Sugarmaker will come into the hospital and will exorcise the player for a cost; that cost is for every other player to donate $50 each to Deborah, which the players can choose if they want to donate that money for the exorcism to work. If the players all unanimously agree to give their $50 to the exorcism fund, then the hand mirror will break and the alive player will win; however, if at least one of the players decides not to donate to the fund, then the ghost will take over the player's life and they'll win instead.
Uncle Clive's Time Bomb - Earning this gift will also entice the player to answer quickly, as the bomb will tick down from 20 seconds throughout all regular questions, and the amount of time they take will diminish the clock further. If the time runs out whilst the player's answering a question, then they'll automatically die.
If the player manages to escape with the bomb, this will reset back to its 20 second timer, then Officer Trevor will come in and have them defuse the bomb with an almanac he has carrying around. This will task a color-related prompt, which the player will have to figure out which wire they'll have to cut depending on the information given to them—the answers will be displayed exclusively on the player's device and won't show up on the game's screen. If the player manages to cut the correct wire, then they'll survive; however, if they cut the wrong wire, then the bomb will explode and kill the player with it.
Development
Party Starter
Trivia
Gallery
Party Pack 6
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The main menu screen for Trivia Murder Party 2.
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The lobby screen for Trivia Murder Party 2.
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The settings screen for Trivia Murder Party 2.
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A player instantly revealing a skull on the lottery ticket mini-game.
Party Starter
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The main menu screen for Trivia Murder Party 2, as shown in The Jackbox Party Starter.
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The lobby screen for Trivia Murder Party 2, as shown in The Jackbox Party Starter.
