Fan Chapter: The Hollowed Rock
Map:
- 1:1 Alcatraz Prison
Map Offering: Bloody Handcuffs
Map Layout:
- Inside
- Inside/Outside
- Outside
- Underground
Lore: Alcatraz Prison is located in the San Francisco Bay, California, United States. Alcatraz Federal Penitentiary has been cited as one of the most haunted places in America, and also as the most haunted prison in the country. The Native Americans mentioned the evil spirits they purportedly encountered on the island long before it became a federal prison. During the American Civil War, Alcatraz Prison was once a fort to hold both Confederate prisoners and others where unspeakable acts of violence were made to endure. After the war Alcatraz started to become a major Prison that held the most dangerous, deadly, and insane criminals until its eventual closure in 1963. One inmate in D-block, Cell 14-D was reported to have seen glowing red eyes in the dark and screamed for hours. He was found dead the following morning with a purple face, bulging eyes, and unidentified strangle marks around his throat. The Warden's House, now a burnt out shell since the Occupation of Alcatraz, is also reputed to be haunted during the time of the prison's lifetime, several guards reported seeing the specter of a man with a greasy slicked black haircut and a long graying beard. He had an aggressively mean face with physical barbed wire protrusions coming out his face, arms, legs and fire chains for leashes attached from his ruptured rib cage with steel bars protecting his organs from spilling out and hounds straight from the deepest depths of Hell itself. Now Alcatraz Prison has become a national park by daylight but by Deathly Hallows by night.
Achievements:
- Adept Warden: Get a merciless victory with The Warden using only his unique 3 perks.
- Row Call: Using the Warden's power, Lockdown, on 100 total pallets and vaults.
- Demon's Branding: While in Chase, down a Survivor with Blazing Lash addon Chains of Judgment while the Survivor is vaulting a window without losing the Chase.
- Adept Charles: Escape as Charles "King" Hart Jr. using only his unique 3 perks.
- Hell's Gate: Repair a generator at Cell 14-D in Cell Block-D and live to tell the tale.
- Hell Hounds On My Heels: Use the Warden's Mori on a Survivors in a single match.
Killer: Robert Van Willingham a.k.a. "The Warden"
“I saw a violent cruel beast today. His physique looked strong for a man his age with two hounds pulled straight from the deepest depths of Hell itself, but I guess that just says more about the Entity’s power. The hounds were darker than the night sky with eyes of death and darkness while dripping tears of blood and fresh mangled flesh dangling from their mouths. I heard and saw the rattling of chains made of pure Hellfire and blackened metal with a curved jagged Cavalry Saber dripping of fresh blood. I was walking through the woods when I saw chains peering out of a wall. These chains blocked any paths that happened to be in front of me. I have to be keen on my surroundings. Checking every corner of every wall.” - Dwight Fairfield
Lore: Robert "The Warden" Van Willingham was once a well known and respected Correctional Facility Operator during his time where no prison he couldn't reshape back into order until he was transferred to "The Rock". Once Robert was transferred to Alcatraz he immediately recognized just why all other previous Wardens had failed. He felt a great disturbance echoing from the prison that shook him to the core. No matter what it took Robert would push on through to straight up the prison. There were plenty of inmates who gave the good Warden trouble but none more so then Charles "King" Catalano Jr.. Charles would be the toughest inmate to handle especially for his influence from being one of the Dons of the Italian Mafia. Years began to grow since his arrival but only his faith and patience would begin to be tested. From the never-ending corruption, to the constant sleepless nights and waking hours of every moment while living on the prison grounds. Those moments of continuing torment and despair would ultimately drive the good Warden mad. On New Year's Eve of 1929, Robert had finally snapped to ultimately be judge, jury, and executioner with his trusty antique Cavalry Saber and his two Doberman hounds. The next day over 30 corpses were found in many bloody gory pieces everywhere. However Robert "The Warden" Van Willingham had disappeared into the night by the origin of the Hallowing Wind and a black veil.
Killer's Description:
Physical Appearance: The Warden has a greasy slicked black haircut and a long graying beard. He has an aggressively mean face with physical barbed wire protrusions coming out his face, arms, legs and chains of fire for leashes attached from his ruptured rib cage with steel bars protecting his organs from spilling out. Wears an old time Plague Doctor's Hat, black tie, tapered silk suit, Nickel Pince-nez, and Black leather dress shoes
Alternate Clothing:
1. A long black trench coat, brown leather fedora, tucked in white shirt, blue suede shoes, and black pants.
2. A red onesies with tears randomly inserted everywhere while wearing green rain boots and a nightcap.
3. The Warden's grandfather's old Union American Civil War 7th Cavalry uniform.
Killer's Base Stats:
Movement Speed: 4.6 m/s(115%)
Terror Radius: 32 m
Height: Tall
Difficulty: Hard
Playstyle: Area of Denial/Trapper
Main Weapon: Antique Civil War Cavalry Saber
Alternate Weapons: Native American Warhammer, Spiked Police Baton, Native American Tomahawk, and U.S. Naval Broadsword.
Disclaimer: Alternate Weapons don't give any advantages at all just purely cosmetic purposes.
Mori: Survivor crawling looks back to see both Doberman hounds named Alpha and Omega, with survivor flesh hanging from their mouths, Warden lets the hounds go to viciously kill the survivor. Warden starts laughing as the hounds are tearing the survivor apart.
Killer's Power: Lockdown
Description: Your past life as a Warden has taught you that breaking the rules leads to consequences. Start with 8 charges of Lockdown, using 1 charge you can block off a pallet or window. You can trap an unlimited amount of times, but trapping a location when all are placed will remove the last placed trap you have put down. Trap setup time for base is 1.5 seconds. To remove the blocked paths, the survivors must disarm the chains that are blocking the pathway. The destruction of the chains causes a rattling chains notification to the Killer outside of terror radius and requires 3 seconds to disarm the chains. While a place is in Lockdown, both Killer and Survivors can't move through the affected area without first removing the Lockdown. In order to use Lockdown the player must use the normal power button to activate the ability.
Disarming Animation:
Survivor is lock picking 1 (2-5 locks depends on addons) lock and proceeds to tear down the chains.
Secondary Power: Blazing Chains
Description: At your time as the Warden of Folsom Prison. You learned how to crush hope of escaping by punishment of blood curdling pain and scars. Blazing Chains is The Warden's secondary ability to use his leashes as whips to inflict damage up to 12 meter distance. While inside Blazing Chains mode, The Warden can not attack with primary melee. If a Survivor is in the healthy state when whipped they go into the injured state. If a Survivor is in the injured state when whipped they become Branded. Disclaimer: Blazing Chains can not put Survivors into the Dying state without an addon.
New Status Effect: Branded
Branded is the new status effect that can be applied to Survivors. When hit the status effect causes the Survivor to hallucinate fake interactive windows, pallets, and totems to appear when in chase to trick the survivors. While in chase all fake totems will appear to be lit. In order to dispel the hallucinations, the Survivor must use flashlights or keys. The hallucinations are cleansed by shining a flashlight on them like the Hags' traps. The Broken Key is buffed to see the illusions to cleanse them after activating the key after a total of 5 seconds. Small Game also gains buff where it now lights up when looking at hallucinations as if they're totems and traps. The hallucinations are removed for 45 seconds in chase after dispelling them. The effect is removed outside of a chase after 15 seconds.
Killer Addons:
Rusty Chains: Gains 100% in Deviousness when a Survivor is hit with Blazing Chains while Removes a total of 2 charges of Lockdown. Stacks
Torn Jumpsuits: Gains 2 charges for Lockdown for a 15% increased on missed attacks from Blazing Chains. Stacks
Rusty Gate Lock: Gains 1 charge to Lockdown. Stacks
Worn Out Dog Collar: Decreased missed attacks from Blazing Chains 15%. Stacks
Rusty Lever: Gains 2 locks onto Lockdown while Removes 1 charge. Stacks
Rusty Barbed Wire: Gains 1 charge to Lockdown and increases time to disarm by 1.5 seconds.
Broken Chain Gate: Removes 3 charges of Lockdown. Gains increased movement speed up to 3% while using Blazing Chains.
Disciplinary Orders "Solitary": During the start of a chase if the survivor is hit by Blazing Chains, they are inflicted by Blindness status effect for 15 seconds.
Disciplinary Orders "Scar Tissue": Decreases missed attacks of Blazing Chains by 25%. Stacks.
New Barbed Wire: Gains 2 charges to Lockdown and increases disarming time by 2.5 seconds.
Guards Key Chain: Decreases setup time for Lockdown to 0.75 seconds while Removes 1 charge.
New Police Baton: Gains 3 charges to Lockdown. Stacks.
Straight Jacket: During the start of a chase if the survivor is hit with Blazing Chains, they are inflicted by Blindness status effect for 30 seconds.
Spiked Dog Collar: Decreases missed attacks of Blazing Chains by 25% while 15% Decreased successful hit recovery time.
Steel Chain Leash: Increases 4 meters to Blazing Chains while Removes 2% movement speed.
Electric Barbed Wire: Gains 1 charge, 1 lock and increases disarming time by 2 seconds for Lockdown.
Disciplinary Orders "Treatment": After completion of disarming a chain the Survivor becomes inflicted with Exhaustion status effect for 30 seconds.
Disciplinary Orders "Code Blue": If a Survivor is hit with Blazing Chains while disarming they become inflicted with Hindered status effect for 20 seconds.
Chains of Judgment: Allows Blazing Chains to put Survivors into the Dying state after they are put into the Injured state.
Disciplinary Orders "Total Lockdown": Gains 4 more charges for Lockdown and each Lockdown has 5 locks total to disarm while increasing disarming time to 12 seconds total.
Killer Perks:
Solitary Confinement: Fear and despair of isolation is completely unimaginable that it can destroy one's hope. When a survivor is hooked all the other survivors are inflicted with the Blindness effect inside 36/42/48 meters radius with the perk cooldown of 60/50/40 seconds. The status effect is removed after unhooking the survivor.
Quarantine Lockdown: When freedom seems close and near only to lose it when the advance guards arrived to stomp out hope. When a Survivor is hooked 2 generators become blocked off by the Entity around the hooked Survivor with a cooldown of 90/75/60 seconds. The effect is removed after unhooking the survivor.
Disciplinary Action: Disrespect is not tolerated so punishment comes quickly. When a Survivor is hooked the nearest Survivor next to the hooked Survivor to be put into the Exposed status effect for 35/40/45 seconds. Cooldown is 60/50/40 seconds.
"This place...I do not know what or where it is; however, if this is the inferno that Dante had witnessed I truly believe that nothing but watered down. To all those souls who may be damned here with me I say this as the most important advice for survival. Correre come un matto! Ora ti dico addio e Godspeed a te!" (Translation: To run like Hell! I say farewell too and Goodspeed to you!) - Charles "King" Catalano Jr.
Survivor: Charles "King" Catalano Jr.
Lore: Charles "King" Catalano Jr. comes from a long line of smugglers, thieves, and crime families from Sicily. Born in 1889, Charles was groomed to become the next family Don and was quickly shown a natural affinity for the dirty work of a crime boss. At age 20, his father was killed by a rival gang family. This didn't sit well with him, so a week later Charles had conducted a stealth raid mission against the rival gang family. Charles was successful against all odds and slayed the entire rival gang family in a most brutal manner that made him become famous and feared but at a price of his left eye and half of his left ear. Charles would become the official Don of all of Sicily. He would eventually move to America in 1920 to become the King of Prohibition Era for smuggling and gun running of the criminal world; however, his arrest in 1925 would be his downfall and would be incarcerated at Alcatraz Prison. On his third day of Federal Court Trial he had discovered his first cousin had been the rat who betrayed him. Six days later his cousin, the entire criminal underworld, and the entire Catalano family would know no one should ever cross Charles. On that day he would be known for his true brutality against traitors, for his cousin had to witness his entire family to be tortured and butchered like animals before being executed slowly piece by piece. On New Year's Eve of 1929 "King" would attempt to escape before the "Warden" began his rampage of death and carnage. "King" would make it down to the docks before the "Warden" would catch up to him. At the last minute he witnessed a dark ominous portal appear in front of him and was dragged into the portal by sharp spider-like appendages. Charles woke up hours later by a campfire with Claudette tending to his wounds, now the game of survival has begun.
Survivor Description:
Difficulty: Easy
Race: Caucasian/White
Birth Location: Sicily, Italy
Age: 40 years old
Height: 5 foot 7 inches/(1.7 meters)
Hair Color: Dark Brown/Black
Distinguishing features: Damaged Left Eye and half of Left Ear missing
Clothing description: Blue jumpsuit with a Fedora and black leather dress shoes.
Alternative Clothing:
- Long Brown Fur Coat, Black Leather Fedora, Black Tailored Tuxedo, Black Leather Dress Shoes and a Red Bowtie.
- White and Slade Striped Work Shirt, Brown Overalls, Bloody Brass Knuckles, and Black Work Boots
- Blue Cotton Overcoat, Black V-Neck Dress Vest, White Silk Shirt, Silk Black Tie, White Handkerchief hanging outside of a pocket of the Overcoat, White Wrist cuffs with Gold Buttons attached, Blue Cotton Pants, White Socks, and Black Leather Shoes.
Survivor Perks:
Sharp Wit: Through intuition and wits you have learned to rig the odds in your favor. Once per game when you're working on a generator you can press a secondary action button that will continue working on the generator for 10/15/20 seconds after you leave. This generator will automatically stop at 95% and must be finished by a survivor. This action will stop if the Killer damages the generator or another survivor starts working on the generator.
Buona Fortuna!: Those who gamble with Life and Death are foolishly brave to victory. Whenever you unhook a survivor both you and the unhooked survivor gain a 5% Haste movement speed for 10 seconds. Cooldown is 90/75/60 seconds. After the 10 seconds the Survivor who did the unhooking action becomes exhausted for 30 seconds.
Veni, Vidi, Vici: Through trials and adversity you learned how to adapt and become victorious. Once per match you're able to repair a completely broken pallet. This action takes 30/25/20 seconds. The repaired pallet breaks upon stunning the Killer.