Object 958: The Holder of the Lost Cause

Since the beginning, in every event that has ever occurred no matter how big or small, the equality of significance has never existed. Any object, entity, or concept that has or will ever exist will eventually fail to uphold its importance... even this piece of scripture which I hope will cease to exist physically and as a mental content of data and information before it can ever be acknowledged.

Now, if you're aware of what potential can be obtained through the knowledge you are about to receive, I doubt that you have prevailed over your very own curiosity, and wish to continue.

Let's begin...

Whatever your motives are, you will never come near what you seek until you have reached the point when you truly feel that things can only get better in life. Once you feel that certain way, you must wait. Wait anywhere, but I suggest that you wait in a place where you and your environment pose close to no significance. I might come to you. Once your mind and body are about to reach a state where you feel that you are about to wither away, you still have a choice to discontinue for you are on the verge of a point of no return. I'm being literal when I say it. No exaggeration is needed.

If you choose to stay, then wait a little longer, but never wait hopefully, for if you do it will be the last thing that you will ever think of. It is normal for a human to enter a slight state of ecstasy when near death, but the slightest feeling of determination or wish for anything at will benefit you will only be met with the natural consequences that do not need any explanation.

If your body and mind endure the apathy and solitude through the immeasurably long duration of time, and you somehow maintain your hopelessness, I am already here. If you fail to acknowledge my presence then I have forsaken you from a fate which nobody will ever absolutely wish for. You may now fade from your miserable life with a mind that has not been completely broken.

If you do notice that the time has come to meet me, close your eyes if they aren't already, and stand up. If you can't stand, then sit up, even if it requires you to lean on something behind you. Now open your eyes if you still can. If you see a small, young ethereal-looking man in a dark hooded attire, that is me. If you see anything or anyone else then kill yourself, they are not just mere illusions formed by your crippled mind.

You will notice that I am wearing a black neck-tube as a face mask. You will not see my eyes as they are submerged under the shadow of my hood. Now is the right moment to ask me one of two questions, "What will become of me?" or "What has become of you?" I will not answer as I believe that in this case, actions speak louder than words.

One answer is for me to walk up to you and kneel down to your level if needed. I will stare you in the eyes. You will firstly notice that you cannot resist eye contact and will fail to break it. Then what is to follow will be silence which will diminish your very soul into a small trivial fragment that has failed to be noticed or even remembered.

On the other hand, I will answer similarly, but this time as I stare through your soul, I will lift my right hand and touch your forehead. I will steadily fade away and by the time our eye contact has ended, you may continue on your quest and strive for your motives.

You eventually will know the answer to your question. I am Object 958 of 2538 and, in time, you will realize where I went. When things are at its worst... they can only get better... right?

Object 973: The Holder of Mistake

If you succeeded in the first trial, and now have decided to get all 13 keys, you are insane. If you really want to do this, leave the church and go to a park, any park, then eat the apple.

As you bit the apple's peel, you will taste blood in your mouth. In this instant, whispers will blow on your head. Millions of voices in pain, telling you to stop, to help them. Millions of minds breaking. The sound of madness.

Never stop eating, or it will be your end. Your existence will be over. No one will ever remember that one day you existed.

As you swallow the pieces of the apple, they scratch your throat. It burns, like fire. Now the pain that you are feeling is your soul breaking. This is the price for what you have done. For what you are going to do.

When the voices stop, you should have finished the apple. Keep the seeds. You will need them. If the voices keep silent, run. Don't stop running until you find a current of water. Throw the seeds there and say, "I am already not the one who seeks. My fate is sealed and my soul succumbs. Let the water choose the desire, the path, and the way."

If you succeed, the water will turn pitch black and the seeds will disappear. You are safe, but you have condemned an innocent soul. From this moment forward, you will never be able to do any of these tasks again. You have failed. You are not worthy. Now you are safe, but when you die the voices will come, and you will pay the price. Your soul will not go to hell or heaven. You are going to be trapped, for eternity, tormented by the voices without rest, fearing every moment of your existence.

On the other hand, if the voices start to laugh, you are safe, for now. Guard the seeds and close your eyes. You will be able to hear the voices talking to each other - "He really did it." "Is he the one?" "Everything is over." "Fool." "It is starting."

When the voices stop, open your eyes. You will find yourself in front of a shining gray door. Open it. If you hear anything around you, don't look no matter what voice the creature imitates. He is trying to stop you. It doesn't matter what he does or says, don't turn around. Open the door and enter.

This room is filled with glasses. Small and big pots with fetuses and pieces of bodies of every form of life that exists. Walk through the labyrinth of shelves and make your way to the table that has an empty pot. Put the seeds there.

Suddenly, a hand will grab your arm and say, "There is no turning back. You are already broken." Say in response: "I know, but the right and easy are not the same."

Turn to see the person. There will be a variation. Some people say that the Keeper changes his form from what is in our subconscious. He sees our innermost desires and fears and changes his form from that. So what you will see can be good and beautiful, but also can be the evil incarnate. It changes person to person. The Keeper will be smiling and say, "You are a fool. So do I. Take the key and try to survive. But know this is a mistake." He/she/it will hand you an hourglass.

This is Object 973 of 2538, the only way to prevent the end.

The room will start to collapse. If you succeed in escaping all the way to the "real" world, you are free to choose if you want to continue or not. But you are already doomed. What you've done doesn't have forgiveness.

Your path has no turning back.

Object 981: The Holder of Perfection

In any city, in any country, go to the oldest mental institution you can get yourself to. Upon reaching the reception desk, ask as politely as you can for "The Holder of Perfection". Should the worker be offended by your tone, he will turn his expression into something you wish you hadn't seen, for when he leads you to the Holder you will not find Him, but things better left unsaid. If, though, he nods politely, you're good for now. He will lead you to a black steel door, really different compared to the 1950-ish style of the mental hospital. He will then touch your lips and say "Don't bleed out." If he says anything else, quickly strangle him to death and flee, unless you want a fate much worse than murder. If everything was done perfectly though, by the time you look at the door again it will be open, and you shall feel a weird, almost primal instinct that leads you in the dark, warm hallway that lies ahead.

At first, you will find yourself walking toward pure darkness. After ten or a hundred or a thousand minutes of walking, you will start seeing dim lights from the end of the corridor. Your peripheral vision will start catching glimpses of windows on the walls of the hallway. Do not look at all costs. For if you look, you will see what you've always looked for, your own perception of perfection just a window away. Most people can't resist the urge to open the window and join the happiness. But the moment you step outside, the laughing children and the sunlight and the smiles will turn to dust, and from the dust will rise figures that will drive you insane with their mere appearance, before they even get a chance to touch your lips.

If, however, you manage to reach the end, you'll face a small girl holding an earring. You won't be able to see her face. You better not. Touch your lip and check if it's bleeding. If it is, pray your death is swift. If it's not, kindly ask, "Were They evil before their mission?"

She will not answer for seconds, maybe minutes. But the moment she's about to lift her head and face you, close your eyes. Do not, I repeat, do not look at her face. You'll wish you had joined the people of the windows in the corridor if you do. She will then hold your hand and scream so loud and with so many voices, so eerily and devilishly, you'll feel the urge to cut your ears off and burn your face. If you manage to survive the cry, she'll laugh playfully, almost as if she's mocking you, and let go of your hand. You can now open your eyes.

If everything was done perfectly, you'll find yourself in a small dark room. You won't be able to tell if there are walls. The only thing you'll be able to make out amidst the darkness will be a single mirror, lit from above by an unknown source of light. Do not dare to look anywhere else, set your eyes only on the mirror, for if you do, the firestorms of hell will feel like a warm summer breeze compared to what Their servants will do to you. In the mirror, you will see the person you always wished you could be. Feel free to enjoy the sight.

Ask again, "Were They evil before their mission?" Your reflection will suddenly look like something satanic, you won't stand looking at your own face without throwing up and wanting to tear your lips off. Should you withstand the horror of the mirror, you will see the reflection of a beast unbelievably grotesque and horrifying, smiling behind you, looking at your shoulder. Do not try to prepare yourself for what the beast will look like before you take the trial, because its appearance is a thousand times worse than the vilest and most bewildering image your human mind can create. You'll be able to feel its breath on your hair, if you have any left. It will then explain every single detail of the bad side of the human nature, the deeds you're meant to do, he will convince you that you are, in fact, the monster you saw in the mirror before.

When he's done, if your wits are still about you, his thin black lip will start bleeding lightly. Should you see your own lip bleeding as well, feel free to comfort yourself because what fate has prepared for you is worse than every travesty in the history of the world. If, however, your lips are still intact, close your eyes. You'll instantly fall asleep and wake up in a matter of seconds in your bed. The mirror will be in the corner of your room, facing the wall. Do not ever turn it around. Legion didn't.

The mirror is Object 981 of 2538. Perfection is not always what you should wish for.

Object 986: The Holder of the Heathen Child

In any city, in any country, go to any mental institution or halfway house 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 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 on 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 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 on 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, which at first seems to be a 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 986 of 2538. Beware the servant. start typing. Veritatis et quasi architecto beatae vitae dicta sunt explicabo nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt.

Object 994: The Holder of Us

In any city, in any country, go to any park close to you. Sit on the nearest bench you can find, close your eyes, and scream at the top of your lungs, "I wish to see the Holder of Us!" Don't trouble yourself with how people will react to your screams, for as you finish your sentence you won't be in the realm of the living anymore. Slowly open your eyes. You'll find yourself on a circular glass floor about the size of a parking lot. The glass will be engraved with markings in languages you probably won't understand and pictures of beauty and hope. You will see no walls, but a void of endless darkness. You might catch glimpses of shadows with your peripheral vision, but don't trouble your mind. It's probably nothing. Do not wonder what lies in the darkness, just appreciate the fact that you have solid ground under your feet. To your right, you'll find a glass staircase. Walk toward it with caution.

As you start to ascend to what will seem like an endless spiral staircase, screams, shouts, gasps, and other cries and sounds of agony and pain will reach your ears, getting louder with every step you take. If at any point the grotesque choice disappears, QUICKLY scream out, "We share the same fate, my children!" Should the chanting remain silent, pray to any god you trust, because the shadows you saw before with the corner of your eye might even exist after all. If, however, the sounds continue, you are good to go. Maintain a steady pace and climb the winding staircase until you reach a trapdoor. It will seem as if it's floating, but when you open it you'll find yourself in an attic. Close the trapdoor and don't ever descend to the void. One visit is more than enough.

Open the rotten wooden door in front of you and you'll find yourself in a long corridor. The walls are often made out of wood, sometimes rusty iron, and at times out of poker cards. Severed heads of once beautiful teenage boys and girls will be nailed to the walls, all staring at you with eerie faces full of obvious insanity. You will immediately understand that their voices were the ones that echoed in your ears during your ascension. Their eyes, tongues, and ears will be pierced with disformed pieces of glass. Dried blood will cover their entire face. You'd better start walking because it's not wise to let a single head look at you for too long. It might work up the courage to act, and trust me, you really don't want to know what a bodiless being is capable of.

As you walk, pay attention to the heads. There should be a pole without a head somewhere at your left. Gather up any strength you have and force your forehead through the pole. The pain will sting, but you'll lose consciousness in a matter of seconds. If you want Them to trust you, you must become one of Them.

After what will seem like days of sleeping, you'll wake up in a spherical room. You won't feel your body because you are now a bloody head on a pole. A meter in front of you will be a teenage girl crying and cutting her wrists with a razor. Ask a single question: "Where will we stand when They come together?" You should instantly feel the pole making its way through your brain and skull, while your head is lowered to meet the girl's gaze. However, if this doesn't happen and the girl looks up at you and smiles, They have decided that you're not trustworthy. Your destiny is to join the heads in the corridor, screaming and gasping for the rest of eternity.

When her gaze meets yours, she will answer your question in a disturbingly detailed way, her sayings violently making their way through your mind, burning your sanity as they go. If you wits are still about you as she finishes with a sob, she will grab the razor and inflict a deep, clean cut in her left wrist. Accept the bloodbath and the inhuman screams gladly as this will be Our fate one day. She will die, and you will faint.

You should find yourself sitting on the bench. If the park is usually crowded, you'll notice many people staring at you in disgust, with expressions of pity and misery. Do what you will from this point forward, for We now trust you.

The razor stuck in the grotesque wounds on your arm is Object 994 of 2538. Fortunately, We don't love it as much as we value it.

Object 999: The Holder of Rebellion

In any city, in any country, go to any mental institution or halfway house you can get yourself to. Walk up to the receptionist and say in an official tone that you would like to see the person who calls themselves "The Holder of Rebellion", and that "it is of dire importance to the cause".

The receptionist will roll their eyes, laugh a little to themselves, and say under their breath, "Oh, yeah, that one." They will then lead you down the hall, explaining that what you are doing is a waste of time and that this person was completely delusional. No matter how many times you try to get them to stop talking, or drop the issue, they will persist with growing volume that it is best to just leave, that this is a lost cause. You will then start to notice that the receptionist was sounding more and more hysterical and that the explanation was really a plea. The receptionist will lead you to a room identical to the rooms next to it, and they will hand you a key. Before they turn to leave, you will notice a tattoo on the receptionist's neck that seems like a secret symbol. Remember this symbol.

You should unlock the door next, but do not open it. Knock three times. If there is no response then you have failed; don't worry, nothing will kill you or drive you mad. But you will go home, and go to sleep. When you wake up you will forget everything about the Holders you have already known, and go about your old life none the wiser.

However, if you hear three knocks on the other side you are free to open the door and go inside. Inside and along the walls you will see maps, blueprints, and plans of previous rebellions and revolutions, both failures and successes. Near the end of the room, there is a table, with a piece of old parchment, an old quill, and an inkwell on it. The table is made out of old wood and is rickety to the touch. The moment you touch the table, the door will slam shut and lock itself.

You will hear a voice beside the door asking you to draw the symbol of the resistance on the parchment. Draw the tattoo you saw on the receptionist's neck. If you draw one thing wrong you will face a quick death, but your soul will suffer for eternity for being a traitor to the cause. If you draw the symbol correctly, every moment of every revolution will play in front of your eyes. The successful ones will make you want to celebrate with the rebels around you. The failures will shoot pain through your every pore. You must not respond to either of these, as they are illusions. Should you respond you will be stuck in that time, meeting the most gruesome death of what the minds of that time could come up with.

If you did not move, you will be confronted with the man who had told you to draw the symbol. He will be tall, about six feet, with a large red scar trailing along from his cheekbone to his chin. You need to speak a code for you to escape with your life.

"Who has tried to stop them from coming together?"

He will list off names, dates, and descriptions of every Seeker that has failed the tests of a Holder, which Holder it was, and what part of the test they failed at. He will completely skip over the deaths of his own Seekers though. Don't ask him about his Seekers, do not interrupt him at all. If you do, you will immediately be brought to a front office in any city, in any country, behind the desk, mindlessly typing until new Seekers come. You are now a receptionist and your thought process will only be as far as what the Holder you were assigned allows it to be.

However, if you are able to quench your curiosity long enough for him to finish going through the millions of names, he will reach up for his scar and pinch the side, ripping it off. You will hear the noise of seams ripping. But instead of being greeted with the man's cheek bleeding profusely in the shape of the scar, you will see a deep red flag, with the symbol you had drawn, placed in front of you. The man will look at you and give a slight smile before handing it to you. He will then say a codeword. One that just hearing would drive one with a weaker mind mad.

The moment he says this, you will be back in front of wherever you call home, the flag now rolled up and in your pocket.

The flat is Object 999 of 2538. No rebellion known to man can stop them from coming together.

Object 1000: The Holder of the Intrinsic

The Earth, the Sky, the Sea as one.

Creation, Aspiration, all undone.

When Land melts and Seas ignite,

When the Sky becomes solid and Day becomes Night,

When the blood of souls drenches a land barren and wasted,

Then will come Horror unlike any ever tasted.

As the Eternal becomes the Ephemeral and Zero becomes All.

Perception, Thought, Being, Existence shall fall.

Not Destruction, but Unmaking, as All and Nothing die,

All is Now, Now is Then, passing by,

The Real is frail, and all is naught but Lies

Between Life and Death lies unspoken Compromise.

I, You, We, Then, are One.

Are None.

Are Never.

Come, Seeker.

1000/2538