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Posted: Sat Nov 15, 2008 6:49 pm
In any city, in any country, there's a mental institution or halfway house you can try any of these in. There were 2538 of these, but 2000 were lost. They must never come together. Ever.
"Hidden around the world are numerous Objects, seemingly chosen by some higher power in an arbitrary fashion. Some say that when the Objects are brought together, the world as we know it will end; others say the world will truly begin. Whatever the purpose, a random sampling of the population has been driven to find these things, either to protect them, destroy them, or reunite them. These people are gifted from birth by a preternatural desire - an obsession, some might say - to go forward with this plan. Many would die to accomplish their goal; many more would kill. These are the Seekers. Their gift is their curse, their only lot in life to find the Objects. Anyone who comes into contact with an Object with knowledge of what it is runs the risk of becoming a Seeker. The lucky ones are satiated by a single, simple Object. Others spend their entire lives searching. The Objects themselves can be anything, from something as simple as a thumbtack to something as complex as a living creature. Though some are used by Seekers whose wicked souls taint the Objects (some say the opposite is true), all of them can be used for the greater good or for personal gain. There are rules behind the Objects, though; A Seeker can never give an Object away. It can only be taken by force, earned fairly, or its owner must have died a natural death. :An Object can never be tossed away. If it is, it will find its way back to the owner through a series of coincidences (the Legend of the Black Pearl is a tale of one such Object). :A Seeker must take care when handling an Object, or run the risk of becoming insane. They then become a Holder. A Holder is an immortal shell of a Seeker, forever protecting their precious Object. A Holder will ask a question, series of questions, or present a riddle or puzzle of logic to the Seekers that encounter it. Anyone who completes the trials is deemed worthy of the Object, and those who are not free the Holder and become the new Holder... if they are lucky. A sampling of known Objects follows: :
The Coin: When placed under the tongue, it gives the gift of languages. The markings on it are of an unknown civilization, and the face it bears is of an elven creature. Despite its unnatural markings, it appears like any other coin minted in the common age. The Coin is said to also grant the gift of understanding the language of animals as well as humans. The Coin is even able to translate written languages, including ciphers. The language of the Objects themselves, however, is immune to the Coin's power.
The Pin-and-Tumbler Key: The Pin-and-Tumbler Key fits into any pin-and-tumbler lock and creates a portal to any other door with a pin-and-tumbler lock. No secret is safe from the one who possesses the Pin-and-Tumbler Key; any door or briefcase that uses even a similar lock is open to them. The key is almost indistinguishable from any other similar key, save for the presence of lettering along the top of it. The letters appear to come from the same language as the Coin.
The Knife: Able to cut anything cleanly, the Knife is powerful enough that, if dropped onto a slab of titanium, it will bury itself into the metal up to the handle. Even with the most powerful microscope, no tool marks can be found. The Knife appears to be a simple kitchen knife, free even of the letterings of other Objects.
The Chain: When both ends of the Chain are touched to an object, the two objects cannot be pulled apart from each other. Only its current owner can remove the objects; if the Chain is won in one of the above methods, the objects will detach automatically. It is a simple iron chain, a yard in length, with twenty-three links.
The Mirror: Creates a dopple-ganger of a chosen individual, including its original Holder. The dopple-ganger is identical in every way to the original. The Mirror itself is plain, frameless, and hardly larger than a hand, yet is polished to a perfect shine.
The Cup: Once filled by a liquid, it can never be dry. Any liquid can fill the Cup, and once another liquid is poured into it, it replaces the original completely. The Cup is a simple glass, no different from any other save for a single chip on the ridge that leads down into a crack in the glass.
The Notebook: Anything written in the Notebook will be remembered by the one who possesses it; when won, its contents will immediately be remembered by its new owner. The Notebook can call forth any knowledge written in it by any of its owners, but to anyone else it will call forth insults and curses. The Notebook looks ordinary enough, but on its blue cover is the same language as the Coin and the Pin-and-Tumbler Key. Parts of the language have been tentatively translated as "200 pages" (though this is only a guess by one of its previous owners). The ruling of the pages within the Notebook is different from any current ruling, and the inside front cover is covered in the Language. Another guess claims they are the full rules of the Objects.
The Wolf: A living Object with the power to sense anyone with malicious intent towards its master, the Wolf is loyal to a fault. It's not actually a wolf; it can be more accurately described as a green-furred, wolflike creature with a mouth that opens in three places instead of the usual two.
The Photograph: An undeveloped Polaroid photograph that acts as a window that extends one's field of vision almost infinitely in any direction. The Photograph's window of vision is limited though; it cannot pass through matter, and it cannot reach into space, despite its ability to extend vision across the surface of the entire planet.
None of these Objects can be destroyed, though some say each Object has one other that can destroy it. If this is true, they are capable of returning. No Object rumored destroyed has stayed that way for long. These are only a sampling of the Objects that are known; I have run out of time. They have caught up with me. Soon I will be killed, but I will leave this testimony behind. It is your doorway into the world of the Objects. If you believe that you can bear this responsibility, I laugh at you but this information is now yours. Along with the Seekers, those who seek out the Objects, and the Holders, those driven insane that guard an Object, there is another group. They have no name, and thus I will call them The Lost Ones, for they have become lost in whatever goal the Objects represent to them. They are the ones after me, but you have no reason to fear, for I have omitted the information they are hell-bent on retrieving. I only issue this warning: DO NOT SEEK THE DIARY, THE LETTER, OR THE--"
The diary these words (and many more, albeit less legible) reside in is now sitting on the coffee table of a very rich man (with a very interesting assortment of items). At the surface he would appear to be nothing more than a normal self-esteem raising philanthropist but underneath his carefully created exterior lies the heart and soul of a kindred spirit, one who is just like you (this being the only reason he even let you in). The drive to collect has caused him a great deal of grief, but also a great deal of wealth and as you sit there reading this blood-stained testimony of an unnamed soul, you begin to feel the urge as well. Perhaps it's time you stood up, and perhaps he won't notice if you take the diary with you. Perhaps you should run away from this place as fast as you can and forget you ever heard of these objects.
No? Well, maybe it's time to start your journey...
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Posted: Sat Nov 15, 2008 7:00 pm
If you ever find Dargaia’s nectar, you’ll probably be one of the ones who have been looking for it all their lives, and thus won’t need any instructions on what to do with it.
Just the same, it’s pretty simple, at least to start with. Make sure your affairs are in order (incase you have a bad reaction), and then? Bottoms up. The coming months are the least pleasant part. You’ll find yourself unable to keep food down long before you’re far enough along to stop needing it. Same with sleep. The color of your blood will be off, and your veins will consequently stand out more. Expect a few ingrown body parts; little things, just fingers and ears and teeth, usually pressing up against the skin. Make sure you’re caught up on your booster shots because you’re never going in for a checkup again. Or wearing anything more revealing than a trenchcoat in public, most likely. Eventually, a little cut on your belly will start ‘unhealing’, becoming a puss-filled wound in a few days. Over the coming week, three things will emerge from this.
The first object resembles a greasy black beechnut with maybe a tooth or two growing from it. When you’re dead someone will eventually find it and use it to make a new batch of Dargaia’s nectar. Hide it well, make things fun for future generations.
The second object basically looks like a softball-sized cluster of veins, many of them broken and leaking oily black stuff, all wrapped around something. Then it’ll squirm and you’ll notice the twisted little skinless fetus in the middle. It will only survive for about twenty seconds. Burn the remains.
The third object will—
well, let’s just call it “object 3″. It’s easier that way.
You can plant it anywhere you want. I advise some place where you don’t mind spending all your time and no one else would go. Your back yard or under your cellar works if you don’t have any roommates; as long as there’s fertile soil. Dig at least five feet down. It won’t want to be buried, but just keep piling dirt onto it (if you can still hear it when you’re finished you didn’t go deep enough). Its veins (or roots, I guess) will eventually spread in all direction about a foot and a half for every year of your life. Grass and weeds will grow stiff and bony, or black and oily, or take on the color and texture of a spider bite, or rice paper. Wood will be infected too; you’ll hear the arteries in your walls pulsing on quiet nights. The ground will rot with dead insect and animal life. Don’t mow your lawn; it bleeds like hell.
This is your sanctuary.
No matter what threats or injuries beset you outside, here you will be safe and healthy. Well, what passes for ‘healthy’ for you now. And if you really hate someone, bring them here. Trick them into coming. They’ll get infected, one way or another; a lungfull of spore, a thornprick, a bit of residue on their hand. They will blood-vomit and the blood will have tiny centipedes in it. They’ll s**t out their own spinal fluids. Their eyes will milk over and hatch; little spines and brambles will grow from the sockets. They’ll survive for months or years, doctors will be baffled, it will be completely ******** great.
That’s all for starters. You’ll learn more as you go. Much more. But if I told you everything now you might not do it.
Whatever you do, just guard it with your life, with your very soul. If you think you’re in danger of loosing it, dig it up, kill it with a silver needle, let someone else make a new one some day. You’ll feel as if you’ve pierced your own heart, but it’s better than letting it fall into the wrong hands.
Because you’re a Holder now.
And you’d better not let them come together.
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Posted: Sat Nov 15, 2008 7:07 pm
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of the End". Should a look of child-like fear come over the workers face, you will then be taken to a cell in the building. It will be in a deep hidden section of the building. All you will hear is the sound of someone talking to themselves echo the halls. It is in a language that you will not understand, but your very soul will feel unspeakable fear.
Should the talking stop at any time, STOP and QUICKLY say aloud "I'm just passing through, I wish to talk." If you still hear silence, flee. Leave, do not stop for anything, do not go home, don't stay at an inn, just keep moving, and sleep where your body drops. You will know in the morning if you've escaped.
If the voice in the hall comes back after you utter those words continue on. Upon reaching the cell all you will see is a windowless room with a person in the corner, speaking an unknown language, and cradling something. The person will only respond to one question. "What happens when they all come together?"
The person will then stare into your eyes and answer your question in horrifying detail. Many go mad in that very cell, some disappear soon after the meeting, and a few end their lives. But most do the worst thing, and look upon the object in the person's hands. You will want to as well. Be warned that if you do, your death will be one of cruelty and unrelenting horror.
Your death will be in that room, by that person's hands.
That object is 1 of 538. They must never come together. Never.
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Posted: Mon Nov 17, 2008 5:38 am
In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, ask to visit someone who calls herself "The Holder of the Beginning." A small smile will work its way over the person's mouth, almost as if to say, "You fool.”
You will then be taken down a hallway, seemingly leading out into a place it shouldn't. Physically, this place shouldn't exist anywhere in the institution, yet it does. The hall will be forever silent, even if you try to make noise. Screams will die before leaving your mouth, and footsteps will be muffled. Your guide will simply point to the door.
If you enter, you will find a cozy room full of a pleasant yet unidentifiable perfume. In the center of the room, you will see a beautiful woman holding her arms as if cradling something; further inspection will reveal that she is, in fact, holding nothing at all. This room will remain just as silent as the hallway you just left, no matter how hard you try. The only exception is for you to ask one question: "Why were they separated?" The woman will then explain, in excruciating detail, every horrific event in history, every beating, every war, and every rape. No travesty in the history of the universe will escape your ears. When she finishes, all will fall silent. It is up to you to do what you will with this information.
That woman is Object 2 of 538. It is up to you if they should be joined or not.
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Posted: Mon Nov 17, 2008 5:41 am
In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Eternity." A sigh might escape the worker as they look upon you with the utmost pity. They will take you down a flight of stairs into what should be the basement of the building, yet isn't.
As you press deeper and deeper into the underbelly of the institution, you will begin to hear a chorus of screams. At first it will be barely audible, as if originating from a point a great distance away, but the closer you get to the end of the hallway, the louder it will become until it drones so loudly that it seems to consume all other noises. Soon the din will become so painful that you will feel the unrelenting urge to claw at your own ears to escape it; it is advisable to resist this impulse, or else it will be impossible to complete your quest. The worker will show you a door, covering both their ears as they do so. As swiftly as they can, they will unlock the door and run, leaving you alone in this cramped, dark hallway.
This will be your last chance to run. If you decide to continue, open the door; the piercing wail will then end abruptly, leaving your ears ringing. The room you will enter will be coated in an almost tangible, all-consuming darkness but for the far end of the room. There, manacled to the wall, is an emaciated figure, covered in raw lashes. He will stare directly at you, with a maniacal grin plastered to his face despite festering wounds and a scalpel still half-protruding from his chest. Now will be your only chance to save yourself, and the only way is to ask, "Who created them?”
He will cackle in a manner befitting the death throes of an animal before responding. His will be the most horrific tale you have ever heard, beyond such primitive concepts as pain and death. It will delve deep into the very essence of evil; those of weak mind go mad at the man's story, so remain strong, no matter how fragile your mind may feel.
When he finishes, it will be up to you to end this man's life, releasing his terrible burden. Remove the scalpel and he will shudder once in agony before falling silent... forever.
That scalpel is Object 3 of 538. It is up to you if the rest should be protected or destroyed.
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Posted: Mon Nov 17, 2008 5:48 am
In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Nothing." Should a look of sheer, primal disgust mar the worker's expression, you will then be taken to a separate building, one that appears to be an old, wooden outhouse. Inside will be a seemingly endless corridor far, far longer than the length of the outhouse.
The corridor will be completely silent. Attempting to make any sound at the wrong time is a grievous, lamentable mistake. You will notice the lights in the corridor getting brighter and brighter as you make your way down towards the end, soon you will be blinded by their brilliance. If at any point the lights go out, QUICKLY shout out, "No! Stop! What you are doing is wrong!" while backing away. If the lights do not come back on, bolt for the door you came in through. It should still be open; hopefully you aren't far enough down the hallway for it to close on you. If it does close, an eternity in hell would be far preferable to what you will suffer.
If the lights come back on, continue walking down the corridor. At the end of the hall will lie a single cell; the worker will open the door for you while glaring at you in disgust. Inside the cell will be a mad pastiche of colors, arranged in several harlequin-like formations. You must not be distracted by them, for at the center of a room is a naked young woman, slathered in blood and bound by strips of human sinew. If you take your eyes off her even for a moment, she will completely and totally destroy you. She will only respond to one question: "What were they when they were one?"
She will then stare into your eyes and speak the answer in incredible detail. It will be unlike anything you have ever heard; you will be on the verge of both ecstasy and agony at her mere words. It is not uncommon for a Seeker to lose themselves in the euphoria. The worst thing you can do, however, is look upon the tattoo on her chest. Your mind will tempt you to gaze upon it, but you must resist. If you do not, and foolishly set eyes upon it, you will fall victim to her horrifying powers. She will flay you alive and add your mutilated flesh to her bindings, and you will remain trapped with her, fully conscious, for the rest of time.
That tattoo is Object 4 of 538. They desire to be one again, but they mustn't.
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Posted: Mon Nov 17, 2008 5:50 am
In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, close your eyes and ask to visit someone who calls himself "The Holder of Light.” You will be guided to a single door leading to a long, winding hallway. You will be told to open your eyes. The hallway will be pitch black, narrow enough only for you to feel the walls and move yourself forward.
If, at any moment along the way, the hall is suddenly bathed in light, shut your eyes immediately and quickly make your way back to the door you came in through. If your eyes stay open for more than a second, what you see will force you to instinctively tear them out.
If the lights stay off long enough for you to navigate the entire corridor, you will reach another door. If you can see any light escaping from the crack beneath the door, flee immediately, for what you seek is not there. If no light can be seen under the door, carefully turn the handle and enter.
The room beyond will be completely dark aside from a single, dimly-lit candle in the center. What little light it issues will reveal the outline of a cloaked figure huddled over it. The man underneath the cloak will seem to remain perfectly still. There is only one question that the man will respond to: “What can protect us from them?” Say anything else and the man will tear out your eyes and devour your soul; you will then be forced to take his place under the cloak for the rest of eternity.
If you ask the above question, a piercing scream will ring out from the candle and a series of lights will illuminate the room, revealing images of the most horrifying thoughts, fantasies and memories from all consciousness throughout history. Most people cannot handle this event; they will either go insane or die instantly. However, if you should somehow manage to survive the ordeal, the cloaked man will rise slowly and put his hands to your head. You will be forced to gaze upon his face. He looks like a young man, but his eyes are merely empty sockets. At this point you must not look away, lest you be stranded in this room, forever forgotten in time. He will then open your hand and place a small, round object into your right hand. From this point on you will feel no pain (unless you are in the process of obtaining another Object, for the pain you feel then is nowhere close to normal), but the horrifying images you witnessed in that room will be burned into your memory for all eternity.
The eye you hold in your hand is Object 5 of 538. The awakening has begun; they must not be brought together.
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Posted: Mon Nov 17, 2008 5:52 am
In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, ask to visit someone who calls herself "The Holder of Song.” You will then be guided to a single door leading to a long, winding staircase. It will spiral higher than the building stands; at the top is a door that opens into a hallway.
A sudden wave of heat will wash over you upon opening the door. Proceed down the hall; eventually you will feel much colder. You must then stand perfectly still and make no sound. If you hear a baby crying, turn and run. No harm will befall you, but the baby's cry will follow you wherever you go. If you hear it for the rest of your life, count yourself lucky; if and when it stops, your firstborn child will die.
If there is no cry and the heat returns, proceed to the door at the end of the hall and open it. The room beyond will be awash in green light. In the center will be an old woman turning a music box that produces no sound. Her legs have both been severed at the knees. When you speak to her, you must look her in the eyes. She hides a spear fashioned from the bones of her legs; break eye contact, and she will impale you with it and leave you, in seemingly unending agony, to bleed to death. She will respond to only one question: "What was the song they used to play?"
The old woman will begin to sing. The song will be in a different language, but the melody will be the most beautiful you have ever heard; peace and serenity will wash over your mind, body, and soul. Suddenly, without warning, you will be able to see, in vivid detail, the image of carefree children playing and singing, innocent as can be. Though the scene seems peaceful and jubilant, it will eventually take a horribly sinister turn. The children will begin to fight each other. Soon, they will start to kill each other in the most brutal ways imaginable. They will impale each other on wooden poles, disembowel each other with sharp rocks, and even rip flesh from bone with their bare hands. The image will then show these children, now merely tattered doppelgangers of themselves, spreading death and destruction more horrific than you could ever imagine. You will see a naked boy, drenched in blood, singing with delight as he runs through a hellish wasteland, pursued by unspeakable monsters. They will overtake him and utterly destroy him, the song still issuing forth from his shredded lips all the while. Despite these scenes of horror and brutality, you will remain calm and peaceful all the while, though you will not know why.
When these horrific visions end, an intense pain will stab at your chest. Your heart will feel like it is about to explode. Still, you must not break eye-contact with the old woman, for to do so would invite such horrors upon yourself that an exploding heart would be comparable to Paradise. If you remain steadfast in your gaze, the pain will eventually cease. The woman will stand up (though you will know not how) and place the music box in your hands.
The music box is Object 6 of 538. When its song plays again, they will all come together.
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Posted: Mon Nov 17, 2008 5:54 am
In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Wealth." The worker will raise one eyebrow, as if puzzled by your request. Ask a second time, and the worker will shrug and take you across the street, where an opulent mansion awaits. This mansion was not there when you started your quest, but it's best that you not preoccupy yourself with the mansion's origin. Its owner would rather not scare you away.
Inside the front door will lie a grand staircase, spiraling up across the foyer. The walls will be covered with fine paintings, and a large marble statue will rest on a pedestal by the base of the stairs. The statue's eldritch features will evoke an image of a truly horrific beast, at once both alien and evil. Admire it all you want, but don't touch it, unless you wish to awaken this starved monster.
Ascend the staircase. As long as you touch nothing, you will be in no danger. Don't panic. At the top of the stairs will be a small, unassuming wooden door. It will open for you, so long as you are not afraid.
You should see a man with a pointed goatee and short, cropped, gelled hair standing behind a large desk of what will appear to be mahogany. His suit will appear to be made of both human flesh and Italian silk. He may speak, and at great length. He will talk about his amazingly beautiful house and the lovely statue of his concubine resting downstairs. Do not interrupt him, and do not answer any questions he may ask. When he is finished, steel yourself and confidently ask, "May I have my salary?"
He will proceed to explain to you, in great detail, the value of life. He will talk of things worse than death, and he will tell you exactly what he expects you to do. The fabulous interior of the room will rot away, and the floor will turn from French weave to feces. His own appearance will become unimaginably cyclopean and horrendous. He will then fish out a small bank note from the inside of his human suit and hand it to you.
That note is Object 8 of 538. Its Holder is counting on you to spend it.
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Posted: Mon Nov 17, 2008 5:57 am
In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Wisdom." The worker will chuckle and you will be guided to an empty room. The worker will hand you a key and tell you to wait some time in the room until you hear a bell ring. Then you have to lock the door, wait until a second ring and unlock it.
It will open all by itself and reveal a long hallway, with all colors you may or may not know painted onto the walls, ceiling and floor. Follow the hallway until you hear a little girl singing. Stop, close your eyes and stay where you are until the girl finishes the song, even if you think that it will drive you mad. If you do move, run. Run back to the door where you came from, as fast as you can. Jump through the window of the room where you waited before and you might live. Should you be unable to reach the window in time, a horrible creature will drag you back into the hallway where you will die a death that is as horrible as the creature that caught you.
If you do not move and the song ceased, you are free to turn around and leave forever, or walk deeper into the hallway, until you reach a door in the shape of a human. Open this door with the same key that was given to you earlier, walk inside and close it behind you. In the middle of the room you will see a desk with a bright candle and behind the desk will sit a man, with his face hidden by the shine of the candle. Walk closer, but always keep the flame between you and the man's face, for you will surely feel the urge to empty your stomach should you witness how he looks like.
Stop when you are five steps away from the desk. The man will raise his hand and gesture you to come closer, but do not step any further than this. Close your eyes and ask him one question, nothing else. "Who will bring them back together?" You will hear the man rising from his chair and he will begin to pray. It will be a language you will not understand at first, but after two minutes, you will hear a name. Should you hear 'Anubis', then pray that your death will come quickly. If it is 'Thor' you hear, you may open your eyes. The man's head will be on the desk, cut off of the body, but still talking. After another three minutes, he will stop and begin to tell you how you will die. He will describe every tiny detail of your horrible death, and you will be unable to move. He will also describe who kills you and why he does it.
Finally, the man will stop talking. His head is object 9 of 538. It is up to you what you do with the knowledge of your death, for it now is inevitable.
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Posted: Mon Nov 17, 2008 5:58 am
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Forbidden Tongues". The worker should bow before you, and then give you an urn. Now walk into an empty place inside the institute, preferably an unused supply closet. There, where nobody is watching you, open the urn and look into it.
Raise your head again. You should find yourself on a wooden stairway that leads downwards into a corridor. Go down the stairs, as there is no turning back now. After a while, you will hear something that sounds like a chorus, sung by monks, speaking a foreign language. Immediately cover your ears with your hands. If you hear too many words, a hideous creature will haunt you for the rest of your mortal existence. As soon as you reach a door, the chorus should stop. If it doesn't, quickly turn around and shout "TACITE!"- This is the Latin Word for "Silence". Now the chorus should stop at last; if it doesn't, pray to every god you have ever heard of for a quick death, and hope they listen, for if they don't, the singing will grow louder and louder until it drives your soul insane.
Step through the door. Inside a person is waiting for you. A masked monk in a red cloak. He will greet you in Latin with "Salve!” Do not say anything and wait a few seconds until he puts on the light. There will be inscriptions on the walls, on the floor and on the furniture. The Monk will stand at the wall on the other end of the room and wait for your question. Don't try to read the words on the Walls. If you do, you will, within seconds, go insane. Walk to him and ask him only one question. "In which language were they speaking?" That and nothing else. He will then hand you a book and disappear. Do not open the book. If you do, you will release horrible demons that will torture you for an eternity. After you get the book, turn around and there should be two urns on the table. One will take you back to the place you call home. The other one will drag your soul into pitch darkness.
The book is object 10 of 538. As for the urns, it’s up to you if you pick the right one or not.
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Posted: Mon Nov 17, 2008 6:01 am
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Life". The worker will try to suppress a groan and you will have to ask again. He will then lead you to an operating room that looks just like any other you might or might not have seen in your life. The worker will give you a scalpel and then leave you alone in the room, locking the door behind him.
You will have to wait. Wait for almost an hour. Then the door will open and several people will enter the room, including a pregnant woman. The woman will lie down on the operating table; the other people, who will look like doctors, will prepare everything for the child's birth. While they do that, you will be able to ask the woman one question. Ask "How can they be reassembled?” nothing else, or the doctors will begin to skin and disassemble you. You will be fully conscious while they do this.
If you have asked the right question, the woman will begin to scream, the child is about to be born. You will have to wait until it's over, and one of the doctors will give you the child, moving his mouth, but without sound coming from his lips. As soon as he finishes 'talking' and smiles, you will have to throw the child to the ground and ram the scalpel into its head, else it will smash your rib-cage and rip your heart out with inhuman strength.
If you have thrown the child to the ground in time, it will, despite the scalpel in its head, answer the question you have asked earlier. It will speak with a demonic voice that might drive you mad. While it is talking, the other people in the room will vanish without leaving a trace. After the child finishes talking, it will simply die and the door of the room will unlock. You are now free to go, if you have not been driven mad by the voice.
The dead baby is object 11 of 538. Dare you not remove the scalpel?
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Posted: Mon Nov 17, 2008 6:04 am
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Death". The worker's face will turn white as if he just saw a ghost. He will then guide you to a wooden door and leave you afterward. You will have to knock thrice.
Should you hear an old man saying "Come.", you may enter and will find yourself in a forest. If you hear a young man saying "No, thank you.” run. Run and leave the city, the country as fast as you can, for unspoken evil will haunt you, should you stay.
Now that you are in a forest, look up to the sky. If it is day, follow the sun. If it is night, follow the moon. Follow them, and do not leave the path you have taken, no matter what kinds of beauty or horror you might see. Should you ever leave the path; your soul will be tormented for eternity after the body has died a horrible death. You will, after some time, notice that you are walking to a mansion. Ignore it; keep walking, for it is an illusion made to confuse you.
Finally, you will reach a small wooden hut. Enter the hut and immediately turn around, should you desire to over live the sheer horror you will experience by looking at the man who now is behind you. Ask him a question. "What will end them?" He will begin to talk with a voice that is gentle and kind as well as brutal and deadly. Listen carefully to what he says, as you might soon be the only one knowing their destiny. As soon as the man finishes his small tale, he will ask you to turn around, as he wants to give you a gift.
Do not do this. Instead, walk backwards until you reach something hard, a desk. Close your eyes and partially turn your body so you can reach out to the man and take the gift. When it touched your hand, close it and walk back to the door you came from. As you open it, say the words "We will meet another day" and walk out. You will be back in the mental institution.
Now, open your hand and look at the gift. The bone-finger is object 12 of 538.
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Posted: Mon Nov 17, 2008 5:57 pm
In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, ask with no hesitation to visit someone who calls himself "The Holder of Darkness." The worker will mock you but you have to stay as calm as possible. Keep asking him until he stops denying and withdraws from his counter to guide you through the corridors. As his behavior changes radically, stay on guard, for if you start hearing one single tiny sinister hiss, you should turn around and flee as far as you can, covering your ears, because the time was bad. If you do not escape in time, the faint sound will turn into a dreadful growling, that will soon merge into a continuous shriek of sheer pain, until madness floods you and leaves you to die in a deafening agony.
If the warden remains silent, he will lead you to a closed door with neither handles nor lock. As he pushes it open effortlessly, you will see an ascending winding staircase which can’t possibly lead to any upper floor of the establishment. The door will close behind you and you will not be able to push it back. Past this point, climb and do not turn back, or you will fall into a bottomless pit only waiting for a living prey to chew upon. Do not count the steps, for knowing how much there is will drive you into insanity. One will then creak, and so you should stop. Another door should appear on your left. If it is on your right, then pray for a swift passing.
Enter slowly into the room, and a total obscurity shall fall unto you. You will be required to walk straight forward, for slipping will only lead you to be devoured by the roaming and unknown creatures observing you with blinded purulent eyes. You will know you have arrived when coldness grips you. At that very moment, freeze, or you will die by the hands of the holder who is standing right in front of you. In complete darkness, even closing your eyes will not prevent you from his horrid appearance. It will form into your mind as the most outrageous monster ever conceivable, and madness will try to creep into your brain as worms over a decayed corpse. His fulminating breath and constant mumblings would be enough to make you cry, but be advised to not utter anything louder than a weeping, for you might wake what must not be awakened. The only question you will be able to whisper without being torn apart should be “What do they fear?”
You will feel movements all around you, as shudders animate your opponents. You will hear what nameless and incurable diseases will strike the world if they were to be frightened, the countless terrors their own fright will unleash on those with a weaker mind than theirs. Amidst the atrocious enumeration of the endless sores the world will suffer, you might hear the simplest, almost ridiculous, yet, implacable and certain truth they all fear. Do not move again. And when your head is about to implode, it will stop. If you are still able to move, you will find a door in front of you which leads you outside of the ward. There, in the open, in the grass, a broken hourglass will wait for you.
You are free to pick it up. It is object 13 of 538. Your knowledge of their fears is up to you to share, but you might not want to use it as a weapon against them.
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Posted: Mon Nov 17, 2008 6:22 pm
In any city, in any country, go to any mental institution or halfway house you can get yourself to. Reach for the reception and ask if you may visit someone who calls themselves “The Holder of Dance.” The clerk will shrug it off while telling you to go to the next theatre down the road. If you obey her, you’ll then discover she has sent you to see “The Lord of the Dance”, and that she hasn’t understood properly your question. So ask for it twice. Her face will at last light up as she gets it right. “Silly me” she’ll mutter, and then “fool of you, too” when she starts walking toward a long hall. You’ll pass through the garden, onto a small brick-built reserve, while being gazed upon by the mental patients around you. Heavy chains will be running athwart the rusty metal door. A key will be handed to you, and everyone will back up into the building, closing doors and windows and shutters. You’d be left in the silence of your own demise. You can still go away, but from the inside now raises an appealing sound. Calling you, tempting you. Your mind must not flicker, or it will be lost, forever swallowed in a false sense of bliss while you’re left to be shredded alive.
As you control yourself and enter the place, a wide descending flight of stairs awaits to be taken. Echoes of commotions reach your ears in troubled moans, where you can’t tell if they’re from pains or pleasures. You’ll come to an underground level, with fluttering or broken neon’s lights. It would look like a corridor, with multiple doorless rooms. Then, they’ll start coming out. Shallows and diaphanous figures, slouching aimlessly. They’ll be ghosts of different shapes and different ages and different sex and in different states of decay. On the other side of the room, far away – but it won’t be far enough, you’ll think in panic – stands a shape with a point of light. It will be your only chance to ask “What makes them dance?”
You’ll then see the dead all around you shaking nervously, and the silhouette afar coming near. The naked body of a female will be walking toward you, half-beheaded, her throat pumping and gurgling blood. With her head bent to the side she will begin speaking in a disembodied voice of the mayhem she witnessed and accomplished. You will see slaughter and rotting battlefields full of corpses as a rhythm grows in you. You’ll want to dance with the dead all around, but you must not yield into it. You’ll have to suppress the beating of your foot. And take heed to not let your heart go in cadence, for when the dance ceases, so will it. The bare bloody lady will tell you more as she approaches you, tales of carnage and torture that were their joys when they were one. In her left hand she’ll be stroking her turgescent manhood at you, while in her right flagging hand will hang an old square lantern, shining a pale blue.
The Lantern is object 14 of 538. Its holder will not let it go easily.
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