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Serene Knowledge - The King of Wolves - "The Holders" 2/4 - Pt4
Created on Wed, 13 Sep 2023 15:49:26 GMT
<*Note by Odd: This is part of an old website that no longer exists. I can't post the full page in one paste due to character limits. Look for other "Serene Knowledge - The King of Wolves" pastes to read the full site. *Credit given to: https://dreamcult.xyz/trinkets/sereneknowledge for text provided (lol there's a typo in the first two pastes) *And a mega fucking shoutout to https://dreamcult.xyz/trinkets/sereneknowledge for mirroring the original site as closely as is possible. *Never put all your eggs in one basket. I've lost and re-found this text time and time again. *This is all obvious bullshit...or is it? *> Holder of Fear In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Fear". If the time is right, the attendant will lead you to a closet with no floor. With a malicious grin, the worker will shove you into the hole and close the door. As you fall through the abyss, you cannot feel any fear. If you do, you will immediately hit the spike-ridden bottom of the pit and meet a gruesome death. If you remain resolute, your fall will eventually slow and stop, leaving you in a room soaked in darkness. Into the darkness, you must speak only one thing: "What is their weapon?" Immediately the room will be illuminated. Surrounding you wills everything that you fear, and in the center will be a creature who will take the appearance of your greatest fear. Not even once can you flinch or shrink away from this creature, or it will dismember you in the most painful way possible. You must stare at your greatest fear while it tells you its story in excruciating detail. It will tell you of all the fears in the world, from the tiniest to the greatest, in all of their horribleness. When it is finished, the creature will ask what you fear. Now you must confess all of your fears to the creature, without looking around the room. If you miss even one, you will be consumed by your own terror, leaving nothing but a shell remaining. If you confess all of your fears, the creature will scream, and the scream will send you hurtling through the wall behind you. When you stop moving, you will be across from the closet you entered earlier, and in the closet will be a mirror. That mirror is Object 35 of 583. It reflects your greatest fear, and that is their weapon. Holder of Faith In any city, in any country, go to any mental institution 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 Faithâ€. The worker will look at you in abstract confusion, shake his head and go back to his work. If you wait for 3 full minutes, he will sigh and walk you to a custodian’s closet. He will lead you inside, and lock you there. The door will not open, and it will be pitch black. Slowly the darkness will begin to scribe in the brightest of white words in a language you have never read, and voices you have never heard speaking the foulest of blasphemies your body can withstand. Should the writing ever stop, fall to your knees and clasp your hands, screaming every prayer you know. If the writing does not continue, curse the god that has put you into existence. If the writing does continue, Stand quickly and race down the tunnel. There the tunnel will open up into a large dome, and you will see a young girl in white, staring at you with her hair fallen down into her face. Do not look at your hands, or they will peel the flesh from your bones. She will respond t only one question, “Why do they fear?†She will look up to you and her mouth with blurt out every wrong that has occurred in the name of a god, and some that you must believe happened beyond your reality. She will then fall to the ground screaming in horrible agony as she is consumed by a white flame. That ash is object 36 of 583. It will one day be mixed with yours. Holder of Confusion In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Confusion." The worker will initially ignore you, but if you wait for one full minute, she will rise and motion for you to follow her. After following her down a series of dimly lit hallways, you will come to a dead-end corridor with no doorways. The worker will motion to the end of the hallway, and promptly leave you without a word. You must walk to the end of the hallway, without speaking a word. Once you reach the end, place your hands upon the wall to reveal that it is an illusion which you may walk through. If you are scared, or unsure of what is behind the wall when you step through, or have any doubts at all, you will simply walk off of the plane of existence forever, never to be heard from again. But if you believe in yourself, and believe answers lie beyond the wall, when you step through you will appear in a bright white room, with many paths. Some lead into the distance, others appear to lead nowhere at all, yet others appear to defy understanding, and lead to suffering that only the most damnable of all souls can comprehend. The path you seek is the one that lies ahead of you. It appears to continue on for eternity. While walking, you must say nothing, no matter how long the trip appears to take, and should the room begin to darken halfway through your trip down the path, your only option is to sit down and weep silently, for you are now nothing more than nourishment for the most grotesque and cursed demon of them all. However, if the room remains almost unfathomably perfect white, your trip down the path will be without peril, and you will safely come to a door. At this point, you need do nothing, as the door opens to you to reveal a room that appears to be impossibility. It is not big, but not small. Not lit, but not dark. It appears to be everything, and nothing. Equals and opposites are meaningless in this room. It is said that most who enter are driven to a maddening insanity and begin to claw their own flesh off, or disembowel themselves with their bare hands, all while laughing manically. Never dying, this will be their fate for eternity. Should you manage to not be driven by insanity, you will notice a nondescript figure standing in the center of the madness. It appears to be human, yet at the same time, something much more hellish. You will not be able to comprehend this entity visually, but you must not repulse at its sight, nor can you say anything to it. It will begin to speak to you many events. Some of which you know are true. Others you know are lies. Some which you are unsure of. The entity will become increasingly agitated that you are ignoring its nonsense. You MUST refrain from saying anything at all, until the entity falls silent briefly, and then asks; "What would you do, if they were all brought together?" To this, you must very firmly reply: "Everything that you would do. Including what you wouldn't." The entity will stare at you blankly for a moment. If it doesn't believe you, it will simply walk away, and leave you there, forever in darkness. If it does believe you however, it will reach its hand out and give you a small, seemingly immaterial glowing object. This is the "Beast's Resolve." That is object 37 of 538. No matter how indecisive you are, no matter how unsure the world becomes, you alone must know what to do if they all come together. Holder of the Word In any city, in any country, go to any mental institution in you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of the Word". The worker will motion you to follow him and say "Come". Do not follow him. Instead, wait until he returns, which will take 10 minutes. He will the say "Excuse me." and walk to the toilet. Again, do not follow, walk behind the desk where the worker was. When you stand there, look down and the ground will be ripped open, you will fall. Do not let any word or scream escape your mouth, for when it does, you shall fall for an eternity, with unspoken creatures slowly consuming your body and soul. You may gasp, but not more. Now, wait until you hear someone shout "Am I fiction?†Do not answer, but be aware that your fall will soon stop. You will slow down at first, eventually stopping only centimeters above a metal surface. Stretch your foot to touch it and you will fall these few centimeters. Now, listen. You will hear a word. Remember it, for you will need it soon. Now, after you have heard it, begin to walk until you reach a marble door. Say the word you have heard loud and clearly. Should you have forgotten it or say the wrong word, your body will slowly and painfully be turned into marble. Afterwards, a demon that looks like the person that is most dear to you will emerge from the ground and shatter your marble body, only by saying the word you have forgotten. Should you have spoken the right word, the door will fall apart and you may step through. Be careful, do not step back, and do not stop until you have reached a statue made from the purest diamond you have ever seen. Touch it not, or you will take its place while freeing the hellish creature inside it. Ask one question, "How will they be awakened?†Ask it thrice and the statue will move it head to look at you. Do not look back, instead, stare at its chest. "Excitate." Now close your eyes. Ignore the burning feeling you feel in your forehead and wait until it is gone. Open your eyes again. You will find yourself in the lobby of the institution. Always remember the word you've heard. It will show its power when you have found all objects, and only then, only when you say it. It is object 38 of 538. Utter it only once, when the rest have come together. Holder of Absence In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Absence". Should the person at the front desk try to convince you that the person you wish to visit is no longer there. Ask to visit their cell nonetheless. At this point the receptionist shall show a look that can only be defined as emotionless. The receptionist will lead you down a long wall with many doors on either side until you reach an iron door with one barred window on it. They will open the door for you but lead you no further. Beyond the door is darkness, nothing more. As you step into the darkness, the door will slam shut behind you. You are now trapped and the only way to go is forward. You cannot see the ground, or the roof, or the walls. Be aware, you may be walking for a very long time, possibly days. As you walk you will begin to feel cold and empty inside. You will feel as if your soul has left your body and left you as a shell. In time you may hear footsteps that echo loudly. STOP IMMEDIATELY, and wait. If the footsteps do not stop, you must sit down and wait until they do. If they begin to grow even louder, then you will surely perish by an unimaginable horror. If the footsteps do stop, you must press forward until you reach another iron door, illuminated by a light behind it. Open it and step inside. Inside will be a pitch black room. Only a small circle of light of the floor can be seen, lit by a small candle. Behind the light will be a chair with a coat on it. Approach the chair but do not sit in it, no matter how long you have been walking. Wait until the candle burns out. When it does, reach out, and take the coat. The next time you blink you will find yourself in front of the desk in the mental institution or halfway house. Reach into the right inside breast pocket of the coat and pull out a singed sheet of paper with red ink. DO NOT READ THIS INK or the Holder of Absence will become present and destroy you with unthinkable pain and anguish. This paper is object 39 of 538. Keep him absent. Keep them from coming all together. Holder of the Abandoned In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of the Abandoned". The attendant will look up at you with lonely eyes, and lamely motion for you to follow her. She will lead you through a maze of corridors. Do not look back and keep on her heels or you will be forever lost in this maze. She will show you a door, crumbling with age. She will then suddenly vanish abandoning you in this maze, push forward or be lost forever. After you open the door you'll be confronted with a hedge maze of slowly dying bushes. Follow your gut as you navigate or you'll be lost forever in this maze. Listen carefully though, every step you make will ring loudly through the still air. If the sound stops stand still and don't make a sound. If you hear a buzzing sound shout out, "Go back, I do not need your help!†If the buzzing persists then fear for your life, run relentlessly. If they catch you then you'll be gnawed by every problem that has ever plagued mankind for all eternity. If you escape then count yourself lucky. Eventually you'll make it to the end. Before you will stand a golden gate, knock once and only once. They will swing open for you. Slowly enter the courtyard. Inside you will find a beautiful man in his late forties wandering around aimlessly. Ask him this and nothing else, "Where were they abandoned?†If this man attacks you then count yourself lucky. You will never see the end of this. If not then he will tell you. He will tell of every hidden crevice, every basement lair, every corpse, every madman's mind, every evil place that these things have tainted. You will go insane. If not then you are truly destined to finish this to the end. This man will have left you by the end of this slideshow. In his place you will find a map and a broken watch. The watch shows how much time you have left in this race. That map is object is 40 of 538. Use it or not, but the knowledge has escaped, and you're not the only one that holds it. Holder of Solitude In any city, in any country, go to any mental institution you can get yourself to. As you approach the front desk, keep your gaze on the floor. Should your gaze wander then you have already failed. At the desk do not move or shift your gaze until the worker makes a sound, recognizing your existence. Without upturning your eyes, ask her for the being known as "The Holder of Solitude". As these words leave your lips a great gong will ring, shaking the very ground you stand on. Once the ring of the gong turns to silence you can finally observe your surroundings. You will find yourself under a strange sky in a vast and morbid wasteland, only a cold stone path leading towards the horizon. The instant you become aware of this lifeless wasteland, you must start moving; for they know you are there. And they do not take well to outsiders. Should clouds gather in the sky and darkness encroach on the path during your crossing towards the horizon; shut your eyes and kneel. No mortal have ever let his stare rest upon this worlds inhabitants. As you kneel, you must plead: “I do not know you, nor have I any wish to. But my path is here, and I must follow it.†After you have uttered these words, await their judgment. Should they choose to allow your presence you will feel them retreating, should they decide otherwise, then this was not your fate. Hope that they end you quickly. At the end of your path awaits an obsidian pillar, perched atop it an obsidian gargoyle is regarding your approach. The gargoyle will only stir to the sound of one question: “Who shall perish?†Once these words are spoken the gargoyle shall descend upon you, and his wings will envelop you in darkness. There he will show you the lives of all human beings as stars in the darkness, and as stars you will watch them flicker and die. For eons you shall watch the deaths of those who came before you and those yet to come. And you shall experience their loneliness as you watch them die, sensing how utterly separated they were from each other. This shall continue until your sanity shatters or until only one light remains. And so the gargoyle shall speak: “Your end is not mine to reveal to you, and it is not what you seek.†These words will echo inside your head until the day the task is completed. Once again you must shut your eyes; lest you keep your gaze on the last remaining light and the gargoyle will devour you. As you shut your eyes you will feel as being hurled through dimensions, spinning endlessly until solid ground is only a vague memory. At that moment you will be thrown to a stone floor, and it will be as being born again, as returning into the light after eternities in darkness. And once you open your eyes you will look around at a gargantuan, withering ballroom, the cracked marble floor covered with dead leaves. At the far end of the room you will see a light, calling you. As you advance towards it you will be able to make out something hung upon the wall. A dark kite shield decorated with macabre symbols, the symbols seemingly alive and pulsating. You need only to take it off the wall to claim it. The moment the shield leaves the wall you will be back at the front desk where the worker is staring at you intently. She knows what you have started. The shield you hold in your hands is object 41 of 538. Pray that it can protect you from what is to come. Holder of the Star In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit the one who refers to himself as the 'Holder of the Star'. The worker will stare into your eyes with a smug look of contempt for several seconds. If he does not see your heart's resolve in your eyes, he will laugh arrogantly. If he does, flee, or guards shall take hold of you and lock you in a cramped cell where you will hear the man's laughter in waking and sleeping as long as you live. If he sees the determination in your eyes, he shall stand and guide you down a hallway. He will stop at a cell door and will hand you the key, saying nothing and walking away. With key in hand, grab the handle and turn it slowly, it is not locked. Instead of a cell behind the door, there is a hall, dimly lit. Enter the corridor, close and lock the door behind you. As you walk down this hallway, you will hear the laughter of children playing mixed with the heart warming chants of foreign monks. Quickly the laughter will turn to screams, and the chants to curses. As long as you hear these terrible noises you are safe, but if your courage sways, and the slightest fear overcomes you in this corridor, the sounds shall stop. And if this happens, shut your eyes and pray that what hideous creature that was just awakened will take your life in its first bite. If you survive this corridor, you shall reach a small locked door. The lights will dim around you until all you can see is the door when all is dark, use the key you were given and unlock the door. Enter through the door into a small, pitch-black cell. In the cell there is a hooded man in red robes. He holds a candle and keeps his eyes closed while chanting. He sits in the middle of a pentacle drawn in glowing red blood. The stench it produces will cause you to gag, but dare not do anymore than that. Before the man is a smoldering rock. Do not stare at the stone directly for too long, or the burning from the rock shall envelope your mind and send your body into a fiery eternity. Instead stare at the candle and listen to the old man. He responds to only one question: "What must be done to complete their task?" The man shall stop chanting, and will tell you five names and five questions. He shall inform you that you must learn on your own which match with each other. He shall then dab his forefinger in the blood of the pentacle and will draw on the wall a formula. A key, plus a Book, plus a Quill, plus a Word scrawled in a way that it is illegible, yields an open book with three ovals drawn around it. He shall chuckle warmly and return to his seating place. He will hand you the still burning stone and from behind his robe he shall pull out a still beating heart. With all your might, crush the organ until it no longer quivers. Inside the meaty mesh you will find an antique fountain pen. When you look back up, you will find the old man dead, with a look of serene content upon his face. Pay this man the final honor of closing his eternally glassy eyes, and leave the room. The darkness will over sweep you and when it lifts, you will find yourself outside of the hospital. The pen you will find to never require refilling of its red ink. Though the ink never stinks of it, you will realize that it is your blood that drains through the pen onto paper. If you should ever let this item be destroyed, a horrific, slow death shall occur. As long as you hold this item, you shall hear whispering chants in the back of your mind until you die or do the item's bidding. This pen is object 42 of 538. It wills you to write in the cursed tome with your own blood. It is your choice to continue their work, or to destroy the chance of the objects coming back together ever again. Holder of Earth In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Earth". The worker will laugh loudly, drawing the attention of only one other patron. The worker will remain seated, but the person whose attention he drew will call you over. Do not ask him anything as he leads you to a disused broom closet deep in the asylum. He will open the door for you and wait for you to enter first; do not do this, or the stairway inside the door will disappear and you will plummet endlessly through the ice-cold black. Instead, tell him "I would not dare see these sights before you". If he believes you, he will nod slightly and enter, and you should follow him. If he does not, be thankful that you are deep enough into the asylum so that no one can hear your screams. As you descend the stairway, you will hear beastly yells coming from all sides, but primarily from above you. Keep your eyes trained to the darkness below you (for the man will have vanished in the darkness, though you will be able to feel that you are not alone). You must never look up, or the demons and hell spawn watching you, mocking you, will descend, rending your flesh from your bones, draining your blood, ripping your muscles and sinew in all too long of an instant. As you climb down, you will find the atmosphere becoming more and more tomblike, and though you will still be able to hear the demons above, it will seem as though there is finally a ceiling overhead. You must still take the utmost caution never to look up. After an impossibly long amount of time, you will set foot on solid, soft ground again. If the demons from the stairwell have stopped their yelling, you will not live to see the ground. If they have not, you will wish they had, for now is your opportunity to ask the only question to which the darkness will respond. You must ask firmly, "How can they be stopped?" When you do, ghastly wails will emit from below you, though you will still be able to feel the ground under you. You will be able to sense the gentleman who led you here turn around. His eyes will pierce you, though you will not be able to see them. You must never look down or otherwise falter your gaze from the darkness immediately in front of you. The wails will continue, wordless at first, but a strong male voice will lead them into speaking in unison. They will tell you of the one thing that can prevent the result of the objects coming together, but it will be interlaced with every last consequence of doing so. They will tell you of the sky raining fire, of rivers running red with your blood, and they will tell you so much more. When the consequences are finished, the lights will suddenly go on. The man who led you here will be gone. In his place will be an object that you will not be able to see in this place, lest it drive you completely insane. You must close your eyes as soon as the lights come on and feel around blindly on the floor for the warm, rough texture of the object. If you do not close your eyes, you will see what the ground is made of: Disemboweled human corpses, all missing their eyes, though their mouths still breathe. If you look at this sight and are not driven mad immediately, you will become one of them, joining the satanic earth. If you take the object successfully, though, you will be transported to the exterior of the asylum, where you may open your eyes. The volcanic stone is object 43 of 538. Though you know how to stop them from coming together, you will not be able to. Holder of War In any city, in any country, go to any mental institution you can get yourself to. Gaze at the ceiling with a bored expression as you walk up to the front desk, and with a voice that sounds like it is halfway across the world ask to see the "Holder of War". You will get a light tap on the shoulder; it is now safe to look down. The attendant will smile politely and begin walking, giving a speech that sounds almost mechanical as he describes the history of the asylum. Do not react to his speech- it is insanely bloody and filled with rather graphic descriptions, but reaction at this point means a one-way trip to hell. After some time of walking, you will come to an elaborately carved door of mahogany and gold. Stop in front of it. Keep your bored expression on your face, possibly adding a blank grin, but do not react as the worker grabs you by the back of your shirt, or he will change his grip and you will be without your head. The worker will pitch you through the door, and you will hear it slam shut behind you. You are on what might have once been fertile farmland but is now a ravaged, blasted battlefield. Soldiers clad in two colors- a horribly bright, yet somehow stained, white and a filthy, sickening black- are battling in the most horrid manners possible, fighting with rifles, cannon, swords, bows, all the weapons of war that have existed since the dawn of time. Do not shrink from this battlefield, or the soldiers will notice you, stop their quarrels, and turn upon you with a ravenous hatred, for you are what they have been fighting over, and in their fevered, battle-crazed minds, that means that you are the cause of all their bloodshed. Also, do not try and go back through the door. It has fallen flat in the mud, pushed over by a screaming infantryman wielding a bayoneted rifle. If you let him get the better of you, he will rip you to pieces in seconds, but somehow not manage to kill you. The pain of the experience will undoubtedly drive what is left of your mind mad. Instead, drop your bored expression and put a grim, determined one on your face. Walk in measured, military-style steps straight ahead until you see a three-story tall structure of blasted concrete that might have once been a command bunker. Do not turn around while doing so; the armor has arrived to the field, and if you stop, or change your pace, the tanks will run you down. Once you have entered the bunker, do not give any notice to anyone who makes a request of you or tries to talk to you, no matter how desperate they seem. They each think you are the enemy, and the moment you respond, you will be rewarded with a knife to the face. Instead, go straight up the stairway in front of you, to the second level of the bunker. As you mount the stairs, a crash will be heard behind you- that's the fire doorway sealing as a flamethrower detachment attacks. On the second level, there is only one man, sitting at a desk, yelling into a phone. The stairs to the third level are a mass of twisted concrete. The man at the desk wears the stars of a general, but does not seem to notice that the phone, as well as all those on the level, are dead. Walk up to him, salute, and in your finest military voice, yell "SIR!" He will snap around to stare at you. If he thinks you are not worthy of his army, he will slowly dismantle you with his hands, and you will join him in his oncoming death. If he thinks you are worthy, he will nod and stare pointedly at you. He does not like slackers, so quickly ask him your question. The only one he will respond to is "Where do I go, Sir?" He will tell you. He will tell you in such detail, such HORRIFYING detail, that you will be tempted to strangle him. Do NOT try it- he is a far more experienced fighter than you could ever hope to be, and should you break salute, you will meet an extremely messy demise. When he is done, he will say "at ease", and hand you his pistol. This is your cue to drop salute. Take the sidearm and put it in your holster- if you did not have one before, you do now. An explosion will suddenly decimate the far wall and atomize the general. Through the hole you will see, on the horizon, the long, thin shape of a missile rising. Shut your eyes tight and open them for nothing. The sounds of horrid battle will fade away, until out of the silence, a single gunshot rings out. Open your eyes. You are standing in the middle of a field of waving wheat. Somehow, you know that this is where the horrific battle you walked through will take place. And you also know, somehow, that you will be in the general's place. The pistol he handed you is object 44 of 538. Learn how to use it- it has one clip left. If you fire the last shot at the right time, you will avoid the fate of the general. If not, you will join him. Holder of Peace In any city, in any country, go to any mental institution you can get yourself to. Storm up to the front desk with a look of rage on your face, and demand to see a person who calls himself "The Holder of Peace" immediately. The attendant will recoil, and ask you to speak softly. Do not comply with his request- if anything; speak louder- for the anger in your voice is all that keeps the chains locked on the door behind the desk. Should you lower your voice, the attendant will duck, and what comes out of that door will dismember you in an instant but leave the pain behind for all eternity. Keep the anger in your voice- the attendant will duck under his desk and point with a quivering finger down a hall to the right that was not there before. Immediately turn and stomp off down the hall. Do not look over your shoulder, for should the attendant catch you- and he will- he will casually lean back and flip the lock off the door behind him. Walk until you find a door with a beautiful mother-of-pearl inlay design. Throw it open, but take the rage off your face IMMEDIATELY- the ones inside do not appreciate such anger. With a peaceful look across your face, enter. You are in a beautiful, open-aired temple, with ivy curling up the marble pillars and beautiful mosaics embroidering the walls. The door will lock behind you. Do not try to open it, for it never will, and the monks in brown robes you see wandering about will do anything to get you to stay- even if it means your death. Wander around. No matter what language you speak, the monks speak it too. They're friendly, and all of them would love to chat, but politely decline. Tell them you must speak with the Head of the Order. Eventually you will be directed to a man sitting at a chessboard. The figure across from him is hooded and wearing armor. Do not attempt to speak to him, or your death will be far worse than any vision of hell that man could conjure up. Instead, turn to the man in the now-familiar brown robes. The game is one away from checkmate. Bow, and ask nicely "Why do they gather, Father?" He opens his mouth as if to speak. But the figure across from him lets out a demonic howl of rage and draws a sword. It is beautifully crafted, but seems somehow stained with an unthinkable evil. With a yell, the figure will kick you down and begin systematically slaughtering the other monks. They will try to fight back, but they have only staves, and the sword the madman wields is so sharp that it slices through the pillars like a knife through butter. As you are watching this, the monk will make the final move in the game. The man in armor will swing around, and then run at you with the sword upraised. If you were rude or did something wrong, you will be rent at the atomic level by the blade of the sword, and the pain will never cease. However, if you were polite, the Head Monk will step in front of you and jam the black king into the right eye of the warrior. Pay no heed or sympathy as he falls to the ground, screaming, or the Monk will whirl around and do the same to you with the white king. Instead, focus on the Head Monk, who has now turned around to face you. He will tell you why they gather. It is a long tale, so fraught with bloodshed and horror that it may well snap your mind. But if you survive its telling, he will reach under the table with the chessboard and pass you a scabbard richly jeweled and inlaid with gold. Though you have never seen it before, you instinctively know that it matches the sword the warrior was wielding a moment ago. Do not hesitate- take it, walk over, pick up the madman's sword, wipe it, and sheath it. Buckle it on as well- you will have need of it. Move to leave, but before you do, the good Father will halt you and gesture towards the now-unhooded face of the warrior. He was handsome, but pay no heed to that. The one thing you should be focusing on is the fact that the black king is gone. Look up at the Father, who will nod and say one word; "Regicide". A flash of light will blind you, and when your sight returns you will be standing on the curb two blocks down from the asylum. Step back onto the sidewalk- you don't want to have an accident. The sword you now wield once belonged to the white king, and is object number 45 of 538. The black king is running from the scene of his murder, and the white king's sword longs for vengeance. Holder of the Mirror In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit the "Holder of the Mirror". The Attendant will look at you strangely, as if you had spoken in a different language. Ask again, until they finally understand, and they will lead you deep into the institution without a word. They will lead you to a plain iron door, unlocking it and motioning for you to enter the dark hallway beyond. They will stay behind, never uttering a word, never making eye contact with you. Once the door closes behind you the hallway will be lit by an ethereal light, to reveal the walls of the hallway made of mirrors. The reflections stretch out to infinity on either side of you, but none of them show your reflection; they show the reflection of those who came before you. Each reflection shows another who sought the holder, each shows how they died. Try not to look at their faces as the beasts devour them, try not to look at all, just walk in a straight line. If you look, if you watch, the beasts in the reflections will see you too; and they will come for you. If ever the light begins to dim, if you begin to lose your way in the darkness, close your eyes tight and say firmly, without fear, "The ones you seek have gone before". If the lights return, you are lucky, and the creatures that stalk you have let you alone. If it goes dark, do not run. There is no point, not in fleeing, not in praying for a swift death. They will catch you, and your end will stretch out to eternity. At the end of the impossibly long corridor, you will find another door, with hot white light shining around its edges. Knock on the door, and you will be allowed entry. Standing in the center of the octagonal room will be a figure, merely a silhouette in the half-light of the chamber. He will pay you no heed, until you ask him the question, "What do they reflect?†Any other question, and he will fill your every pore with a thousand needles, flaying your hide and letting it fly in salt winds as he tortures your mind into insanity, ensuring you live eternally with him in the chamber, merely a shade of what you once were, every moment of existence a mad agony. If you ask him the right question, however, he will answer you, in details that will chill you to your bones and turn your heart to stone. He will tell you what the holders mean, why they exist, and what is to come. After he tells you this, he will step into your vision, revealing who he is. You will see yourself, except instead of eyes your copy has shining silver mirrors in its sockets. As you watch, unable to move in horror, your copy will dig one of the mirrors out, blood spilling thick and fast. You will hand yourself the bloodied shard, and then you will find yourself back, outside the institution. This bloodied mirror is object 46 of 538. It will reflect what has been, and what is to come. Holder of the Center In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of the Center." The worker will meet your gaze suddenly, and close his eyes. He will point his finger in a random direction; follow his direction as given, and your soul will be sundered from your body, for demons unimaginable to do what they will with both. You must go in a straight line in the opposite direction instead. Whether or not it was there before, you will come to a nondescript metal door. Enter, and you will find yourself in a circular room, the walls lined with doors. Save for one, they will be identical. The other doors will call for you to open them, but you must only open the unique one, lest you wish to sacrifice your sanity. When you open the unique door, you will come to a perfectly spherical room, perhaps a hundred feet in diameter. The surface around you will be solid, but will appear to shift around, as if made of mercury. Do not fear falling as you step through the door, as gravity will hold you to the surface. Walk straight ahead. You are free to look around you for now, but do not stray from the line you walk, or the surface will liquefy below your feet. It will not harden until you are fully submerged, and your lungs filled to the brim, and you will remain where you are for eternity, never dying, and forever choking on the cursed metal. Continue in this manner until you have gone full circle and returned to the door. Stand on the door, and look straight up. What you see at the center of the room, equidistant from all points on the surface, is what appears to be human, but at the same time, does not. It will be shapeless and sizeless, yet somehow recognizable, despite having no front or back, no top or bottom, no left or right. Try not to comprehend what you see or your mind will literally ignite where you stand. Stare at it for five minutes without breaking your gaze, and it will turn to face you. You will understand when it happens. Look away before then, and it will consume you before you know what has happened, though you will feel unimaginable pain before it ends. When it faces you, you must ask it one question, for it will respond to no other: "Where will they meet?" The entity will answer in the voices of all who have ever lived speaking in unison. It will speak of all who have sought them before you, and it will tell you in every last graphic detail how they met their fates. As it speaks, the surface of the room will slowly begin to glow and turn the color of blood, and shape itself into a tapestry of the faces of those of whom the entity speaks. When the answer has been given, you will feel the palm of your right hand burn with the fires of a thousand suns, but do not look, for this is where they brand you. To look upon the mark now will cause it to become a hole, through which you will bleed out of reality itself, your every molecule spread across an oblivion filled with horrors no mortal tongue, real or imagined has ever had or will ever have words for; all that can be said of this place is that even the souls of the damned in the most torturous pits of hell would pity your fate. If you have maintained your eye contact with the entity the entire time, it will shrink into its central point, and when it is as nothing, all will go black. When you regain your sight, you will be in the alley behind the hospital. It is now safe to look into your hand. The mark is number 47 of 538, and it is where they will come together. Holder of Sacrifice In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of the Sacrifice". A look of bliss should then come over the workers' face, and they will ignore you. Request twice more. You will then be taken by another staff member to the highest floor in the building, then one higher. It will be in an unused, pitch-black section of the building. You will hear an unending groaning reverberate off of the walls from the area furthest from you. It is of utmost importance that you listen where the sound echoes from. Should the source of the noise change, stand still for 5 seconds, and extend your right arm, displaying your palm towards the darkness. If you feel what seems to be thousands of the most wretched bugs in existence crawl across your arm, do not flinch, do not cry out. If you do either, there is nothing that will save you. If the feeling ceases, then proceed further. Upon reaching the end of the hall something will trigger the lights. The light shall reveal thousands of corpses formed together as the floor, as to show the sacrifices one must make to achieve ownership of the object. A door will be to your right. Open it. Once you cross through the threshold of the door, you will arrive in an office. A man will be facing you, sitting in a chair on the opposite end of the room. He will speak on a cell phone dripping with blood, but his voice is nonexistent. However, once you ask him the question, he will pause. "Why have I been chosen?" He will then hold out the bloodied phone to you. Take it, and listen. A raspy voice shall describe the purpose of the objects, and why you have been chosen, and you shall shake uncontrollably. This phone is object 48 of 538. Those who can bear to listen, receive the truth. Holder of the Grail In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of the Grail." As soon as your words reach her ears, the worker will suddenly have a blank stare on her face. If you stare at her, you may suddenly lose all grasp of reality. You should avert your gaze, and ask your question again. A blunt object will smash into your head from behind, and all will go black. When you wake up, you'll be in a dark room. A compass stands on a pedestal in the middle, pointing the directions for all eternity. If you go south, you'll find a well. If you look inside the well, a stream of demons will emerge and eat you. This is far worse than it sounds, as your consciousness does not vanish, and you will have the experience of being digested in fifty different places for countless millennia. If you go north, you'll find a door with a strange marking on it. If you place your hand on this mark, you'll see an image of Satan. Satan will tell you to enter the door. Inside, you find a forest. If you go into the forest, you'll find a lake. Quickly, if you turn away, you'll escape from sudden death, for the lake is but a mirage, masking a creature far more horrible than anything from your worst nightmare. If you keep going and suddenly turn left, you'll find a pool of blood. There's a man in the pool of blood, and he asks for your soul. If you give him your soul, he'll get up. This man has the wings of a devil, but his voice is that of an angel. When he smiles at you, if you do not turn away, your soul will be lost forever. When the man walks up to you, he'll say "Thank you" and will give you a grail with Satan's blood in it. And suddenly, in a single second, you wind up in the kitchen of whatever place you call home. Be thankful- if you had done something wrong, the man would still be holding your soul, and the pain of such a separation is an experience you do not wish to go through. Put the cup in the freezer- it should be kept cold, lest it ignite once more the fires of hell on the earth. This grail is object 49 of 538. If you drink his blood, you will either go mad or become the anti-Christ. Only fate can decide. Holder of Twilight In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit someone who calls them self "The Holder of Dusk". You must search for "The Holder of Twilight" only when the sun is high in the sky, lest you never see the sun again. The Front desk clerk will usher you into a small room with a skylight facing south. There will be a chair in the center of the room with the sun shining upon it. You must turn the chair one-hundred and eighty degrees to make it face away from the skylight and then sit upon it, lest the light will sear flesh and melt your eyes. You will sit there motionless until a door at the opposite end of the room, under the skylight, opens. Wait until you hear the soft angelic sound of a lady whispering your name in your left ear. If you hear no voice after hearing the opening of the door, say aloud "Hello, Darkness, my old friend." and the voice should respond. If no sound comes forth at this point, then say "I've come to talk with you again." If you still do not hear your name. Stand up and slowly walk to the north door. Do not turn around or make any sudden moves. The creature that lurks behind you will only attack those that she speaks not to or gaze upon her before they are called. Do not stop walking until you see the sun again, and you may survive. Once she speaks your name to you, it is safe to stand up and gaze upon her. She has the body of a goddess and the eyes of a demon. She is the great succubus Lillith. If she offers her hand to you, take it. She will lead you to a place deep and dark away from the light of the sun and offer you to sit upon a heart shaped bed, the only piece of furniture in the chamber. Sit upon it and she will thrust herself upon you. The pleasures she will show you will drive you to the brink of insanity and cost you your immortal soul. Kindly refuse her offer, and bow deeply to her, and you may be safe. At this point, ask her "What is the purpose of light", her face will become solemn and she will grow silent. Then ask her "what is the purpose of darkness". She will remain silent. Now you must look her in the eye and ask, "What is the truth of blindness" and she will explain the natures of the twilight and the shadows. She will describe how light and darkness need each other to function. Listen to her carefully and do not speak. She will then guide your hand to her stomach. There you will pull out a perfect sphere made of opal and pearl. Thank her, and back out of her chamber slowly. The opal and pearl bead is object 51 of 538. It will make light in the darkness and darkness in the light every time you place it in your palm. They must never come together. Holder of Disgust In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Disgust". The worker's face will turn a bit green and he will excuse himself and then walk to the nearest toilet. A female warden will appear besides you and ask you to follow her. Obey her, for now. She will lead you to a simple door with a number on it; you might remember it from somewhere else. Almost as if you've been here a long time ago. I will not tell you what the number on the door will be, but if it is not the right one, your fate will be one of eternal pain and nausea. Should the number be the right one, you will find yourself in a room that looks much like a person's stomach. You will see food being digested, wandering into the lower tracts of the digestive cycle. It will look much more horrible than you've ever imagined. Simply wait until you see a door falling into the "room", and then do your best to enter it. If you are not successful, you will slowly be digested, just like everything else in here. Should you have managed to enter the door, you will find yourself in a room with white and pure walls. Those are one of the few things that do not drive this Holder mad. You are not, so be prepared to run as fast as you can. Approach the Girl in the middle of the room and ask her: "What do you consider pure?" She will stare at you and open her mouth, trying to speak. But she will be unable to and instead vomit onto the floor. Close your eyes for as long as you hear her emptying her stomach. Once you do not hear anything, open your eyes again and walk to where the girl was. Take the pills at your feet. These pills are object 52 of 538. Eating one will cause you to vanish similarly as the girl did. Holder of the Anvil In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit the "Holder of the Anvil". A moment, an hour, an eon will pass as you see every failure reflected in his eyes. You will see the ending of things - daughters tearing strips of flesh from their mothers with hooks of steel and bone, fathers feasting on the eyes of their sons – and you will know that you have given them their torment. Their anguish will be your own and the only way to escape is to let your cry join theirs but give no sign or the attendant will turn away and all hope with it. An eon, an hour, a moment will pass and the attendant will drop his eyes in defeat, turn and open the door behind him. Follow him with care, he is treacherous and will leave you in dark places where your screams will never be heard, your bones never found. At the end of this path, when the skulls of infants crunch beneath your feet, you will find a young man chained to a ragged iron slab. Your guide will turn and offer you a hammer in one hand, a blade in the other. Take the blade to abandon your search and beg for quick end. It will not be given. Take the hammer, drive it into his young mans head with all the strength you can and more. Although he is innocent, allow no mercy for mercy has abandoned you. Cover the skulls at your feet in the gore and the blood. When their debt has been paid you will delivered once again to the world. The hammer will still be in your hand, the blood will never wash off. Its thirst has been satisfied for now. That hammer is object 53 of 538. It will only be used once more, to split the world and find the secret heart that beats within. Pray that yours will not be the hand that wields it. Holder of the File In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of The File". Should a look of pain and worry come over the face of the worker, you will be taken deep within the facility. Beyond a myriad of twists and turns, far more than there should be in a building of this size, you will be taken to an old-style jail cell. Within will be darkness, and one single noise. The rasp of a file against metal. Should at any time the rasping stop, QUICKLY turn and run. Run as far and as fast as you possibly can, and don't worry about taking the wrong path. Getting lost in the depths of this facility is the least of your worries. Should the rasping continue unabated, however, walk up to the bars and stick a hand into the darkness. You will feel an object placed into your hand. If it feels warm, drop it and fall to your knees in prayer. Pray you were fast enough, so that when you look up you will still be outside this cell. If you were too slow, an eternity of filing will never get you past those bars again. Should the item feel cold, however, voice one question aloud into the cell and pull back your hand. The only question to receive an answer will be "Which side are they on?" You will feel the file in your hand begin to move. As it shreds your skin and wears through your bones, you must concentrate not on the pain but on your question. The file with rasp away your flesh and bone until nothing left of your hand remains. Should you make it through this ordeal without giving in to the pain; you will find the answer to your question in your mind. Your hand will be whole, and once more you will be outside the facility; a cold and rusty file clutched in your hand. Many go mad with this knowledge; some use the file to repeat the process in an attempt to remove the words from their heads. If you manage to endure, you will find yourself among those at the reunion. That file is object 54 of 538. It will smooth your way to the reunion, but cannot help you from there beyond. Holder of the Grand Pivot In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of the Grand Pivot." They will try to talk you out of it, to turn you away, but if you insist, they will concede defeat and accept your request, if only to get you to leave. You will be taken down a set of stairs, seemingly to lead into a moldering basement. There is no elevator and the staircases are lit by ancient bulbs encased in rusted wire frames. There will be a sound as if someone is constantly coming from above or below, but I wouldn't suggest looking back. The steps are worn and rounded, and the walls wet and somehow seeming to wriggle. Your guide will simply point to a door at the base of the stairs, a windowless iron door. If you enter, you will find what appears to have been a padded room, with the walls, floor, and roof bare, exposing cold metal. There will be a repulsively fat man sitting, reciting the Lord's Prayer. The man will only acknowledge one question. "I am a man of the Lord, what turns upon the pivot?" The man will explain in a thick Russian accent what will occur when the post and pre halves join. It will be a by-the-minute account of the exact day, save the last 5. He will then return to reciting the Lord's Prayer. If you ask to see the pivot, he will violently attack you; you might notice his pared-away nails and the small, revolting bulge under his jumpsuit. If you claim to be the smith, he will remove the pivot from his jumpsuit while crossing himself. This is the centerpiece of the 538, the 55th item at the core of them all. They all turn upon the pivot, and now that you possess it, so do you. Holder of the Truth In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask politely to visit someone who calls himself “The Holder of the Truth". The worker will nod slightly, and then turn back to what he was doing. He will not respond if you ask him again, but do not dare ask him a third time, for if you do he will show his true form to you and rend you into strips of flesh on the spot. Turn to leave. The door has vanished, but there is a trapdoor in the floor that did not exist before. Open it. Preferably with something long; that gives you a better chance of escape should they be waiting for you on the other side. If they are, run; run as far into the asylum as you can. Find a window and jump out, for all the doors are barred or banished. Once you get out of the window, flee as far as you can, preferably crossing as much water as possible, for while it will not stop them, it will slow them. If they are not waiting, jump through the trapdoor. You will land in a splendid library. People in exquisite and elaborate dress are everywhere, chatting, reading, and relaxing. DO NOT touch any of them or attempt to choose a book, for that is the trigger, and you do not want to pull it. Look around- you have all the time you need. Eventually you will find a gray-haired man sitting at a desk, stamping an endless pile of books with an old "returned" stamp. Do not attempt to touch him or the books, for if you do all the pleasant people will reveal what they REALLY look like, and if you are driven mad in an instant by what you see then, consider yourself lucky, for you will not feel the pain as they set upon you in a vehement rage. Instead, ask the librarian one question and one question only. "Which one holds His law?" The librarian will look up. His eyes are a color not native to this Earth or even this galaxy; they are a color so impossible that you may be driven mad simply by their gaze. Steel yourself, and stare directly into his eyes. DO NOT BREAK EYE CONTACT, or he will look back down, not wanting to view the scene as the other patrons set upon you. He will tell you a name. It is a long one, but he will give you a card to help remember it. Before you turn to look for the book, ask if he will check it out in advance. He will nod, and stamp the card. Do not bother looking for the book. It has already been stolen from the library, and you must find it. Close your eyes and say three words: "Find the thief." Do not open your eyes for ten seconds, for if the prior adventures have not driven you mad, what you see then will. After ten seconds have passed, open your eyes. You will be across the street from the asylum, still holding the card. That card is object 57 of 538. You have checked out the book; it is now your duty to return it. Holder of Lies In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Lies". The worker will nod cheerily, then get up and gesture for you to follow him. So will about seven other people in the area. Ignore them all- they strayed from the True Path, and now their only want is to bring others to join them. Walk up to the desk and look under it. There will be a button, flashing rescue orange, labeled "In Case of Emergency". Press it twice, then jam the stool the worker was sitting on underneath it- this button is all that holds the door open, and you do not want it to slam shut on you. Get up and turn around. There will be a brushed-steel door labeled "The True Path" in front of you. It is the one truth in this place; ignore all the others; only the True Path leads to the liar. Go through the door. You may well be driven insane by your position- walking on the roof of a hallway that leads in an impossible direction, on its side, painted in an eye-jarring and impossible color. Ignore the visions- the only thing that is true is the path beneath your feet. You cannot shut your eyes at all here, lest you never manage to open them again. Endure the madness of your position, to say nothing of the sights that will come in a moment, and start walking. The hall's ceiling is tiled in red and white. Keep your feet on the red tiles or you will fall through, straight into the madness beyond, and from then on you will only have one purpose- to bring others to join you. Eventually, after what seems like an eternity, you will find yourself in front of a plain wooden door. Open it and walk in. You find yourself in a 1930’s style office. A man in a black trench coat and a fedora hat is hunched over a pile of papers on the desk, muttering and scribbling. A gun sits on top of a paper-loaded bin labeled "In". Pictures line the back wall, showing the man in a number of places, but you'll notice some things common about all the photos; one, the man never shows his face; and two, everyone in the photos other than the man appears to be in unimaginable agony. Edge your hand towards the gun, but touch nothing- this man does not enjoy being disturbed. Steel yourself, and then ask into the air, "Where was He when they gathered last?" Grab the gun QUICKLY, and then fire at the man until you run out of ammunition. If you don't, or if you miss, he will grab you and show you what his face really looks like. You do NOT want to see that- when you do, you will appear among the photos on the wall, and you will see why the others there were in agony. However, if you succeeded, the man will slump over his desk in mid-lunge, dead. A single envelope will flutter to the floor. If you honestly want to know where He was, grab this envelope- the message inside will tell you. But the contents are extremely volatile, and you may find that your mind can not handle the knowledge. Don't try and read it now- you have no time. Drop the useless gun and run. Run as fast as you can manage, for without its guardian, the True Path is beginning to stray, and you do not want to be there when that happens. When you see the steel door, lunge for it. If you were too slow, you will be trapped as a confused worker removes the stool, and you will be tortured endlessly until you agree to replace the man you killed. However, if you were fast enough, you will appear in the lobby, on one of the couches in the rest area. Quickly, get up and run to the green armchair- the object is calling, and there are others who want it as well. Throw the cushion off the seat. You will have revealed a skeleton, twisted in a position of horrible agony. In his arms, he holds a book bound in navy blue and embossed with gold. The name is embedded in silver on the front- it's a long one. This book is object 58 of 538. You have found His law, but it is entirely up to you if you should follow it. Holder of Madness In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Madness". The worker will bow formally, with his hand tucked under his chest, and motion for you to follow into a waiting room. He will leave, and the lights will go out. When they return, thirteen seconds later, you will be in a dirty hallway with cuneiform scratching on the walls. As you walk, the scratches will gradually change, to resemble an alien writing, attempting to decipher the writing will send you into a writhing agony for the rest of your mortal days. As you reach a black orb, shimmering with liquidity, you must speak, "We are all mad, for you are the bringer." And the orb will come to resemble a doorway, enter. If the Orb begins to rotate, you will be dragged into the nether. In the following chamber, made of twisting black coral, stands a figure, ever changing. In him, her, it, you will see all men, all women, children, animals, creatures, beasts, horrors that exist. It will not recognize your presence, unless you extend your left hand, and say, "I swear an oath to Koth, may the Tower ever stand." At that time, he will cease his changing, long enough to place his hand on yours, and your soul will be torn out of your body, and placed within a humanoid skull, resting to his left. Touching that skull will bring you to the foyer of an ancient temple, lying in the sands of Mesopotamia. You will then open your eyes and find yourself standing outside of the institution. The skull is object 61 of 538. It must converge once more. Holder of Salvation In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask with no hesitation to visit someone who calls herself “The Holder of Salvation.†The clerk will give a knowing smile and beckon for you to follow. You will be led outside to an old and run down well with quite a few stones missing, and the clerk will give you a key before returning to his post. If you should look into the well, you will find that an old, rusted ladder descends into its seemingly endless depths. Should you choose to climb down; you will hear the wind as it blows past you. It may sound to you like a heavenly dirge, or the hellish wails of the damned. There is no way of knowing which you will hear. Should the wind stop at any time, freeze, even if it leaves you hanging by one hand, for it means that an unspeakably hellish creature has entered the shaft. If you stay perfectly still, and are very lucky, you will feel the wind of its passing. However, if you should hear its bestial growl, you would be wise to let yourself fall, and hope that the bottom of the shaft reaches you before the creature does. After the beast has passed, wait a good minute before continuing your descent. You will soon lost sight of the opening to the shaft. Don’t bother trying to light up the shaft, for this darkness swallows all light. After what will seem like an eternity, you will reach the bottom of the shaft, and remember the touch of light, as there is a single candle down here. As you look around, you will see that you are in a small room, only slightly wider than the well shaft you just survived. There will be a single wooden door, nondescript and aging, across from where you landed. Don’t bother looking for the ladder, for it has disappeared. Approach the door and knock thrice, lightly. Should you hear nothing, pray for a swift death, for there is no escape from what awaits you now. However, if you should hear a woman’s voice say “Come in dear, I have been waiting for you†then open the door and slowly enter. You will find yourself in a room no bigger than a closet. A beautiful young woman sits across from you, on what will appear to be an aged chest. She will only answer to one question: “If they are brought together, what can save us?†She will then proceed to describe, in horrifying detail, the only way to stop them once they are united. Many give up hope in this room, but you must not let that happen. For if you do, the woman will reveal her true form, and your death will be both long, and painful beyond mortal comprehension. If you should survive, the woman will let loose an unearthly wail and disappear, leaving only the chest. The key you were given earlier will open it. What lies in that chest is Object 62 of 538. It is up to you whether it should join its kin. Holder of Damnation In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask with no hesitation to visit someone who calls themselves “The Holder of Damnation.†The clerk will frightfully deny any knowledge of such a thing, but will covertly slip you a toothless key with a “∞†engraved upon it, and point you down a certain hallway. At the end of this hallway is a perfectly nondescript door, but for the doorknob. It is made of a stone that is blacker than the deadest night, and should you touch it, you will feel as if your very life force is being drained away. Upon entering the door, you will be in a brightly lit hallway. The walls are lined with drawings, drawn in the style of a child, depicting the dreams of such a child. Do not look at these pictures, for their pleasant face is merely a façade, hiding their true nature. Should you gaze upon them, they will surely be the last thing you shall see, for your eyes will be the first to go. The ceiling of this hallway drips blood. If you were to look up, and believe me, this is something you do not want to do, you would see the disemboweled corpses of hundreds, nay, thousands of children, impaled to the ceiling by their own bones. Should you reach the end of the hallway, you will find a massive iron door. At eye level, there will be a small sliding plate. Take the key that was given to you earlier and hold the toothless part in your hand, with the “∞†uncovered, and pointing directly at the plate. Close your eyes and give one sharp knock on the plate. You will hear it slide back. Resist any temptation to look, for it will be the end of you. Wait ten seconds, count them off carefully. If the key does not change, run. Run as fast as you can and only stop when your legs can go no farther. If you feel the key change, however, wait until you hear the plate slide back into place and open your eyes. In its place will be a massive padlock. Unlock it with your newly changed key, and quickly enter the room, closing the door behind you. The Holder of Damnation despises the light. You will be in a dark room. There is no light whatsoever, but you will hear labored breathing from the farthest corner. Do not move closer, and do not speak. The only words that will not result in your death are: “Who was the first to bring them together?†Should you ask, you will hear a voice, neither male nor female, speaking in your mind. Soon it will give up on speech, and the images it creates in your mind will be horrifying. Do not scream, whatever you do, for it will see this as a sign of weakness and end your existence in such a way that only the criminally insane could understand. If you whether it’s “tale,†you will notice that specs of light have appeared all throughout the room. A hiss will fill the room, and elevate to the most horrific scream you will ever hear as each point of light explodes, lighting up the room. When the light dims, you will see the charred remains of the Holder in the corner. Do not move in for a closer look. Dead dogs can still bite, after all. At your feet you will find a small velvet bag. It contains a flawless crystal star. That star is Object 63 of 538. If it is allowed to shine, its light will drive all that see it mad. Holder of Nature In any city, in any country, go to any mental institution you can get to. When you reach the front desk, cover your ears and ask the worker to see the one who calls himself "The Holder of Nature". If you didn't cover your ears, pray to any and every god you know for relief of what comes next. The worker will stand and begin yelling in an unknown language, in a voice more filled with evil than Satan or any of the demons in his legion. To hear this voice clearly would corrupt your mind instantly leaving you to suffer a pain far greater than the fires of hell for the rest of your life. Even with your ears covered, your head will feel as if it were in flames whilst the worker speaks his evil tongues. When he is finished, wait ten seconds before uncovering your ears, for evil still lingers in the air. After ten seconds, uncover your ears, and put your hand to your forehead saying, "In the beginning." As you finish saying this, the worker will open his mouth and a portal appears. Should you step through this portal fearfully, he will close it when you are only halfway through, trapping your soul in the dark abyss that connects the dimensions for all eternity. If you make it through safely, though, you will find yourself in a garden. A garden more beautiful and lush than any forest or jungle known to man. In front of you, you will see a path. Follow it, but do not stray, for if you do the beasts of the garden will attack and begin to slowly tear the layers of your body off over a span of nearly 1,000 years. After what may seem anywhere from 5 minutes to 5 weeks of walking, you will come upon a quaint home. Knock on the front door, and if you should hear a voice saying, "Come in.", leave. Exit through the portal and flee the country, for now he knows your scent. If you should have heard a voice saying, "Enter.", you may open the door and go in. Inside, you will see an old man in a rocking chair, reading by the fire. He will only respond to one question, "What started it all?" The man will begin to change his shape right in front of you. The wrinkles on his face and arms will begin to fade, and his muscles will begin to take shape, as if he were getting much younger. He will stand and ask you to come to him. Don't. As much as he may tempt you to, do not. When he asks you this, stare directly into his eyes, and without breaking eye contact, inquire once more, "What started it all?" Once you say this again, the fire will jump from the fireplace and surround the man. He will begin to speak, in a voice as loud as the roaring sea, yet as soft as a gentle breeze. He will explain the beginning of life, the items, and the entire universe. When he is finished, the fire will reside, and the man will be gone. In his place will be a marble on the floor. This marble is as red as fire, yet as blue as the sea. As clear as the wind, but as black as the earth. Do not try to comprehend this marble, for it will twist your mind into madness. Close your eyes and pick up the marble saying, "The river cooleth the raging flames, the wind corrode the mighty earth." Open your eyes and you will be in the bathtub of the place you call home. The marble is item 64 of 538. Will you bring them together?
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