Entry tags:
ALCATRAZ
WHO: Jusis Albarea and anyone going to rescue him
WHERE: The MetaVerse - ALCATRAZ
WHEN: ~4/4
WHAT: I am thou, thou art I
WARNINGS: Implied emotional abuse of a child from a father, a section that could be interpreted as implied gaslighting, potential body image issues, blood, possible death
As the MetaVerse app is launched and reality recomposes itself, you’ll find yourselves in the shadow of a building on a desolate island with what appears to be a prison system. It’s covered in a threadbare blanket of mist and the mainland is nowhere in sight. Patrol boats are seen only by their searchlights out in the distance, and the docks are heavily guarded. The wind whips at all who are unfortunate enough to be outside, and the waves thunder and crash against the island in what seems like a fury. Watchtowers have their own searchlights to survey the surrounding area, and there are guards posted outside of every entrance into the main area of the island. Though they seem like people at first glance, a closer look reveals that they are more like shadows given solid enough form to fill out the uniforms they wear. They have no defining features, and only enough contours to give the impression of a face.
Welcome to Alcatraz.
If you approach the guards, they don’t react to your presence. They don’t even raise the alarm when you catch their ‘eye.’ If you feel bold enough to stroll through the front entrance, you’ll be met with no resistance. Even the watchtowers don’t sound the alarm as you enter their field of view and walk into the checkpoint. It’s almost unsettling at how easy it is to get inside.
As you walk up the slight switchback, you come to the main yard. To the left is the parade ground. It’s an open field that’s poorly maintained with a rusted fence, cracked pavement, and lichen growing in the cracks. It’s the only greenery you’ve seen on this island so far. Continuing up the switchback, you’ll come to see a few buildings. One is the enormous cellhouse that takes center stage on the island, dwarfing all the other buildings near it. Off to the side near the cellhouse is the warden’s house. On the other side closest to the cliff, extremely detached from the rest, is the assistant warden’s house.
The only building that’s locked tight is the cellhouse itself. It appears to require three keycards to unlock. Best get to finding them if you want to save Jusis.
WHERE: The MetaVerse - ALCATRAZ
WHEN: ~4/4
WHAT: I am thou, thou art I
WARNINGS: Implied emotional abuse of a child from a father, a section that could be interpreted as implied gaslighting, potential body image issues, blood, possible death
As the MetaVerse app is launched and reality recomposes itself, you’ll find yourselves in the shadow of a building on a desolate island with what appears to be a prison system. It’s covered in a threadbare blanket of mist and the mainland is nowhere in sight. Patrol boats are seen only by their searchlights out in the distance, and the docks are heavily guarded. The wind whips at all who are unfortunate enough to be outside, and the waves thunder and crash against the island in what seems like a fury. Watchtowers have their own searchlights to survey the surrounding area, and there are guards posted outside of every entrance into the main area of the island. Though they seem like people at first glance, a closer look reveals that they are more like shadows given solid enough form to fill out the uniforms they wear. They have no defining features, and only enough contours to give the impression of a face.
Welcome to Alcatraz.
If you approach the guards, they don’t react to your presence. They don’t even raise the alarm when you catch their ‘eye.’ If you feel bold enough to stroll through the front entrance, you’ll be met with no resistance. Even the watchtowers don’t sound the alarm as you enter their field of view and walk into the checkpoint. It’s almost unsettling at how easy it is to get inside.
As you walk up the slight switchback, you come to the main yard. To the left is the parade ground. It’s an open field that’s poorly maintained with a rusted fence, cracked pavement, and lichen growing in the cracks. It’s the only greenery you’ve seen on this island so far. Continuing up the switchback, you’ll come to see a few buildings. One is the enormous cellhouse that takes center stage on the island, dwarfing all the other buildings near it. Off to the side near the cellhouse is the warden’s house. On the other side closest to the cliff, extremely detached from the rest, is the assistant warden’s house.
The only building that’s locked tight is the cellhouse itself. It appears to require three keycards to unlock. Best get to finding them if you want to save Jusis.

PARADE GROUND
TW: Hints at emotional abuse from a father to a child
Up close, the parade ground is a desolate, haunted place. Scrub brush is growing through the rusted chain-link fences, and the gate has rusted so badly that it’s fallen down. Green-grey lichen dots the cracked concrete. The wind is icy-cold as it claws through you, leeching as much warmth from your body as it can.
Sitting innocently in the middle of the field is something that looks completely out of place here. A brightly colored toy chest, cheerful despite the desolation. It’s a little worn, but it seems to have been cherished. It’s sealed shut with a padlock, though you don’t see a keyhole or any way to input numbers or letters. Yet, as you take a closer look at the lid, you see that someone has cruelly gouged words into the plastic.
Next to those words there is also what appears to be a game of hangman with spaces carved into it. A sharp knife hangs from a string that’s somehow attached to the lid. The spaces are as follows:
_ _ _ _
Outcome: Success
On carving in the correct word, you hear a click and the chest unlocks. As you open it and look inside, you see a keycard that’s a little faded and worn which is labeled, ‘Visitor Sabine.’ It’s when you pick up the card that you hear two voices. One sounds like Jusis, but much younger and a lot sadder. The other is a woman’s voice, though somehow it sounds similar to Jusis’s.
"Mama, did I do something wrong?"
"What do you mean, my little treasure?"
"Father keeps looking at me like I’ve done something bad, and he keeps saying I shouldn’t make the wrong friends. Am I being bad?"
"Oh, Jusis, no. No, you’re not being bad, I promise. You’re not doing anything wrong, little mouse."
"...Then is there something wrong with me?"
"Honey...."
As the memory fades away into helpless heartbreak, the ground abruptly cracks. As you look around for the source of the noise, you see an enormous, bipedal monster made of ice, radiating an aura of cold. The creature tears into reality from the air itself, landing on the ground hard enough to crack the concrete. It roars in fury and then leaps in to attack the first person it sees.
Outcome: Failure
As the hangman completes, there's a sudden, piercing cry of a woman in pain and fear. Then, there's horrible silence for a few seconds before the ground abruptly cracks. As you look around for the source of the noise, you see an enormous, bipedal monster made of ice, radiating an aura of cold. The creature tears into reality from the air itself, landing on the ground hard enough to crack the concrete. It roars in fury and then leaps in to attack the first person it sees.
On defeating the monster, you'll hear a click and the chest unlocks. When you open it and look inside, you'll see a keycard that’s a little faded and worn which is labeled, ‘Visitor Sabine.’ It’s when you pick up the card that you hear two voices. One sounds like Jusis, but much younger and a lot sadder. The other is a woman’s voice, though somehow it sounds similar to Jusis’s.
"Mama, did I do something wrong?"
"What do you mean, my little treasure?"
"Father keeps looking at me like I’ve done something bad, and he keeps saying I shouldn’t make the wrong friends. Am I being bad?"
"Oh, Jusis, no. No, you’re not being bad, I promise. You’re not doing anything wrong, little mouse."
"...Then is there something wrong with me?"
"Honey...."
Puzzle Notes
Note 1: For each incorrect letter given, there will be a child’s drawing of Jusis’s mother being constructed from the legs up instead of a stick figure. For every two incorrect guesses, there will be a hint given as words are gouged into the plastic by an invisible knife.
Only seven incorrect guesses can be made. If the puzzle is failed, the miniboss battle will start first. Upon killing the miniboss, the chest will unlock and the characters can collect both the keycard and listen to the memory. This will also result in Shadow Jusis becoming far more aggressive.
Note 2: Cheating at any of these puzzles by way of a notebook or use of another surface will result in it getting destroyed as a first offense. Repeat offenses will begin to result in physical injury that escalates in severity, starting from a cut to a proper mauling. These injuries are resistant to healing magic, in that they will only be half healed no matter what spell is cast on them. Regeneration via magic or supernatural forces is also greatly slowed.
Puzzle Solution
LOST
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And she's greeted with-- nothing. Well. It should be something, but the guards seem to ignore her. They don't even try to attack! What the hell!!
Worse than that even is... whatever the hell this is. It's a lock? But no key? Password??
Lillian bends down to look at it, squinting. "Password?" she says, irritation rising and with nothing to punch to get it out of her, "How are we supposed to know that???"
CLOSED TO ASH & REAN
Now that they're here...the sadness of this place is palpable. Elliot rubs his arms as he looks around, a sad expression on his face]
This place feels even sadder than the real Alcatraz...
[He can't say the real site was a joy ride, anything but. But at least there were tour groups there. At least the bay was full of life. This meanwhile really felt like a prison of one's own heart.
Jusis...]
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[Let's be real it's not but also like. He's got to say something.
He shifts his switchaxe from one shoulder to the other, uneasy.]
Right, where do you think they're keeping him?
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ASSISTANT WARDEN'S HOUSE
TW: Could be interpreted as gaslighting; hints at emotional abuse from a father
The outside of the assistant warden’s house is dilapidated with lichen growing up along the walls. Yet, from the windows, there’s a warm light that spills out to welcome you. As you open the door, it creaks loudly on its hinges. Although a reprieve from the bitter cold outside, the inside is truthfully not as warm as it looks. The interior is also not what’s expected for what should be an abandoned house on a prison island.
There’s a bed sitting primly in a corner of the room, made and pristine with simple, cotton sheets. A stately desk is nearby with stacks of papers organized neatly on top of it with not a single piece out of place. There’s even a fireplace with a fire crackling within the hearth, yet it’s still somehow not giving off enough warmth. Nearby is a small table with a vase in the center, though the flowers in it don’t seem to be actually alive. On closer examination, they appear to be artificial with subtle stitching on the petals and leaves.
Only one thing appears to be out of place in this single-room house. Hanging on the wall is a framed picture that appears to be a child’s drawing. There’s a singular tree and some grass with a bright yellow sun, and three figures are drawn. One looks like a man with a chef’s hat. Another looks like a woman with a waitress’s uniform. The last is a man with long, blond hair. All three are drawn with smiles on their faces. To the right of the picture are letters that have been gouged roughly into the wall, as well as dotted lines that might perfectly fit the letters.
OUTRYHNW _ _ _ _ _ _ _ _
SRADCDDIE _ _ _ _ _ _ _ _ _
The letters are capable of being moved with touch. Much like using a touchscreen, you are able to drag only these letters onto their respective dotted lines. Attempting to move them anywhere else or if it forms the incorrect word will result in a sharp pain in your finger. From the second incorrect answer onwards, a wound will appear and begin to get worse with every failed attempt.
Outcome: Success
Upon unscrambling the words, there’s the sound of a click from the framed picture. It swings open to reveal another keycard that’s crisp and clean, but this one says, ‘Assistant Warden Rufus Albarea.’ Just like before, as you pick it up, you begin to hear voices. The one belonging to Jusis sounds on the young side, but a little older than the last time. The other is a deeper voice.
"Well, if it isn’t my dear, younger brother Jusis! And how are you this fine evening?"
"...I think I made Father angry again."
"Oh? And what makes you say that?”
"I don’t know. He just… had this really angry expression whenever he looked at me. He’s been doing that more lately."
"...I’m certain you’ve done nothing wrong. I’ll speak with him later, though, once the opportunity arises."
"Y-you don’t have to do that, Rufus. I don’t want you to get into trouble."
"Ahaha, I sincerely doubt that I’ll be in any sort of trouble with him. Unfortunately, I must take my leave here. Father does have me running around quite a bit for him today. Next week, we can go to the park for a change of scenery."
As the voices fade, you wait several seconds to see if another monster appears. Nothing happens. Even as you leave the assistant warden’s house, nothing follows after you or jumps you. The house simply sits there, decrepit, welcoming, cold. Unnerving.
Outcome: Failure
As all of the letters shatter, they begin to glow a smoldering, angry red. The portrait then spontaneously combusts and quickly burns to ash before anyone can save it. All that remains is a hole in the wall that seems to have suffered severe fire damage. There's another keycard within it that has somehow remained crisp and clean, and it says, ‘Assistant Warden Rufus Albarea.’ Just like before, as you pick it up, you begin to hear voices. The one belonging to Jusis sounds on the young side, but a little older than the last time. The other is a deeper voice.
"Well, if it isn’t my dear, younger brother Jusis! And how are you this fine evening?"
"...I think I made Father angry again."
"Oh? And what makes you say that?”
"I don’t know. He just… had this really angry expression whenever he looked at me. He’s been doing that more lately."
"...I’m certain you’ve done nothing wrong. I’ll speak with him later, though, once the opportunity arises."
"Y-you don’t have to do that, Rufus. I don’t want you to get into trouble."
"Ahaha, I sincerely doubt that I’ll be in any sort of trouble with him. Unfortunately, I must take my leave here. Father does have me running around quite a bit for him today. Next week, we can go to the park for a change of scenery."
As the voices fade, you wait several seconds to see if another monster appears. Nothing happens. Even as you leave the assistant warden’s house, nothing follows after you or jumps you. The house simply sits there, decrepit, welcoming, cold. Unnerving.
Puzzle Note
Note: After two incorrect guesses, a singular hint will be given per word. After two more incorrect guesses, the letters will shatter and can no longer be interacted with. As long as two of the three are correct, the puzzle is considered successfully completed. If two or more are not solved correctly, this will result in the drawing spontaneously combusting. The keycard can still be collected and the memory heard. However, this will result in making Shadow Jusis faster and stronger in his attacks.
Puzzle Solution
ALONE
UNWORTHY
DISCARDED
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Lillian stares at the display before them, the expression on her face a very, very, very clear indication that this entire thing is way out of her depth. And in case anyone needed confirmation on that--
"Is that German?" Jusis is German, right? And those look..... about as mangled as German looks to her.
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"Does that shit look like German? It's a word scramble, Tiny."
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He's not really one for puzzles, but when it comes to memorization, there are few who can beat him at that. Call it... a senior advantage.
They all seem to be in English, which is a hint in and of itself, and later confirmed by the solving of the first one by Lillian and Ash.]
There are very few words in the English language that use the letter 'w'. About two and a half percent, or so the saying goes. But the frequency of words with the letter 'u' is much higher.
[He reaches out with one gloved hand and moves the 'U' to the first position in the second scramble.
Where's the Traveler to manhandle puzzles when he needs them?]
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With Zhongli moving the "U" to the first position, he lets out a thoughtful noise.]
I think... with the letters remaining, the most logical choice for the next letter would be the "n"... What do you think?
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There's way too many fuckin' Ds here....
[But with that many Ds, and that E...he moves the E and one of the Ds to the first two lines for "De-".]
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WARDEN'S HOUSE
♪ Pas de Deux (Warning for loudness in the middle)
TW: Potential body image issues
This small building is in the most dire state of decay compared to the rest of the island. Its roof appears to be caving in, and lichen and some sort of fungus cover the outside walls. The windows are frosted with salt from the sea and dust, making it impossible to see inside. While the metal door looks to be completely rusted, it’s still holding firm enough. It wails like a banshee when you open it.
The interior is shockingly different from the outside. It’s pristine to the point of being sterile, but what immediately catches your eye is how the corridor is lined with mirrors. However, your reflections are… warped. They appear the same at first glance, but you soon see that they are reflecting every perceived physical flaw in sharp relief. Every part of your appearance that you see as flawed is difficult to look away from, yet everyone around you sees you as normal.
As you walk down the corridor, it becomes increasingly apparent that this is a maze of mirrors. Going down the wrong path will bring you to a dead end. On turning around, your reflections will exit the mirrors and begin to attack you with your own powers, though at around a quarter of your original strength. Each time you wind up in a dead end, their power will increase until they’re at around half your original strength, but they will never be more powerful than that.
MAZE'S CENTER
♪ Sorrow Flower
TW: Blood, possible death, heavy implications of emotional abuse from a father
Eventually, you reach the center of the maze where there is a glass door that automatically slides open as you approach. What awaits you within is a lone, metal desk in the middle of the room. The wall to your left is covered floor-to-ceiling with photographs of a family that’s only happy in front of the camera. Some are from newspaper clippings, some printed from a website’s article, and others more professionally done. Jusis is in each of them, his smile never reaching his eyes if he smiles at all, capturing moments of his life from the ages of 10 to 18. The more observant can see that the frequency of his smiles drops completely from around age 12 onwards.
The wall to the right of the entrance is one to turn the stomach. Words are written in what looks to be fresh blood, and it’s in Jusis’s handwriting. Most are single words, such as ‘disappointment,’ ‘unloveable,’ ‘unwanted,’ or ‘shameful.’ However, there are a few phrases as well: ‘What’s wrong with me?’ ‘I’m the problem.’ ‘Why won’t my father love me?’ ‘I let Rean and those children die.’ In the center of the horrific collage of words is a singular phrase, looking more like a blood splatter than anything written: ‘I JUST WANT THE LONELINESS TO STOP.’
Finally, there’s the wall directly behind the desk. The only thing on it is a mirror inset into the wall itself. As you get closer to look at it, the reflection of the room slowly melts into a different room entirely. The room is in complete disarray, as if someone has gone and ransacked the entire place looking for something. Papers are strewn about the floor; drawers have their contents emptied onto any available surface; shattered glass litters the floor off to one side. Most disturbingly of all is that there are droplets of blood along the floor, and some of it splattered onto the wall directly across where you’re looking in. Sitting in the middle of this storm of destruction, head in his hands and not looking up, is what looks to be Jusis. However, it’s clear even from here that he’s covered in deep cuts and lacerations, which are still dripping blood onto the floor. When the blond looks up, you can see that there’s a cut over one of his eyes and a long one along the opposite cheek. His blue eyes are… empty.
Lifeless.
Defeated.
Exhausted.
Abruptly, an invisible hand roughly gouges out the beginnings of a hangman game. The following is what is seen:
_ _ _ _ _ _ _ _ _ _ in his
_ _ _ _ _ _ _ _ _ _ _ _
_ _ _ _ _.
We hereby sentence him to death by gallows.
There’s a clatter as a stone carving knife falls to the floor. Its blade has flecks of blood on it.
Puzzle Note
Hints will be given out by this reflection of Jusis as an NPC interaction, which means I will be tagging in whenever you need a hint. This also means that I'll be tagging you with the outcome you reach! His voice is cold and devoid of emotion, and he will not answer any questions that don’t pertain to this puzzle. In this puzzle, for every incorrect letter guessed, it will begin to form a lifelike portrait of Jusis starting from the legs up to the head. The puzzle is considered failed after seven incorrect guesses. Failure will result in the death of the Jusis Reflection and the real Jusis being bound in chains during the Shadow confrontation phase. However, the keycard can still be collected and the memory listened to.
Example questions that the Reflection will answer:
Are there any more vowels?
Is this line one word or multiple words?
Can we have a synonym for the first/second/third word?
Can we have the definition of the first/second/third word?
Asking the Reflection directly what the answer is will result in him not answering. Repeating the question, rephrasing the question, or asking questions in an attempt to ‘cheat’ out the answer will result in being temporarily mute for one minute. Attempting to cheat again will result in feeling as if someone invisible is beginning to clench their fist around your throat just enough to threaten, and will be a last warning.
Puzzle Solution
LONELINESS
CONTEMPTIBLE
HEART
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[And Ash does crosswords on his phone for fun.
He looks at the fake Jusis.]
Hey, is this shit just three words?
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Yes.
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He gets down on one knee to address the prisoner in a way he hopes isn't frightening.]
Jusis.
[He isn't even sure if the real one can hear him. It's likely just another reflection in this other world, judging by how robotic he's sounded... but Zhongli's tone is gentle nevertheless, as if speaking to a real, wounded victim of so much abuse. As if the rumble of a mountain might shatter the young man into so many pieces.]
Are either of the remaining words written in this room?
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Yes.
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It's possible we may have to start guessing letters now, unless anyone has any bright ideas... Hmmm.
[He turns to the rest of the group.]
I have Wheel of Fortune on as background noise when I'm doing homework a lot... and the bonus round gives out R, S, T, L, N, and E immediately. I think those are probably a reasonable starting point.
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CELLHOUSE
With all three keycards in hand, you can now unlock the cellhouse. The doors creak open with a metallic groan, and you walk into the main entrance. There’s no danger to be seen here, and there’s a map of the cellhouse you can grab from a rack. Though the front area and visiting room are clean, there’s no one here. If you’re inclined to check the prisoner roster via one of the computers, you’ll find that there’s only one prisoner here that’s listed as being in solitary confinement: Jusis Albarea.
Upon entering the cell block area, you find that there’s one glaring inconsistency with the map. Where Cellblock B and Cellblock C are supposed to be is only open space. Further investigation will reveal that there are very subtle lines in the concrete floor that indicate a door, yet there’s no obvious way to open it from the outside. Perhaps there’s a switch to open the door electronically?
That said, this place isn’t safe to wander around for very long. You soon run across the jailors patrolling the cellblock. They’re highly aggressive, attacking anything that moves on sight. The ones with monochrome colors are more susceptible to attacks with the Light aspect.
You’ll find a suspicious switch on the second floor, where there are more cell blocks. It’s within one of the cells, though it’s locked behind bars. You could try to find the key to open it in the kitchen… or you might cut out the middle man entirely and destroy the bars blocking your way. Either way, flipping the switch will cause the hidden door in the floor to swing up, revealing a concrete staircase going straight down.
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Grabbing a map is almost automatic when he passes by the rack, and he finally speaks up.]
At least we won't be wandering around completely blindly, I guess...
[He's trying to sound more certain than he feels, but he's still clearly jittery.]
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FACE YOURSELF
TW: There will be discussions about emotional abuse from a father
Outcome: Puzzle 3 Success
As you walk down, the air begins to grow colder and more oppressive, stagnant. Eventually, it opens up into a large room that’s windowless and made of solid concrete. There’s absolutely nothing in here, other than two men. One is Jusis, looking exactly as you saw him before coming into this place. The other is also Jusis, but... very different. The irises of his eyes glow a malevolent, bitter yellow. There are circles under his eyes that look like bruises, and his clothes are a beige, ill-fitting prisoner’s uniform that hangs loosely off of his frame, making him look frail (or perhaps he is frail). His hair is unkempt and dirty, as if he hasn’t been able to wash it in months. Given the state of the room, perhaps he hasn’t. Both of them hardly pay any attention to your arrival, too busy glaring at each other and looking for weaknesses. It seems they’re in the middle of a heated argument.
"You keep saying that you’ll look at the truth, no matter how uncomfortable it is!" The Shadow furiously shouts at him. His voice sounds almost exactly like Jusis’s, but something about it is distorted.
"What you’re spouting isn’t the truth, it’s nonsense!" Jusis shouts back. It’s rare to see him look so angry. He takes a breath, as if to speak more, but the Shadow interjects with venom in his words.
"All you’re doing is running away from it like the coward you are. Did you really think anything would change just because you put an ocean between yourself and him?!"
Outcome: Puzzle 3 Failure
As you walk down, the air begins to grow colder and more oppressive, stagnant. Eventually, it opens up into a large room that’s windowless and made of solid concrete. There’s absolutely nothing in here, other than two men. One is Jusis, on his knees as his ankles and wrists are bound tightly in chains. Even from here, you can see that the metal is tight enough that it has wounded him. Despite that, there's fiery defiance in his blue eyes as he looks up at the other man. A man who is also Jusis, but... very different. The irises of his eyes glow a malevolent, bitter yellow. There are circles under his eyes that look like bruises, and his clothes are a beige, ill-fitting prisoner’s uniform that hangs loosely off of his frame, making him look frail (or perhaps he is frail). His hair is unkempt and dirty, as if he hasn’t been able to wash it in months. Given the state of the room, perhaps he hasn’t. Both of them hardly pay any attention to your arrival, too busy glaring at each other and looking for weaknesses. It seems they’re in the middle of a heated argument.
"You keep saying that you’ll look at the truth, no matter how uncomfortable it is!" The Shadow furiously shouts at him. His voice sounds almost exactly like Jusis’s, but something about it is distorted.
"What you’re spouting isn’t the truth, it’s nonsense!" Jusis shouts back. It’s rare to see him look so angry. He takes a breath, as if to speak more, but the Shadow interjects with venom in his words.
"All you’re doing is running away from it like the coward you are. Did you really think anything would change just because you put an ocean between yourself and him?!"
NOTE 1: If the characters failed Puzzles 1 or 2, this will be reflected in the thread itself. Failing Puzzle 1 or failing two out of the three puzzles means that there will be a battle with Jusis's Shadow, as his Shadow becomes far more aggressive. Shadow Jusis will intentionally provoke Jusis into denying him.
NOTE 2: Due to a promise the real Jusis made, Shadow Jusis will not attack Elliot Craig.
CLOSED
Well.
There's a weird reddish-black glow around Ash, because the fucker possessing him is Done With This and now Ash needs to fight something. And oh look, how convenient. The fake Jusis.
Ash grins.]
There you are, you jackass copycat.
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TW: blood, disturbing imagery
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CLOSED TO REAN AND JUSISES
With the keycards all located, it was time to scope out the last place they hadn't had a chance to explore on the island. As they head down the stairs, their air is oppressive and cold. Elliot quickly picks up on the voices]
-- Rean, I think I hear him!
[They'll head down the stairs in the middle of the exchange and-]
There's two of them...?!
DOUBLE JUICY ALL THE WAY ACROSS THE THREAD but also 1/2 bc i can't shut up
2/2
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1/2 i can't just use ONE icon for this
2/2
TW: Blood, disturbing imagery
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...
...
...
...
...
...
Open for anyone else to hop in, though Fugo's showing up on his own
As the air grows colder, more oppressive, Fugo wraps his arms around himself, summoning a tiny flame to keep himself warm.
He slows to a stop and the flame goes out as he happens upon a scene that leaves him feeling like he's seeing double. He's quiet as Jusis and his... reflection(?) argue, only piping up when he senses a decent enough lull.]
... Jusis?
[Not "Mr. Albarea," like he's called the man up until now. "Jusis."]
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closed very temporarily due to clown to clown communication
This is... painfully familiar.
For a moment, he sees the aura of an old friend split in twain, one infused with anger and rage from forgotten promises, the other made of those good memories that had eroded over time. No, this was not the first instance he had dealt with this. And like back then, history repeated itself, and Zhongli could only do so much to seal the quaking beneath the tree. Long after the old earth dragon had forgotten the love he held for this land and given into his fury, Zhongli would need to quell him, until he crumbled to dust completely. And when even dust fell away, Zhongli would still remain... the silent regard of stone.
But he can't remain the silent witness forever. Not while Jusis is alive in front of him, and still able to be saved. The once God of Contracts still has obligations to uphold: to himself, to that fallen memory, and to the boy struggling before him, who didn't ask to be dissected and put on display for all present.]
... You're a little young to have your own ghosts. [His tone has more sadness than bite. He's addressing both of the blonds before him.] I suppose it's a testament to your determination, and to how hard you've worked to get where you are.
Now you stand at a crossroads. The disappointment of unfulfilled promises, the lives lost and people mourned, bittersweet victories and stinging defeats... All of these are heavy burdens, and they are yours to bear as one who would change the course of the future. So, you need to decide how you'll carry the weight from now on. It isn't an easy choice to make.
[He looks at the real Jusis specifically.] And it isn't a burden that you need to carry alone. The effort of your friends to get to you is proof of that.
[Jusis has too much fight in him to let the past become his grave, but Zhongli also recognizes the exhaustion. The tiredness. The desire to give it all up. So he reaches within himself to find the words that helped him, back then...
At last, he holds out one gloved hand, palm up.]
You've done all that you can for today, and everyone is waiting for you. Go get some rest.
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Open to anyone who wants to join the trainwreck in progress
He doesn't like when arguments become yelling matches. Finding words is hard enough on its own; in the presence of this sort of anger, when his every instinct honed by his time in the spirit realm is screaming DANGER, they seem to flee like deer from a loud sound.
But he cannot flee like the words do. He will not. So he struggles fruitlessly for a time to say something, anything, until finally he finds just a few.]
...I don't think you're a coward for running.