Object 539: The Holder of Foolishness
In any city, in any country, go to any mental institution you can get yourself to. Go to the front desk and ask the receptionist to visit someone by the name of "The Holder of Foolishness". If she says, "We do not have a patient by that name here, good day," run. Run as far as your legs can carry you, then farther. You will never be safe from her anger. But if the receptionist says, "Follow me, she is in room 506," follow her closely, and do not stray to read any signs, for they are in unknown languages and illegible chicken-scratch.
When you walk down the seemingly endless corridor, you will hear what sounds like someone arguing with themselves on random subjects. Should, at any time, this babbling stop, freeze where you stand, and wait ten seconds. If the sound does not return, say in a commanding voice, "I am not fooled by you." Should the babbling still not return, it is too late, for she is behind you, waiting for you to turn and face your death. If the sound returns, then proceed. The receptionist will be far ahead of you but don't speed up or they will hear you.
When she reaches room 506, she will turn and look almost sad. She will wait for you to arrive, then say, "Do not be fooled by her trickery." By now, the babbling is loud and clearly audible, but do not listen, for if you hear her clearly you will be driven to the brink of insanity and claw at your skull. This is only the beginning of a horrible eternity. Should you succeed and enter, stay ten feet away. You can try to distract her all you wish, but she will only stop and listen to you if you say, "What is the only way to fool the others?" She will slowly turn to reveal a face, half-skull, half-mutilated with scratches and cuts. She will then describe a deception so foolish, but at the same time ingenious.
When she finishes, she will talk to you. Do not flinch when she reaches a hand out to you, she has a small crystal tear in her hand. Do not let her drop it on the ground, or you will take her place in eternal insanity. Catch the tear when she drops it. When you have safely grasped the teardrop in your hand, the woman will slowly turn and disappear into dust.
You will then wake up on your lawn. Your neighbors will say when they saw you that you were babbling on about insanity all night.
The crystal tear is Object 539 of 2538. They must never come together, or the world around you will fall to the brink of madness, babbling on about insanity, just like the woman had in her cell.
Object 540: The Holder of Seekers
I know of your task. I know which Object you are to seek out and protect. I know who is and isn't a Seeker. You may not even realize you are next. Let me see... Ah, yes, before I tell anymore, I will share with you ideas you may not have known of or even comprehend. You are a Seeker, one of an original set of 2538, but now, sadly, of 538. I still know who was to seek out the lost Objects, and the fates they have met or will meet. A Seeker's job is to find an ancient item and protect it with their life.
Some of these Objects may corrupt the minds of those who should wield the item. Some will bring new knowledge to those who are not ready. Some will bring about their demise, or even drain them of their life.
You are a Seeker too, and now it's your time to seek me. I am the Holder of Seekers. My Object will give you a knowledge none are supposed to have. To find me, you must go to the closest church or cemetery you can walk to. When you speak to the priest at your location, ask him these words exactly, "Father, I have come to seek guidance from the Holder of Seekers." He will understand your request and show you a part of the area you may have known of. He will lead you down a dark staircase, it will seem to bring a deepening fear and sadness, but remain vigilant and brave, you are safe in my realm. I understand your request, do not worry. Once you reach the chamber of illusion, you will find a pedestal with a stone cross on it. You may take it, but only use it to unlock the truth of the chamber by inserting it into the wall opposite of the stairs in the indent in the marble wall.
At this point, you have reached my dimension and the priest is gone, so are the stairs, they have been replaced with a long corridor. You may no longer leave, your fate is sealed.
Enter the corridor and you should hear on your left angels singing hymns, and on your right demons cursing their fates. If for any reason you hear it vice-versa, remove the cross from the indent and walk through the corridor. If you still hear the sound inverted, place the cross and pray that your death is swift.
If, however, you successfully make it through to my chamber, open the doors and walk ten steps inside. You may ask me only one question safely without releasing the demons within yourself. This question is, "Who seeks them?" I will then describe to you in great length all the false Seekers who tried to change their destiny, and what they were met with. If you are still conscious and sane, I applaud you, not many are true Seekers like you who can survive such accounts.
After this, I will hand you a scroll written in a strange language you are not accustomed to read, or even accustomed to any humans who ever have, do, or will exist. Do not read this scroll until you seek out the one with the true sight, he is to read my scroll.
My scroll is Object 540 of 2538. In the wrong hands, the world will be destroyed by the darkness within the Objects. Oh, and you can tell your best friend he's next on my list.
Object 541: The Holder of the Blaze
In any city, in any country, go to the nearest mental institution or halfway house you can get yourself to. When you reach the front desk, ask for the one known as "The Holder of the Blaze". The receptionist will stare at you with a look of cold, burning hatred, but will reply coolly, "He does not accept visitors." You will have to insist with a commanding voice, or she will not believe you are the one.
If she doesn't think you're the right one, she will call upon the guards to "escort you out of the building". If you make her believe you are the one who truly seeks the Holder, she will reply coldly, "Follow me closely." I'd advise you to listen, do not stray more than 5 feet away from her or you will burn in a dimension between this and that of the Holder of the Blaze for eternity.
When she is about halfway down the hall, you should start to hear a demonic voice laughing and trying to distract you. Do not listen or you will lose control and fall to the floor, going mad with the other Seekers who have failed their quest. When the laughing stops, you must tell the receptionist to stop and freeze yourself. If she asks, "Why are you stopping? Do you want to see the Holder or not?" do not reply to her, but say this: "The blaze does not scare me. Allow us to pass through this inferno." If the laughing continues, you may tell her that you may now continue. If the laughing does not return, fall to your knees and tell the receptionist to go without you, you will want to burn instead of being mauled by the demons that will surely haunt you.
When you make it to the end of the hall, you will find a charred iron and obsidian door. Enter the cell behind the door exactly 10 seconds after the receptionist says "I wish you luck, you foolish Seeker." Her look will change to one of concern and regret. She was once a Seeker, after the Holder of the Blaze as well.
When you enter, the door will slam shut and the fires in the cell will dim. Wait exactly one minute and say these words exactly: "What are the punishments?" A small inferno will spark in the exact center of the room to reveal the demon from the halls that was taunting you. He will describe in gruesome detail the Seekers that have come and gone, every punishment and torture they had to face during their time as a Seeker.
If you have not gone mad from this telling, say, "I wish to learn of the blade that your Object holds." He will then disappear, only to reappear seconds later, holding a small, blazing orb. He will beckon you to take it, but you mustn't, for at this time it is untouchable. You must wait for this Object to turn blue. It may take what seems like an eternity, and the demon may threaten you, but he has no power here, at least, not anymore.
Once you have taken the Object, you will appear in your room. You will remember nothing of the mental institution, only of the demon and the orb.
This orb is Object 541 of 2538.
Object 542: The Holder of Monsters
In any country, in any city, go to any zoo you can get yourself to. Ask the third keeper you see to visit "The Holder of Monsters". If the animal behind him/her begins to growl and he/she gives an animalistic snarl, you've found the right place. The keeper will lead you to a building that you suspect holds animal food and things like that, but it does not. It is a long hallway that smells like blood and animal excrement. The walls have scratches on them and bloodstains mixed with hairs, fur, and scales.
Do not attempt to cover your nose, or breathe through your mouth, you may just lose it. If at any moment the smell is replaced by a scene similar to roses, then yell, "I'm not invading territory, just passing through!" If the smell doesn't go away, hope for a swift death, but do not expect it. However, if the scent leaves, proceed to the first door you see. If it is made of wood, run. Run as fast as you can. They have your scent and the pack will never stop their hunt for you. If the door is made of metal, push it open and walk in.
You will see a kind of old woman and three dogs. The woman will tell you to pet a dog. Choose wisely. The one on the left has pure white fur and blue eyes. The one in the middle has green eyes and stone-gray fur. The one on the right has pitch-black fur and russet-brown eyes. They all resemble wolves. Pet the wrong one, the woman will throw something on you and the dogs will maul you to death. Choose correctly and another door will be shown to you. Go through it, and you will be in a forest.
Animals that you have never seen before will be around you. All with strange faces, and demonic eyes that lust for blood. Avoid them at all costs. They are the monsters that came before the animals, and they thirst for blood. If you walk toward the sun, expect to be burned to death. Walk toward the moon and you will find... something. It is humanoid but had other qualities. Its eyes are unblinking snake eyes, a lizard's tail whips around, and its human face smiles to reveal shark teeth. Its body is one of a bear. Each hand has long claws of an unknown creature.
Ask it, "What were they before the change?" The thing will tell you, in a raspy voice, what all animals were before there were humans. It will tell you all the monsters that roamed the earth that were out into slumber. Don't worry, most don't go mad from this information.
The monster will give you a long claw from its own finger, then slash at your face. You will wake up in your bedroom with a long claw in your hand. This claw is Object 542 of 2538. They must never wake up.
Object 543: The Holder of the Animals
On any continent, in any country, go to a location far away from the din of civilization. This location can be anything from a dense forest or jungle, an arid desert, or a frigid tundra. This is where the trial shall commence.
It is necessary for one to know one of the many symbols of Cernunnos, the horned lord of the forest. He embodies the wild, untethered qualities of nature and all its creatures.
This symbol must be carefully traced along the ground. Then, when the tracing has been finished, don't lift your hand off the ground just yet. You must then close your eyes and utter the words, "I seek the Holder of the Animals." Now you may lift your hand from the ground and open your eyes. The once-elegant landscape is now incomprehensibly morbid and horrifying. All vegetation is charred and black, the sky is a scarlet red, and the ground is green and yellow due to heavy mixtures of pus, blood, and other ineffable liquids. On top of it all, the ground is littered with innumerable animal corpses. Many are young, many are old, but they are all hideous and covered with maggots. Show no fear, for if you do, you will be forced to wander the endless panorama for endless of times.
Should you be brave enough to trudge onward, blessed are you, o brave Seeker. But the trial has only just begun. You must keep walking forward for what will feel like hours, days, or weeks. You must try to keep your sanity with you, as you will see nothing but death wherever you turn your eyes. At some point, you will begin to hear noises. They start out as loud as whispers, but they slowly, and I do mean slowly, grow louder until the noise is literally maddening. Close your eyes the moment you begin to hear these noises. Only when the noises stop can you open your eyes.
When you open them, you will notice something on the ground. It looks like some sort of canine creature. It appears to be alive, yet you will initially question whether or not this is so. You will hear the creature whimpering pitifully. No wonder. It is covered with deep gashes, colorful bruises, maggot-infested wounds, and is missing an ear. It has eyes that are black as pitch, yet seem incredibly forlorn. If you are repulsed and either kick it, spit upon it, or walk away, you will join the endless number of corpses on the ground as punishment for your cruelty. You will, however, be conscious, feeling the pain of maggots eating away at your flesh for eternity.
If you truly have a heart, you will be filled with pity and sadness. You must close your eyes and embrace the creature whilst ignoring its repulsive features. You will feel the animal's body against yours, and you will feel it lick your cheeks. Only when the licking stops may you open your eyes, lest you be enveloped by the earth forever.
When you open your eyes, you will be surrounded by an endless number of animals on all sides. There are far too many to count, so do not attempt it, or you will surely go mad. Some of those you see will have angry expressions on their faces, while others will simply bear expressions of sadness. You must show no fear even now. The animal that was once in your hands has vanished. In front of you, you will find an old man in a tattered, moldy cloak. He has the same wounds and gashes as the animal you once held in your arms. He also has antlers, canine ears, fins, scales, hooves, a tail, and wings.
This man will only respond to one question: "Why were they created?" The man will then begin telling an incredibly long tale, telling of the reason why god made the animals and the purpose they were meant to serve toward mankind. Eventually, however, he will begin telling of every single inhumane atrocity committed toward every single animal that has ever lived. You will see dreadful, unimaginable sights of torture, and the sounds of their cries, eventually becoming English instead of normal animal sounds. These are enough to drive one insane. Some have broken into uncontrollable sobbing fits and dissolved into the foul mixture that covers the ground.
If you can withstand the entire story, the old man will force his hand inside his chest. He will then rip out his beating, solid-gold heart. He will then walk over to you very slow-like. He will then rip out your own heart, which will be unbelievably agonizing, and place his heart into your chest. If you reacted to the pain, demons with animal heads will appear and devour you until nothing remains. You will then be revived, take the place of the old man, and await the next Seeker.
Should you not react, however, the old man will smile and say: "Boundaries are illusions." You will then begin to sink into the ground until nothing left can be seen of you. You think you are a goner, but you open your eyes to find yourself back in the middle of the wilderness where your journey began.
The heart which now beats in your chest is Object 543 of 2538. The voices of the beasts will be made known to you. Be wary of what you hear.
Object 544: The Holder of the Wave
In any city, in any country, go to the nearest ocean resort you can get yourself to. When you reach the front desk, ask to see someone by the name of "The Holder of the Wave". If he laughs and says no one is checked in by that name, hope for a swift death by the person in line behind you, for there are far worse fates for those deemed unworthy.
But if the receptionist seems to loosen up, he will say, "He is on the top floor penthouse." Then he'll give you a room number and a key. When you get into the elevator, instead of hitting the button take you to the top floor, locate the keyhole that was not there before and use the key. You'll notice that now it looks like a staff key.
Once you unlock the mechanism, you may go to the top floor. Should you fail to do so, though, you should jump out the nearest window you can find and hope you die from the impact; if not, nowhere you go will be safe from his wrath.
Once you reach the penthouse, you will notice an older man sitting on the couch, crying. Nothing you say can stop his sadness, but you can ask him one and only one question. That question is, "Why do they flow freely?" He will stop and turn to stare at you, heaving a deep sigh. He will then tell you of every moment when the Objects have been passed from a Seeker to a Holder, just to go back to a Seeker due to death, or the Holder of Sacrifice.
When he finishes weaving his tale, he will seem to flow away. Go to where he was sitting and you will see a battery. You should locate the remote, it needs a battery to run. Once you insert the battery, turn on the television, for now the Holder is ready to test you. You have passed the guardian, now you must remember what his tale told you. He will ask you, in total, 5 questions. If you should succeed, he will grant you his Object. Should you fail, you will be punished by releasing his guardian upon you, only in his truest form.
If by any chance, you manage to have passed your test, the TV will turn to static, only smoother and slower than normal. Look under the coffee table in front of you. You will see an orb as blue as the ocean. When you take it, you will be transported back to the elevator on the bottom floor.
Leave this hotel and put the orb by the shore for 5 seconds, let it reflect on the ocean. After 5 seconds, take the orb and leave. Never under any circumstance should you return, lest he steal your Object and with it your soul.
This orb is Object 544 of 2538, and is the brother of Object 541. It can see in the deepest oceans, and allow you to breathe underwater. But when the time comes, will you be able to escape?
Object 545: The Holder of Squall
In any city, in any country, go to the nearest airport you can get yourself to. When you pass inspection, go to the nearest place you can buy a ticket, and ask to travel to where "The Holder of the Squall" lives. Should the salesman or saleswoman show a face that is chipper, count yourself lucky, you have just bought a ticket to the Holder. If the worker doesn't give any sign of your existence, you should fall to the ground and weep, and at the top of your lungs, scream, "Why have you left us!?" If now the worker gives you a chipper look, stop weeping and rise, for you may now continue.
Should the worker still not pay you any mind, you have been lost to the dimension between the plains of reality of that of the Holders themselves, where the demons of each are kept in the deepest pits of hell. You are now their lunch. You will never die. You will see, hear, feel, and smell everything from the creature of hell, to the flesh ripping and tearing off of your bones, to growls and hisses of the demons, to the blood leaving your body and dripping onto the once white airport tiling. Every day you will be remade to do the cycle yet again.
If you managed to get your ticket though, go to the seat assigned to you by the ticket. You should be the only one on the plane, save for a middle-aged woman in a light jacket and hat. Your seat should be next to hers. Now you should hastily reach your seat and do as per normal when about to take off in flight. No matter what you do, do not break the silence. If you do, the woman next to you will reveal her true form and consume your soul, then throw your body out of the plane, just be run over when the plane starts off to its destination. If the pilot speaks first though, all is calm, for now at least.
When you have been in flight for what seems to be years, the pilot will speak again, just to be cut off with a scream and a growl. The woman next to you will have a smile of the foulest demon imaginable. Do not look for even a moment, and do not speak. After 10 seconds, the plan will start to fall from over 20,000 feet above sea level. Wait for the emergency doors to open and start a torrent of air. You must hurry and ask as fast as you possibly can, "Why do they linger away from each other?" If you manage to ask before you hit the sea, the woman next to you will reveal her true form, for she is the Holder.
She will then describe in gruesome detail the first gathering of the Objects, the next gathering of the Objects, and the gathering of the Objects after that. She will tell you of the horrors all of mankind have faced because of this, and how they have rebuilt over time.
All the while, you will just be falling endlessly, and it will get harder to hear and breathe, but you must prevail. She will then ask for the brothers of her Object. You must have both The Orb of the Wave and The Orb of the Blaze. Should you fail to show her these items, you will be forced out the airlock doors and fall eternally into a fire so hot it will roast you alive, waves of water so treacherous they will cut you and then sting you with the salt of the ocean, and of winds that are so dangerous, they will shred you alive into dust.
But should you show her these two Objects, she will then add her own and bound them in a scarf. You will then wake up in bed in the place you call home. Look in your closet and you will find a scarf that was not there before. Open it and you will have 3 orbs inside. On the scarf will be the face of the woman, sewn into it eternally.
The orb is Object 545 of 2538, and the sister of The Orb of the Wave and The Orb of the Blaze. As long as you have the orbs together, you can survive the elements. And as long as you have the scarf with them, you will have a guardian with you. In the time of disaster, will these orbs protect you?
Object 546: The Holder of the Fuel
In any city, in any country, go to any gas station you can get yourself to. Fill up your tank until it is full and pay for it. When the attendant is about to give you your receipt, state as clearly as you possibly can: "Show me the Holder of the Fuel." If the lights flicker, run out of the area and never return, or face the most excruciating death your imagination can create. But if the attendant's face contorts into a look of discomfort, you are momentarily safe.
The attendant will then lead you behind the service station to a car that looks very out of place. It will be old, rusted, and yet still seem brand new. The attendant will open the car's driver door for you; get inside as quickly as you can.
Wait a few moments; this is your last chance to escape. When you begin to hear soft lullaby-like music, exit the strange car and return to your own car; sleep there. You'll wake up in bed in your home, unsure if it was a dream. If you wish to carry on, however, lock the car doors when you hear the music.
You will hear rustling in the backseat, directly behind you; don't look. Ask loudly for the thing to hear: " What is the fuel that drives us to find them?"
The thing will then tell you every detail of every Seeker's desire for every Object in terrifyingly accurate detail. If he gets to your desires, press down on the horn as hard as you can to block out his speech. He will huff, clearly disappointed he couldn't tell you your own desires.
He will then reach forward and place a set of keys into your lap. You will then blackout. When you awake, you will find yourself in your car again, the fuel in your car is once again the same as when you first arrived. In the ignition, however, will not be your keys but the keys the creatures dropped for you.
That set of keys is Object 546 of 2538.
Object 547: The Holder of Avarice
In any city, in any country, go to any hotel between the hours of two and four a.m. and approach the reception desk. There will be a woman standing there speaking to the clerk in an unknown language. At this point, rudely interrupt the woman speaking and demand to know the room "The Holder of Avarice" has checked in to. Do not apologize for your rudeness or politely wait for the woman to finish speaking or the clerk will disavow any knowledge of the Holder and the woman will resume talking. If you have not left before hearing your name passed through lips completing her curse, you will never be able to obtain any more of the Objects.
If done correctly, the clerk will stare nervously at you as if silently pleading for you to leave. Stare back intently and after a moment the clerk will begin to cry. He will place two fingers over his left eye and violently tear the eye from its socket, then proceed to dig and scrap until what is digging for is found. He will begin pulling out an old silver key whose teeth are jagged and sharp. Do not wait for him to fully extract the key, but instead move his hand aside and forcefully yank the remainder from his skull and place it in your pocket. The clerk will then feebly mutter that the one you seek is checked into his private suite. Leave the desk for the elevator without apologies or remorse and approach the elevator.
The doors of the elevator will slide open as you come near them. Inside is a man standing near a panel with only one button with bloody thumbprints smeared on and around it. Demand that you be taken to any floor between 1 and 2538. You can also demand to be taken to the basement and god help you if you do. You will begin a slow and seemingly endless descent at the end of which the doors will be ripped open and you will be dragged into the inferno. You can demand to be taken to the roof at which point you will begin a seemingly endless ascension. As the doors open, they reveal a paradise that will bring tears of joy, but this paradise only exists as long as the Objects are not gathered and when they do gather (and They will) your paradise will become a place of unending pain and torment.
Demanding a floor number that corresponds to an Object you've already obtained will open to the room in which you met that Holder. Anyone or anything residing in that room will stare at you with great malice and anger. Stepping into that room will only cause your own death. If the floor number you demand corresponds to an Object you've not yet obtained, the door will open to reveal darkness for you cannot comprehend this room, and stepping out of the elevator will leave you trapped outside of time and space forever. It is highly advised you only demand the floor number of the Object you are currently seeking.
As you step outside, you are in a hallway bathed in light from the row of windows facing the elevator. To your left, the hallway becomes brighter, but there are no doors you can see; this is not your path. To your right, the hallway becomes a dull crimson color; this will be your path. You are free to peer out the windows as you walk, but you will regret it as what is occurring outside is unspeakably chaotic and grotesque. You will notice the doors you pass have a placard on which is written the name of a Holder. Do not open any door except for the one with the name of the Holder you are seeking because inside those rooms will be a trio of children with distorted faces. The one in the middle will reach out a closed hand and promise you that which you have desired most in your life in return for holding their Object. If you agree and hold out your hand, an unseen Object will be dropped into it and your hand will clench shut. You will be bound to this room for eternity as your bleeding hand is forced to hold this unknown Object and stare into the indescribable faces of the three children. You will be overcome by such deep and previously unknown terror that you will open your mouth to scream and protest, but sound will never come only deafening silence.
The walk will seem to last for days or even weeks until you finally see the name of the Holder you seek. The placard on the door is bejeweled and made of gold with the letters raised in silver. Retrieve the key from your pocket and unlock this door. At that time, the key will disintegrate. If the key remains intact, then you are not a true Seeker and you will begin an agonizing disintegration of every atom of your body into oblivion.
If you are a Seeker, you will step inside to find a room with piles of gold, silver, jewels, many known and unknown types of currency, and stacks of property deep papers, but do not touch these things for you will incur the Holder's wrath and suffer it greatly. Before you lay a path where the floor is bare and at the center of the room on the floor is a small imp continually counting off seemingly random numbers, presumably counting the value of its possessions. Step forward and demand this and only this, "I want all that is yours!"
The imp will reply, "Then take as much as you can carry." You will feel an incredible urge to begin filling your pockets, but do not take anything for it is a trick. The imp will begin telling of how he acquired all of his wealth and why you shouldn't seek the Objects because they have no value. It is a long tale and while the imp is speaking, your only thoughts will be about gathering as much treasure as you can. You wonder how much you can carry on this visit and plan your return with large sacks and carts to carry off the rest. You will glance around and catch your reflection in a large silver tray. You recognize your face, but on it is a most horrible look that conveys a most sinister desire. If you look upon your reflection long enough your reflection will whisper to you, "Take the treasure now while it still speaks."
If you are able to resist this excruciating urge until the imp is finished, it will look up at you muttering how foolish you are, and cast a small opaque cube at your feet. Within the small opaque cube radiates a dull glow. Retrieve the Object and clench your fist tightly around it. Once you blink your eyes, the elevator door will open up to the lobby where you began. Walk to the exit and you will see the woman you saw before with her hand open and outstretched speaking to you in that unknown language. Do not stop and do not give her anything. Walk past her quickly, exit the building, and never look back.
The opaque cube is Object 547 of 2538. It was the soul of the imp.
Object 548: The Holder of Schizophrenia
In any city, in any country, go to any hospital you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Schizophrenia". The worker's eyes will turn blood-red, and a sinister smile will grow on his face. He will then dissolve and behind him, you will see a wall adorned with all sorts of evil symbols that cannot be described in any mortal language.
Approach this wall, and upon reaching a few feet from it, an immense feeling of fatigue will befall you, and it will only get progressively worse the closer you get to the wall. You will have an intense urge to collapse into a deep sleep where you stand, but do not give in, for if you do fall into this sleep, you will be damned to your worst nightmares for all eternity.
If you are able to pass through the wall without giving in to this fatigue, you will enter a plane that will appear to be evil yet pleasant at the same time. It is a void-like plane rich in dark, unknown textures. Your mind will deteriorate the more your mortal eyes lay upon these forbidden textures. If you are weak, you will succumb to a fate that would make hell comparable to your most intense orgasm. This plane is one that was created at your birth. You must tread it with extreme caution, for it knows all about you, even deeper than your own soul, and one false move can invoke dire consequences.
You will see an ensanguined, mysterious altar in the distance, surrounded by thick mists of blood. Pay no mind to it. Force yourself to forget its existence, and search for a translucent, green door. Its existence should become conspicuous briefly if your mind has not already been languished by the unholy textures of the plane. If it has, instead you will see an upside-down blood-red door, translucent from its center up. This door leads to the deepest, unknown regions of hell, those of which not even the devil himself is aware. You have two options here: Go through it, or wait until an unbelievable monstrosity appears and delivers you into an unknown, grotesque fate.
Hopefully, your mind has remained strong enough to discern the green door. Go through it, and if you cherish your life, you will not bother to concern yourself with the painting of assorted avian skulls on the wall to the right. In this room, bathed rich in red and semi-living fleshly textures, you must induce vomiting and bathe in it to please the nameless beings who have been watching you since you entered. Your parents will then slowly form into the center of a flaming pentagram in the center of the room. If, instead, they are your grandparents, callously disembowel yourself with the ancient, rusted mace that rests in the hands of the Baphomet statue to your left as fast as you possibly can; it is a most honorable decision instead of staying alive for what's about to happen next.
If the beings inside the pentagram are indeed your parents, ask them one thing and one thing only: "Who is responsible for Them?" A sheepish smile will creep onto their faces, then they will fuse together at the face, and hold their palms out with a mouth on all four of them toward you, and in a black voice proceed to explain in superfluous detail how Time was conceived and other abhorrent details you would wish you had never assimilated. Many have removed their ears after hearing this tale to ensure they never hear anything like it ever again. The tale will last for about two days. During this time, it is advisable to not stray from your current stance.
When the tale has finished, your parents will tear every inch of flesh from their bones while screaming in illimitable agony, and now appear before you as aberrant, one-eyed skeletons with their eyes no longer present. You must now reach into both skeletons' singular eye sockets simultaneously and extract the Object. One skeleton's singular eye socket contains the Object, while the other skeleton's contains an unspeakable abyss. If you only reach into one socket, you will give yourself to fleshy walls that embellish the interior of the room until Time is reborn. You must sacrifice half of your arm to this abyss in order to obtain this Object. Do not fret, however; you will be overwhelmed by an incredible, indescribably blissful feeling as the void removes half of your arm to leave but a clean stump at the elbow, which is now perpetually marked with an imbrued inverted cross. Your other arm will be fine, so remove the Object, and it will be the apple from the Garden of Eden, bitten by Adam himself. Take a bite out of it, and your vision will get very hazy and distorted as you are transported back to the hospital. You swear to have discerned the face of a horrific figure appear in this vision, but it's best not to worry too much about it.
The Apple of Adam is Object 548 of 2538. Consume it entirely when the time is right. You will know when.
Object 549: The Holder of the List
In any city, in any country, go to any mental institution or halfway house you can get yourself to. Approach the counter and speak with the worker there. Ask him to see someone named "The Holder of the List". His expression will change dramatically, as if his whole personality just changed instantaneously. The worker will stare at you with a look of disgust, or sorrow, or (the most devastating) fear. If the last expression is given, leave the institution or halfway house and drive away, as far away as you can until you feel an unintentional sensation of dehydration. When you feel this, you will be safe. If you don't feel the sensation after more than two hours of (constant) driving, then pray that your life be spared as the monsters of your nightmares seemingly eat away at your sanity until you're nothing more than a lifeless ragdoll.
If he gives you a look of disgust, he will ask you to leave, however, you may continue to ask until he eventually gives in expressing a very loud "sigh". After this, he will ask you to follow him. If he gave you a look of sorrow, then he will begin to cry. You will have to wait for his crying to stop, and no one will be there to talk to him but you (nothing you say will stop him from crying). His crying could go on for minutes, or hours, depending on what type of life you lived, for his crying is for all the people you have wronged throughout your life. When he is done, he will hesitantly ask you to follow him.
After either of the previously stated has occurred, the worker will lead you outside and into one of institution's or halfway house's "special" buses. The worker will then get in and ask you to sit in the smallest seat in the way back. This particular seat is utterly revolting-looking and smelling, for it is covered in mold, animal piss, and lord knows what else. However, if you choose not to sit there and choose anywhere else to sit, the safety door in the back of the bus will open and will begin sucking you into an endless void of depth and despair and you will suffer a fate of which hell itself would be afraid of.
If you do choose to sit in the seat, the worker will then begin driving. He will seem to just be normally driving along the road for the first hour as you approach the countryside, but as the city starts to leave your gaze, the driver skews off-road into an extremely bumpy terrain while dodging a lot of potentially deadly hazards. Should you at any time hear the radio turn on, jump out of the backdoor as fast as you can. Any injury you suffer will be better than the fate you would have received staying on that bus. If the radio does not turn on, the bus will eventually stop at a very, very small cottage in the middle of nowhere. As you walk up the porch steps, if the wind blows and you hear windchimes, pray your death be something simple, as you will be thrown out of reality and into one of millions of kinds of possible death situations. If the wind does not blow, knock on the door (softly) two times. The door will then slam open against the wall and you will be drawn into the room.
Inside this room are unspeakable horrors, all conjured up by your own thoughts and feelings. Do not be afraid, for being afraid will initiate the creatures' attack and they will mutilate your body until there is nothing left by your skeleton. Should you have the courage to proceed, at the end of the dark room lies a small, peculiar-looking man with a long beard and a cross-looking face armed with a combat knife on his left thigh. Do not utter a sound at this point, as he will strike faster than you could ever dream to react. He will gesture you to come over and kneel down. Do as he commands while staring at his eyes the entire time. If you don't stare at his eyes, the floor will disappear leaving you to fall for all eternity with your nightmares attacking you.
After kneeling down, he will touch your nose with a very, very sharp nail and prick it, causing it to bleed. With his blood-tipped fingernail, he will take a piece of paper and place it upon the parchment. As soon as this happens, ask him this question and this question only: "Why is He so illusive?" As you ask this, the strange man will then begin to list all things you have done wrong in your life, while speaking to you about each of your mistakes. Do not interrupt him, or he will take his nail and scrape away at your body's motionless corpse until you are nothing more than a mass of bones as you are paralyzed by fear. After he has finished listing everything, the room will begin to shake, and light will start to illuminate the room. Close your eyes as this happens, or the man will maim and mutilate your body as you are frozen by the tremors.
After the tremors stop, open your eyes and you will find yourself in your backyard, lying in the grass. Stand up and you should see the list that the man wrote along with the extremely long blood-tipped fingernail. Do not touch the list, but instead grab the nail. If you touch the list, you will be frozen in place and you will fall forward into an endless abyss, being unable to move 'til the end of time.
This fingernail is Object 549 of 2538. Your blood is not price enough for those you have wronged.
Object 550: The Holder of the Old Way
To locate this Object, you will need to carry with you some sort of weapon. In any city, in any country, locate any indoor spot of seclusion. This needn't be any particular building, merely one you find sanctuary in. Calm yourself and state clearly, in a confident voice, "Death before dishonor. A noble soul knows his worth." Make sure not to misread the words, as to do so is to willingly seek a grizzly end. Once you have said the words, exit the building. You have all the time in the world in which to leave this building, however, know that they are now watching you and it is not polite to leave them waiting for long. On your way out it is important not to speak to anyone inside this building, this is of the utmost importance, as they are no longer themselves, and once you respond to anything they say they will jealously begin to devour your body shred by shred.
When you exit the building, begin to walk in any direction. To the first person you come across, you must look directly in the eyes and state: "I wish to see the Holder of the Old Way." They will look confused and explain they don't know what you are talking about. You must insist, however, and repeat once more, "I wish to see the Holder of the Old Way." At this point, they may become angry and start to yell at you, try to walk away from you, or threaten you. Ignore these, they are simply to goat a reaction out of you. Say nothing after you've asked twice and eventually they will sigh and lead you to a nearby church.
They will not pass through the door, only lead you to it. Once there, thank them and enter the building. Upon entering, you will find yourself in a large circular room, the walls lined with bookshelves, the wood having vines crawling along it like a cancer, and the books ancient as time itself. Standing before you will be a strange figure. The figure will walk toward you; DO NOT FLEE. Instead, stare it directly in its eyes, they will not harm you if you show you are unafraid. The figure will then request that you draw your weapon. This is the only time in which you can avoid having to fight this being. Should you wish to fight it, draw your weapon and pray you have the strength to defeat the creature. Should you wish to avoid a harsh and difficult fight, refuse to do so and state, "Once drawn, my weapon must taste blood, and none need be shed here." The figure will nod and begin to disintegrate, leaving no trace it was ever there.
Instead, in its place, will be another strange figure. This one will offer to shake your left hand. Immediately refuse, for to shake its hand is to allow it to tear your very soul out from within you and cast it into a void of suffering Dante could scarcely describe. Instead, offer your right hand and it will shake that instead. Be prepared, for immediately afterward, it will begin to attack you. Despite the demonic nature of the creature before you, it will only throw punches at you throughout this fight. You must land a single strike anywhere on its body, but take caution, for should you hit it below its torso even once by leg or fist, you will feel nothing ever again.
Upon striking it, it too will vanish and you will find yourself looking at a man behind a desk. Do not ask his name. The figure will then ask several things of you. First, he will ask your name. State it proudly. Then, he will ask you to retrieve a book for him. If you are a smart Seeker, you shall do so. He will then ask you to cut your right arm three times. Should the weapon you brought not be a blade, you will find he has one situated on his desk. Make the cuts quick and precise. Finally, he will ask you to bring him the heart of your closest friend. REFUSE. I cannot begin in a thousand years to describe how important it is for you to refuse to perform this task, for should you have even the slightest intention of accepting, you will be forced to carry the task out and never obtain the Object, having nothing but your guilt for eternal company.
After you refuse, the figure will look up at you. His eyes will have the tear and pain of betrayal wrought through them and you will feel every ounce as you meet his gaze. He will demand that you slay your closest friend, he will tell you that should you refuse you will never obtain the rest of the Objects, that you are not half the Seekers Legion was, and that you shall doom the world to darkness. Now you must state clearly, "Then to darkness it shall fall."
The world will fall away from you and you will find yourself in complete darkness. You are nearly done. As the darkness sets on you, you will feel yourself moving through space and time until finally, which may take days, you will find yourself standing on the top of an old tower overlooking the other Objects and the carnage they have wrought and shall bring again. Standing opposite you on the tower is a figure clad in an elegant suit. He is the Holder of the Old Way. The figure will turn to you and you will notice a silver rapier in its hand. You will notice a small rusty blade at your feet. Pick it up and begin to fight. The Holder is quick but will likely try to match your skill, rather than exceed it. You will notice several guns lining the edges of the tower, but do not use them. To cheat now would be to cast your soul aside and invite misery on all you cherish. Survive the fight. After an unknown amount of time, the figure will drop its blade and look at you. Should you strike it while unarmed, the blade will wrap around you like a snake and slowly begin to travel down your throat, making its way through your body until it will finally cut through your spin and straighten, ripping it utterly in half.
Instead, ask it, "What makes a worthy soul?" The figure will tell every story of valiant hero, of noble samurai, of honorable duelist, and devoted lovers. It will speak of every soul who lived by their word and held true to their vows. Then it will speak of all those who did not, who betrayed those who trusted them, and who cast aside honor and pride without care. The pain of these stories will cause you to blackout.
When you awake, you will find yourself back outside your building of sanctuary. Sanding in the ground at your feet will be the silver rapier. As long as you hold it, it will pierce anything, even the void. Be warned, however, for the blade will force you to honor your word, even at the cost of your own life, and should you ever attempt to strike an unarmed opponent with it you will wish dearly that your soul be obliterated and your mind spared the absolute endless misery it will be forced to endure for all time.
The rapier is Object 550 of 2538.