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.

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