Object 1961: The Holder of Revisit
Be thankful, dear Seeker, for I am probably the most merciful Holder you will ever meet. After all, I was once like you, a Seeker. The same cannot be said, however, for my... "colleagues", and unfortunately, you must meet one of them before you try to seek me out.
Obtain the Rose of Forlorn Remembrance before you wish to meet me, unless you wish to waste your time. I shall not condemn your fate to the deepest bowels of hell, but nor will I meet you. Once you do, seek out the first home you lived in, whether or not it is still in your or your family's possession. Do not worry if the home has already been demolished, for I am not picky, and a rough estimation of where it once stood is fine by me. At that location, quietly but clearly, ask, "What is a true memory?"
You will hear a song in return. Once it stops, close your eyes immediately. Keep them closed until you hear one of two things that I will say.
In the event I cannot find even a single sliver of good in your body, I shall shout, "Your future is not yours to decide!" You should repent to whichever god you follow, or none at all. I have judged you beyond redemption and pure evil, and your eternity will not be pleasant.
Most of the time, I will say, "It is time to forego your past." When you open your eyes, you will find yourself in a hospital. You will realize the day and time is of your birth. You will be invisible to the other people in the past, although I suggest your skin shouldn't come into contact with any of theirs. If you do, chances are you'll become visible, and you'll have to find a way to explain your sudden appearance. As if on instinct, you will walk to the operating room. You will see yourself as a newborn, and now, you have a choice to make.
If you touch the baby, as in, yourself, you will find yourself as the baby, with all the experience you already gathered in life following up to your rebirth, minus the knowledge of Us every existing. You will never come into contact with Us, or the Objects in your life, and you will start anew, armed with the information you have accumulated. Many, of course, choose this option. After all, there is no penalty for choosing this option, and your only loss being the Objects you possessed. The easy way out, no strings attached. Like I said, I am a lenient Holder.
If you truly want to continue and gather all the Objects, then make your way out of the hospital. Find the closest part to the hospital, and plant the Rose of Forlorn Remembrance there. Close your eyes and shout, "I will face my future, no matter what lies ahead!" Blink, and you will be right where you began your journey, at the location of your first residence.
Seek out the park. With luck, it will still be there, and if not, well, I bid you good luck in searching. Find the Rose of Forlorn Remembrance, and attached to it, a small bracelet. Pressing the small amethyst in the middle of the bracelet will allow you to relive a happy memory of your choice, full-force and in color. But each time you use it, the amethyst will shrink. When it has disappeared, you will take my place as the next Holder of Revisit, to craft a new amethyst for the one you used.
That amethyst is Object 1961 of 2538. To dwell on the past is to erase your future.
Object 1966: The Holder of Satan
Go to any forest in any country. Walk toward the deepest part of the wood until the only sound is your own footsteps and labored breathing. When even those sounds have faded, sit on the ground, with your eyes closed. You should soon hear the sound of water; if you don't hear it, turn and run. Run until you have found yourself in the heart of human civilization. If you don't, a creature unlike any you've seen will drag you through the trees, the bark tearing the flesh from your bones. You will never be found. Before you will be a waterfall and a pond, even if the land was flat and dry for miles around you.
Face the waterfall and ask only one question, "Why does beauty cause such pain?" Standing at the top of the waterfall will be the most charming and attractive member of your desired sex, though from the corner of your eye you will notice horns and hooves. No matter how they entreat and cajole you, no matter what they ask, you must not speak to or look at them, and you absolutely must not move. You will want to do as they ask, it will feel like the most important thing in the world, for their rewards for your serving them will seem too great to resist. If you can hold out, and remain sane, they will jump from the waterfall and land before you.
In a voice like the hushed tones of lovers, screams of those in pain, and whimpers of frightened children, all speaking together, they will tell you. In great detail, they will describe every jealous and cruel act of violence, every rape, every act of greed or desire; the wars caused for beauty, for treasure, for glory. Every sin of man committed in the name of something beautiful will be made known to you.
The person before you will lead you through the woods, to a small wooden house from which screaming can be heard. The door will open, and you must go in. When you enter, the woman giving birth within will stop screaming, because she has died. Take a knife from the table next to the door and cut the woman's stomach open. Inside, you will find, not a child, but a ravenous bird which will eat its mother's flesh. In your pockets, you will find a hood and shackles for the bird, and a glove, all made of human skin. Hood the bird, rest it on your gloved hand, and shackle it. Turn and walk away from the house. Walk straight until you find a town, any town. Do not discuss the bird with anyone. Take the fastest, most direct route home.
The bird is Object 1966 of 2538. You cannot give what it hungers for, but blood will do for now.
Object 1972: The Holder of Insignificance
In any city, in any country, go to any park with a playground you can find. Sit on the swing that is nearest to any trees. Swing slowly, and close your eyes. The park should begin to become quieter and quieter. If it doesn't, if the volume increases to a loud, ear-splitting buzzing level, accept your fate. You will not leave. If, however, the park becomes completely silent, then open your eyes. Be careful not to open them too soon.
You will find that you and the swing seem to be the only things in existence. You will be surrounded by something that isn't blackness, but is simply nothing. Step off of the swing, and do not look back at it. Walk straight forward, do not look around. You will find yourself feeling small, insignificant, to the point of wishing you didn't exist. You could go on walking for mere minutes, or years. If you don't go insane from what you're feeling, you will eventually come to something that isn't nothing. It's not something physical you can see, but it is there, you can feel it. Pass through this area.
If you hear nothing, you have failed, and will be doomed to wander a realm of nothing forever, without the luxury of death. However, you may hear a quiet musical sound, like a music box, but more beautiful. You will not want to speak, you won't want to interrupt the sound but you must force yourself to speak. Call out, "Why do we have to?" Do not say anything else, and do not question in your mind why you have said this. If you have done correctly, your surroundings will melt back to the park, and you will find yourself a few steps in front of the swing.
Look around the area of the swing. You will find a small bottle of white nail polish. The liquid in this bottle will never run out. There will be no label, no markings. Keep this bottle safe. You can wear it if you wish, it will have no effect on you.
This bottle is Object 1974 of 2538. Don't swing too high.
Object 1973: The Holder of Hearing
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 speak to "The Holder of Hearing". The clerk will continue to do whatever it is that he was doing, as if he did not hear you. Do not ask again. Eventually, he will acknowledge you, and motion for you to follow him. He will take you to a small courtyard behind the building, and lead you to an old well. The well will be open, and completely dark inside. An unstable rope ladder will be crudely nailed to one side. He will tell you to descend it alone.
Carefully and slowly, climb down the ladder into the darkness. The opening to the well will close soon after you start descending. Do not be startled. Once it closes, it is imperative that you not make a sound. All noises you make will be amplified tenfold. Any loud sound will cause your ears to bleed profusely, and your eardrums to rupture. You are in the grips of the Holder from that point on, and your escape entirely depends on him.
You will climb down the ladder for what will seem like an hour, and you will eventually reach a dirt floor. Land softly, and do not make any noise. You will be standing at the beginning of a narrow hallway. Once you have found your footing in the thick darkness, proceed forward slowly and cautiously.
If at any point you hear faint music, quickly cover your ears. You may become curious if and when you hear the strange sounds, but I assure you, listening for more than five seconds will result in your ears being eaten away completely. Keep your hands clamped tightly over your ears to muffle the sound as you make your way forward. Straight ahead should be a door with light peeking out from under it. If the lights should go out, quickly whisper, "It was not my intention to hear what must not be heard, please allow me to continue." If the lights do not return, there is no point in running. Death will be inevitable, in the form of unspeakable agony. If the lights return from under the door, then open it and enter. The amplified sound will be returned back to normal, so you can remove your hands from your ears.
The room will smell like death. The walls will be caked with feces and blood, and the floor will be composed of hollowed-out organs. Hold back any gagging or vomiting, and try to shift your attention to the human form sitting in the center. A naked old man will sit there, with two gaping holes on either side of his head where his ears would normally be. His eyes will be red from crying. Do not approach him, for he will quickly devour your form if you do. By your feet, you will see the two ears that were torn off of him. Pick up one carefully, and softly whisper the question into it, "What was it that they heard?" The old man will grumble as if being awakened, and open his mouth widely and scream. It will be the loudest thing you have ever heard, and your ears will bleed. If you're lucky, that will be all that happens. Do not cover your ears for the entire duration of the scream, or he will tear them off of you like he did his own. As he screams, you will hear the scream of every human victim in history. You may start to sob out of sorrow, but keep your cries quiet.
When his scream subsides, he will approach you and place two small paper-thin objects in your hand. The lid to the well will then be reopened, and you will be free to leave.
The man's eardrums are Object 1973 of 2538. No one must ever hear the things that they have heard.
Object 1974: The Holder of Dogs
In any city, in any country, go to any mental institution or halfway house you can get yourself to. However, make sure whichever place you decide to visit has corridors to both sides of the front desk, the one on its right is not important, but the one on the left must be of a moderately long distance (you should be able to walk at least three minutes in it without reaching the end). When you reach the front desk, ask to visit someone who calls himself "The Holder of Dogs". At first, the attendant will look at you with anticipation and hunger, but will almost immediately ignore your presence. Should you insist for several minutes he will finally whistle nowhere in particular as if calling a lost pet, and ask you to follow him to the right corridor. Do not follow him, unless you wish to end your life as the next meal for the pets of the Holder. Instead, turn to your right (the left corridor) and take that corridor without looking back. Exactly two minutes after walking you will notice the attendant following you. If two minutes have passed and the attendant isn't there then run, flee as fast as you can from the place and do not stop until you find a large mud pit, pigpen, or some pool of any substance of strong, nauseating odor. If you do find one of these, dive in and wait below the surface ten seconds. If you are lucky then your scent will be covered by the aroma and you will have survived. If not, pray that whatever is following you is hungry enough to finish you with a single bite.
However, should the attendant have followed you down the corridor, you will notice that what seemed to be a five-minute-long walk will lengthen in an unnatural way, and you will spend hours walking in a straight line. The attendant behind you will ask you to stop at several doors, but you must ignore him for his intention is to feed the beasts of the Holder. Continue on your path until the attendant passes by your side and positions himself in front of you. Do not stop and follow him. He will finally stop in front of an otherwise ordinary-looking wooden door. If he says anything, then keep walking, for it is not the Holder but the most bestial of demons your imagination can muster that await you on the other side; the attendant will catch up soon. But should he simply stand there and silently point at the door then proceed to open it, for this is the right place.
Behind the door, you will find a grass field dominated by a gray sun, and a single building in sight, maybe the only building in this universe. Enter it and you will find yourself inside a ruined dog pound. Keep walking past a corridor of empty kennels and your perception of colors will decrease until you can barely differentiate blue from gray and yellow from white. Also, dogs of all kinds will start to appear apparently from nowhere and follow you. Some of them will be of a beauty far beyond any living thing on earth, some others will be so horrendous they will remind you of your worst sins, but do not look at any of them for too long, for this will be a sign for them that your mind is weak, and your flesh delicious. Also, most of them will follow you silently, but a few will bark at you fiercely. Once again, do not pay them any attention and continue walking in a straight line, for if you freeze or run in panic it will be your doom, and you will be amazed at how fast your organs can end in that many stomachs.
Be warned, however, that should you have faced the Holder of Treachery or the Holder of the Future before this visit, the dogs won't be as well-behaved, and your terrible trip will have been for nothing.
After walking for what you will perceive as months, you will reach the end of the corridor. There will be a metal door, open it. If the dogs flee scared, which is the most likely event, continue. If they start barking furiously at you then it means their master is not there anymore, and you won't be there for too long as well.
Inside there will be a round room, dimly illuminated in gray, and in the center of it you will see fifteen of the most grotesque beings, most of them the size of dogs, feeding on what appears to be the corpse of an obese naked man. If you are curious you may stay in there for years and the corpse will never be finished, and the beasts will not stop feasting from its decaying flesh, not noticing your presence. Since you are not in a hurry, take your time and study the beasts, try to recognize the one you deem strongest.
Whenever you feel ready you may ask one and only one thing, "What are they loyal to?"
The beasts will howl in terrible anguish and the corpse will stand and look at you with an empty sight. He will tell you the terrible deeds of mercenaries, hired armies, and filthy thieves. Of how they spread horror and blood on the land, terrible stories of murder and pillaging, by the orders of their masters and their own greed; and of how these masters kept the leash on these nameless dogs without fear. He will also tell you stories from immemorial times, of how similar dogs were dominated by similar masters, far before the dawn of men, and certainly far beyond your understanding. Try to keep your sanity, you will need it, because after his story is done the monsters will viciously attack him and feed on him with such a demonic rage that what was first a never-ending supply of meat will be reduced to bones in a matter of seconds.
Wait for the beasts to calm down and, without losing any time, lest you want them to grow hungry again, walk to the remains of the Holder. In his ribcage, you will find a dog collar. Quickly place it on the beast you deemed strongest, don't worry about its size for the collar will change its shape to your needs. However, you must not fear the beast you chose, otherwise, it will maul you without any mercy. As soon as the collar is placed the beast will howl and the others will respond, attacking it. If you chose correctly, your dog should kill them in a breeze; if it is defeated, however, you will soon take the place of the Holder.
If you chose right, your dog will collapse, lifeless, after murdering its last opponent. Take the object from its carcass, blink once, and you will see yourself sitting on a bench of the park closest to your home, the empty collar in your hand.
The dog collar is Object 1972 of 2538. Whatever carries it will do your bidding, but for how long will a beast remain loyal in their presence?
Object 1977: The Holder of Judgment
In any city, in any country, find a place of Judgment, whether it be an inn where a thief is being kicked out or a court where a murderer is being charged. Ask the Old Lady at the back of the place for her verdict; nobody knows what she will say to this... Despite the fact and proceed, upon her answer finishing tell her that she has no bearing over you and her opinion does not matter. If she disappears, you have done well although if she remains poised in her seat calmly leave the place you first entered and do not pursue the Object again; all attempts will be futile and no lady shall be found. If your effort has paid off and the Holder has left, find a person of no relation to you and commit a wrong against them. She will not care what you have done. Hand yourself over to the law enforcement, however, nobody will believe you; tell them that you have come for her. They will guide you to a courtroom that exists for only your trial. The only person in the audience shall be the shrouded Old Woman. Do not speak or think in your judging although remain calm in addition to centering your gaze upon the female. If you do, no reward shall come to you, no sign of an Object will be revealed, but the second your verdict has been announced she will cry and remove a sphere coated in blood and leather. Ask her for it and she will hand it to you. This sphere is coated in blood from the death and destruction humanity brings, it is coated in leather for the hardness against itself being torn apart by human hands. Should you look inside the sphere, well, nobody has ever lived through it. After you receive the sphere, pain will pass through you that is powerful yet bearable; stand through it and stay calm. Your judging has now been completed so forth you and the sphere are bound through Judgement. The next steps must be followed carefully although there are ways out of what will come; if you do not, your life will be followed with no danger but a hatred of mankind.
Go to the man's house you wronged ad hand him the sphere. He will hand you a book containing words you must never spread; read the book as much as you like but never speak its tongue. Carry the journal with you and answer to nobody what it is. If the Holder returns, hand her the book. That journal is Object 1977 of 2538.
Object 1989: The Holder of Sight
In any city of any country, go to any mental institution or halfway house you can get yourself to... is that what you were expecting? And once you're there, be sure to ask for me. Then follow cryptic instructions to a task which will drive you quite mad whether you succeed or fail, gain an infamous and mysterious "Object", miraculously appear at home, etc., etc., amen.
No, Seeker, I'm quite different from most Holders. There are some of us that want you to succeed. There are even fewer of us who are willing to make the task easy for you. I mean, we won't just give you our Objects but we are willing to make the process very black-and-white.
For starters, nix the mental institution. I've personally hated them and we don't have to even come into contact with their halls if we never wish to. But just knowing how close I am to a funhouse of crazy mortals... makes my skin crawl. For my task, for my Object, you need only to find a city which sports a flea market or some form of streetside bazaar. There will be people around and there will be exchanging going on. It's a bit ironic given that you won't be dealing with a "person" and there isn't much "exchange" when it comes to the matter. I know, I know, I'm rambling. Cut me some slack, I've been around for... well, He knows how long, and most of it's been spent by my lonesome.
In this street market, find a conman running a little show. It'll be one of those chump games, "Find the Queen" or "Follow the Ball". And, no, before you ask, you need not worry about this man. If you bother him, he'll likely just tell you to go away in less than appropriate words. There's no madness or eternal damnation creeping up on you. Like I said, this will be very simple. When you get a chance, ask the man if you can see "The Holder of Sight" and to disregard the pun, heh heh. Oh, you don't like puns? Well, I do.
The man will simply nod. He will become very quiet regardless of what kind of person he is or what he was doing before. Very calmly and slowly, he will lead you to me. I'll be waiting for any and all Seekers at a bar nearby. He will lead you in, point me out, perhaps mutter a few words of luck or a few strategies for the type of con he runs, and then leave. I advise you to listen because though my challenge is simple, you should never turn away free advice.
Oh, come on, take a seat. I'm not going to bite your head off. Or cast you into oblivion. No, just sit down beside or in front of me, whichever is more convenient. I'll buy you a drink, whatever you like. We can talk for a bit if you would like to become relaxed first. You can ask me anything you like and I'll try to answer. I won't reveal anything about the Objects or Holders though, so don't bother. I probably will just shy away from any topic having to do with Them or their byproducts. But just humor me, will you? As I said, I'm rooting for you, so the least you can do is pay me a little courtesy before my challenge. And, yes, I may want you to succeed but I still have a role to play.
Now, remember the con? "Find the Ball" or whatever the person was running on those poor fools and rich braggarts? That's my challenge, I won't pull any tricks or fancy schemes. We'll play one round and you'll pick a card or cup or make a selection of some sort. If you lose, you'll be allowed to leave whenever you wish. On your way home, you'll be mugged and it will go badly. No matter how skilled you are or what you bring, it will end badly. You'll die. Where you go afterward, I can't say. Believe what you want but I just can't talk about that.
However, if you win, you will have my Object. Now my Object is like many of those others that become a part of you but I will make it as painless as possible. I will reshape your eye, allowing you to see through a living body at will. This won't work on anything, it's specific to living entities, but it will allow you to turn anything that can be considered living, even Holders and worse, into a window for you to peer through.
Your eye is now Object 1989 of 2538. I can't say what will happen if you bring them together, but enjoy the ease of this task without question or worry. What lies ahead of you is already difficult enough without a tired Holder making you jump through hoops for my own amusement.
Object 1994: The Holder of Reckoning
In any city, in any country, go to any museum you can get yourself to. When you reach the front desk, state very politely that you wish to visit "The Holder of Reckoning". Once you finish making your request, wait. The man at the desk will look at you with disbelief, then sight. If you are afraid or uncertain of your success, leave. Leave the city and never come back. But if you are confident and brave then look into his eyes and repeat in a determined voice that you want to visit "The Holder of Reckoning". The man will rise reluctantly from his seat and ask you to follow him. He will lead you through a maze of hallways. Don't lose sight of him. There will be several turns, and the more you progress the faster he will walk. But don't lose sight of him or you will be lost in the maze of hallways and wandering 'til eternity.
If you manage to follow him, he will stop in front of a wooden door and give you a key. Then he will walk away. After he has vanished from your sight, turn to the door or be prepared for an eternity of pain where death seems like a blessing. When he is gone and you are assured of it, open the door and walk in. Close the door. Lock the door with the key provided, but don't forget to take out the key after locking it. You will find yourself in a large hall. The door will vanish. Look carefully: the hall is filled with paintings with extremely beautiful frames. Don't stare at the paintings. The paintings depict the most disgusting and horrible crimes ever committed by humans. If you stare at a painting, you'll soon find yourself inside the horrible scene and will be forced to endure torture 'til eternity and insanity will be the only consolation.
The hall will be extremely large and the roof won't be visible. Start walking forward. As you progress, you will start hearing painful noises: people screaming in agony, cries of children, and inhuman roars. As you proceed, the noises will only increase. Soon you will find yourself in another hallway. It is of ancient design and on its walls hang paintings of you. Every sin you've committed, every lie you've spoken, small or big, every crime you've committed, everything and their horrible consequences. There will be paintings of your future, you committing horrible deeds with Objects in your possession. Many go mad after seeing this. As you proceed, the hallway will become increasingly old and wrecked. Don't stop, just keep walking, or what awaits you best not be described. Those noises will be increasing in both volume and intensity as you proceed. Should they stop suddenly, speak loudly but politely, "I don't want to interrupt your judgment; all I seek is knowledge." If the noises resume, you are lucky. If not, then pray that your death is quick.
If everything goes right and you reach the end of the hallway, you will be standing in front of a huge door. Unlock it with your key. You will find yourself in an arena. The spectators are such beings whose very description will force a person of weak will to insanity. There will be a weapons rack by your left. There is a sword, a dagger, and a mace. Choose your weapon. Your opponent will choose a weapon as well. You will now realize your opponent is none other than the person you love most. It's an illusion; don't be tricked, or else you will meet a gruesome end at the hands of the creature disguised as your loved one. As soon as you grab your weapon, decapitate your opponent or, if you have chosen the mace, crush their head. The creature will revert back to its original form and die. If you delay, then your head will be crushed instead and you will be eaten.
After your opponent falls, kneel and lower your head and close your eyes. Now ask, "When will the day of reckoning come, and what is my duty?" A creature will stand in front of you. Its appearance is so inhuman, just looking at it may make you a lunatic. So keep your eyes closed and listen as the creature in a strange voice tells you about the Objects: if they are used for evil, what they are capable of, and the carnage and destruction they will bring if they come together. The morbid tale will be long, but you must listen carefully and never let your attention falter or you will be awarded a gruesome death.
After the creature has spoken, thank him, then look up. There will be no sign of the arena, the demons, or the Holder. In front of you will be a complete set of armor, all blood-red: a helmet, cuirass, chausses, gauntlets, and greaves. No matter how large or small you are, the armor will fit you perfectly. When the day of reckoning comes and they come together, this armor will protect you and give you strength beyond human ability. It's up to you how you use it.
This armor set is Object 1994 of 2538. The end is soon to come, will you be the protector or the destroyer?
Object 1998: The Holder of the Hidden
To receive this Object, you must visit an abandoned mental asylum. Once inside, venture down the hallways until you reach a rusted door that is bolted shut. Don't even think about opening it, for if you do it will spell your doom. You will be given five minutes to pray to your god that you believe in, then be devoured by the mouth of hell itself.
Instead, wait for at least three minutes, after which you will hear the groans of a tortured man. The bolts will have dissipated, allowing you to enter.
Inside, a man will be on a stretching rack. No matter how pitiful or horrific his screams are, do NOT help him. If you do, he will overpower you and place you on the rack. Look beyond him and a large file will be sitting on a desk. Pick it up and run outside. Wait this time for six minutes. The shrieks of a woman will emerge. Enter and the man will be replaced by a woman in an iron maiden slowly being closed. Again, ignore her. Behind her on the desk will be a pair of scissors. Take them and walk outside. Finally, wait nine minutes, and the howls of a child will appear. Inside, a small boy will be on the table with sharp barbed wire driving into his eyes. Ignore him, for he is beyond your help, like the other two. You cannot kill him out of mercy, as he is a memory of a patient. This time, a key will be embedded in his right eye. Yank it out, and behind you, a large door will erupt out of the ground. Walk into it.
After being enveloped by a flash of light, you will be in a bloody rusted room. On your left will be the most beautiful woman you have ever seen. If you are a girl, it is vice-versa, with the figure being a man. On your right will be the most hideous being to enter your mind, again, if you are a female it will be a man. The pure one on the left has delicate wings growing from his/her back, while the demonic one will have rust-encrusted bloody wings of iron forcibly grafted onto his/her shoulders. Both will be chained to a monolith in the center, opposite each other. You must help set free the demonic one ONLY. Do NOT free the pure being, who is a mere deception. Use the file to saw through the chains. Next, use the scissors to cut the wires. Finally, unlock a lock with the key.
The pure one will howl if you free the demonic one, and proceed to attack you with sharp claws. The demonic one will block it, then slice the pure one apart with its wings. Once the pure one's deception is slain, ask the demonic one, who will transform into the pure one, being the true pure one: "Who do they seek? Which must they fear most?" He/she will sigh, and begin a story of those who opposed the Objects and the corrupted Seekers.
And they succeeded.
However, they were quickly put to a stop by a supernatural force, possibly the creator of the Objects.
When he/she is finished, he /she will kiss you on the mouth, and after that, will present you with a set of bronze scales.
You will be whisked back to your home, with the scales in hand.
The bronze scales are Object 1998 of 2538. It exists to remind you not to be careless when balancing out good and evil, right and wrong, or truth and lies.
Object 1999: Please Do Not Read This!
It is too late. The test has begun.
You fool. I told you not to read this. But you did.
And now you'll die.
Well, congratulations. As long as you're here, might as well tell you.
Get in your bed at exactly 10:00 AM. Not a second more, not a second less. And, yes, I mean 10:00 AM in your time zone. Don't worry, the Holder will know.
Get in bed and hide under the covers. If you can't see him, he can't see you.
You will become scared. Very scared. You should be because the Holder is coming for you.
You have an hour to erase this fear. You have an hour to erase the Holders and the Objects from your mind.
If you feel a compelling urge to tell someone about the Holders, then congratulations. You won. If you don't, then, wake up your family and friends and tell them you love them. You now have two choices. Wait until the sun rises, or kill yourself. Both end the same way.
If you feel that urge, then you will tell someone about the Holders. Not just the Holders, but specifically mention what happened to you from when you first read this message to that moment. You cannot fight it. You will share your story.
And then you will die.
These stories are Object 1999 of 2538. The Holder of the Wit.
Object 2000: The Holder of Dark Paths
In any city where you have had no previous contact with any Holder of Object, or more importantly, any close encounters with Them, find yourself an empty parking lot at midday. Once there find the uttermost middle of the lot, sit on the ground no matter how hot, and count the seconds that pass. Concentrate and be careful, because if you lose count or miss a number, your flesh will be incinerated by the sun and your soul shall descend in the deepest torment chambers of Hell.
When your count reaches 2000, and nobody appears, you are no longer in the world you came from, no matter how unchanged your surroundings. In this no-place, the souls of former Seekers who have like you, failed, will mangle your body and your soul will join them in unending hate-filled lust.
Should a short, pudgy man appear from around a corner, follow him to wherever in the city he will lead you. Enter where he enters, ride the subway and get off where he does. Finally, when both of you are in a secluded part of town, he will turn to you angrily and shout, "Why are you following me, Seeker?!" You must not answer this question, however strong the desire to answer is, for you will become the next Holder of the Hidden. After waiting for an answer from you and not getting one, he will turn and sink into the ground.
With him, the city you are in will vanish. You will reappear in a deserted amusement park. Pay no heed to the empty eyes of the carnival rides and stuffed toys and dolls that stare from empty stalls; they are opportunistic demons and will grab at you and your quest will end in this godless place. Instead, walk to the large building that identifies itself as a Hall of Mirrors. It should have a giant clown's mouth as its entrance. Follow the course of the hallways lined with mirrors and try to find one that is even more bent, warped, or distorted in every way than the others but will still reflect a clear and perfect image of your body. On the ground at your feet should be a doorknob. Pick it up and reattach it to the mirror in front of you. Be careful and do not break the mirror while doing so for as your reflection shatters, so too will your body, and death will be no refuge in this desolate place.
Upon opening the door, you will find a small room where a large teddy bear will have been placed. Its fur is of a bluish color and otherwise looks as if it was new, other than its noticeable lack of buttons that made its eyes. Speak only the question, "Who hid them all?" Repeat the question seven times and you should hear a language unlike any you've encountered on your long journey. It is said that the voice sounded like broken glass grating upon each other. This voice will speak to you of all the Seekers who have failed, the evil they have committed, and the evil that has befallen them. One by one, the histories will consume your mind until you no longer wish for your journey. Should you hold out, however, speak, "I must reveal the secrets."
After these words leave your mouth, the stuffed bear will slowly disintegrate and with a final shriek, vanish. Inside of its desiccation, you will find a blindfold with the embroidery "They must never come together. Ever."
Wear the blindfold over your eyes and walk out of the room. You will experience a falling sensation, but do not panic and take the blindfold off. There are few accounts of those who have taken the blindfold off their eyes in fear; all are unpleasant. Softly you will land and, again, you must count the seconds. It must be the exact number that you have counted to before, 2000. Do not be impatient, as any less will have you begin your quest for the Holder of the Hidden again, in a different city.
The blindfold is Object 2000 of 2538. Blindness is the silence of sight. This is Their hiding place, pray that you never stray from the light of creation and into Their realm.