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Serene Knowledge - The King of Wolves - "The Holders" 4/4 - Pt6
Created on Wed, 13 Sep 2023 15:55:33 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 Salmacis In any city, in any country, go to any mental institution. Go immediately to the front desk and ask the clerk to let you visit "The Holder of Salmacis". Should they look you up and down, judgingly, you have come to the right place. Stand perfectly still. The janitor will come and escort you into an adjacent hallway and through a door. Once through the door, he will take you by the shoulders and ask you if you have met with the Holder of Passion. Answer honestly. If your answer is no, he will shove you out the door. Run fast and run far. Do not stop until the sun sets twice, for every plant in the city will wish to crush your body to bloody dust. If your answer was yes, he will take you deeper into the complex. You will hear a variety of screams, both male and female. If you were to look into the doors of the hall, you would see in each a man and a woman, sewn together in every grotesque manner. Do not look in those doors. If you do, you will be taken into one of them and sewn to another person without anesthesia, and they will forever struggle to pull away from you, tugging at the seams until your skin threatens to tear. Since you did not look in, the janitor will take you to the end of the hall. He will take you through another door, and take you by the hand. He will ask if you have met with the Holder of Innocence. Answer honestly. If your answer is no, he will glare at you angrily and smash your head against the door until your brains cover you. This hall will not allow you to die from this, and instead you will lay there for all eternity without the ability to move or ponder anything beyond your own pain. If your answer was yes, he will take you down this new hallway. It will appear to wind and twist, like a serpent coiled around a cylinder. Do not be fooled. This hallway is straighter than any arrow. Step off the true path and you will fall for all eternity. When you reach the end he will ask you one last question. "Have you met with the Holder of the Triskelion?" Do not answer! This is a trick, one that will cost you your life unless you discover its secret. There is no Holder of the Triskelion. Instead, you must hold up either Object 5 or 13: The Eye of Light or the Shattered Hourglass of Darkness. If you say anything or hold up any other object, even those in the deepest pits of hell will weep for you. He will take you within this final door and lock you inside. This room will be pitch black and empty, save for the door, a chair, and an antique clock. Sit in the chair and pat your inner thighs thrice. Turn the chair to face the clock, then stand and move the hands of the clock back four minutes and thirteen seconds. The door will slide away and reveal a hallway different from the one you were in before. This forgotten hallway will appear run-down, save for the ivory statuettes of both men and women flanking you along the walls. Though beautifully carved, these statuettes will have their faces wracked with the pain of child-birth. Yes, even the male statues will have distended bellies from a child their bodies should never be able to bring to term, and they cannot push them from their bodies. Do not touch these statues. Run now, down to the end of the hall. Do so quickly, for time has begun again and your window is short. At the end, you will find a chainsaw with a diesel engine. Start it up. Slash and carve away at all the statuettes. do not let a single one survive, and do not let a single shard of them touch you. If you failed in this, the statuettes will grow to full human height and set upon you, and will do every manner of unclean act to you. When they are finished, you become just as them. Forever giving birth, forever defiling, never free. Pray this is not your fate and you still have time to return to the room with the clock from whence you came. Sit in the chair and face the clock, but do not let the chainsaw stop running. The clock's gears will fall down, forming a mouth full of gear-teeth. This mouth will pucker. Lean down and kiss it. Be sure your eyes are closed and your kiss is passionate. Accept its porcelain tongue in your mouth as would a lover. If you do not, those same gears will pulverize you slowly. Do not stop kissing if arms wrap around your shoulders, or porcelain legs around your waist. This is the Holder of Silmacis. She will appear as a perfect doll woman, a mannequin correct in anatomy down to every inch. All save for a bracket just above her nethers. Do not stare at this bracket. Stare only into her eyes. "Only the Seeker of Holders should have made it this far," she will say, "Are you the Seeker?" Tell her the truth. For your punishment if you are not will pale in comparison to the seven hells visited upon you for lying. If you are the Seeker, she will begin to talk. She will tell you of her twin sister, the Bride and Holder of the Seeker. She will tell you of her many surgeries. She will tell in vivid detail of her slow transformation into a living doll. Each cut and seam made without anesthesia. Do not listen, or your body will undergo the same surgeries as she speaks them. Instead, squat down and pat your inner thighs once per second, 253 times. When you have done this, she will be done speaking. Ask her, "How may I deliver our last hope?" She will smile at you and reach up, grabbing unseen handles in the ceiling. She will lift herself into the air, but her legs and waist will not come with her. Now you must complete the body. Place into the pelvis Object 18, the Uterus of Passions. Attach to the bracket Object 19, the Phallus of Innocence. She will then descend and reattach. Quickly, hold her close to you, for a circle of sharp blades will fire up from the floor, carrying with it crimson silk. Do not let go of her. Ignore the searing, slicing pain in your legs and abdomen. Clutch her close. Ignore the spray of blood from your chest. If you were to let her go now, this pain would be yours eternally. She will then step back, and drop to the floor. Her pelvis will be missing, and her breasts will be gone. She will be dead. The searing pain in your loins and chest will subside, but do not look down! If you do so now a madness beyond all others will take you. The silk ring will twist and twirl, tightening into rope with you still inside. Do not panic. Do not struggle. When it seems you will be crushed, the silk will slip around you. You will find yourself Standing before three doors. Two Will be restroom doors. One will have a strange mark. Take the center door with the mark. You will find yourself in a restroom, similar to a men's restroom, but sweet smelling, and with a dispenser for feminine hygene products. Go into one of the stalls and look down. The pelvis you constructed in the Holder of Salmacis, as well as her breasts, are now yours. Become acquainted with your new body. When you are done, leave the restroom, and you will find yourself in the lobby of the mental institution. Her pelvis is object 92 out of 538. With it, you may bear the child of Passions and Innocence. Whether you taint it with Light or Darkness is up to you. Holder of the Self In any city, in any country, go into any mental institution you can get into. Go to the front desk and ask to see the one who calls them self "The Holder of the Self". They will cock an eyebrow at you, then throw a bit of whatever they were eating at you and call you an idiot. Repeat your request and they will relent. They will take you behind a door and waive you to an examination table. They will then leave, shaking their head at you. Take off your clothes. Lay back on the table, your arms at your side, and your legs slightly spread to the edges of the table. At this moment, dozens of monstrous hands will burst from the table, grasping with their jagged, filthy nails onto your body. Struggle all you like, you are theirs now. They will begin kneading your skin, pushing and twisting, tickling and caressing. More will erupt from under you, pushing into your back with their knuckles. If at this point you cannot stand the treatment, if you are far too disgusted by their attentions, merely say "I reject this test. End it." They will pull at your extremities, ripping you apart joint-by-joint. This will be mercy. If, however, you can stand this, say "I relax in your care, bring me to the object, O’ Holder." At this point, five arms will erupt from the bed. Two will cover your eyes. Two will grasp your mouth and hold it as open as it can be. You will taste the salt and grime on their fingers. The last one will hold a bit of sweet fruit. It will dangle it across your tongue, and its juice will drip into your mouth. You will want to hold this fruit in your mouth for a day, and then begin to chew for the rest of eternity. Do not bite it. Do not savor its flavor. This is a trap. If you give in to this sweet fruit, your corpse will be as a sweet fruit for the million hands of the Holder. If you pass this test, you will be rewarded. The hands will transform as they knead you. They will be as soft and delicate as a young maiden's. Their nails will be perfectly trimmed and manicured. The smell of elegant perfume will gently waft across your nose. It will not be very powerful at all, but tantalizing. You will hear a chanting from inside your mouth, in a voice that is not your own. This is, was, the sweet fruit. It has now dried up into a small, ashy stone. It will chant of the heroes who tasted its brothers and sisters of yesteryear. Relax, for now the Holder is pleased with you. When your relaxation has drifted you off into a state of utter bliss, the ash-fruit will be withdrawn from your mouth. The hands that held open your mouth will grip your throat tight enough that you cannot escape. The hands that closed over your eyes will open, but only far enough to see straight ahead. The hands that once caressed you will hold you tightly, almost painfully. you will be tilted into a vertical position and the long eye-stalks of the Holder will poke into your limited view. They will watch you: some of them critically, some of them angrily, some of them sympathetically, and some... some will look at you lewdly. Say to it, "May this body offend your eyes, oh Holder. Bring me the object." Pray that this is true, for if it is not, the Holder will rip out your arms and eyes, and you will forever experience life through it. If you are indeed offensive to its eyes, you may still count yourself unlucky, for your quest will not end this day. From between your legs will erupt a pair of arms. Held in their hands will be a massive, jagged, ornate key. It will stab you in the chest, and rip out from you a glowing light. The wound where it plunged into you will be gone. The key will be tossed away. The sphere of light will consume the key. It will take on a form identical to yours, and will dim until it is your exact twin. Your twin will discuss with you all manner of things. What it will say, none may know, except that to answer its questions and respond to its statements will slowly erode your every mental defense. Be perfectly honest with it, in precise and full detail. If you wish to laugh, laugh. If you wish to cry, cry. If you are enraged, yell. Hold nothing back. Focus only on your twin. Do not look at the eyes or hands, no matter what they do. Do not listen to the whispers coming from the hands on the side of your head. If you do, you will be crushed, and your twin will drink deeply of your blood. When your twin is done with their conversation, it will revert to being a key. A small key. At that point, the hands by your head will say "Speak, for you have faced yourself." Ask it only one question: "Who are we to Him?" The hands will hold your neck absolutely still. You will not be able to move your head. The hands will close over your eyes and mouth. You will be unable to speak or see. The hands will spread your arms and legs as far as they might be spread. You will not be able to move. You will feel something slimy sliding along the inside of your thighs. You will be unable to protest. At that point, the Holder will describe to you every single evil thing that He has done to humanity and every evil thing He will do to humanity. He will describe in vivid detail how each of the objects will be used to discover and create new evils to perform and enact. Then he will describe, to your horror, the results of these evils. He will tell you tales of the husks of humanity as they spend the rest of eternity reenacting His work, writhing in an agony beyond all imaginable hells multiplied together. And then, beyond it all, he will tell you of the abominations reserved by Him for you, to be heaped upon you by those innocents you once held dear. Then, he will tell you what humanity is to Him. This knowledge alone may kill you. Without warning, the hands wil stretch you, pulling you apart until you think you might break. Then it will fold you at each of your joints until you are rolled in a ball. It will pull and stretch and twist your body every which way, and your body will scream in pain as the Holder discovers new ways to contort your body without destroying it. Then it will dump you on the floor. You will be fully clothed, and in your pocket will be a small, jagged, ornate key. You may leave at any time. That key is object 94 out of 538, the Key of the Inner Self. With it, you will discover the inner truths of any person or objects. May it never discover the truths of The Others. Holder of the Purpose 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 Purposeâ€. A look of pained depression will cross his face, and he will stand up and walk out of the room. Follow him out and down the hall. Eventually he will unlock a set of chained double doors, beyond them is another hall. The worker will go no further and will point you down the hall and go back to his post. Enter, the lights further down the hall won’t seem to be working and as you reach it, the double doors behind you will slam close, you will hear the rattle of chains on the other side. Walk down the dark hallway, it will seem longer then the breadth of the entire building. Soon, you notice torsos on long chained hooks all around you. Even now they still live, their cries rake your ears. No words escape their lips, they know no language. All they know is pain. Their eyes have been torn out and stream red tears of blood. Their hearts are exposed and still beat even with the cold metal chain impaled through it and their chest. Their arms end in bloody stumps at their elbows, and their bodies end at the base of their rib cage. They flail their stubs of arms: their heads squirm crying for release from their cruel fate. Black, unnatural birds with curved needle talons and sharp barbed beaks circle above. The birds feast on these bodies in small tortured portions. You see that thousands of birds feast. Do not touch them; be as quiet as you can. If they notice your presence they will cry for their keeper and you will join the ‘men’ in their tortured existence for eternity in pain. You near the end as you pass the bodies. Their cries will stifle behind you as you walk. The moment your ears hear silence, yell “I only wish to know!†If a cloaked figure with huge terrible black wings appears in front of you holding something, it is already too late. The keeper of the birds has found you. The chain he reveals in his hands will be the one you hang from to feed his children. But if a bridge is revealed to you, cross it quickly. Across the bridge, there is a man with no face dressed in white. His body is sickly pale and bony. He holds a pair of scales made of white gold. It has beautifully perfect designs. The craftsmanship put into making the scales is beyond your comprehension. Do not stare at it long. Look directly at him where his eyes would be and ask only one thing, “What is their purpose?†He will hold up his scales in front of him and answer you. His explanation is not meant for human ears. The faceless man will defile and rape your mind as he forces it to comprehend the magnitude of the universe and all things, physical and planar, real and ethereal. You will scream as your one singular being is weighed against all things. This torturous mind raking will delve into your soul and go on for what seems like hours… days even. His explanation coerces you to realize how insignificant you really are, how nothing will change in the grand scheme if you had never been born. For a brief moment, you understand the work and craftsmanship put into the scales. Your mind will be nearly torn asunder by the comprehension of this beauty… of this perfection. You don’t want to look away from it, for its enticing allurement steals your breath away. Meddle your will power and look away. When he finishes, most go insane from the maddening explanation, some sink into an inconsolable depression as his words echo in their minds forever. The faceless man calls the keeper for these people, they are fated to join the rest on chains. But if you manage to stand in front of him, look back into his face and then kneel before him, he will hand you the scales. The scales are object 95 of 538. It has the power to weigh one's soul against all things. Do you carry a fate that can make it balance? Holder of the Second Seed In any city, in any country, go to any mental institution you can get yourself into. Ignore the attendant and talk to everyone in any visiter's area. Learn their stories, why they are there, what their relationship is with the person they are visiting with is, what they would give to have it all turn out okay, and if they know "The Holder of the Second Seed". After you are done, their should be a single person waiting there that wasn't there before, a sweet looking thing with cold eyes. A definite form is undetermined at this point. Upon talking to him/her, s/he will ask you about these people you have talked to. At every wrong answer, s/he will make the condition of the person you answered wrong on noticeably worse. Upon your finishing this quiz, s/he will open a bathroom door and ask you to join him/her. The door should lock behind you. The bathroom will be nothing special at the beginning, same florescent lighting, same mirrors, same tiled floor and ceiling. S/he will pull you into a stall and lock it closed. At this point you shouldn't say anything if you value your sanity. S/he will start to talk about the history of the medical practice. In grotesque detail s/he will tell you about every ailment, every experiment, every person who considered him or herself a doctor, every tiny adjustment made to a medicine because of the expiration date. This will last for days, so don't feel bad about falling asleep, she'll just start where she left off when you fell asleep. At any point, you can leave the stall, but the bathroom door will remain locked. You must listen to her story in full before you are allowed to leave. At the end of her long and droning explanation of medicine, you can leave, but then you lose any chance of getting the object. S/he will then ask you what you've came for. You should reply "I seek only that which can stop the others" or "I seek to join them in His presence". S/he will react to the former and the latter differently. If you chose the former, then s/he will try to kill you on the spot. With his/her bare hands, s/he will break the glass and try to stab you with a shard. You must get a piece and try to get him/her first. If you do, aim for the head, but not the eye. S/he will nextly apologize for her actions, if you survive. You must save his/her life using anything you know, which is now quite a bit. If you do not, your soul will be lost and left to wander the building. Upon saving her life, s/he will then do all in his/her power to make you stay of your own will. Many go mad trying to resist, others try to kill her again and others still end their own lives. If, by the end of her treatment you still live freely, you will be forced to look it's true form straight in the eye. Any reaction that shows weakness will keep your mind, body and soul tortured throughout eternity. You will feel lost in it's eyes. It gazing at every sin you had ever committed, every travesty, every little bruise and bump. If you waver, you are never leaving that room whole. The bathroom door will open, and you will be free to leave. If you choose the former, however, you will be rewarded by a visit with any or many other Holders you have encountered in the past. You will find yourself restrained in an old field, all things dead or dying, and you will be sent through their tortures again and again until death is a happy illusion. After they have had their fill, the Holder of the Second Seed will question you again on any random person in the visiting area. Any wrong answer and the problems of the people in the institution are yours now, but they go free at least. Then you will have 2 options again. The first is to leave and go pick up the object. The other is to be relieved of the illnesses you now have. The second involves a series of electro convulsive therapy sessions and several surgeries sans-anesthesia. The process may drive people madder, but if you are tough enough, you will survive and be healthy again. You will be free to leave. When you go to bed that night, you will hear a soft word from him/her. When you wake up, you will find a large dark book with instructions on how to grow plants that should have never existed. This Book contains how to grow and cultivate the Seeds of certain plants to breed the First Seed. This book is object 98 of 538. They must never be brought together. Never. Holder of the Soul 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 Soul". Should a conspiratorial look come over the workers face he or she will raise one finger to his lips in a gesture of silence and hand to you a small glass ball. Should you chose to look at this glass ball you will see that half of it is pitch black, the black of deepest night, while the other half is made of the purest, soft, golden light of a happy summer day. The funny thing is that no matter how hard you stare you will never be able to tell which half is which. Now is your last chance to leave. Should you throw down the glass ball it will shatter and you may leave and continue a normal life, but never again will you have this opportunity. Should you decide to continue enter any door that you see. You will find yourself at the beginning of a path. The path itself is made of the cheapest of stone squares. They barely fit together and weeds spring up between the cracks, but it is not the path that will attract your attention. To the right of the path you will see scenes of happiness, joy, and love. However, if you look closely you will see that these scenes are not nearly so pure as they seem. To the left of the path you see scenes of misery, deprivation, and hopelessness. However, if you look closely you will see that things are not as bad as they seem. You must follow the path. It will curve into both sides its starting position, but never will it fully enter either set of scenes. Should you be fooled by either of the scenes and step off the path you will be stuck in the scene forever more, never to leave. Take care not to trip. Should you reach the end of the path you will find a large oak door. The door will have no hinges, knob, or any sort of decoration. Speak aloud the phrase “The Sides are the Same†and the door will disappear. Say anything else and the door shall not move. Upon entering the room you will see nothing, but feel as though you are being watched from all sides. Say to the invisible presences “I walked down the Middleâ€. Should you say anything else half the invisible presences will rip you to pieces. If you spoke the correct phrase you will hear the presences. Half will scream, boo, or hiss. The other half will begin to try to tell you of your foolish mistake. However, if you listen carefully you will hear a small applause. Close your eyes and walk towards this applause. When all sound stops you will find yourself outside the door you first entered holding the glass ball. That glass ball is object 102 of 538. Now you must judge for yourself which side is black and which is white. There is no wrong answer. Holder of the Red 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 the Red†The worker will nod and pull out a dusty old notebook and hand it to you. She will then point out a door labeled “No Entryâ€. As you enter the door, take a look at the notebook. It will seem completely blank at first but upon further inspection, a random page will have four numbers written in red ink. Memorize the numbers and continue down the hall. Eventually you will reach a red wrought iron door. There will be a number lock in the center of the door with four spaces. The door is slightly warm to the touch. Enter the number you memorized. Enter the wrong number and a violent end awaits you. Inside several red lights hang from the ceiling, casting everything in a semi-dark yet seeable shade of crimson. The walls are covered in children’s toys, dolls, and model trains. Walk forward... inside a small boy will be crouching with his back to you. He will respond to only one question, “Who can control them?†You will be answered with giggles from the child. He will turn around and stab you with a needle attached to a strand of thread. Let him do so, stopping him will only make the pain much worse and last eternity. The sewing needle will pop out your back, and he will pull on it, letting the thread become coated in a thick layer of your blood. Once done, he will begin to gracefully sew. Wait and do not speak... do not move... do nothing to draw attention to yourself. Before long, you will have a small blood red doll in the shape of a human. The doll has no face or any other distinguishing features but the craftsmanship is perfect. Protect it as though you were to protect your own life. Whatever happens to it also happens to you. That Doll is object 108 of 538. Do you control the objects? Or do the objects control you? Holder of Humility 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 Humility". The attendant will bow their head, grasp your hand and lead you down a pure white hallway. You must keep your hand within the attendant's hand, if you wish to live. As you walk down the hallway, you will hear a piano playing faintly in the distance. Should the song stop playing, whisper "You missed a key." If the song ceases to play, the hallway will turn pitch black, not even a miracle will save you from what you will then experience. Should the song keep playing, continue down the hallway until the attendant lets go of your hand and runs ahead. Don't bother chasing after them. Walk forward five steps, then turn to the left, you should see a lone doorknob on the wall. If there is no knob, you will be wandering an endless hallway for all eternity. If there is a knob, turn it, and enter the room. The melody of the piano will be consumed by silence within the desolate room. As you enter the room, shut the door behind you, it should lock you inside. The room is small, the walls and floor covered with droplets of water, a clean bed with a pillow, both covered in clean white sheets, a digital clock with the time 3:00pm, an old black grand piano, and a bare mirror hanging on the wall. Look at your reflection in the mirror, you should see yourself as you are, and the room as it is. Stare straight into your eyes, ask nothing but this question: "Why have they no humility?" Your reflection shall then smile, and back away. You will witness yourself killing the child once inhabiting that room, with swift stabs, punches, tearing the child apart limb from limb, and a gunshot to the head. A silent scream pierces the disturbing silence. The mirror shall then break into seven pieces. The room you are in has become the exact image of the room within the mirror. Droplets of water now blood, and a mutilated body now lay in the once clean bed. The grand piano now old with the keys broken and scattered, and the digital clock looks like it was thrown against the wall. A vague, yet familiar bullet shines on the now bloodstained pillow, next to a gun. The body will speak to you, telling you to stay within the room, but do not let this bother you. You must shoot yourself with the bullet, allowing it to enter your heart. Excruciating pain will consume your body, don't hesitate to scream. If you are lucky, you will wake up alive and well in a hospital bed of the hospital you visited. The time will be 3:00pm and a slight scar will be upon your chest. Check under the pillow your head is laying upon. The diamond bullet is object 110 of 538. Would you dare kill to keep the objects apart? Holder of Masochism In any city, in any country, go into any mental institution you can get into. As soon as you enter through the double doors, stop. Realize your intention of finding the Holder of Masochism, and then approach the front desk. Do not ask anything, and wait for her to look at you. She will look at you, with a face bearing help and trust. As quickly as she looked at you, she will turn her head down and continue with her work. Anything that you say will be interrupted by her, so just make a quick gasp and then she will say "I know who you are looking for. I cannot help you." Then wait 5 seconds, and barge behind the table. You need to have an intention to do this, though. Look for a large drawer on the top left of her desk. It is the confiscation drawer. You will reach in, and find a razor. Stand before her, and make a semi-large cut on the top part of your forearm. Make any reaction you want, as long as you make the cut deep enough to gush blood. She will watch as you do so, observing as a child would to their parents. She will then turn around, and grab a key off of the wall. The number is on the key. This will confuse you so, as she offered you a key to a person you are willing to find. The key is rusty and chipped at the grip, as the others are polished and shine with pride. Head up the stairs, and look for the room. When you find the room, the door is already open. It is only cracked ajar, so simply step back and kick the door with all your might. The door should swing with force and power as the door handles lodges into the weak and decrepit wall. Quickly, all you will see in a man on a bed, shaking and convulsing violently. There are some things on the shelf beside him, but pay no attention. The man will look much burnt from head to toe, and possesses no eyes, nose, or ears. Even though he is missing these parts of his face, he can hear, smell, and especially, see you. The first glimpse he catches of you, he will stop shaking and lay calmly. You must walk up to him, kneel down, and look where his eyes should be, yet actually are. You will ask only one question, "Do they feed off our pain?". Calmly, he will point to the shelf. On the shelf lies a propane torch, a pair of pliers, and a small piece of metal in the grasp of the pliers. If you had not read this, you would not know what to do, and the man would strangle you, as your last dying vision is of what he used to look like. You will take the propane torch, turn the knob, and light the piece of metal within the pliers until it is white-hot. He will then turn over on his bed, revealing an ink template of what he wants you to burn onto his back. You must burn this all onto his back, and miss nothing. If you stop burning, and you have missed a part, he will then turn the propane torch onto your face. After you are finished, give him the tools and face your back to him. You will feel his hand go gently across your back, and then feel your shirt burn away and turn to ashes. His hand will brush off the ashes, and then proceed to burn into your back, from a template that suddenly and mysteriously appeared on your back the moment you entered the building. You can also make any reaction you want, for it pleases and eroticizes him. But do not jump away in pain, or refuse to have him burn this demonic insignia in your back, or he will do it will a knife and cut you deeper than you would have ever imagined. Just let him finish, then stand up, blow him a kiss, and walk down to the front desk. From there you will ask the woman that you want your razor back. She will hand it to you, and you will walk out of the mental institute, noticing your cut has been stitched up. You leave the mental institution with a curse. All pain to you is pleasurable and addictive. The key is object 111 of 538. The only way to remove the curse is to remove your heart, and replace it with the key. Holder of the Heathen Child In any city, in any country, go to any mental institution you can get yourself to. Enter the elevator, but make sure that you are alone when you do so. When you are in the elevator, take a note of the buttons available to you and remember the count of the floors, for remembering this information will mean the difference between salvation and eternal suffering. Press the button for the highest floor available, and wait for the elevator to arrive at its destination. Do not get off the elevator at this floor, and make sure no one gets on. You must then wait for the elevator to be called to another floor. If no one is there to enter the elevator when it stops, flee the building as quickly as you can and don't stop running until you have crossed a running body of water, else your body will be ripped from your soul by the unseen. If there is a person entering the elevator, tell the person who enters the elevator: "I am here to see the Holder of the Heathen Child." The person will seem confused by your statement. Repeat it. After the second time, a look of weathered acceptance will cross the person's face, and they will push a floor button on the elevator keypad. At this time you must press the button of the first floor you entered the elevator on and pray that you are allowed to return there. If the elevator stops first upon the floor you selected, this is your last chance to leave. When the elevator arrives at the floor the other person selected, the doors will open and the occupant will get off. The walls of this floor are made of a leathery substance sewn together with human entrails, and a low moaning permeates through a grated metal floor. When you step onto this floor, you will immediately feel grasping hands about your ankles, attempting to pull you to the ground. Do not fall, for they will force you through the grates. The other person will run ahead of you and down the hall. You must catch this person and force them to the ground to feed the grasp, or it will quickly overpower you. At the end of the hall lies a massive door carved with runes from a language you have never seen. Do not enter this door, for beyond it lies naught but twisted madness. From the center of this door protrudes a head, who at first seems motionless statue. You must knock six times at this door, after which the head will awaken. You will be forced to stare into its gaze as its mouth gapes open, and inside its mouth you will see images of nameless horrors and creatures whose very memory will mutilate worlds. If you survive this, you are allowed to ask one question of the head: "Who serves the child?" Any other sound from you, and the head will devour you as it did the others. The answer will come swiftly and unbearably painful into your brain, and the face will vomit the bones of a small child. Take these bones, and proceed back to the elevator. Outside the doors, you will see many panels of buttons for the elevator. Press only the true button of the floor that you originally entered the elevator on, for any other means death. Enter the elevator. The Heathen Child you now hold is object 113 of 538. Beware the servant. The Holder of Reincarnation In any city, in any country, go to any mental hospital you can get yourself into. While you slowly approach the front desk, place and keep your hands in your pockets or the usher cannot guide you to the Holders's realm. If an usher has taken your hand, when the clerk at the front desk raises his head from underneath his hat you will notice a deathly look has taken over. Do not be distracted by this, you have seen worse. Stare into his face and tell him you are the doctor here to revive the Hold of Reincarnation. A chilling smile will wash over the clerk's face and a wave of new life will bring the flesh back to his moonlit bones. He will rush from his seat and signal you to follow him through the standard-sized double doors. For the love of Him, do not split the doorway... please... Once past the doorway, you and your clerk-turned-usher will begin walking down the hall of a familiar high school. The doors will alternate their numbers from one side of the hallway to another, beginning with 0. The usher will begin to make conversation with you around door number twenty. Any number before that are the chances you have to turn away from what is about to happen. If you choose to continue, the usher will begin to make conversation with you. Do not deny him the company or he could open any wrong door for you, each which contains a horror from it's respective numerical dimension, and it's impossible for him to throw you into a door between zero and three. The conversation will go on for eternity until you remind yourself what you're here for. Once that has been realized, the door numbers will start skipping around randomly. Soon, door 538 should appear, get ready. Five more doors down, door 114 will appear. When it does, ask the usher to open the door across the hall. The usher will be pleased to feed you to the school decorations, but do not give him such pleasure. When he opens the door, close your eyes and scream as loud as you can, then force him into the hell that awaits him. If you dare look inside or go in his stead, the events that unfold until the end of the search will set you onto the path of Mephisto reborn. You will be tasked with destroying the true Searcher and you will live your life in regret, misery, confusion, and a never ending cycle of agonizing death and unredeemed rebirth; the latter being what He goes through without the rest of Him. Shit, they have pierced my home, read carefully! Once the door shuts, remember the last words of the usher, which should resemble something like, "Foolish Searcher! Do you really think the Keepers are your allies!? HAHAHAHAHA!!!" This will weigh heavy on your soul and your imagination will begin to feed off it. You will realize that you, who search for the objects, are the Searchers. But who are the Keepers? What are you really unlocking here? Keep these questions fresh as you open classroom 114. When you turn the doorknob and open the door, gasp and with your eyes wide open, absorb the sunlight that kiss your cheeks, you'll need Her power in the ridiculously close future. The usher-turned-clerk will rise from a sarcophagus in the middle of the room, but focus on the open window. The usher will be humming a most familiar song you once heard from an old woman. The usher will draw the blinds with little hesitation and while he's doing that a young woman's voice will fill your head in Her dying moments. She'll tell you about Him. What He has done to the cosmos and They did to stop him. She will tell you that the 538 objects in this realm must never come together and to seek out the Keepers. She will tell you many things in this moment, but the last will be the most important, be sure to etch this into your heart and memories. "The Holder of Legion is a lie... you can cha-" and darkness will silence Her benevolence from you mind. Close your eyes and open your heart. The clerk will cease his humming and stare at you through the stale blackness of undeath with anger and evil searing within his hollow eye sockets. When you feel the sting of living pride hit you, it is time to take action. Ask the cleark, "What is the time of my death?" He will instinctively look down to his watch, when he does, open your eyes and burn him into the ground with the light you have stored. Do not hesitate to flame every inch of him, including his atrocious garments. If you do not obliterate him, his anger and evil shall become your own and the answers you seek will never come to you... and your own thoughts will never come to you... and her voice will never come to you. Where his hallowed garments once hung from his hollowed bones should be a floating necklace of bone with a caduceus hanging to the end of it. Grab it. This was buried with Her and she came back, it was with Her. Now it is yours and it's powers are unfathomable; you cannot die through natural means anymore. Know the Keepers now know of your existence. The living caduceus that hangs at the necklace is object 114. This item was at the death and the rebirth. It has some more work to do and you must not fear death. The Holder of the Syzygy 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 Syzygy." The secretary will not believe you in the slightest, but be resolute and if necessary ask to speak to the foreman. He will arrive in time, and will also mock you, saying he's never heard of such a person. Be patient and he will eventually consult the records, the color draining from his face when he finds the name in his papers. He will then lead you onto another floor, but he will demand that you wear eye protection. You should have the Eyes by now, and though this is not their true purpose, only they will suffice for this occasion. If you do not have the Eyes, you will be wasting your time and your life. Put on the Eyes before following him. The foreman will lead you to the oldest and furthest section. There will be seemingly endless rows of boxes and crates here, but do not break stride and do not examine the labels and destinations on any of them. You will find them to be years, even decades old, with strange destinations and even stranger contents, but they are valueless in your quest. Instead, keep your eyes fixed on the foreman. He will be eager to lose you around the next row of musty cardboard pallets. After what might seem like a day's worth of walking down neverending aisles, the foreman will stop before a single, massive crate. It is wooden but does not appear to be made from individual planks, instead, it looks as though carved from a single massive piece of the darkest wood imaginable, almost black. Set into the box is a door. If the crate emits a high pitched wine, a kind of buzzing noise, or seems to vibrate slightly, then you can breathe a quick sigh of relief that what is inside is still what you seek. But if the air by this box is filled with only silence, or any other sound, then what you seek within has been destroyed, and you may now search the crates nearby for some instrument to end your life, for you have no hope of leaving this modern labyrinth. You will find the door unlocked; you need not even knock before entering. You will then be standing in complete darkness; only the Eyes will reveal the true nature of the space you are now standing in. You will find yourself standing near the center of a massive web of rings, all centered around a small dais with a reclining chair, not unlike a dentist's chair. The difference in function becomes terrifyingly apparent as you approach--the chair is surrounded by hundreds of scalpels, each on its own articulated arm, poised above the chair. Strapped in to the seat is a mannequin made of the same dark wood the crate was fabricated from. Where the face of the mannequin should be, however, is carved a divot like a bowl. Use one of the scalpels to cut yourself and add a few drops of your blood to this bowl. Immediately, the mannequin's body will turn from wood into flesh, and its appearance will be yours. You should stand back as the scalpels descend, making a frenzy of cuts on your doppelganger's body. You will hear your own screams, the flesh that is sliced will be yours and not yours. At this moment, the rings will shift in the vast darkness around you, eventually ceasing in their alignment at some point. Some will remain frozen in the air above or below you, while many others will settle themselves in a neat row on the horizon. The number of marks on the mannequin-you's flesh is the number of the objects you have gathered; the rings show your progress the same way. The mannequin-you will curse and plead for you to stop the pain or end its suffering, but you must coldly ask it, "When will they align?" The not-you will beg, plead, and grovel for mercy as the scalpels slowly start to descend, crying for you to stop it, but you must say nothing and must not look away. This time, the blades will make five hundred and thirty-eight slices, all but flaying the mannequin-you to ribbons. The rings will now all be aligned on the horizon, and a long light will land on the dais, showing you the way home. Before you leave, take from the ruined chest of the mannequin-you a small leather-bound book. Then follow the light until you find yourself outside the factory once more. The star atlas you now hold is object 117 of 538. Now you have the knowledge of when they will align, though not the means to see them. The Holder of Cowardice 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 Cowardice". As the last syllable leaves your lips, the worker will immediately and roughly grab the collar of your shirt; let him, do not resist. He will shout incoherently at you while shaking you angrily. After some time of this, he will appear to calm down and let you go. He will beckon for you to walk down a staircase that was not there before. Walk down the stairs, even though they are impossibly dark. You will emerge into what appears to be a small garden. The worker will tell you to wait here, and will then go back the way he came, leaving you alone in the garden. Wait in that garden; feel free to stroll around it all you like and make yourself comfortable. After a long while - hours, perhaps - two men will appear where you are not looking. One man is tall, brawny, and handsome in a proud, heroic way, and wears a suit of knightly armor. The other is a mouse of a man: scrawny, balding, nearsighted, lacking any kind of posture, lacking a chin, and clad in a threadbare brown suit. Once you have laid eyes on these two men, remain still and betray no movement as they stare at you. Eventually the knight will make a gesture that indicates you may speak. At this gesture, ask one question: "If we stop now, what is the price?" Once the question is asked, the scrawny man will suddenly tackle the knight with immense strength and proceed to rip him apart with savage ease, using just his bare hands. The knight, in spite of his heroic and powerful appearance, will be helpless against the fury of the scrawny man, who will first tear away the knight's breastplate, then rip into the knight's body, spattering everything in the garden with blood and gore. When this happens, stand still and watch the entire meaningless slaughter, no matter how horrible the knight's cries of pain and pleas for mercy. Once the knight has been thoroughly rent asunder - he was a large man, so this will take a long time - everything - the garden, the scrawny man, and you - will be soaked red with the knight's blood. Then a young, beautiful girl, no older than seven years old, will appear. She is the knight's daughter. The blood-drenched scrawny man will gesture to her; he wants you to kill her in the exact same manner he killed the knight. Do it, or else the scrawny man will consider you in league with the knight, and you will be butchered next. Set about slaughtering and ripping apart the little girl with your bare hands as the scrawny man wanted. The girl will not offer any physical resistance, though her crying and whimpering will be unbearable. As you commit this violent and senseless deed, the scrawny man will crouch down next to you and whisper into your ear, telling of every instance in human history where courage resulted in pain in death, and where cowardice only made matters worse. He will explain, in excruciating detail, the true consequences of courage and the true cost of cowardice. Once the little girl has been reduced to a lifeless red pulp by your own bare hands, the scrawny man will be seen to smile. He will pick up the dead knight's blood-spattered breastplate and hand it to you, then with a warm, friendly countenance gesture you to leave. Go through the door through which you came and make your way back to the institution. Once you have made it back, I suggest you find a way to clean yourself, your clothes, and the breastplate, as all are still coated thickly with the knight's blood. The breastplate is Object 119 of 538. Now that you know the price of cowardice, the only choice you have is to soldier on. The Holder of Midnight In any city, in any country, go to any mental institution you can get yourself to. When you reach the front desk, ask very politely to visit someone who calls himself "The Holder of Midnight". The worker will give a solemn, knowing nod and beckon you to follow him. He will lead you down a long hallway and eventually gesture for you to enter a door. Do not enter this door. Instead, enter the door on the exact opposite side of the hall. You will come upon another hallway. At the door you entered will be a man who is almost identical to the worker who led you, except this one is a mirror-image version, with all features reversed. Ask once again for the Holder, and this mirror worker will give a solemn, knowing nod and beckon you to follow If you say anything else after this point, then this mirror world will collapse upon you, erasing all evidence that you ever existed. The worker will take you back to the front desk and gesture for you to exit out the front door. Do this, and you will find yourself in an impossibly vast room. It will be impossible to determine the room's appearance or features, as it is filled with impossibly bright lights - too bright for your vision to adjust, so that the entire room appears to be a blaze. Just walk forward on ground that feels like sand. Start walking in any direction into the room. Everything should be completely silent, but if at any point you hear a high whistle, like the sound of a teapot, then stop immediately and shout with all the ferocity you can muster, "I can see what I must do!" It is best you not know what eternal horrors await you should the whistling continue. If the whistling stops, however, then you are to proceed as you were. Eventually, no matter which direction you walked, you will come upon a small area of the vast room where the lights, by some impossible means, are not so blinding. Sitting in a meditative cross-legged position in the exact middle of this area is a peaceful-looking thin man wearing but a loincloth. He has not a single hair on his entire body, but it is his head that is truly unusual. He has no nose or ears, and his mouth has no lips, so that it is just a slit on his placid face. His eyes have square pupils, like those of a goat. This man will have his arms held forward and his hands clasped together as though hiding a small object between them. He will stare at you impassively until you ask one question: "What lies in the depths of His heart?" The man with the goat eyes will give a knowing but benign grin, then open his hands. Darkness will flow out from them like a mist, very slowly filling the room. It is crucial that during this time you stare intently into the man's goat eyes, for otherwise you will be consumed by this darkness forever. As the darkness overwhelms the light, it will reveal the true forms of the goat-eyed man and this vast room. The man is a truly nightmarish specter, more bone than flesh, his countenance no longer suggesting peaceful benevolence but rather a dark and violent hatred. You will see in the distance the immense walls of this room; they are made up of a collage of anguished faces. These are the souls of every Seeker who has ever failed the test of any Holder. The visions of the man and the room will overwhelm you sight as a loud crackling sound, like that of a raging fire, overwhelm your ears. No matter what, though, you must keep your gaze fixed upon the man's eyes. After what seems like an eternity, the assault on your senses will stop abruptly, and the room will revert back to its light-filled state, the man once again a tranquil meditator. The goat-eyed man's arms will be outstretched, presenting a little brown bag. Take the bag gently and give a respectful bow before turning to leave. Go back the way you came: back through the mirror world and into the hallway of the regular world. The gelatinous substance in that bag is Object 121 of 538. Never open the bag. The Holder of Prestige 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 Prestige". The worker should assume a bland, neutral demeanor as he leads you down an endless maze of hallways that seem to bear an increasing degree of disrepair. If at any time you hear the mournful sound of an organ playing, continue walking and think clearly to yourself, 'There is no status'. If the organ continues after you think this, it's best you close your eyes and not know what hits you. If the organ's music stops, continue following the worker as before. He will lead you along this maze for an eternity, before coming to a door that seems impossibly clean and well-maintained, especially in comparison to its decrepit surroundings. Thank the worker, then enter this door. Inside is what appears to be a very stylish, very modern, very cosmopolitan high-rise apartment. A party is going on, the guests wearing the finest and most expensive clothes as they drink and fill the air with their loud chatter. Now you must find the host, who is the man dressed as a woman. He is much harder to identify than you would ever imagine, but you must find the right man, for getting the attention of anyone else at the party will prompt all the guests to play a game that revolves around tearing you to pieces with their bare hands. Find the man dressed as a woman, however, and get his attention - make sure you have his FULL attention, for he is rather sociable, but flaky, and might chat with other guests before you have the chance to say anything more - and ask one question: "Are they proud of what they do?" Upon uttering your question, the entire apartment will fall abruptly silent. The music, as though on its own volition, will shut off. Everyone will look at you, but their faces will be impossible to read. The man dressed as a woman will shift his weight uncomfortably at your question, but will then invite you to go with him to another room so he may answer your question in private. Refuse the offer. He will insist, but you must remain steadfast in refusing the offer, for your life's sake. If your will is strong, he will give in and answer the question. He will tell of many, many stories, starting with the nauseating, continuing with the maddening, and finishing with those that may well drive you to suicide. By the time he is done with his answer, he will have collapsed and begun to cry. The guests will appear startled and troubled by their host's state. Use this as your chance to get as close as you can to the door through which you came. You will need as great a head start as you can achieve, for as soon as they shake themselves from their surprise the guests' hands will transform into long, grisly claws, which they will use to attack you en masse in the cramped apartment. Get out of the apartment as the guests conduct their onslaught like a pack of raptors. If you make it out the door and shut it quickly behind you, you are safe. You can even open the door again and find that it no longer leads to the apartment, but to an empty cell. Go home, and in roughly three weeks you should receive a package in the mail. It will be a small, bronze statuette of a man with no head nor hands, and inscribed in an indecipherable, yet elegant-looking, language. That statuette is Object 124 of 538. There is no longer any cause for boasting. The Holder of Loyalty 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 Loyalty". Should a proud look come over the worker's face, you are in the right place. Should the worker glare at you, run for dear life, as you were deemed unworthy by the Holder or the object you seek is no longer there. Do not stop for anything. Those that are after you do not know the meaning of rest as they will hunt you down relentlessly until they find you and when they do, well, regret is always ends up at the end of the line. Should you be deemed worthy by the Holder, you will be taken down a hallway that wasn't there before. In many of your previous adventures you are sure to have experienced much deception as the Holders try and try to lose you and protect their items. As the worker leads you down to your destination, you must harbor no wariness to the worker's intentions. You will get what you came for, if and only if you are worthy and your thoughts are pure. After following the worker for what seemed like an eternity, you will come to non-descript door. The worker will open the door for you and leave you to be on your way. Should at any time during your walk with the worker you harbored thoughts of possible deception, 2 blood-red eyes will stare at you from the opened door. No use crying for help now, even the highest of powers are incapable of saving you. But if you were loyal to your intentions, beyond the door there will be a battle taking place. Go in and the door will shut itself behind you and you will find yourself in the middle of a war. You will then be captured by soldiers speaking in a language that is not of this earth. There is no use resisting, as they are capable of inflicting pain that is worse than anything you can ever imagine. After they take you to their camp, you will then be accused of being a spy and will start torturing you. At this point they will try to make you confess and you must conjure up all your strength and try to weather this storm. Then the soldiers will turn into all the people you have ever scammed, squandered, and betrayed. They will then continue to pound on you not only physically, but also mentally as they remind you of every wrong the you have ever done to them. Many give up at this stage, and now they pay for their treachery with the lowest of the damned. You must endure this until the soldiers' superior officer appears. You can tell by the uniform and wolf-like creature that accompanies him and also the officer takes the form of the person you love the most. Once the Holder reveals himself, with all your remaining energy shout out, "Would you ever suspect me?!" At this point the other soldiers will stop, and the commanding officer will then narrate every betrayal in history, the pain it caused, and the destruction it resulted into. He will then go on to explain the true benefits of loyalty, along with the thin and dangerous line it runs beside fanaticism. If you did not go mad before, those who are not destined to finish this journey will surely crack at knowledge that the world will never be ready for. After the officer's story he will then say, "Do you pledge your allegiance to Him?" Swiftly and with resolve answer him, "I stay true only to myself." If the Holder doesn't believe you, your ordeal earlier will continue, adding to your misery his pet wolf will gnaw on you like a tasty bone for all eternity. But if the Holder believes you, he will punch you in the gut, and as your consciousness wanes, you barely hear him say, "We will meet again." When you wake up you will be outside the mental institution without a scratch on your body. Sleeping beside you will be the wolf-like creature that was accompanying the officer earlier. That wolf is object 131 of 538. You dare not wish to betray the trust it bestows on you. Holder of Wrath In any city, in any country, go to any mental institution you can get yourself to. Go to the receptionist and ask to see "The Holder of Wrath". The receptionist will pick up the phone, dial a number, and say "They're here.†A few more seconds will pass and she will direct you to a flight of stairs leading down. You may descend as far as you like; every floor leads to the same place. When you enter the doorway leading to the floor of your choice, you will see only a single light, at the very end of a long hallway. Walk towards the light, but whatever you do, do not walk to the end of the hallway. Feel along the walls until you reach the third door on the left. Do not enter any other room, as you will not leave should you do so. Once you reach the third door on the left, enter this room, and hold both your arms outstretched, palms forwards. The one person who makes you the angriest will appear before you. You must embrace them in a loving hug and whisper into their ear "I feel nothing but peace." At this point, they will hand you a small vial of blood. The blood in the vial is object 528 of 538. Use it when they find you. Holder of the Lost In any city, in any country, go to any mental institution you can get yourself to. If it is raining, you stand a chance. Go into the parking lot, and find the girl who stands dry despite the downpour. Ask her "Where are the Lost?" She will show no emotion and merely turn and walk away. Follow her. After several days of walking, she will lead you into a dense wood, and beneath a huge tree. She will reach between the roots, into a pile of leaves and retrieve a small locked box. Do not worry if you do not have a key. No key fits the lock. The woman will open her mouth, and her words will echo in your mind, never falling on your ears. She will speak to you of the burden she has carried since they were separated. She will then speak of something that will strike the most intense and unbearable of fears. Even those who have faced and survived the most horrifying of the Holders will feel their knees turn to gelatin upon hearing it. Many Seekers are scared enough to give up their journey for the Objects and fall into depression, and many, if not most, end their lives. If you can withstand her tale, nod and say "I will carry the burden." She will then rip the flesh from the smallest finger on her left hand and stick the bones into the keyhole on the box. When it opens, you will see a tarnished silver chain holding a shining garnet pendant. That pendant contains the single remaining atom of each of the 2,000 lost objects. When you take your eyes from the pendant, it will be around your neck, and you will be back at the place you first spotted the Holder. That pendant is Object 537 of 538. Only now may they be reunited. Holder of Legion In any country's capital city, go to the building where the country's leader works. When inside, locate the visitor's desk and ask to visit someone who calls himself "The Holder of Legion". The worker's expression will freeze and he will ask you to leave. Do not obey, instead keep asking, about once a minute. After some time, maybe minutes, maybe hours, the worker will finally give in. By this time, he will be close to crying, probably even collapsing due to the pressure you're putting onto him by the mere mentioning of this Holder's name. Depressedly, he will rise and take you into a part of the building that no-one else even seems to notice exists. It looks exactly like the rest of the capitol would- in a thousand years. The walls are cracked and sagging, the support pillars are buckled and leaning dangerously, the paint is faded and almost completely peeled off the walls, the pictures are torn, faded, and hanging askew, and the carpet underfoot is rotted and full of bugs. You will be taken deep into these hallways, deep down below the surface. The worker will take you to a door further below than any other in the building, possibly even a hundred meters below the basement. This is where your last chance to turn back is. Should you decide to go into this door, your fate will be sealed, and there will be no chance of ever leaving alive. Turn back if you want to find other pieces. If not...Well, then ask the worker to unlock the door. He will beg you to leave, tears flowing over his cheeks, and he will, if you keep asking him to open the door, try to scream at you. But he should give in if you are determined enough. He will open the door. Enter, and it will be closed behind you, and locked. Now is no turning back, and no matter what you do, you will eventually die. The beings creeping in the shadows of the room have already begun to leech your life from your body and you will feel older with every second. Run as fast as you can to the door on the other side of the room and enter it. The beings here are simply minor demons, not even capable of scaring the smallest child. Follow the red path you see and you will soon reach a wooden door. Knock thrice. If you are lucky, someone will ask you to stay where you are. Your death will be a quick one. Should he instead tell you to enter, do so. Your feelings do not matter, nothing matters after you have entered this room. Here, you will see them, all behind a kind of force-field that repels anything coming to close. You will see two thousand of them, precisely two thousand. Or rather: One thousand and nine-hundred and ninety-nine. The last of them is held by the person in the middle of the room. But you will also see things that cannot be described by human words. Things that show that this very room could be a tiny part of hell. Things that might drive you mad if you look at them for too long. Walk closer to the one in the middle, him, her, and it. It does not matter what the being there is. Ask him: "Why do you hide them?†He will answer you. He will tell you how he got his first one and then proceeded to look for all those others you see around you. The tale might drive you mad, it might kill you, it could do anything to you. But in the case that nothing happens, he will ask you to take his object. It is attached to his chest, but do not even come close to it. Tell him the following: "I came to see, not to touch. You may now let me leave." He will then laugh. He will laugh even worse than the devil, more evil than anything in the world. He will then say a simple sentence. "Your fate is sealed." The object on his chest will begin to glow and you will feel pain. Then madness. And finally, death. You have three choices here. One is to accept your fate, and descend to the lowest level of hell for eternity. The second is to kill him, promptly and speedily, but to do so is to destroy the final object, and to end your search forever. The third is to produce the first object. If you do, he will scream and attempt to attack you. Do not worry- he can't get past the object. Eventually he will begin to melt, as he dashes himself against the field generated by the symbol of madness you hold in your hands. Do not open your eyes until no more sound is heard. Toss the first object away and look. Where the thing once stood, a single, large diamond-like object lies twinkling on the floor. Grab it. It will embed itself in your chest, becoming part of you as much as your heart or your brain. You are now the final object of the 2538. INDEX Anylasis "They must never come together. Never." -Holder of the End 1. Not every mental institution does in fact work. Although, it is unknown what makes one usable or not. It seems that the longer one has been around, the greater chance of it being usable. Abandoned institutions can work as well, but require searching on one's part, to find the right passages. 2. The Objects have nothing to do with mental institutions themselves. The institutions are just placeholders in this reality. (Reference lost) 3. The Objects are not in their original form. What they are now is just a representation. Before, they were something else, and their change was for very simple reasons. It may have been due to their impending death. (Objects 82 and 87) 4. The Objects were created by Him. The event destroyed the world. This was a conscious effort by Him. (Objects 3, 19, and 101) 5. The Objects can be destroyed. (Objects 12 and 74) 6. The Objects can be stopped. Doing so however will cause a cataclysmic event. (Object 43) 7. The Objects were placed in a state of hibernation, and have yet to awaken. (Objects 29 and 38) 8. Several failed attempts were made to destroy the Objects. This includes immolation, shattering, consumption. One attempt to destroy them almost succeeded. (Objects 27, 30, 88, and 109) 9. The Objects have emotional processes, including fear, hate, pain, and greed. (Objects 13, 23, 65, 66, 79) 10. The Objects do not kill everyone when they are gathered, although the innocent are the first to suffer. (Objects 51, 85, and 89) 11. The Objects have been gathered on more than one occasion. They are destined to be brought together by a person again. (Objects 9, 11, 26, 58, and 63) 12. The Objects have been scattered on more than one occasion. They were once scattered by a person, at a tower, which now serves as a prevention method from them reuniting. (Objects 2, 61, 68, and 100) 13. The Objects have a task for which they are intended, both individually and as a group. These tasks have yet to be completed, and they have been abandoned. (Objects 28, 40, and 42) 14. A Chosen Seeker will deliver our last hope by gathering select Objects. (Objects 48, 90, and 92) 15. People other than the Chosen Seeker will seek the objects, potentially to gather them. 16. The Chosen Seeker collecting all of the objects is not the same as them coming together in any other way. 17. The Chosen Seeker is not a gay man or straight woman, as they are given a bride during their quest. (Object 90) 18. The Holder of the Cosmos is the enemy of the Objects. He will stop at nothing to stop the seekers, although he might not be able stop the Chosen Seeker. (Object 67) Object 10, The Babel Book of Forbidden Tongues: Contains the knowledge of how to speak all earthly languages, but also sets your path in stone. You must continue your Quest after reading it. Object 17, The Rusty Keychain: Holds only the keys meant for it, while all other keys are repelled. Possibly meant to hold Object 26 and subsequent keys. Object 20, The Grimoire of Truth's Deception: Is locked, possibly requiring Object 26 to open. Contains information necessary to gather them all together, by seeing through the deceptions of Object 58. Object 25, The Book of the Creations: Like the Grimoire, this green book contains information that will help you gather the objects together. What kind of information is unknown, but since it is part of creation, it may help you to deal with the stories you hear from the Holders, as some of their tales might kill you or drive you mad. Object 26, The Key of Time: Might open the lock on the Grimoire. Might open another object. It doesn't really say, except that you probably shouldn't go looking for what it opens. Several Objects, such as the Past, Truth, and Lies, mention a person known only as "Him" or "He". He is always capitalized, which may well suggest a god or someone of near-equal importance, but who He is has not yet been discovered. The Objects themselves also provide support to the theory of this "He" holding immense power- they include things such as a throne and a book of laws. Since many of the objects refer to Him, it can be assumed he is intricately connected with the objects, their creation, their gathering, or the results of the gathering. INDEX I’m home. I’m all alone. I need some hot coffee right about now. There were three jovial Welshmen, as I have heard. One said it was a ship. The other, he said, wished the chimney would blow away. And I felt worse than I’ve ever known, all alone. -The King of Wolves
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