Object 151: The Holder of Tyranny
In any country with military battles being fought within its borders, look for a dead soldier that was killed by a bullet between the eyes. Should you find such a warrior, bend down to him and ask quietly to see "The Holder of Tyranny". You will hear a loud crack and feel a sudden searing pain before falling unconscious.
When you wake you will find yourself in a ruined cityscape, where the sounds of battle echo off the smoke-filled sky. I hope, for your sake, that you brought a weapon. Make your way to the tallest building within sight. Be careful as you move, for the spirits of damned soldiers fight eternally here, and they will have no qualms about killing you with whatever is at hand. Know that they see you as their greatest enemy, for only by killing you can they escape their unending cycle of meaningless life and horrendous death.
As you approach the building, the fighting will grow more intense. The screams of the wounded and dying will echo through the decimated streets, and bullets and shells will come from every angle. You will find the entrance to the ruined tower guarded by two otherworldly beasts. Inevitably, they will see you, and attack with unnatural ferocity. Fend them off to the utmost of your strength, for a terrible fate will befall you should you succumb to their caustic claws. When you have bested them, enter the tower, and ascend as high as you are able.
When you reach the top floor of the tower, you will find a rifle resting against a window. Take it. When you grasp its worn grip, the sound of the fighting will slowly die down, until all you can hear is the harsh wind whipping through the ruins below. Look out the window. Far in the distance, you will see a figure standing on a stage in front of a massive crowd of lifeless corpses. Sight the person through the rifle's scope. Be sure to aim carefully, fo you only have one shot. Fire.
When you pull the trigger, the report will be deafening - a crash of thunder through the eerie stillness. When the final echo passes, the sound of battles will resume, louder and more frantic than before. Check to see if you killed the one on the stage. If you did not, then I suggest you make peace with your god, for you shall not escape this hellish battlefield alive. If you managed to kill your target, then now would be a good time to leave the tower. All the soldiers who heard your shot are headed directly to your position, filled with an unfathomable bloodlust.
Move quickly to the stage. If you left the tower undetected, you should find the route fairly clear; if you were seen, you've got a long fight ahead of you. When you arrive, find the one you killed. The body will be decaying rapidly. Bend down and ask: "How will he reign when They come together?" The chaotic noise of battle will once again cease.
A sickening miasma of rot will waft toward you as the corpse begins to murmur out the story of every despot and every tyrant that has ever walked the face of the earth. It will show you the horrors that they inflicted on others, as well as the ways these madmen deceived themselves into thinking it was for the greater good. This macabre tale will take hours to finish, but do not be impatient, for the being's raspy voice is what keeps your pursuers at bay. By the time the Holder finishes its tale, it will have decayed into dust. Thank it for its protection and close your eyes. A single shot will be fired, and you will feel a horrible pain in your head. Once again, you will blackout.
When you awake, you will find yourself in a field medic's tent, and the rifle you used will be lying across your body. It will never run out of ammunition, but for every enemy you kill with it, two more will invariably take their place.
This rifle is Object 151 of 2538. Will you be able to stop Him when They come together?
Object 152: The Holder of Repose
In any city, in any country, go to any nightclub or large party you can sneak into. You must make sure no one outside knows that you are attempting this Holder, or that you have entered the building, or else you will surely fail in your quest.
Go up to the DJ and angrily ask him to play the song by "The Holder of Repose". Should a look of pure hatred cross his face, then you are in the right place. He will file through his records and CDs to find the one he's looking for: a disc with no markings, no indication of who it is by, or what music it contains. As he searches, do not drop your façade or ire, lest he deem you an enemy.
Once he puts the track on, everyone that has joined the party thus far will stop, turn to the DJ, and resume their business, but with angry undertones. At this point, it is vital for you to find the only person there that is calm, despite the music. While keeping up your visage of fury, search the increasingly volatile crowd, and find him before the partygoers realize that you were the person that caused so much hatred.
Once you find who you are looking for, ask him one question: "When were They calm?"
This person will smile sweetly — and then smash a beer bottle over the side of your head, knocking you unconscious.
You will eventually awaken in a large meadow, wondering why your head hurts. Stand and survey your surroundings, but make no movements in any direction, until you find what you are looking for: the calm man from the party. Approach him, and stop only when you are about to collide with the person. Ensure that you do not touch him; no one likes it when someone shoves into them, and why would the Holder be any different?
Proceed to ask him the question again: "When were They calm?" In an instant, you will find yourself in the midst of a raging battlefield. Look for the Holder once more. The dangers of the battlefield will make your search perilous and tedious; be vigilant, and ensure that you are not caught in the cross-fire between trigger-happy soldiers on opposing sides of the skirmish. If you are hit by shrapnel or a bullet, you will feel nothing but the searing pain of the scorching metal as it corrodes your body and soul for eternity.
Once you find the Holder, ask him for the last time, "When were They calm?" In an instant, you will find yourself in the middle of a barren wasteland. Do not search for the Holder this time; you will never find him, even if you spend an eternity rifling through the badlands of this entire planet. Instead, scream at the top of your lungs, "When did They unleash Their fury?!"
You will find yourself standing outside of the first place you ever received an Object, with a note in your hand. The note reads,
"Then. Now. Soon. Never."
This note is Object 152 of 2538. You will not know what each word refers to. The important thing is that They know. Be prepared for when They inform you.
Object 153: The Holder of Structure
In any city, in any country, find the foundation of a demolished building, and stand at its center. Slowly rotate counter-clockwise seven times. As you rotate, you must bring your arms above your head, and touch your hands together at the exact moment that you finish the seventh rotation.
If all goes well, you will find yourself facing west, having been transported in front of an incredibly tall building. If, however, you are facing any other direction, utter any blasphemes that you previously withheld from your god, as he has certainly abandoned you.
The structure will stretch farther into the sky than you can possibly imagine, and its front face will reach to the left and the right at least one mile. The building will appear to be made of steel, but closer inspection will reveal it to be constructed from a kind of stone. Its otherwise-uniform surface will be broken by massive windows that could easily be half a mile in both dimensions. They stretch upward as far as you can see.
A door — a massive stone gateway as tall as a football stadium is long — will slowly open, and a blinding light shall blaze out. It will look as if the sun itself is being held prisoner behind the impossible doorway. You may hear footsteps approaching where you stand, but you will not be able to see the figure against the light until she is seven feet away. Be sure to kneel as soon as you can see her silhouette; her punishments for disrespect have been known to be... somewhat extreme.
As she walks toward you, the ground beneath her feet will turn into the same stone that the tower seems to be built from. She will speak to you, talking of the most ambitious architectural endeavors in human history; stories that will make your mind consider things you previously thought to be impossible. The idea you conceive now could destroy your mind, dragging it block by block into realms of fantasy and interminable speculation, if you don't have the strength of will to bring yourself back to reality.
After what seems like days of kneeling, she will mention the tower. If you have not confronted the Holder of the Tower, you will feel a crushing blow to the back of your head. Your brains will be forced out the front of your face, and you'll feel every tear in your flesh, every fracture in your skull, and every ripped muscle and tendon.
If, on the other hand, you have obtained the knowledge of the tower where They were separated, stand up immediately and spin around. A statue, one in the exact likeness of the woman who spoke of the tower, will be there, its stone fists raised to bash your brains out of your skull. This is the true Holder of Structure. Stare into its eyes, and demand, in a voice that could shake the foundations of heaven itself, "From what material were They originally created?"
As soon as the words leave your mouth, the statue will emit a scream that shatters the modern glass in the ancient stone monolith. Do not flinch, and do not cover your ears, lest every shard of diamond-hard glass home in on you and skewer you. When the scream ends, a final spear-shaped shard of glass will pierce the flesh-and-bone-woman that stands behind you. She will die without a sound, standing up. The statue in front of you will crumble, her body turned to dust, except for a fist-sized dull red stone, cut with thousands of facets.
That false gem is Object 153 of 2538. As it created Them, so might it yet destroy Them.
Object 154: The Holder of the Boom
So you want to know where the Holder is, eh? Okay then; the Holder is anywhere, everywhere, and nowhere.
Boom, boom, boom!
Boom, boom, boom!
The world was created in a boom, boom, boom!
Boom, boom, boom!
Boom, boom, boom!
The world resides in a boom, boom, boom!
Boom, boom, boom!
Boom, boom, boom!
The world turns away to the boom, boom, boom!
It doesn't matter where you are or what you're doing if you want the Holder. The Holder will come. The Holder's arrival will be signaled by a storm with no rain and no lightning, only thunder. When this happens, do something! It doesn't matter what it is; tap your feet, sing, run! Walk! This Holder despises the inactive.
Boom, boom, boom!
Boom, boom, boom!
We all dance to the boom, boom, boom!
Boom, boom, boom!
Boom, boom, boom!
We all sing to the boom, boom, boom!
Boom, boom, boom!
Boom, boom, boom!
We all live to the boom, boom, boom!
If the Holder finds you worthy, it will speak; if not, the Holder will create a thunderclap so loud you will forever be deaf. If it does speak, it will tell you what happened on that fateful day when the Objects were separated and He was imprisoned. When the Holder's story is finished, you may ask it one question: "What made the sound?"
Boom, boom, boom!
Boom, boom, boom!
The Objects were separated with a boom, boom, boom!
Boom, boom, boom!
Boom, boom, boom!
He was imprisoned with a boom, boom, boom!
Boom, boom, boom!
Boom, boom, boom!
They will all come together with a boom, boom, boom!
And down from the heavens will descend a single drum. This is Object 154 of 2538. If hit hard it will make a sound like thunder; if hit mildly it will make a sound like the earth's rumble; if hit softly it will make a sound like a heartbeat.
Boom, boom, boom!
Boom, boom, boom!
The one who is empty fears the boom, boom, boom!
Boom, boom, boom!
Boom, boom, boom!
Those from the nether fear the boom, boom, boom!
Boom, boom, boom!
Boom, boom, boom!
Even He fears the boom, boom, boom!
Object 155: The Holder of Muse
In any city, in any country, go to any bar at 1:37 in the morning. If it is noisy and crowded, then leave and find one that is less busy. If there are less than eight patrons currently there, then have a seat at the second to last stool, up at the bar. Should the bartender speak to you in an accent that sounds Russian, or Greek, order as much as you want of anything, for the Holder is aware of who you are, and you have until dawn to enjoy a comparatively painless existence.
If, however, he or she speaks to you with an accent that sounds like nothing you've heard before, say, word for word, "I would like to partake of your finest absinthe." Without hesitation and without breaking eye contact, the bartender will reach down and retrieve an old, dusty bottle of bright, fluorescent green liquid. Without waiting for the customary spoon, or even a shot glass, you must break off the neck and drink the entire supply. As soon as the last mouthful of viscous liquid oozes down your threat, your vision will swim, and you'll feel yourself falling from your seat. Make no attempt to catch yourself. Any grab at the bar will change it to a rack of torture so horrible as to defy imagination, and you will become its next victim.
If you are good at following instructions, you'll fall for what feels like hours, before finally coming to rest in a bar that looks like an exact copy of the one you fell from — but with every wooden surface replaced with rusty, gore-splattered corrugated iron. Stand, and the bar will be flooded with a light that cycles through the entire visible spectrum. After the seventh cycle, sit back down upon the same stool you sat on before. In a voice that would make even a demonic entity think twice about bothering you, as if muttering to yourself, "I've only come for a drink. Leave me in peace."
A man dressed in a black satin suit and wearing a black bowler hat will then enter the door. As he sits down, the bartender from above, now missing a face, will appear and immediately pour the man a drink. Look at what is pouring from the bottle, lest your body emulate that liquid and drain from every orifice of your body.
Wait for the man to finish his drink. When he sets it down with a sigh, he will move as if to stand. Before he finishes, say, in a dark tone, "I seek the Holder of Muse." Should he continue to leave, you can enjoy an eternity in which every one of your bodily fluids is served as a drink in this demonic tavern.
If the Holder remains seated, he will emit another sigh. From his mouth will emerge the most amazing, the most horrible, the most awe-inspiring, and the most soul-devouring creations and ideas ever thought of in this reality. Listen to them all, and do not interrupt him. When his infinite breath runs out, turn and ask him, "What is the source of their inspiration?"
The man will smile and wink at you. From his eye will shine a beam of deepest black and purest white. That beam shall pierce through your eyes, striking your mind.
Your new inspiration is Object 155 of 2538. All thoughts will now be clear, and no substance, no environment, and no creature from the abyss will ever cloud your mind, but only when you bring Him here will you know if it was worth it.
Object 156: The Holder of the Shield
In any city, in any country, go to any mental institution or halfway house you can get yourself to and ask to speak with "The Holder of the Shield". The worker will casually glance at you and then to the clock. "Out of breath, sir?" he will ask. Answer truthfully, and then ask him again. He will nod and lead you to a hatch in the floor made of fine oak that shouldn't be there. He will pull a ring of keys and unlock the hatch. He will motion you in, but will not follow.
Upon entering the hatch, you will be in a very narrow hallway. Proceed down the hallway until you find a small door made from human flesh. Knock once. If you hear a very small child whisper to you, "You may enter," speak very clearly: "I only wish to talk." If you have been deemed worthy, the door will slowly melt, revealing a small grassy field with a campfire in the middle.
Walk to the fire. The small child will whisper to you again, but a different message: "How long will you be staying?" Do not answer. Instead, look into the fire and do not look away. You will feel small arms wrap around your waist. "Are you my daddy?" the voice will whisper again. Answer with only "No," unless you wish to die a most unspeakable death.
The child will then let go, and the area around you will begin to shift; close your eyes while this happens, because as the rooms shift, you will be able to see into the abyss, and that will drive you to the brink of insanity, if not over the edge. When the room is done shifting, you will hear the hammering of metal; you may open your eyes. There will be a circle of nine shields. Each one has a different symbol of an unearthly language.
The child will then appear before you, naked and bloody. The child will point to the closest shield and nod. Do not make a move. Simply ask, "Is there any escape?" If the child laughs at you, dispatch him quickly. If the child cries, pray your death is a quick one.
Once the child is dead, a small dagger will appear behind you. Take the dagger and skin the child, then take the closest shield and lay it on the skinned remains. If nothing happens, place the shield back until you have found the right shield. You will know when you have.
When you are in possession of the correct shield, speak loudly and clearly. "I am the Challenger!" A great statue of a man in black armor holding a shield will appear before you; bow to it. If you are again worthy, he will bow back. He will pull out his mighty sword and bring it down upon you. Put up the shield. Do not let your thoughts slip into doubt; have faith that the shield will not falter.
If you manage to deflect the blow that would end your life, the shield and sword will crumble. The statue will bow once more, and offer you his own shield as compensation. Bow, and then take the shield. A door of light will appear above you. Pull yourself out.
The shield is Object 156 of 2538. There are things more dangerous than a sword.
Object 157: The Holder of Mercy
In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Mercy". The worker will close his eyes and mumble something unintelligible and barely audible, drumming a short beat on the counter as he does so. Then he will gesture to the counter with his right hand, and open his eyes. Reach out with your open palm and the worker will press into it a small brass gear, the size of a dime. Turn away immediately and head back the way you came. Keep your eyes forward, do not look to the side or turn your head, and push the front door open with the hand holding the gear. If you do not follow these instructions exactly, you will suddenly find yourself outside, some distance from the facility, and any attempt to access a Holder thereafter will result in your death.
If you are successful in your task, when you open the front door, you will see a child before you, with a bandage over her right eye and a cast on her right arm. She will ask you, in the sweetest voice, if you could help her. Ignore her, and stand still, keeping your eyes on hers. She will ask you a second time, louder, if you could help. If your silence continues, she will become distraught, and plead again with you to help. There will be a single, echoing crack, and her left arm will snap, rent in two by some unseen force. The girl will scream in agony, clutching the useless, bleeding limb, and ask frantically for your help. Stay quiet, and do not let your face show the slightest trace of sympathy, or you will very much regret it.
If you remain indifferent, her legs will split open, spilling shards of bone and ropes of muscle upon the pavement as she renews her horrible screams, bleeding profusely. Slowly, she will stagger forward, though she should not even be able to stand, and call out again as she did before. Do not move or speak. Show no emotion whatsoever. If you manage to control yourself despite the horrifying sight of the girl's broken body, she will reach you, stretching out her shaking, blood-splattered right arm, tears streaming down her face.
Take her hand, and twist it as hard as you can. You will hear a sickening, wet tearing sound, and the girl will gasp in terror and pain, unable to accept your betrayal. Stare straight into her left eye, and speak these words: "You have not yet begun to feel." Blackness will consume your vision, and the feel of the girl's touch will vanish. The faint sound of her sobbing will fade behind you, and you will see a hallway, stark white and brightly lit. There will be a door at the end, with a single steel plate bolted to the front as its only feature. Walk toward it quickly, but don't run. You don't want to attract attention.
Soon enough, you will reach the door, and all lights save for the one directly above will shatter in a shower of sparks. Read the words etched into the plate, and remember them, for you will need them to escape. When you are satisfied with your memory, touch the door, and gently ease it open. Before you will stand a man in a long white coat, his face obscured by shadow. Approach him, and he will hold up his hands when you have come close enough.
Open your palm to show you have the gear, and the man will nod, lowering his arms. Say this, and only this: "When did they become the first?" The man will laugh, and tell you a story of incredible atrocities, recounting for you the history of the first Objects, and the destruction that they wrought on the far-flung world that contained them. The knowledge itself is anathema to our very reality, and could easily tear your mind to shreds if you fail to comprehend it.
At the end of the table, the man will hold out his left arm, its flesh riddled with arcane symbols, unknown words, and other carvings. Around his wrist will be a watch, extremely old and no longer working. Take it from him, and whisper the words carved into the door. If your memory is perfect, you will find yourself at the front desk of the mental institution or halfway house that you used for this journey. If it is not, you will be privileged to witness firsthand the power of the first Objects, for as long as your soul exists.
If you have survived, you may exit the facility with no lasting ill effects. The watch is yours to keep. Wear it, and you will always be on time. Your train will never be late, your flight will never be delayed, and no earthly circumstance will keep you from your appointments. Press the brass gear into the center of the watch, and you will never age, nor will your body show your years.
But beware: as long as the watch adorns your wrist, your perception of time will begin to slow. Seconds will grow into minutes and hours to days, and if the gear is ever removed, your true age will return to you ten times over. Make use of it carefully, and never under any condition let the Objects be reunited.
The watch is Object 157 of 2538. You would be wise to fear the time it keeps.
Object 158: The Holder of Respite
In any city, in any country, go to any mental institution or halfway house you can get yourself to. Ask the worker behind the front desk to see "The Holder of Respite". If you're lucky, you'll be led to the back of the building and shown a rotting wooden trapdoor. The worker will open it for you. Once you descend, there's no going back.
The trapdoor leads to a stony labyrinth — one devoid of windows, and filled with the kind of golden-brown dusty light one might see in an attic in the afternoon. Don't dwell too long on the light; stay alert, and search for the Holder, as he is already searching for you.
He is a hulking, twelve-foot-or-taller beast with the body and legs of a man, but the head and feet of a bull. You won't be able to see him until he wants you to, and he doesn't like his prey to see him until it's too late. Keep your wits about you; if you do not defeat this Holder, you shall become his next meal.
No matter how skilled or unskilled you are at combat, if you manage to fend off the beast's initial blow, the two of you will be evenly matched thereafter. Continue your battle, and when you are ready for it to end, ask the beast, "Where is it safe?" Upon hearing this, he will pause for the briefest of moments, giving you an opportunity to strike before he responds. Attack; if you let him give you his answer, you will find yourself horribly outmatched when the fight resumes.
You cannot kill this beast — not permanently, anyway. Time will eventually heal all wounds that you inflict, but you can strike him down for long enough to take what you have come for. Assuming you manage to render the Holder inert, approach his body and check the hand that wasn't carrying the ax. It ought to be tightly clenching a thumbtack. If not, you'll have to search the ground around where you fought.
Stick the thumbtack into something, and the stuck item will be hidden from all you wish to hide it from.
The thumbtack is Object 158 of 2538. Use it sparingly, lest what it hides fade from view forever.
Object 159: The Holder of Treachery
Whenever you're at home, call up any courier company and ask to speak to "The Holder of Treachery". The person on the other end of the line will breathe a sigh of relief, ask for your name and address, and hang up. Before the next sunset, you will receive a large box from that company, addressed to you but with no sender listed. The box will have air holes, but you will not be able to see or hear anything inside.
Open the box, and know that no matter what you do, you will not be able to avoid cutting yourself on an edge — nor will you be able to prevent a few drops of your blood from landing on the white cat inside. Your life will be linked to that of the cat; should it suffer, you will suffer. Should it die... you don't want to know what will happen to your soul if that cat dies. Should anything happen to you, however, the cat will merely laugh.
Your task is to keep that cat alive until midnight, one week after receiving the box. This will prove difficult, as the cat will try to end your life in every way it can, and it will happily endanger its own to do so. It is unnaturally cunning and will try everything it can think of to lure you into your own death. As the week passes, these traps and plots will become more ingenious and harder to thwart, and you will need all of your wits and strength if you are to even have a hope of survival. If you have faced the Holder of Honor, I pity you: you will not survive the week, and your death will be a mercy compared to what awaits you afterward.
If, after a week has passed, you are still alive shortly before midnight, the cat will enter a frenzied rage, launching itself at you and attacking you for the final time. The animal's harmless appearance belies its incredible strength and tenacity, and death at its claws will plunge your soul into torment for eternity. Defend yourself — without harming the cat — until midnight.
The cat will scream, "Why won't you die?" You must answer, "Because I am not a traitor." If you give the answer without fear or hesitation, the cat will cease its struggles, look you in the eye, and say, "Then you will learn." It will scratch your hands and flee, vanishing as it leaves your sight. Go straight to bed and sleep. When you wake, your hands will now bear claws.
Those claws are Object 159 of 2538. They bring betrayal to all who oppose you.
Object 160: The Holder of the Paranoid
In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, ask to visit someone who calls herself "The Holder of the Paranoid". If the person at the desk claims that the Holder has been sent home, then reply with a hardy "Good day!" and go straight home. Don't speak or share eye contact with anyone, or their words and gaze will haunt you and rend your mind asunder. If the worker flinches and nods three times, however, follow her. She will lead you down a clean and brightly lit hallway, with closed doors lining the walls. Each door will be painted a bright color and adorned with a three-digit number, and through each, you will hear voices mumbling. Eventually, the worker will stop at a specific door.
If the door is yellow and has a number that ends in 6, demand that she take you to the true door. If she stops at a blue door whose number ends in 9, ask in a calm voice, "May you show me inside?" If the worker refuses, then bow to her politely and leave, traveling the same path you took to get here. Should the worker oblige to your request, you must thank her three times. Use the same words and tone each time, for if you even so much as stutter, your guide will attempt to end you.
When you are finished thanking her, she will open the blue door in front of you. As soon as the tiniest crack between the door and its frame are made, a horrible, guttural screaming will reach your ears. Do not attempt to block it out, for if you do it will echo throughout your psyche for eternity. Instead, embrace the horrid screams, for they shall lead you on. As you enter the room, you can feel bursts of wind as the howling screams echo around you. The door will close behind you and the screams will stop, plunging you into silent darkness.
From here on out, you must be your only guide. If you find yourself paralyzed with fear, then you have already failed your quest; hold your breath and count to seven, and a swift and silent death will be your reward. But if you can still open and close your hands and wiggle your toes, then you must take nine steps forward.
With each step you take, you will begin to feel the breaths of many people around you. As soon as you take your fifth step, you will feel the caress of many hands upon your flesh. Do not waver or end your steps, or the breaths will turn to dark screams, and the light touches upon your body will tear the skin and muscle from your very bones. After your ninth step, the breathing and touch will cease, and out of the corner of your eye, you will see a dim white light hovering to your right. It will increase in brightness as it comes closer to you. If you turn toward it, the light's source will burn into your retinas, and every unspeakable horror your mind can conceive will take physical form and gnaw at your body, driving you into a screaming frenzy that will end only after your throat has been torn open.
If the light stops in its journey toward you, you may turn to face it. Standing in front of you is a visible man, the bright light glowing from inside him illuminating his organs and visceral features. He will motion for you to follow him. Be sure to stay close behind him and do not look back. After a while, the visible man will lose his light and will fade to darkness. As soon as this happens, stand still. You must call out with your loudest voice, "It has been a while! I'm here for a visit!"
At that moment, the darkness will brighten. The room will be revealed to be a warm and cozy place, with a fireplace, a bed, a table and chairs, and a rocking chair. In the rocking chair sits an old woman. She gives off a grandmotherly vibe and as soon as you meet her gaze, she smiles warmly at you and motions for you to sit down. Now you must take a chair from the table and place it one foot in front of the rocking chair. Sit in it so that you are facing the woman and her gaze meets your own.
Do not attempt to converse with the old woman. If you do, she will eventually fall asleep, and you will find yourself frozen in place, forever. Instead, look directly into the old woman's eyes and ask, "Why does He see Them yet not believe Them?"
After being asked this, the woman will begin to weave a tale. She speaks of all things unknown and dark. She whispers about the things man sees in his nightmares and catches out of the corner of his eyes. She tells you of the touch you feel when you are alone and she laughs at the way man flinches as he reacts to the visions of his own imagining. At this moment, your chair will be hit with a shocking force from behind. Do not cry out or turn around to face the source, or the old woman's shape will melt away to reveal a pale and sickly Thing with large melancholy jaws. The Thing will scratch the flesh from your bones and maul you until you shuffle off your mortal coil. Ignore the blow and the woman will continue to smile. She will reach into her blouse pocket and take out a pair of glasses. She cleans them with a cloth before putting them on. She looks at you with them on, laughs once more, removes them, and hands them to you. Blink slowly three times and you will return to the waiting room where you began.
The glasses are Object 160 of 2538. To wear them is to see the others and to see the things you wish you shouldn't have.If the door is yellow and has a number that ends in 6, demand that she take you to the true door. If she stops at a blue door whose number ends in 9, ask in a calm voice, "May you show me inside?" If the worker refuses, then bow to her politely and leave, traveling the same path you took to get here. Should the worker oblige to your request, you must thank her three times. Use the same words and tone each time, for if you even so much as stutter, your guide will attempt to end you.
When you are finished thanking her, she will open the blue door in front of you. As soon as the tiniest crack between the door and its frame are made, a horrible, guttural screaming will reach your ears. Do not attempt to block it out, for if you do it will echo throughout your psyche for eternity. Instead, embrace the horrid screams, for they shall lead you on. As you enter the room, you can feel bursts of wind as the howling screams echo around you. The door will close behind you and the screams will stop, plunging you into silent darkness.
From here on out, you must be your only guide. If you find yourself paralyzed with fear, then you have already failed your quest; hold your breath and count to seven, and a swift and silent death will be your reward. But if you can still open and close your hands and wiggle your toes, then you must take nine steps forward.
With each step you take, you will begin to feel the breaths of many people around you. As soon as you take your fifth step, you will feel the caress of many hands upon your flesh. Do not waver or end your steps, or the breaths will turn to dark screams, and the light touches upon your body will tear the skin and muscle from your very bones. After your ninth step, the breathing and touch will cease, and out of the corner of your eye, you will see a dim white light hovering to your right. It will increase in brightness as it comes closer to you. If you turn toward it, the light's source will burn into your retinas, and every unspeakable horror your mind can conceive will take physical form and gnaw at your body, driving you into a screaming frenzy that will end only after your throat has been torn open.
If the light stops in its journey toward you, you may turn to face it. Standing in front of you is a visible man, the bright light glowing from inside him illuminating his organs and visceral features. He will motion for you to follow him. Be sure to stay close behind him and do not look back. After a while, the visible man will lose his light and will fade to darkness. As soon as this happens, stand still. You must call out with your loudest voice, "It has been a while! I'm here for a visit!"
At that moment, the darkness will brighten. The room will be revealed to be a warm and cozy place, with a fireplace, a bed, a table and chairs, and a rocking chair. In the rocking chair sits an old woman. She gives off a grandmotherly vibe and as soon as you meet her gaze, she smiles warmly at you and motions for you to sit down. Now you must take a chair from the table and place it one foot in front of the rocking chair. Sit in it so that you are facing the woman and her gaze meets your own.
Do not attempt to converse with the old woman. If you do, she will eventually fall asleep, and you will find yourself frozen in place, forever. Instead, look directly into the old woman's eyes and ask, "Why does He see Them yet not believe Them?"
After being asked this, the woman will begin to weave a tale. She speaks of all things unknown and dark. She whispers about the things man sees in his nightmares and catches out of the corner of his eyes. She tells you of the touch you feel when you are alone and she laughs at the way man flinches as he reacts to the visions of his own imagining. At this moment, your chair will be hit with a shocking force from behind. Do not cry out or turn around to face the source, or the old woman's shape will melt away to reveal a pale and sickly Thing with large melancholy jaws. The Thing will scratch the flesh from your bones and maul you until you shuffle off your mortal coil. Ignore the blow and the woman will continue to smile. She will reach into her blouse pocket and take out a pair of glasses. She cleans them with a cloth before putting them on. She looks at you with them on, laughs once more, removes them, and hands them to you. Blink slowly three times and you will return to the waiting room where you began.
The glasses are Object 160 of 2538. To wear them is to see the others and to see the things you wish you shouldn't have.
Object 161: The Holder of Loss
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, put on your most skilled face of desperation and anguish and then clutch the edge of the desk and sob the words "I've lost myself! Will he help me find me?" to the counter maid. Should she make a face of maternal love and try to console you, then they have found you, and her words of compassion are the last words of kindness you hear before your macabre demise.
Should she put on a face of disgust and spit a cruel and out-of-character retort of "I'm not your mother, go find someone who cares!", you have succeeded in this part of the quest. Steel your gaze and retort with "Fine! I'll go where I'm loved!" then immediately turn around and walk to the door. If you vary from this exact conversation, it is advised to end your life on the spot, because no vehicle can take you far enough away from the beasts of the dark the Holder has unleashed on you.
If you have survived, close your eyes and clutch the door handle. Think of your warmest memories with the ones you love, and open the door and step through. Once you have passed through the door keep your eyes tightly clenched shut for eleven seconds, no more no less, then open them. You will be in the place and time of the happy memory you thought of, yet you will be watching as a third party. You must immediately run for cover, lest your past self see you. You will know if you have succeeded in this if you remain behind your cover for thirty seconds; for if you had been seen, the fabric of reality would have torn asunder, and both you and your past self would have been ripped from your lives and been sucked into the void, erasing you from the hearts and minds of those you will never forget.
Once you have hidden, you must wait in silence. Eventually, the memory will vary from its truth, and at this point, you must lunge out of your hiding spot and scream at yourself, "You are an illusion, take your true form!" At this, your surroundings will fade away into darkness and all that will remain is you and your past self, its eyes now blazing with hatred that you have spoiled its fun. At this point, it is best if you had come armed, or had been trained in some sort of martial art because your past self will heave itself at you with an impossible strength you know you did not possess at the time.
You must not falter at this assault. Wait 'til you are only one foot from yourself, then lash out and strike the demon in the throat. If you fail, you will be torn limb by limb by your own hands. If you succeed, the creature will collapse to the ground unconscious, despite whether or not your blow was capable of such damage. You must then crouch by yourself and whisper this and this alone into its ear: "What is the loss one must suffer to succeed?"
If you whispered anything else, the apparition will regain consciousness and clutch at your ankles, toppling you over, and then proceed to disembowel you with its teeth. However, should you utter the right question, the illusion of you will fade to reveal the true Holder: a pale, naked man with no face, in its place. The man will then rise and you must gaze into exactly where his eyes would be. If your gaze falters, his punishment for your disrespect is indescribable by the human tongue.
Once the man has risen, he will begin to speak, and you will hear his gruff voice from every angle, enticing you to turn and look for the source, but you must resist. He will weave a tale of how men first faltered in the beginning of the Objects' time, forgetting themselves in their search for power. He will tell you of every man who lost his soul to his greed, and what became of him. This knowledge may not seem traumatic, but it will haunt you for the rest of your days, bringing unquestionable depression to your every waking minute.
After his speech you must respond with, "I bear no greed, I will lose all I have before I lose myself." At this, the man's every bone will shatter and he will crumple into a heap, his flesh reforming on the floor before you. At this grotesque sight, regardless of your mental strength, you will vomit, and then blackout, collapsing into the squirming puddle of blood and flesh. When you awaken you will be outside of the home of the one you hold dearest, and in your pocket will be a wallet made out of the man's pallid flesh. Open the wallet to find a nameless ID picturing yourself with the faceless man standing behind you.
This ID is Object 161 of 2538. With it by your side, you will never forget yourself.
Object 162: The Holder of Sickness
In any city, in any country, go to any mental institution or hospital. Go to the front desk and ask to visit "The Holder of Sickness". The worker will shudder and begin to sweat profusely, retching and clawing at his skin. He'll take you down a long, white hall and you will feel so sick that you'll double over in pain. You will become feverish, your nose will bleed, and your eyes will cloud with infection. You will vomit and soil yourself profusely and want only to lie down in your now filth-encrusted clothes, but do not succumb to sickness or you will lose your way and be cursed to wander these empty white halls forever.
The attendant, now covered in virulent sores and pustules, will collapse and be taken away by faceless nurses, leaving you at a small metal door, slick with fresh blood. The door will open to another white hallway, with buzzing fluorescent lights and peeling paint. It is so long you cannot see the end. Do not think about the attendant, as he is beyond anyone's help now.
As you walk down the long hallway, you will see doors appear on either side of you containing surgical suites. Nurses and doctors with pale, contorted, and eyeless faces surgically mutilating patients that might have once been human but barely resemble them now. The patients, screaming, in pieces, in elaborate bondage and decaying on the operating tables, are so gruesome that it will be difficult to look away. Nevertheless, you must not allow your eyes to linger on the patients, the doctors, or anything in these rooms or you will become one of these unfortunate patients, one of these failed Seekers, your suffering eternal and more acute than the deaths of a thousand cancer patients.
If you feel yourself being sucked by an invisible source into one of the rooms, all hope is already lost. Resign yourself to being on the operating table, splayed, immortal, fully conscious, and experiencing the hell of waking surgery for all time. If this happens, your only prayer is that time ends one day.
If you manage to reach the end of the hallway without going mad or becoming one of the patients, you will reach another small metal door, this one crusted with old brown blood and viscera.
It is open. Claw your way through the crust around the frame and walk through the door. Inside is a small, immaculate, and bright room that stinks of anesthesia, disinfectant, and old blood. The only sound to be heard besides your heart beating in your throat is the buzz of the fluorescent lights, which, in combination with the terrible feeling accompanied by the room itself, is enough to drive some mad.
In the middle of the room, prominently set, will be a high-tech gurney surrounded by all manner of equipment. On the gurney, strapped down tightly, lies a pale child, his bright blue eyes staring up at the light in terror. He will cry bitterly and beg you to help him escape. You must resist the urge to pity him, for if you do he will become a doctor and you will become his patient. You must only ask, "What lies inside?" The child will convulse in misery and begin to cry more pitifully than before.
You must now search for what you came for. Take a scalpel and cut where you will, for the Object you seek is somewhere inside this child. He will be fully conscious and his screams of pain will echo through the small room so loudly that deafness and madness may begin to afflict you. Work quickly.
Saw through bones, cut out organs, and lift layers of mucosa and viscera to seek out this Object. He will begin to change shape as you operate on him. He will turn into your oldest friend, your child, your parents, your spouse, and even yourself, and beg you to stop. You must not stop, even for a second, because his organs and flesh will regenerate and if he regenerates completely, he'll turn his attention to his tormentor.
Search every inch. Squeeze every content from his intestines. Slice open his brain and search every crevice. Feel your way through every layer of his muscles and turn every organ inside out until you find a soft egg-like item about the size of an eyeball.
Carefully peel off the membrane to reveal a small black tumor, covered in white and yellow pus that smells horrific, pulsates, and squirts all manner of putrid fluid. Burn the membrane and take care to put the tumor somewhere where it will never be touched by bare hands or have its stench inhaled.
This tumor is Object 162 of 2538. Keep it quarantined or it will spread.
Object 163: The Holder of Decay
In any city, in any country, go to any mental institution, hospital, or halfway house you can get yourself to. Walk up to the front desk and ask to visit someone who calls himself "The Holder of Decay". The attendant will look at you with a distressed expression and begin to pick at his skin. He will, a few seconds later, lead you to a slimy and corroded door deep within the institution and leave in a hurry, scratching at his skin and cursing until he disappears down the hallway leaving a trail of mucus.
Enter the door to be assailed by the sickening smell of rot. Take one step in and have a look around. A room of crumbling brick, sticky walls dripping with a foul unidentifiable substance and filled with insects and parasites. So many worms and insects, the sound is deafening. The wet and fetid sound of mandibles, legs, and the consumption of decay.
Walk a little further toward the center of the room until you see the nude and green mottled corpse of a woman hanging, illuminated by light coming from an unseen source. As soon as you lay eyes on her, thousands of crawling insects will burst into action crawling up the walls, down the cable, and onto the woman. Thousands of worms, centipedes, millipedes, maggots, earwigs, silverfish, and countless other unidentifiable creatures will cover her and she will raise her purulent head and open her eyes to reveal parasitic worms wriggling under the membranes. Other insects will cover you and you must not react in any way. She will reach out her arm of thousands of scribbling legs and touch your face with its thousands of slimy feelers, legs, and antennae. If you show the slightest sign of discomfort or disgust you will be condemned to rot here for eternity, fed on by vermin and fully conscious. You must only ask "How long will you rot?" and she will open her mouth as wide as your head revealing thousands of red centipedes. You must now keep your eyes open from here on in. If you close them for longer than it takes to blink, your suffering will make hers look pleasant in comparison. She will take your head in her giant, black maw of a mouth, and inside you will hear an agonizingly long tale of decay while the centipedes nibble your flesh, crawl into your mouth, nose, and ears, and their sharp little legs scrape your eyeballs.
When she is finished, she will release you from her maw and you will be permitted to search under all the insects and decay for the Object. The insects will begin reproducing at an incredible rate and their sheer volume, which was once down at your ankles, will now rise to your knees, your hips, and beyond. They will begin to eat you and burrow under your skin and threaten to consume you completely. You must use your sense of touch and find the Object quickly. Take care not to slip on the decay underneath you. If you fall down you don't have a hope in hell of ever escaping this place.
If you are lucky enough to find the item before you are eaten or suffocated by the ever-growing legion of insects, you must consume it as soon as you acquire it. Any hesitation will result in failure.
In a small glass box is a decaying length of intestine full of insects and parasites, oozing and vomit-inducing. Consume this completely and you will find yourself on the streets safe from all harm, but vomiting profusely. If you live through this, the item that remains is yours.
This is Object 163 of 2538, and it will slowly rot your insides for the rest of your life.
Object 164: The Holder of Devotion
Find the oldest house of ill repute in your city. Not an easy or particularly delightful task, but only the oldest one standing will work. Once you are there, tell the person you find that you have an appointment with "The Holder of Devotion". If done correctly, the prompted person will stare blankly at you as if in a trance and then turn around and walk into the whorehouse without saying a word. You must follow that person down a long hall engulfed in darkness.
As you walk in you'll hear murmuring seductive voices whispering in your ear of untold pleasures, and as you go deeper caressing hands will try to take you into the rooms at either side of the hall. Unless you wish to abandon your quest, do not let yourself be enticed into any of those rooms, for the voices you hear and the hands you feel are indeed female, but not human, and the pleasures they promise are not given free of charge, but for a price no man is prepared to pay.
Finally, you'll find yourself at the end of the hall before a thick curtain, the person who led you here, nowhere to be found. If you are ready walk past the curtain, into a spacious room, the walls covered with drapery and the floor littered with cushions. As your eyes grow accustomed to the candlelit twilight and your senses numb with the thick incense in the room, you'll be able to distinguish the shape of a woman laying lazily on cushions in the far end of the room, her face totally covered by a veil. Hope that she deems you worthy, for if she doesn't, she'll lift the veil from her face and your mind will be destroyed at the sight.
If she deems you worthy, though, she'll signal for you to lie at her side. Do so and in seconds, she will be all over you. You'll feel as if thousands of hands were caressing desperately at your body, bringing you unworldly and bizarre delight, but right before you lose your mind you need to ask her, "Do they need us as we need them?" If done correctly, as you mate with her, your mind will be presented with unspeakable visions from long lost times of corrupt worship and forbidden cults while an unholy pleasure quakes through your body. If you manage to keep your sanity until the end, a powerful orgasm will shake you out of the trance and grant you clarity of mind. You must seize this moment to run away from the room and from the building as fast as you can, not even stopping to grab your clothing. You have precious few seconds before you blackout, and you must make sure you're far, far away when you do.
The next morning you'll wake up in your bed wondering if everything was just a bad dream. Someday, you'll find out that you were rendered sterile, though. And someday, exactly 9 months after your adventure, you'll be woken up in the middle of the night by loud pounding on your door. When you open the door, you'll find a small cradle with a newborn girl bathed in blood.
Raise your "daughter" lovingly, for she's Object 164 of 2538. She'll never speak a word or make a noise, but her big, adoring eyes will always be set on you, following your every movement. As long as she's at your side, you'll never feel alone or depressed and you'll never long for another kind of love or companionship. However, for the sake of the world and your own wretched life, under no account should you let her live to see her fourteenth birthday. Good luck at killing with your own hands the embodiment of your love.
Object 165: The Holder of Research
In any city, in any country, go to any laboratory or place of learning that you can get yourself to. Walk to the front desk and ask the secretary if you can attend the next class taught by someone calling himself "The Holder of Research". Should she drop whatever she is holding and look at you as though you were an alien, you have come to the right place.
She will motion for the nearest scientist to come over. Pray this person is a man, for a woman will subject you to experiments long thought proven... unnecessary. If it is a man, he will ask you to get into an elevator. Do so and press the button for the lowest floor in the complex. When you reach this floor, do not get off or you will fall into a bottomless pit. Instead, wait on the elevator for the lights on the buttons to turn red, and the elevator will descend six more floors. When it stops this time, wait for the scientist to get out before doing so yourself.
The scientist will lead you down a sterilized hallway filled with glass panels on each wall. Through these panels, you will see people performing experiments, not unusual for a laboratory. What is odd here is that as you walk down the hall, the experiments you will see become increasingly primitive. You will see people attempting to prove the existence of black holes and you will see people trying to prove the earth goes around the sun. You will see those who split the atom and those who studied the stars to build the pyramids. Also, as typical of these adventures, do not be surprised to see a demon or two walking down the hall. If you see a demon, acknowledge him with a wink or a nod; the inhabitants of this hall do not like to be ignored. And there's always demand for new subjects.
You will know you have reached the end of the hall when you can see through the panels people wearing animal skins disemboweling one another to learn about the human body. Beyond that, you will find a metal door, which your guide will push open for you. This next room will be of the future. Impossibly white and clean, you will see sickening monsters preserved in tanks on the wall. And despite the fact that this room should be underground, you will see windows that indicate it is several stories up. Sitting at a desk in the middle of the room is a small, bespectacled man in a lab coat, scribbling names, dates, numbers, and results of experiments into a diary at blinding speed. Wait for this small man to notice you before you say anything. He will ask you, "Have you met my colleague, the Holder of Science?" This is a trap. Whether you have met the Holder of Science or not, answering this man will only get you thrown into one of the tanks on the wall, in which you will be turned into a monster. Instead, produce an Object. Any Object will do.
At the sight of an Object, one of the tanks on the wall will shatter, revealing an enormous monster. It should be humanoid in shape, but with horns, four arms (three small, one impossibly huge), and a bulk no human could possibly possess. It will have five eyes, all strewn about its face in a mad manner, and vicious, curved teeth. One leg will be thin and spindly, but still muscular, the other will be swallowed up in a mound of flesh. If this is the monster you see, you are safe. If it is any other, be prepared to take his place in the tank.
The correct monster will slash the small man's throat with his largest arm, then throw his corpse out the window. You must ask the monster one question, and one alone. Ask him, "How can science stop them?" He will then tell of every wrong that has occurred with the advancement of science used as justification. Just as he is about to answer your question, however, there will be a banging sound on the door. They've found you. The monster will ask if you want him to help you escape; take him up on his offer, for he can handle Them on his own. He will shove the small man's diary into your hands, then flip you through the window just as They break down the door.
You will wake up on the lawn of the laboratory. Next to you will be the diary, open to the second to the last page, which reads:
Dear Seeker,
I am sorry I was not able to help you further.
Best of luck,
And then a name not of this earth. The diary is Object 165 of 2538. Its final page contains the one way science can stop them.
Object 166: The Holder of Ethereal
In any city, in any country, go to any concert or music hall you can get to. Once inside, find the head custodian and ask to see "The Holder of the Ethereal". He'll blink a few times, as if unsure if what you asked was real. Ask him again so it sinks in. Should he continue to stare and blink, you may wish to close your eyes and hold your ears shut before witnessing your innards being chewed apart by Hell's starving demons. However, if he should shake his head and turn to leave, go ahead and let him walk off, as it means your request was granted.
At this point, all you can do is wait. You'll notice the room getting darker and darker very, very slowly, but you can't be sure until some time has passed. As this is happening, nearly inaudible sounds of a tune will begin to play. This sound will grow louder and louder very, very slowly. Do not, however, strain to listen, for this will cause it to vanish and your ears to be ripped from your head. You must treat it as a background noise and nothing more, even though it will be the most beautiful song you've ever heard.
Soon, a low chorus of singing will rise to join in with the song. The lyrics these voices sing are the most foul of any you will ever encounter in your life, but just like the song, you must not focus on them. In heartbreakingly-beautiful melodies, they will sing about every murder, every rape, every tale of false and broken love the world has ever known. Should you focus for even a second on any of the lyrics being sung, you will encounter the misery in that lyric a hundredfold until the day you die or go mad.
After what feels like a very long time, the song will slowly fade, but the lights will continue to lower until all is pitch black with the exception of a spot a few feet ahead, inhabited by dimly lit shadows. Don't look too closely into it, for you may well go mad from the sight of the creatures lurking therein. A few moments will pass, and soon an eyeless figure dressed in formal attire will appear standing within this spot, holding at his side an old, rotting cello as tall as he. He will sit in a rusty chair that gradually takes form within the shadows as well. He will sit ready to play, but will not until you ask him one question: "Why do they sing?" He will smile a sad smile and instead ask you, "What did you think of my song?"
When he asks you this, you must respond with, "I didn't come just to hear old beauties." He will sigh and begin to play another tune, this one at once lighthearted and heavy, whimsical and heartbreaking. Whatever you do, you cannot listen to the tune he's playing at all, for everything will vanish in a flash and you'll find yourself standing in front of Satan himself, listening to his ear-shattering wails for eternity. He will speak slowly, but at length, about why they sing, about their attempts to drown out their sorrows and mournings with music. He will tell you how music is the one thing able to calm their bloodlust and their rage, even though they are doomed to sing the most horrible things imaginable.
Once he finishes talking, his tune should stop as well. If it doesn't, your death will be quick and painless by his hands and you'll join in with his chorus forever. If it does stop, he will rise and pack away his cello, then turn to you and take a bow. He will then slowly fade away into nothingness, as if never really there to begin with. The cello he left behind is yours to keep.
That cello is Object 166 of 2538. Playing it will calm the very depths of your soul, but each time you play will cause the chorus from before to rise up in volume once again. And so, you should be careful - not only will they grow louder and more numerous as time passes, but the more you play, the closer you come to joining them...
Object 167: The Holder of the Palette
In any city, in any country, find any art supplies store or painting studio that you can get yourself to. Look around the room to see if you can find someone working on a piece of art. If they have started, do not disturb them until they are nearly finished. Once they are almost done, ask them if you can see a painting of "The Holder of the Palette". The artist should freeze on the spot, and turn to face you, a look of utter disbelief on their face. Should the look be anything besides that, either boredom or worse, hunger, then the Object has been gained, and you have only a few short moments before you become the artist's new source of red paint.
The artist will begin to paint bizarre markings on the painting, ending with a flourish that will send paint into your exposed eyes. You may scream at this point, the pain from the paint will be like none you have ever felt from something contacting your eyes. When you regain your sight, you should find yourself in the landscape the artist was painting. You may freely explore your surroundings, for you will need to find the thing here that is different from the painting.
After a while, you may find that something. Or, rather, someone. The person should be an old man, with a palette, a well-used smock covered in red "paint", and a light-colored brush, busy with filling in the missing scenery. On the palette will be differently-colored eyeballs, with every color in its collection but one. Walk up to the man, and ask him, "With what do They provide the red?"
The man will begin to tell you, in a well-educated manner, the history of colors. How each one gained its name, the chemical compositions, on what each color had been used, and whey they used the color. Not necessarily terrifying, until he begins on the color red. He will begin with telling the discovery of red, with the blood that flowed in making the color, how diverse it is with different sources, and how the colors differ. You may well go insane and plead with the man to end your life, but this will only lead to an unexplainable amount of pain in being his siphon for the rapidly-depleting supply of red.
He shall now look up at you, and look you deep in the eyes. It is unavoidable, and he shall find his missing color. Should you look into his eyes, you will find that the color of his is the exact same as yours. You must then rip the dull paintbrush from the man's hands and gouge it into his eye, before he has the chance to get it to you. Rip out the paintbrush, and the man will scream in an ungodly way, shaking the very scenery. He will attack you, and begin to claw at your eyes. Do not kill this man, for to do so is to take his place as the painter of the universe. Remove his other eye with the paintbrush, then shove the now quivering man off of you.
Tell him only one thing, "For the master, I have no sympathy. For the rest, I feel." If he responds with "Why not pity them both?" then you are doomed, and will become a new painting subject, being molded and shaped in ways at which even They would cringe. However, should he respond "I am no longer the master," then respond with "When were you ever?"
You should find yourself in front of the painting that the artist was working on, the mark already made upon it, and the palette the man used lying on the ground. Pick it up and quickly leave, for the artist will wonder why you have ruined his work.
This palette is Object 167 of 2538. The colors on it will pave the way. Whichever color you use, though, will end up crimson when they unite.
Object 168: The Holder of Zeal
In any city, in any country, go to the largest cemetery within city limits. Take with you another Holder's Object, a shovel, a compass, and a watch, as well as a light source and reading material if you bore easily. Do this on the night of a full moon.
Make your way to the highest point in the cemetery and, keeping an eye on your watch, wait for midnight. When the time comes, stand up and say, "Deliver me unto the Holder of Zeal." Upon saying these words, the full moon will glow with wan paleness. Take your supplies and go toward it. The headstone will read "The Holder of Zeal", along with the epitaph, "Through devotion all things are possible." Start digging up the dirt in front of the headstone, and do not stop until you have completely unearthed the coffin sealed below. Open the lid of the sarcophagus - it should lift easily enough - and note that it contains no body, or indeed anything but total darkness. Now is your last chance to back out. Any further, and the only way out of this will be to see it through to the end.
Now, divest yourself of everything but the Holder's Object and the compass - any light sources will sabotage your continued efforts now, and all other things will merely be an encumbrance. Orient your compass precisely west, and position yourself in the pit so that you face the same direction as the arrow. You should be facing the right side of the open casket. Step forward and carefully lower yourself into the coffin. The drop will take a few seconds, but the landing will be painless. The darkness here is total, but through touching your surroundings you will discern that you are in a stone-walled corridor, its span roughly 8 feet. Despite the absence of any light, your compass should glow with the same weak luminescence as the grave you just unearthed, just enough for you to make out its face. Start walking westward.
From now, until the end of the tunnel (you'll know when), do not look at anything but the compass face, do not move in any direction but westward, and do not veer from the center of the tunnel. You left behind the stone partition with the first step. The crunching sound beneath your feet is the grinding of bone fragments, and on either side of you are solid, twitching masses of flesh. Dead things, alien things, abominable things, all knitted together into twin loathsome tableaus that shall be your only companions and insane secrets shall be whispered, wrathful oaths snarled, dire shrieks howled - amongst a cacophony of less recognizable noise. To see these fused monstrosities in any light would shock you to your core, petrifying you long enough for shapeless limbs to tear you to pieces, adding your bloody remains to their composite bodies. Even to see the writhing shadows beside you will fill your being with horror. So, to repeat, do not look up from the compass, do not veer from the corridor's center, and do not slow.
In time, the loathsome babble will fall behind you. When it ceases entirely, look up.
You will now be in an alcove not much wider than the corridor you just left. The walls are stone once more, and affixed to them in several places are lanterns burning with an eerie light. The floor is divided into non-Euclidean-shaped tiles surrounding an octagonal dais. On the dais is the statue of a long-forgotten deity, whose form is so horrible that none but its most devout worshippers can look upon it without succumbing to terror. Look, instead, on the cloaked figure bowed before the statue, its back turned against you. Quietly, with head bowed respectfully, walk up to the figure and ask, "Why should I believe in them?"
On hearing these words, the acolyte shall stand up and respond, "Because they believe in you."
Turning to face you, the acolyte will lift its hood, revealing a face without eyes in its sockets, yet with one in the middle of its forehead. From its serpentine nostrils and lipless mouth, ichor flows incessantly. From its formless robes, countless limbs, like scorpion's tails terminating in chitinous blades, will snake out and make ready to shred you. Do not defend yourself - instead, take out the Holder's Object you brought with you, and focus your mind entirely on its form, your memories of its former owner, how you obtained it. But do not give a thought to what is about to happen.
When you have lost yourself entirely to the Object, and therefore to the power of its maker, the acolyte will set to his task. The pain inflicted by the blades will be terrible, but still, you must not be distracted. Even as the severed segments of your body hit the stone floor, you must not take notice. Either way, you will die, but only through this supreme exercise of the will shall you be restored.
If you are successful, you will wake up in your bed, in your room, and the alarm clock will read 12:00 AM. Make your way to the nearest mirror and observe the network of red lines across your body. These scars will ache mildly, but the pain will flare in the presence of another Holder.
The red lines are Object 168 of 2538, the Brands of the Zealot. Do not waver in your path, lest They ensnare you for eternity.
Object 169: The Holder of Mortality
In a prosperous city that has survived in its current location longer than three centuries, rent a hotel room as closes to the city-center as possible. If you absolutely must have this Holder's Object, then you will have already asked the hotel manager to see the one who calls himself "The Holder of Mortality", and if you have in fact said this, then I sincerely hope that you succeed, for failure to obtain this Object will result in consequences that would drive even some Holders to madness. Remain in this room for three days without making verbal contact with any resident in the area and without even thinking about leaving, no matter how many lonely corpses arrive to casually gnaw your sensitive skin. If at any moment, a cry for mercy exits your lips while in your voluntary prison, you may do whatever it is that you wish to thwart your imminent kidnapping and sadistic torture. Your cover will have been blown at this point, and the starving minions soon to be released from your own subconscious will hunt your marked, craveable flesh for as long as you roam your world.
If, by some miracle of human ingenuity, you manage to stay in this room for three days without losing your sanity, congratulations, now get the hell out of there, you have work to do.
Many changes have taken place in the outside world during your time in the room; you'll see what I mean once you get this far. Pay attention to the behavior of the people around you; for example, you will notice that it seems as though everybody is eating each other. I wouldn't spend too much of my time observing my peers though.
Just keep walking; your destination is the absolute center of the old city. Hopefully, the sun shines during your journey; otherwise, watch your step: the Holder you are about to meet has many fingers, and he just hates it when one gets stepped on.
The center of the city will be distinguishable by two things: firstly, a bird's nest in a skinny white tree; and secondly, a horrendously massive and odorous fleshy mass writhing on the ground. Do not be intimidated by his stature or stench, as the slightest doubt or fear in your mind is all he needs to discover your presence - and your motive.
The remaining steps should be easy if you have managed to make it this far without an ounce of internal fear; simply creep up to the thrusting mass as silently as possible and push something sharp into his soft underbelly.
If you have not wounded him, then your existence in that place will be yet another deterrent to future Seekers. If done correctly, however, a pale, yellow liquid should come out from the wound and you will be largely out of danger as your victim has deflated and shriveled to an almost human-like shape.
He is now totally harmless (though still, I would not step on his fingers) and it should be safe to ask him, "Will He ever die?" You must listen carefully to his response as his lips will be covered by layers of shriveled skin. His answer will be brief; when he has finished, feel free to search through the Holder's slime for his Object. My suggestion would be to close your mouth during your search, as well as any other orifice in your body. You wouldn't want it inside of you.
The parasite is Object 169 of 2538. Keep it away from your stomach.
Object 170: The Holder of the Centuries
In any city, in any country, go to any public pool. At the front gate, tell the cashier that you wish to see "The Holder of the Centuries". If they speak, no matter what they say, flee immediately, and never return to that place. If they ignore you, repeat the statement. The cashier will close their eyes for several minutes, and then stand up and lead you toward the pool. You will notice that the pool and its surroundings are suddenly devoid of people, and that the pool's waters have completely stilled. The cashier will stop at the edge of the pool, and silently indicate for you to enter.
Completely submerge yourself in the water, so that no part of your body comes close to the pool's surface. Close your eyes, and keep them closed for however long it takes to mentally ready yourself. Open your eyes. If you are not ready, you will find yourself still in the pool, unable to move, and rapidly running out of air. If, however, you are prepared to face the Holder, you will open your eyes to see a dark and endless stretch below you. You will gently float to the surface and take stock of your surroundings. On the horizon, you will see an island. As you start swimming toward the island, you will notice the waters are no longer still, but moving against you with increasing strength. You must swim with all your strength against the tide, for as soon as you give way to them, you will be swept away, cursed to drift endlessly through this barren, infinite ocean.
If you reach the island, you will have an almost unbearable urge to stop and rest. You must press on, however, until you reach the massive lake at the center. Every muscle in your body will scream, and you will feel your mind begin to collapse, but you will not be safe until you arrive at the lake. When you arrive, bend toward the lake and drink in some of the crystal waters. As soon as the liquid touches your throat, you will hear its strange voice, calling from somewhere below the surface. The words will be strange and incoherent, blurred by the leagues of water beneath which it rests.
You must look firmly before you and ask, "How did it come to this?" Its voice will suddenly become clear, its words booming out from the surface. It will describe the countless centuries through which it lived, describing how every continent, in turn, was consumed by the sea, how this group of rocks is the only land left on the entire planet. It will describe how it wept, constantly, for all those centuries, eventually creating this lake with its tears, and it will tell you what every tear was for, in horrid detail. It has wept for every atrocity that has been committed, every death, every lie, all contained in the endless weeping. Then it will tell you that your death will be the final tear it must cry.
You must dive into the lake, swimming downward until there is no more light, until your lungs empty of air. It will try to convince you to go back, to live forever on the surface. If you ignore it, it will try to repel you, sending jets of water upward. If you persist, you will see a glowing, shapeless form in the pitch darkness. If you are fast enough, you will reach it just as your consciousness fades, you must touch it and free it from its life.
You will wake up once more in the public pool, feeling cold and exhausted. Congratulations. The Holder has given you all the centuries through which it lived, centuries through which you must now live too. You will still be alive when the continents start to sink. You will still be alive when all other life forms have perished in the boiling and freezing waters. And all the time you will be weeping, weeping for your mistakes and the mistakes of all humanity.
This immortality is Object 170 of 2538. You are doomed to wait until a foolish Seeker comes to claim it from you, beginning the cycle anew.
Object 171: The Holder of Infinite Patience
In any city, in any country, go to any mental institution or halfway house you can get yourself to. No receptionist will speak with you; they all are well aware of your hidden motives. It doesn't matter, though, because you will not require their help in the hunt for this Object. You are going to have to be totally prepared to proceed, though, if you wish to suffer no eternal damnation during your search. Your mind must be absolutely devoid of pride, and lacking in ego, for if it is not you have no possibility of defeating this Holder - leave.
If, however, you feel secure enough in your mental stability, ignore the incriminating stares of the people around you and explore the premises for the nearest building map. Memorize the room layout; you're looking for the one door not found in it. It will be unmarked.
Upon finding said door, which should look wholly inconspicuous and could appear in any hallway in the institution, slowly achieve within yourself the focus required to defeat your unmet opponent, and open the door. Walk quietly into the cell, and sit on the bloody rug at the far side of the bit-covered floor.
Do not forget to first shut the door, or many people on the other side will be quite upset at you for allowing your new roommate to escape. The sleeping man chained in a medieval fashion to the center of the room is to be called Jim, and he is the Holder of Infinite Patience. Do not let Jim's emaciated form or peeling, charred flesh put off any of your guard, as the crimson rug on which you sit lies within the radius of Jim's iron chains, and he has not had anyone to play with for likely quite a long time.
When your scent enters his nostrils, Jim is going to jump with the excitement of new company, whom he has waited for in his chains since the owner of the crusty blood you are sitting on attempted what you do today. The worst thing that you could ever possibly do in this situation is panic - don't do it.
Jim's playfulness can only go so far; your fear will not please him. Any of Jim's victims would tell you that the last thing that they did before meeting the gnarled ends of Jim's fingernails was panic, after which time they were thrown eternally into a room identical to the one you are in, iron chains wrapped around them as fire seeped into their cell through invisible creases, scorching their wretched bodies.
No, instead stare Jim straight in the eye, without moving, without thinking, without breaking eye contact. With every sign of fear or self-doubt that you display comes a greater chance of your total damnation. The best strategy here is to just not be afraid of Jim, no matter how badly his hide stinks of madness and decay.
I fervently hope that your dead stare will stop Jim from claiming his new plaything and if it does work, and Jim becomes still, seize the moment to address him by name: "Jim, why has He put you here?"
Jim may become gripped by emotion if your timing is correct in your questioning and his mind is sufficiently still to coherently understand your words. Painfully, he will moan the story of his wrongful arrest and subsequent imprisonment, of his world taken away from him in a single, dehumanizing instant, and he will likely weep, assuming he still has tear ducts by the time that you reach him.
Do not attempt to console the devastated man; there is nothing you could possibly do to remedy an eternity in isolated torture. Also do not attempt to end his suffering through murder; if that were an option and Jim was a mortal, it would have been ended ages ago. The only thing you can do at this point is to ask plainly of the poor man to kindly give up to you that which he holds.
He will offer you a handful of it. Take it and leave. Do not look back.
The melted flesh is Object 171 of 2538. The suffering of an eternity resides inside.
Object 172: The Holder of Obedience
In any city, in any country, go to any school or educational facility you can get yourself to. When you reach the front desk, ask to visit someone who calls herself "The Holder of Obedience". The secretary will blithely write your name onto a list without having to ask for it, then direct you down the hallway. She will ignore you from then on, even if you address her directly.
Follow the secretary's directions and you will find yourself in front of a door to an office. When you open it, there will be another door behind it. You may well find yourself opening doors in futility for the rest of eternity.
If you eventually make it into the room behind the doors, however, then you will find it rather plain and unadorned. Behind the desk will be a woman wearing outdated clothes and hairstyles, her face caked with so much makeup that you may well mistake it for a ghoulish death mask. She will motion for you to take a seat, but ignore her and instead ask, "Whom should I obey?"
The lady at the desk will point down the hall from which you came. You will see that the many doors have disappeared, and the hallway has grown to an infinite length. Somewhere far down it, at the very edge of your vision, will be a desk.
Run to the desk; do not walk. Sprint with all the might you can muster. You will feel time slow to a crawl, and a thousand commanding voices will crowd your mind and drown out your thoughts. You must fight through the madness of this hallway and reach the desk before time runs out, or you will run ceaselessly until all time ends.
The moment you make contact with the desk, the voices will stop abruptly and time will revert to normal. On the desk will be a purple photo album with a strange design on the front cover. The moment you touch it, the woman from the office will appear beside you. She will tell you the full consequences of opening the photo album and learning the true answer to your question. The truth is far too great for any mind, mortal or otherwise, to handle. It is best to heed her warning and leave the album unopened.
When you affirm that you will not open the album, the woman will give you a hammer. Use it to strike the album with all your strength. Both the hammer and the woman will shatter like glass, and you will soon find that the hallway is once again that of a normal school building. Take the photo album and leave quickly. The next day, the local news will report of a school faculty member murdered by a mentally disturbed student.
The photo album is Object 172 of 2538. To open it is to enslave the world.
Object 173: The Holder of Shadows
I am the Holder of Shadows. You ought never meet me, so pray that that ounce of mercy has been granted you, Seeker.
In any city, in any country, on a Thursday, head to any open park area you can get yourself to. It is suggested you bring along a firearm or other weapon you can use to easily end your own life, as this is preferable to any fate you may find during my task.
Ask the first person you see where "The Holder of Shadows" is. No matter where you are, or where you live, or what temperature it is, it will begin to snow. Do not allow yourself to be touched by this snow or you will be frozen for eternity, a silent sentinel of ice and flesh, never again to feel the warmth of the sun.
When the snow ceases, you must run. Run as quickly as your legs will take you, for they will follow. Get to the nearest residential house you can find, and knock on the door exactly three times. If nobody answers, or you knock too many times, close your eyes and pray that your death will be painless - though it very likely won't be.
When you enter, there will be a single light in the center of the room, suspended in the air. Although it has no physical form, striking it will destroy it. You must do so, or else the shadows cast by objects in this light will take corporeal form and attack. Act quickly - if you tarry your chances of survival will be... small.
When the light is destroyed, the entire house will be cast into pitch-black darkness. Only the door you entered through will allow any light into the room. Do not attempt to exit this way, or even look outside, for my beasts are still waiting, ever patient. Instead, you must find the basement and descend into it. If you were unfortunate enough to choose a house with no basement, you will have to look somewhat harder.
Do not show any sign of fear or doubt, or you will find yourself lost in the darkness. The basement will be lit normally. If the objects in the basement cast shadows, then you will survive. If they don't, commit suicide as quickly as possible. It will be painless compared to what my minions will do to you.
If shadows are cast, look for the nearest bladed or blunt objects you can find and use as a weapon. As soon as you pick it up, shadows will vanish from the other items in the room, one by one. Close your eyes as tightly as possible, turn around, and swing your weapon. It will feel as if your hand passes through water, and with the parting of the viscous material will come an unearthly scream, a scream beyond any reasoning or comprehension. Open your eyes. The shadow beast will drop to the ground, then dissolve. The weapon you hold will slowly grow hotter, then burning, then red-hot, then white-hot. If you do not let it go, the fire will consume you and you will burn for an eternity, and the eternity beyond that. When you drop it, it will burn through the earth itself. Ignore the hole and grab the crystal at your feet.
The crystal will be ebony black in color, and fit snugly into your palm. As long as you hold it, the shadows will not envelop you, and you will see through any natural darkness.
This crystal is Object 173 of 2538, my gift to the Seeker who has earned it.
Object 174: The Holder of Detachment
In any city, in any country with a working rail network, find the oldest train station of that city. When you are ready to seek this Object and after you have said your goodbyes to those worthy of them, you must sell all your earthly possessions - with the sole exception of the clothes you'll wear that fateful day. (Choose only the oldest and humblest of your rags for that purpose; do not layer.) Do not attempt to make a profit nor look around for the best deals: just endeavor to get rid of your mundane encumbrance as quickly as you can, for whatever sum you are offered.
Collect all the proceeds in cash and pack them into a plastic bag, then head for the station (on foot, don't you dare spend any of that money on public transport, water, nor food). Wait until the ticket-selling booth is about to close and stepping in, state to the attendant that you need to go to the Holder of Detachment. The tired expression of the ticket-seller will melt into abject horror and he or she will attempt to close the booth with trembling hands while refusing to look at you. It is then that you must present your bagful of money. At its sight, the fear will give way to sudden professional composure, and with a blank face and monotonous voice, the attendant will ask you: "Is that all, sir? Before you can answer, though, the bag will be claimed and from an ancient-looking machine made of blackened cast iron, a big, yellowed ticket will be produced and handed wordlessly to you. As you take it, the attendant will close the booth with rather unnecessary violence.
On the ticket you'll find printed the time of departure: Long after the last officially scheduled train and long before the first train of the next morning. Take a seat in the instructed platform and wait. You will not be disturbed by guards as the platform empties of the late riders going back home - to lives of contentedness the kind of which you have now renounced.
Wait and do not slumber. Wait and mind not the unnatural chill lifting from the ground as the expected time arrives, biting to your bones and against which your thin rags offer no protection. Wait and pay no attention to the clicking and rustling and hissing noises of the other "commuters" of this after-world train line; keep your eyes trained on the converging lines of the railway in the distance whence the train will come force to avoid undesirable... interactions.
Moreover, wait and hope against hope that you followed all these instructions correctly and that your payment was deemed true. Seven is a gross miscalculation of the number of hells, as you'll soon learn if an insufficient or untrue amount was paid and you were handed an incorrect ticket in exchange, instructing you to board the wrong train.
If a train stops in front of you, make sure it's then exactly the hour printed on the ticket and not even a minute early. Many things roam the railways at those hours which are only trains on a vague external resemblance and that feed on the hapless passengers willingly stepping into their sliding door-like maws.
Finally, your train shall arrive, precisely on time. A ruin of mold and rust seemingly incapable of standing still without falling apart, let alone being rail-worthy. Do not wallow in such considerations, though; board quickly for if it departs without you, morning will never come for you. Your soul shall remain chained to this now timeless platform where you will wait forever for a train that never again will come.
As you step inside, pray that you boarded a completely empty carriage because otherwise I have no further advice or hope to give you; you knew the risks. If fortune smiled at you, pick and take a seat. (I advise against taking one of the window seats: you may be tempted to take a look outside the coal-blackened windows and have your sanity scoured clean from your brain by the loathsomely otherworldly sights along the train's route.)
What follows is more waiting; what feels like a lifetime of waiting. Joints aching, senses dulled by the monotonous, eternal, all-encompassing tak-tak of the wheels meeting the rails' junctures; you'll wonder if you've ever done anything else than sitting there, or whether existence outside the train was ever more than a dream. Then, without warning, a creaking sound will announce the opening of a carriage door behind you, followed by slow but purposeful steps toward you.
As the steps stop next to your seat, hand out your ticket without looking up. The ticket will be picked from your hand and you'll hear the rustle of something being scribbled on it. NEVER look up. Before you are given back your ticket, a mocking voice will ask of you, "Are you having a pleasant trip?" You must answer, with as much conviction as you can muster, "Is all of this actually worth it?" A long pause will follow while you feel a burning gaze penetrate your being, so fierce that not even the marrow of your bones could escape its scrutiny. There's no way to know what or how the Holder judges but from the answer, you'll learn your fate.
If "Yes" is the answer, you'll arrive soon to the same place from whence you departed, where come the morning you'll be able to claim a refund of your money just by showing your face. Squander it at your heart's content in worldly pleasures, for only a couple days of your life remain before being claimed by a most gruesome death.
On the other hand, if the answer is, "Of course not," you'll arrive at some other station in a country far away from your own. Wretched and lost, you will wander for long years never accumulating anything other than misery; death itself will seem reluctant to give you deliverance - intent as you may seek it - until the day your weary, impossibly old body finally falls apart.
The answer you are hoping for is "That, friend, is up to you to find out." Only then, the ticket will be given back to you and shortly after you'll arrive at any train station in the world you wish to go.
The signed ticket is Object 174 of 2538. Anything that is up for sale in this world will be given to you upon producing it, without a single word passing. Regardless, never again will you be able to derive joy from anything you possess.
Object 175: The Holder of Ashes
In any city, in any country, wait for a night that is cold enough for you to see your breath in the air. Climb the tallest building you can find and make your way to the edge of the roof. Whisper into the darkness that you wish to visit the one who calls himself "The Holder of Ashes".
Ever so slowly, the stars in the sky will wink out, one by one, until only the moon remains. Wait until even the moon fades into darkness and no other sounds can be heard except the soft blowing of the wind. You must then step forward off the ledge. If you turn back now, you will be forced to wander in the cold, silent darkness forever.
You will fall slowly and land on the hard earth. You must rise from the ground quickly and make your way forward through the darkness. Black feathers will fall all around you. You must not make any sound or the infinite legion of ravens fluttering about silently above you will descend and feast upon your flesh for all eternity.
After an indeterminate amount of time, ranging from hours to weeks, you will see before you a man standing in the darkness. He is old and wrinkled, wearing nothing but a brown loincloth. As you near him, you will see he has black feathers stapled roughly into his skin over the entirety of his body. He will stand silently, with his head bowed.
As you approach, the feathered man will slowly raise his head. You must bow your own head at this, for to look into his black jewel eyes is to look into the depths of nothingness.
The man will slowly raise his arms to his sides. The black feathers will blow to and fro in the sudden heavy wind. He will throw his head back and let out an unearthly screech. You must cover your ears and shout, over the blowing wind and the unearthly wail, "Why were they silenced?"
The man will stop and cock his head to the side. Suddenly, he will begin to cry tears of burning pitch. His body will ignite in crimson fire, and you must quickly look away, else the flames leap hungrily and consume you as well.
Wait until the man is nothing more than ashes, then sweep through his remains. There, you will find a small black statue of a raven with its wings spread wide, made from the compressed ash. When you pick it up, you will find yourself at the foot of the building from which you jumped.
The statue is Object 175 of 2538. When the time comes, it will rise from its own ashes and sing the song that ends the earth.
Object 176: The Holder of Opening Doors
In any city, in any country, go to any place of worship you can get yourself to. Go inside and tell any of the people you see there, "I wish to see the Holder of Opening Doors." If they ignore you, you have come to the right place. Sit in the exact center of the structure and wait, wait until all is empty and dark. When it's time, you will hear singing. It will be the most beautiful song you have ever heard, but don't listen to it and keep looking forward. If you concentrate on the song, you will sit there until the end of time waiting for the song to stop.
If you keep your mind open and without thoughts, a child will stand behind you. You will hear its voice, but don't turn around, or the child will be gone. Instead, you will see another world, where you will know the true meaning of pain. Stand up and walk slowly toward a door without any decoration.
Stand in front of the door and the singing will stop. When the singing stops, don't move, don't you ever move. The door will open on its own, and when it does, a mirror will appear. In it, you will see yourself, but not as you are now. When you see your reflection move, mimic it, but remember, it's a mirror, so right is left and left is right. If you do not move correctly, the mirror will shatter and you will suffer the fate of every evil a human can and cannot imagine. Should you succeed in following its movement, ask the child behind you, without turning around, "Why is the door open for me?" He will reply with a cute, yet almost sick laugh, and you will see the reflection of yourself fade and turn into a younger version of yourself, without eyes or limbs.
Touch your body and it will change to emulate your reflection. If you keep calm and walk into the mirror, you will enter a hall of doors, endless doors. Don't fear, however, because the doors will open. Walk and don't enter any of them; instead, walk toward the one closed door and touch it. Yell at the top of your lungs, "I wish to enter the door of my closed mind," and it will open. You will see your past. Watch your past play out, focus, and wait for an important event, such as your first kiss. When the event happens, you must say, "This is me!" You will find yourself standing in that period of time, watching as your life plays out at its regular speed. You must watch, immobile. When you finally are able to move, you will feel strange. Go to the place of worship again and you will see yourself still sitting there. Tell your reflection of the event. It will cry and vanish; all that will be left is a blackened, dead heart.
That heart is Object 176 of 2538. If it sheds blood, you will be able to relive the past.
Object 177: The Holder of the Shooting Star
In any city, in any country, go to there, do that, and get this. Admit it, that's what interested you in this lifestyle: promises of untold power in exchange for completing a few measly tests. That's the reason why there are so many bright-eyed new Seekers coming out of the woodwork, hoping to get themselves a shiny new Object. And that's the very same reason that those Seekers rarely seem to keep their optimism and innocence after they obtain said Object. The problem merely lies with how the Objects dishearten people and remove all joy and happiness.
Well, except for mine of course. Even the Objects have their ports in the storm, so to speak. However, if you really are a Seeker, you know the drill. Everything has its price, and I'm not going to give up such a rare treasure so easily.
On a night when the moon is particularly full and bright, go to the river closest to the place that you hold most dear. Bring your most prized possession and a watch if you can't see a clock from said river. When the time is exactly eleven o'clock, burn your possession. If I want to see you, you'll find a small blue marble in the ashes. If you see this, scatter the ashes into the river.
Now, be patient. I'm not the fastest Holder and I need time to get from place to place. Don't be disheartened, however, because I'll always appear by sunrise.
Don't be naïve about my blindfold when you see me, I can certainly see you. In fact, I'll be elated; I'll welcome you with outstretched arms and ask you something along the lines of "Don't you love how it catches the light?" This is when you must make your choice. If you decide to leave the marble on the ground and walk away, then I'll remove your desire to find any more Objects. If this will be your first, I may have just saved you from eternities of peril from other Holders. However, if you have any other Objects, their hunger will come back through you, stronger than before, and you may never loose yourself from their voices. And please, don't try to defy me by throwing the marble into the river. That marble is my responsibility and it is very frustrating to find. Despite my calm demeanor, I am still a Holder and I could always use a plaything to help me deal with my frustration.
If, despite my proposal, you decide to follow the path of Seekers before you, then you may ask me "What were They like before?" and give me the marble. Take a seat because my story can take a while. I'll tell you about times before the Objects were made and how They used to be pure, but They changed forever. Your mind probably won't be able to even comprehend most of the details of my story, but if you can withstand it, I'll let you have the Object.
As you've probably guessed, it's the blue marble. I will tear out your eye and replace it with the marble. After the pain subsides, you'll never know the difference between the marble and your old eye.
Now here's where the perks of my prize come in. No doubt that's the reason you've come after this. If you show anyone your new eye, they'll see your version of paradise. You'll even be able to placate yourself for a while if you look into a mirror and stare at the eye.
But the marble isn't perfect. As your hunger for the Objects grows, people who look into your eye will find a vision of the Reunion. You'll lose a few friends like that if you don't find yourself a blindfold. Furthermore, you'll find nothing but frustration with your illusions, swearing at yourself for not being able to bring Them together. But don't dwell too much on these facts; it could be years before the marble would allow these things to happen to the Seeker that possesses it. I suggest you enjoy the time between ownership and madness while you can, before it fades.
The blue marble is Object 177 of 2538. While it may be the brightest star in the sky, its light will not last very long.
Object 178: The Holder of Change
In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Change". The attendant will look at you with a sinister grin on his face and then tell you, "Yes, but first, you must do me a favor..." Once this is said do not speak a word, for if you do you will instantly be transported to a place with creatures unlike any this world has ever seen, shapes constantly shifting into ever-more-nightmarish forms. You could pray for a swift death, but there won't be anyone listening.
If you correctly remained silent, however, the attendant will ask you one more time, this time with a hint of urgency in their voice. Ignore their plea, and ask again for the Holder of Change.
The attendant will look at you with disappointment on his face, but soon enough he will lead you to an unused supply closet. Before the attendant leaves, lock eyes with them. If you break eye contact for so much as a blink, you will surely be devoured by the creature that led you here. It knows this, and will leave very, very slowly.
Once the attendant is gone, step into the closet and close the door; shut your eyes for exactly 5 seconds and reopen the door. You will see a small, windowless room with a young female child standing in the center of it. If there is no child, close your eyes while whispering, "Fear does not shake me." Once you are finished saying this reopen your eyes. If still no girl stands in the center of the room, there is no hope for your life; the girl you were looking for is the one standing behind you.
Once you assure the girl is there close your eyes, shut the door once again and this time wait for 3 seconds exactly. Reopen your eyes then turn the handle once again. This time the room will look decayed and heavily aged, in the center of the room will lie the corpse of an elderly lady, in her hand a revolver with 5 bullets. Quietly whisper these exact words: "What were they once?" If said incorrectly, the door will slam behind you and the gun will vanish from her hand. You have done wrong and will spend the rest of eternity locked in a room with a rotting corpse.
If said properly, the corpse will speak from beyond death telling you in the most disgusting and horrible ways a tale from before time all the way to the current second. After she is done you must grab the pistol from her hand and shoot yourself between your eyes. If all goes correctly you will wake up in the lawn of the mental institution or halfway house, holding in your hands the very casing from the bullet you shot yourself with. If not, well...
The empty casing is Object 178 of 2538. You know what they were once - dare you attempt to recreate it?
Object 179: The Holder of Trajectory
In any country, go to any area where archery is practiced. Rent a bow, and ask for the one on the bottom row, third to the last one on the right. All of them, except for one, should be fletched with yellow and white feathers. The odd one out will be fletched with black.
Proceed to fire your arrows, but do not ever use the black one. You may continue shooting well past closing time; you will not be interrupted by anyone. As night falls, nock an arrow on your string; fire it just as the sliver of sun sinks below the horizon. No matter your skill, no matter your eyesight, the arrow will be a perfect bullseye.
At that instant, a wave of black and violet fog will erupt from the target and will form a ring with a diameter that encompasses seven targets, including yours. When it fades, you'll see that where it once sat in a wide plain, or at the edge of a forest, the range is now located at the top of a dirt-capped plateau.
It's advised that you move from the middle of the range, as an arrow will be headed directly toward you. The owner of the arrow is a young woman, someone who looks to be a year younger than yourself. Her flaming red hair whips straight back as if a wind blows straight into her face. In her hands, she holds a bow carved from blue wood. Over her right eye, she wears a white eye patch, marked with a symbol similar to the one on your eye.
She'll beckon you over, and challenge you to a contest of marksmanship. How you do on your first two shots is not important. When you nock the third arrow, a large beast-like demon will vault over the edge of the plateau. Releasing the shot will fire it straight through its head. It will be a drop in the ocean, though, as the one beast will be followed by thousands of others just like it.
Before the first wave hits the ground, grab the archer around the waist, and kiss her as if it was the last thing you could do before you die; it's highly likely that it will be.
Time will stop. The beast demons will hang in midair. As soon as you break contact with her, ask her, "Who is among my allies?" Her answer will come in the form of a story that details every shadow-cloaked assassination in human history. At the end she will take off her eye patch, and hand it to you; you'll see that, lodged in her right eye is a twisted iron arrowhead, blood pouring from the wound as if it was fresh.
You should nock your black arrow, as she is nocking an identical, white, one. Stand back to back, aiming toward the frozen mass of demons, and at the same time, fire.
The resulting whitewash explosion will knock you out, and you'll wake up in the bed of the place you call home.
Over your right eye will be the eye patch.
That eye patch is Object 179 of 2538. Wearing it will reveal to you who your allies truly are.
Object 180: The Holder of Seduction
In any city, in any country, go to any bordello that you can get yourself to. If you can find the owner, notify him that you wish to see someone called "The Holder of Seduction". Should the mere vocalization of the name bring the feel of pleasure and fear to them, then you have come to the right place.
They will lead you to a door previously unnoticed in the bordello, and you will descend down a flight of stairs alone. The descent will take up to ten minutes, and you will notice that the area around you will seem to grow older. Not decay, but rather seem more dated in design. The steel railing will morph to wood, the drywall will become stone, and the stairs beneath you will seem to be carved from rock.
You will exit into a circular ring that seems to encompass a large cylindrical room. Should you turn around, the doors you entered from will not be there. Several doors will line the inner side of the ring. You must enter the seventh from your starting position clockwise.
The interior of the room resembles a Satanic summoning chamber, and, as with most summoning chambers, a demonic presence will be felt. Ancient bones litter the ground, the walls are tinted red from millennia of bloodshed. A pentagram will be laid out in the center of the room, glowing with a fierce orange hue.
In a carved alcove you will find a book and a dagger. No matter what page you turn the book to, you will find a single incantation. Taking the dagger in your hand you must let the blood from your body in any way you choose while reciting the incantation over the pentagram.
Should the ritual fail, I cannot help you any longer. Let it suffice to say that the bones are most definitely the remnants of Seekers who failed the ritual. Should it succeed, however, a column of flame will erupt from the pentagram. When it fades, a being will appear. Depending on who you are exactly, this creature's appearance will change. It will take the shape of your worst enemy, or your best love, or mentor. Regardless, it will be male if you are attracted to males, and female if you are attracted to females.
No matter whose shape it takes, it will be very, very beautiful. Its nude body and succulent figure will taunt you with every glance. You must ignore these temptations, for submitting to the seduction of the Holder is a fate worse than death and greater than bliss itself. Pain, agony, joy, and pleasure will all meld into one feeling that will leave you paralyzed and unable to react as the being mates fiercely and passionately with you. And it will not stop until every ounce of your life force has been drained.
You may ask it only one question: "How does it tempt us?" The creature may answer, it may not. If it chooses not to recite the answer to you, you are not out of luck. The book will stay with you upon your return to Earth, and it will contain the answer. The dagger, however, will remain here, or to be precise, in the heart of the creature. As long as it is bound by its chains, it will not be able to harm you. Stab its heart, and release it from this plane of existence.
It will burn and scream a scream more terrible than any other cry in the history of the universe. Even if you are an experienced Seeker, the sound may still send chills through you. Once it has completed its death, the door behind you will swing open. Exit - but make sure to take the book with you.
That book is Object 180 of 2538. With the instructions inside, you may summon this demon at will to fight beside you, but take care not to fall into its sexual temptations.
Object 181: The Holder of the Five Rings
In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, ask to visit the one who calls himself "The Holder of the Five Rings". If the worker tells you how much he loves that book, ask again immediately.
If you are fortunate, the worker will assume a grim expression and lead you to a staircase. The staircase will run straight downward, deeper than any underground installation should be. As you and the worker go down the stairs, your guide will whistle a tune so enticing you may be tempted to ask what tune it is. Do not ask what the tune is; do not even turn to see the worker if he whistles the tune. If you do, pray for a swift and painless end to your life.
Once you reach the bottom of the staircase, the worker will open the door to a blank, gray room with Chinese characters written in blood on the wall. Do not try to read the Chinese characters, or you will be driven to a state of insanity so profound and horrifying that the experiences had in this insanity cannot be described.
The worker will leave the room. Fifteen seconds later, if you have not read the Chinese characters on the walls, a person identical to you will appear and challenge you. Should you decline the challenge your double will shake its head and disappear. You will hear a chorus of snarls and growls and moans growing louder and louder, and your body and soul will feel excruciating pain as you are eaten alive by the mad creatures around you.
Accept the challenge, despite your fears. If you lose, your double will eat your soul, and your soul will feel infinite pain. Most have a doppelganger too skilled to defeat.
If you win, ask your double, "Who else desires them?"
Your double will tell you, in horrific detail, the ones who desire the Objects. You must only look into its eyes. Do not look at what is in your double's right hand, or it will seize the opportunity and kill you.
When your doppelganger is done speaking, it will hand you several small, hard items. Thank it, then, without opening your hand, leave through the door from whence you came. You will be near the place you call home. At that point, you may look into your hand to see that you have five golden rings linked together.
These rings are Object 181 of 2538. The horrors they have seen are surpassed only by those they have caused.
Object 182: The Holder of Shame
In any city, in any country, go to the city hall or place of local government. When you reach the front desk, ask to visit the one who calls herself "The Holder of Shame". The worker will stiffen and put on an obvious façade of confusion. Quietly apologize for the misunderstanding while discreetly handing the worker a cash bribe. If the bribe is sufficient, you will be directed through a door behind the desk.
The door will lead to a hallway that is bright at the entrance, yet grows dimmer further down, such that the very end is completely dark. Walk slowly down the hallway. Should a figure emerge from the darkness, stop immediately. If the figure disappears once you have stopped, then the sleep into which you will fall will be eternal.
If the figure remains, however, then wait for it to coalesce into a clear image. It will reveal itself to be a beautiful, youthful girl, perhaps in her early teenage years. The blood spattered across her clothes will make it apparent she is bullet-riddled, and tears will flow slowly from her eyes. When she smiles at you, ask, "What was their mistake?"
The girl will cast her eyes to the ground. For the briefest heartbeat of a moment, your vision will be lost. When it returns, the girl will be immediately in front of you, her body trembling as she appears to hold back her tears. Move to embrace her. If she turns away from you, then you deserve no sympathy for the fate you will soon suffer.
If the girl preempts you by embracing you first, simply let her. Her blood will smear across your clothes. She will bring her face to yours, such that her tears will soak your own cheek. Hold her close to you and submit to the drowsy feeling that will overcome you.
You will awaken in the place you call home. There will no longer be any trace of the girl's blood on your clothes, but your cheek will still be damn with her tears.
Her tears are Object 182 of 2538. Turn away from the path you have chosen, lest you repeat their mistake.
Object 183: The Holder of Relief
In any city, in any country, go to any opera house or concert hall you can get yourself to. When you find the head custodian, ask to visit the one who calls herself "The Holder of Belief". The custodian will sigh in resignation, then lead you into the main performance hall.
The custodian will take you to the main stage, then leave. Wait until he is completely gone, then pull aside the curtain. If what you see is what one would expect to find behind a stage curtain, then you were not meant to complete this task, and the remainder of your life can be measured in minutes.
Instead, you might see a wall of marble, solid white except where scrawled in black. Approach the wall, and you will see that said scrawls are indeed thousands of personal signatures. At this point, you might notice the young woman off to the right, adding to the scratched names. She will be carving in a reproduction of your own signature, perfect to the last detail.
Watch the young woman in silence. When she is aware of your presence, she will turn around and look you in the eye. A white mist will obscure the bottom half of her face, but even what little you see is enough to determine that she possesses a certain mysterious beauty.
A disembodied, and somehow familiar, male voice will ask if you have seen the woman's beloved husband. Ignore the question and ask, "How great is their desire to reunite?"
If the woman's eyes narrow in response, then hopefully you have made peace with your enemies. Otherwise, the woman will produce a violin and proceed to play. The violin itself will not produce sound, but you will hear, in your mind, the sound of crashing waves against a beach. Focus all of your will on the woman's eyes, however, for to listen to the crashing waves is to have them resolve into a demonic chorus that will drive you to madness.
As you focus on the woman's eyes, you will feel within you what they feel. You will feel their demonic urge for reunification, and the strength of this feeling may very well tear your mind.
If you recover from the haze of their feeling, you will find the marble wall almost completely blank, with only your own signature remaining. The woman will thank you for understanding. Look down at your dominant hand to find that the bow from the woman's violin is there. Playing with it will produce the purest music thought possible, but only to your ears.
When you look up again, you will be standing outside the concert hall.
The violin bow is Object 183 of 2538. They believe only in their reunion, but what do you believe?
Object 184: The Holder of Brutality
In any city, in any country, go to any hospital you can get yourself to. When you reach the reception area, ask to visit the patient who calls herself "The Holder of Brutality". Should the worker call out loud for the guards, quickly apologize and leave the hospital. Never return there, and wait for a year to pass before trying again at a different hospital. It's best not to speak of what will happen if you're ever caught at that hospital again. If you're in the right place, the worker should give you a sadistic grin and lead you toward the Intensive Care Unit.
As the worker passes patients, he will pause to check the nametags on their beds. Be wary of your surroundings, and be careful to never touch any of the personnel holding medical tools. The patience of the people here runs very thin, and they are quite irritable. You don't want to end up being one of the patients here, for you are sure to never return to the outside world.
When you reach bed #538, you will see an old man lying there. You must lock eyes with him. The moment your gaze meets his he will, uncharacteristic of his weakened and emaciated body, shout at the top of his lungs: "They're here!" After uttering these words there will be explosions outside the hospital, as if you're being hammered by artillery. This will go on non-stop, and soon the ICU will be hit and many of the patients and workers will die. Close your eyes and do not move from the spot you're standing on no matter what you hear, feel, or smell. Open them, and you will be forever buffeted by artillery shells and all manners and types of projectile weapons used in war. You will feel every tear of muscles and every crack of bone as they pound on your body like storm rain, shredding it like a sheet of paper. And when your body is but a pile of dust, it will regrow and the cycle will begin again. Such will be your fate for all eternity if you give in to impatience.
You must keep your eyes closed until the bombardment stops. You can only be sure that you are safe when all is silent except for the crying of a girl. Should you hear anything other than this, better not open your eyes and accept your fate. Only when all that remains is the sound of the girl crying it is safe to open your eyes. Your environment will be bleak and desolate, the destruction total and complete. Body parts will be scattered all around you, still quivering with the anguish and torment of their death. In fact, the only things left standing will be you, if you didn't move, and bed #538, where the old man was earlier. But in his place now should be the crying girl, no more than 20 and of unspeakable beauty. Do not linger on her splendor lest you go mad when she reveals the truth to you. Ask instead, "Who is worse, us or Them?" After uttering these words, soldiers will appear and stake you to a wall that wasn't there before, one stake per limb and one through your chest. You won't die, though - you are not to be granted the luxury of such a simple fate.
The soldiers will then proceed to ridicule and torture the crying girl with every method known and unknown to man. The faces of the soldiers will soon change until all of them bear your face. They will beat her with the shoulder stocks of their guns, they will put needles between her fingernails, eventually removing them. They will make her drink water until her abdomen is grotesquely distended. They will rape her, do to her things only governments do to the worst of criminals, and even then only with utmost secrecy, and you will feel every second of her pain. As she is being tormented, her face will begin to morph into everyone you know, all of the people you have ever loved and hated. She will look into your eyes, pleading that you help her, but heed her not, else you will replace her in that bed and your pain will know no end. After what seems like an eternity, the soldiers will end her suffering by cutting off her head. A soldier will then approach you and ask, "So what did you think?" Only answer, "We are all victims," after which the soldier will plunge his hand into your chest, and it will feel as though he is pulling out your heart. Though you have managed to stay conscious through everything you've witnessed so far, this will push you over the edge, into blackness.
When you wake up, you will be lying in the place you call home. Next to you will be an unlabeled tin can, with a number of nails driven through it. If you choose to open the lid, you will find inside a pitch-black void, and anything put inside will be lost to you forever.
This tin can is Object 184 of 2538. We are not as different from Them as we like to think.
Object 185: The Holder of the Game
In any city, in any country, go to any elementary or grade school you can get yourself to. Wear sturdy, comfortable gloves, and have your egress planned. Confidently enter and seek out the classroom with the youngest children inside. Ignore any who question you or attempt to impede you in any way. They seek only to delay. Let nothing and no one stand in your way. Once in the classroom, approach the instructor, stand face to face, and demand to see "The Holder of the Game". If the instructor says anything or does anything, flee. Your freedom is at stake. If, however, the instructor stops abruptly and stares intently over your right shoulder, you are in the right place. Do not turn around. Instead, announce with as much confidence as you can muster, "It is time for the game."
Behind you, you will hear many skittering sounds interrupted by the occasional thud of stone hitting sand. Resist all temptation to turn and look. It would only serve to unnerve you and you will need your wits about you soon enough. Instead, wait until the sounds have ceased. Wait patiently; it could take a while.
When the sounds have passed, remain motionless. The instructor will announce, "It is awaiting its amusement." Then, and only then, turn slowly around. The scene before you will, quite to your surprise, be much the same as when you entered. The only change being that the desks have been moved against the wall. The children will have formed a circle and will be sitting facing the center in absolute silence, eyes shut tightly. The effect may be unnerving, but do not let it deter you. You must quickly enter the circle. Be assured, this is not the same room that you entered. It is no longer safe.
The inside of the circle, on the other hand, is safe, so feel free to take a moment to gather yourself. Regain your equilibrium and perhaps even stretch in preparation to run - you will be, soon enough. When you are as prepared as you are able, approach any child you choose and stare at his eyes, shut as they are. Calmly ask, "How does it entertain?"
Stare intently into the child's eyes for the response. If there is no response, move to the next child and repeat the question. Depending on the state of the game, it could take as many as eight trips around the circle or as few as none. There is no rush here. When, eventually, a child opens its eyes and you find yourself staring into empty blank sockets, then you must prepare for the Game. After a pause, the child's face will contort into a look of rapt excitement. The Holder is coming.
Behind you, you will again hear the sound of skittering and stone on sand. This time, however, you will hear the sound of running feet. Resist the urge to turn and look upon what is rushing so eagerly toward you. it will not take long to arrive, for it enjoys the Game and will be eager to play.
Its arrival will be announced by a high shrieking laughter. The laughter will continue until you turn. When you do, you will find yourself face-to-face with the Holder of the Game. The Holder of the Game can appear as anyone who was ever a child - don't be fooled; this does not mean that it is one itself. It will be dressed conservatively in whatever clothes are appropriate for its guise. The only distinguishing mark will be the wild look in its eyes. It is a look of complete and utter exuberance. Do not meet its eyes if at all possible - you'll only be distracted, and you really can't afford that.
The Holder will extend its right hand while keeping its left tucked behind its back. It will ask, "Shall we play?" Ignore both its words and its offer of greeting. Instead, concern yourself with its left hand. Gloves are a necessity, for if any part of the Holder's hand should touch any part of you, you will be doomed to the circle for eternity - thus is the nature of the Game. Carefully remove the object from the Holder's left hand. The Holder will make a great show of resistance but you will find it surprisingly easy to retrieve the object, a simple red rubber ball.
Once you are holding "The Game", the Holder will stop immediately and begin staring at it with rapt attention. When you feel you are ready, remove either glove and hold "The Game" firmly in your bare hand. Bounce it once on the floor and catch it. You will feel great joy and it will feel as if all of your cares are lifted. Do not allow yourself to stop and enjoy this feeling. Turn and run for the door.
From behind you, hopefully from far, far behind you, you will hear the sounds again. "The Seeker approaches," will echo in your ears. The halls will reverberate with the sounds of every child in the world counting. "One... Two... Three..." Do not concern yourself with the counting. Do not concern yourself with anything. Merely clutch your prize and run, using whatever means you possess to travel as far from the school as possible.
The Game is Object 185 of 2538. When the counting stops, the Holder shall become the Seeker and the Game will truly begin.
Object 186: The Holder of Understanding
In any city, in any country, travel to a guidance center or another place where you may receive counseling. Any place will work, but it is better to pick one as far as possible from the places where you have met other Holders. It is advisable to wait at least a week after contact with another Holder before trying this, for this particular Holder has no love for the others.
If, however, he does detect the stench of the others on you, he will place his mark on you. You will henceforth be identified to every Seeker you come across, and they will attempt to take your Objects from you, or kill you if you have none. However, some consider this to be an advantage in that you may not necessarily lose such an encounter.
Once you are there, approach the attendant or secretary and ask to see "The Holder of Understanding". None shall be denied entry to this place except for two reasons. If, in your life, you have ever given advice that is insincere, or given advice that secretly furthers your own agenda, it is unwise to approach this Holder. Instead, you must seek forgiveness from all those whom you have deceived. If somebody denies you forgiveness then you will not be able to seek the Holder of Understanding until that person dies.
If, however, you have not violated this condition, or the other, then the attendant will nod and ask you to take a seat. An unspecified amount of time will pass. If you become impatient or wish to leave, do so, with the knowledge that this Holder values patience and that you will not be given another chance to seek him. As you wait you may still grow hungry, thirsty, and experience any other bodily urges, except none of them will kill you or grow stronger than a constant irritation.
After a long time, which can range from seconds to days, somebody will enter from the adjoining room. This person - which is, of course, the Holder - will have the guise that is most calming and reassuring to you, but do not be fooled by it. Error in his domain thus far has not resulted in death or agony, and there is a reason for it - this Holder considers himself above such overt measures, and seeks to distinguish himself from his brethren. Be warned, however - there are far, far worse punishments than insanity, death, and pain, and this Holder knows all of them.
The Holder will greet you warmly and beckon you inside the room. Follow him quickly and in an orderly fashion. Once you follow him inside, the door behind you will close. Do not attempt to leave until after this is over. Wait for him to sit. He will invite you to sit on the comfortable-looking chair opposite his. Once you are both seated, then it will begin.
One at a time, every person you have ever ignored, ever turned a blind eye toward, and ever refused them in their time of need will enter. You will experience their suffering, their anguish, and their pain, just as you did the first time, except with a difference - now you will feel it, and more importantly, you will understand what you cost them with your heartlessness.
Some of them may attack you. The pain you feel is what they felt, and you will suffer the physical wounds they suffered, the ones that you were blissfully ignorant to, but the ones you caused. Others will relate their emotional torment to you, and soon you will sink into misery and agony at the weight of their torment. All their sadness, their anguish, their despair will be placed onto you.
At the end of the ordeal, the person you have hurt the most will appear. If you still do not understand the agony that you have caused through your life, behind them the Holder will sigh, hand your victim a dagger, and they will be given the power of your salvation or damnation. If you are lucky, the capacity for understanding - and thus, forgiveness - will be with your victim, and they will spare you. Otherwise, you will die by a stab to the heart.
However, if you understand the pain you have caused, but you do not care, the Holder will banish your victim and assume his true form. You may attempt to battle him if you dare, with whatever objects you have concealed from his sharp senses. It is an extremely difficult fight, and there is only a slight chance of you winning. If you do so, you may take the Object from his corpse, but beware - most of the other Holders fear this particular Holder, and now they fear you. Never again will you go unnoticed by them, even if you cease your quest.
But, should you fully understand the terrible things you have done, both covertly and overtly, the Holder will send the last person away, then smile at you. This is your signal. You must tell the Holder everything. All the suffering, the pain, the agony you have both caused and gone through in your life, ending with the pain caused to you and the pain that you, in turn, caused to others, through this quest. Do not worry, for you have passed his test, and no harm will come to you.
At the end of your tale, you must stand and ask the Holder this: "Do you understand?"
If he shakes his head sadly, you will wake up in your bed, without any memory of the Objects or your quest. Never again will you encounter them.
If he nods, you are free to leave. However, you will not receive his Object.
If he asks "Do you?", you must step forward and embrace him. Try not to show repulsion at his touch, for his illusionary form does not extend that far.
Then, he will take a custom-made black revolver from his pocket and hand it to you. Inscribed on the barrel are the words "The Widowmaker". The gun holds any bullet, and it is indeed a formidable ally. This Holder understands what you have been through, and he is also your ally. In your time of need, neither he nor his gun will fail you. You may only call upon him once.
The Widowmaker is Object 186 of 2538. Now that you understand the price of your actions, there is no choice of your devotion to your cause. To recant now is an insult to all those who you came across.
There is one last thing.
The other condition for entry is that you must never have visited the one who rides on horseback. The Holder of Understanding and that particular Holder have a long history. However, if you take the Widowmaker with you when visiting the rider, you may yet obtain his Object.
Object 187: The Holder of Ecstasy
In any city, in any country, go to any mental institution or halfway house you can get yourself to. Approach the front counter with a look of determination on your face. Ask to see "The Holder of Ecstasy". The attendant will not acknowledge you immediately; instead, she will wake as if from a stupor, her arms sliding across the counter, and she will amble down a previously unseen hallway. Follow her.
The corridor will twist and turn, seemingly in impossible ways. You will notice the air will become more humid, the hall becoming brighter although no source of light is apparent. You will be shown a door, slightly ajar, and the attendant will shuffle off without a word. Push open the door, ignoring its slimy coating.
Inside this room will be a brilliant white light, as bright and as high up as the sun. The walls will be lined with a floral print, the floor will be neatly trimmed grass, and standing prominently in the center of the room is what looks like a large flower bud, about half your height.
An elderly man will be sitting in the corner, eyes closed. He will not notice you or interact in any way, save for responding to the question: "What if it dies?" The man will stand, walk to the plant in the center, feel for the tip of its bud, and tear off a piece.
Sound will now cease. No scream may leave your mouth, no clap of your hands will be heard - even the voice of your own thoughts will be pushed out. After a few moments, a deep vibration will enter your mind. Suddenly, like a boom of thunder, the world around you will shake and rumble, as every physical pleasure imaginable engulfs your senses. Your eyes will roll back, and you will fall to the floor writhing in orgasmic joy.
You must reject these feelings, lest you will lay on the floor of that room until you die from dehydration. You must imagine only the worst pain you've felt, dig your nails into your chest, scratch at yourself until you focus only on the pain. The vibrations will stop, and you will stand. Inside the tear on the flower is a seed. Take it, leave the room, and make sure to focus only on your discomfort.
The seed is Object 187 of 2538. Plant it or not, the choice is yours.
Object 188: The Holder of the Blank Canvas
In some cities, in some countries, a certain mental institution or halfway house will mysteriously draw you. Once you enter, do not talk to anyone, lest you find yourself under the influence of some other Object. Upon reaching the front desk, look for a brochure of a bar or a pub. If there are none, then you have failed. All your efforts up to this point have been for naught. If some can be found, take one and quietly leave.
Go to the bar and sit near the darkest corner. Place the brochure on the table and do not order a drink. Wait. Two men will walk into the bar, their appearances will vary for each Seeker. Both of them will sit at your table. Before any of them speaks, ask them, "Which of you is the Holder of the Blank Canvas?" One of them will nod and the other will leave.
These were the instructions, and Brandon Kite the Seeker was quite unsure of the quest's authenticity. Still, the sixty-something bald old man before him smiled as his companion walked away. "Well, then," the old man finally spoke. "Seeker, before we begin, let me warn you that there are no powers to gain, nor truths to find beyond this point." The old man stood up and began to walk away. "If you continue, nothing but a heavy burden awaits you," he continued. "Follow me if you remain steadfast in your quest."
Brandon stood up and left the bar with the old man. The geezer was limping and his eyes showed glimmers of terror and despair. They betrayed the horrors that he had experienced. "You were a Seeker. I can see it in your eyes," Brandon said as he hastened his steps to catch up. "Yes," came the old man's answer. "I was called Ferdinand Gonzalez."
"I assume you or the other young guy was this 'azrael_lv5' on the net?" Brandon queried as they turned into a dark alley. The old man kept silent. Both men walked toward a padlocked door, water-stained and moss-encrusted. Ferdinand brought an old key out of his vest pocket, and Brandon immediately recognized it for what it was. "Wait... that is The..." Brandon gasped.
"Silence!" the old man interrupted him. "Before you step through this door, remember that I warned you. There is nothing but damnation beyond this door." Brandon nodded and entered. As the door closed behind Brandon, the old man sighed. "Why must the young be so foolish?" he said as he disappeared into the shadows.
Brandon was in a dark room. The only source of light was a small candle on the palm of a floating disembodied hand. The light flickered as the hand twitched, again and again. Breathing in hard and mustering his strength, he recalled the instructions posted on the nether regions of the internet and asked the question: "What must I protect?"
Whispers came from the direction of the disembodied hand. They pierced Brandon's mind and he felt as if they were probing him. They were judging him. They were the souls of the Seekers that have failed. If they judged him impure or corrupt, they would rip him apart and take his soul. As each whisper drew near, he saw fleeting images of their lives. Their accomplishments, their victories, and their ends.
Brandon knew what he had to do. He mustered up the courage and steeled his convictions. "They must never be joined. At least one must be kept away," he kept repeating to himself. Light suddenly erupted inside the room. A fluorescent bulb had switched on. It looked like a warehouse of some sort, with crates stacked up to the ceiling. In the far corner was a young girl. Her long brown hair was scattered around her face and shoulders as she shivered, clutching her legs. Brandon rushed beside her and carried her.
A whisper echoed in Brandon's mind. "Brandon," the voice called him. it was the voice of his father, a Seeker who failed. "She must never become one with the Others. Protect her. Run. For wherever you go, They will follow. Keep running. As long as she is with you, your mind will be strong, but They will come for her. You will have to run."
Crashing through the crates and running out the door, Brandon exited the alley into the light of the city's neon signs, still cradling the light girl in his arms. A low and steady moan came forth from the direction of the mental institution, four blocks away. It sent chills down his spine and affirmed his senses. They were coming for her, as she is the blank canvas.
She is Object 188 of 2538. She will play a significant role in the dark days to come, but for now, she must be protected.
Object 189: The Holder of Justice
In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Justice". Should an appraising look appear on her face, she will hand you a small gardening spade and a dog's leash. You will be led to the institution's basement where the attendant will gesture to a trapdoor in a dark corner.
Enter the trapdoor and climb the ancient wooden ladder down into the subbasement. Once your feet touch the earth below, the trapdoor will slam shut and seal itself. You will emerge in a small earthen room dimly illuminated by a small candle on the far wall. Do not touch this candle, lest it goes out; it is all that is preventing this room from being plunged into pitch blackness... and this room's fell inhabitant can only sleep with the light on.
On the wall opposite the candle, you will see an old window frame cut into the soil. Approach the window. If you see your reflection, you are safe to open the window and climb through. If you see no reflection, dive through the window as quickly as possible, for the creature who calls this room home has stirred and is ready to turn the light off and starts its day. It is hungry, and your soul is on the breakfast menu.
Once through the window, you will find yourself in a gargantuan subterranean cavern with small leafy plants growing in clusters as far as the eye can see, lit by a series of large braziers sticking out of the ground. Unless you have a serious masochistic streak, avoid looking up at all costs, for above hang the rotting and skeletal corpses of countless thousands of babies, their umbilical cords used as nooses. You will see gaunt, haggard-looking men in the distance, stooped at the waist, tending to these plants. Should one collapse in the middle of the field, don't bother rushing to his aid, for it is already too late. Besides, he will be back, as none can die here - not permanently, anyway. Any who meet their fate in this place become the property of the Holder, their souls forever consigned to tending this macabre garden. Keep moving: the farther you are from these haunted souls and their eternal work, the safer you will be.
You will feel a nudge at your shin. At your feet will be a small wire-haired terrier, wagging his tail happily and panting at you. He is to be your companion on this most unfortunate of quests.
Should you hear the beginnings of a tiny scream, quickly clamp your hands over your ears. If you survive, then now that you were quick enough... At least, you were this time. You would be wise to rip part of your shirtsleeve off and roll them into balls to stuff in your ears in hopes that they will be enough to keep the screams at bay, for your task is to find and harvest one specific mandrake root in this field, and all of the legends about them are, unfortunately, true. Put as much distance between yourself and the nearest harvester as possible, for to hear the screams of a mandrake means instant death.
The root you are looking for will not scream when you dig it up, so you will be safe from death on that front. Unfortunately, there are countless thousands of plants in this field and you only have one dog to sacrifice and one life to freely live. I would get started if I were you, as the clock is ticking; the Holder is not the only inhabitant of this cavern, but he IS the only one safe from his housemate. Every hour, on the hour, a huge beast comes forth to feed on the harvesters in the field. If you are unlucky enough to observe its entrance, you'll notice that the other hunters ignore his presence despite the fact that they are being slaughtered en masse. They have already died at least once and know that they will be back. I would advise you to put as much upwind distance between yourself and this beast as possible when you find your hiding place, for it has an excellent sense of smell and loves fresh meat.
Should, by some miracle, you find the correct mandrake plant without dying, pulling it up will reveal a hole in the ground with a ladder that extends some fifty feet below into a smaller cavern, lit by two lanterns. In the center of the cavern will be a small wooden table with two chairs. On one chair sits an elderly man with a wisp of white hair atop his head, bedecked in opulent robes.
Do not sit in the other chair, no matter how tired you are from your task, for if you do, the man will leap across the table with superhuman speed and rip out your throat.
The man will notice your presence and look up at you with a scowl; he does not appreciate being interrupted, and will not tolerate your presence for long.
You must quickly ask the man on, and only one, question: "What did they do wrong?"
The man's eyes will sparkle with sudden understanding and he will proceed to explain the history behind the infant corpses in his garden above. You see, mandrake roots will only grow underneath the area where an unrepentant murderer was hanged. Millennia ago, the man started his garden by hanging the perpetrators of unsolved homicides in his garden, but through trial and error found that younger victims created sweeter mandrake roots. Currently hanging in the cavern above are all the babies throughout history who were born from complicated pregnancies which caused the death of the mother.
Many a man is outraged to the point of tears by this man's tale. Showing sadness is considered weak and, as a result, the man will rush forward and snap your neck at the slightest hint of grief. What you must do is rush forward and grab the opposite chair, heft it into the air, and swing it with all your might, breaking it across the top of the man's head. He will crumple to the ground, incapacitated and nearly dead.
Now, you must carry his corpse-like body up the ladder and into the cavern above. The harvesters will stop their work and watch you with hope in their eyes. Do not disappoint them. You will notice a noose already prepared for the man. Slip his neck through it, tighten it, and release. A cheer will go up among the collected workers as the man's neck snaps. His death will free the souls of the harvesters and babies, and before long you will find yourself alone in the cavern with the hanging Holder. The ground around you will be clear, the plants having shriveled and disintegrated. Below the man's corpse will be a single mandrake plant, glowing an ethereal blue. Dig it up without fear - it owes you. Once extracted, the root will begin to sing a beautiful, haunting melody and you will feel yourself at peace. Set the root down and meditate for roughly five minutes. When you open your eyes, you will find yourself at the kitchen table of the place you call home. The mandrake will be sleeping soundly. Listening to its song now will provide rest and cure all but the most serious wounds.
The mandrake root is Object 189 of 2538. It will wail in agony when they all come together. Will you be there to hear it?
Object 190: The Holder of Putridity
In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, ask to visit someone that calls themselves "The Holder of Putridity". The attendant will pay no mind to your request and will go about his (and only his) business. Upon the end of that worker's shift, follow him home and sleep outside his door. When he returns to work the next day, request an audience with the Holder once more, and repeat the actions from the previous day. After 120 days of requests, the attendant will then gaze at you and gently beckon you to follow.
He will lead you out the backdoor of the institution's lobby and into the courtyard of the facility. In the center of this courtyard will be a small well. He will motion for you to leap inside it. Do so, and do not climb out until night is firmly set. To do otherwise will cause your internal organs to revolt and burst inside your body, dooming you to a slow, agonizing death from sepsis. If you do manage to wait in the filth at the bottom of the well for night to come, you can then make your attempt to climb out. If you hear any noise while climbing, climb faster, for if you fail or delay even the slightest amount, the carnal essence of grime and disgust will reach out for you and snap you back into its realm of decay to rot for festering eternities.
Should you make it out of the well, you will see that the landscape of the courtyard has changed. What once was a neatly maintained garden is now a repugnant swamp. As you step out of the corroded stone surface of the well, you'll plunge thigh-deep into sickly black waters, periodically bubbling and bursting with an abominable stench of infinite sickness. A glance around will show that you are encased by an impossibly dense ring of coniferous trees, restricting you to this small circle of horrific filth and disgust. Gaze across from where you emerged from the well, however, and you will see Him: a great, hideous pig, glorious corpulent, gazing at you with listless yet nonetheless malevolent black eyes, his tightly-stretched skin smeared with all colors and textures of blood, semen, and vomit which leak profusely and endlessly from his array of orifices and grotesque sores.
Step up to the porcine abomination and gaze not too long at the perpetually running fluids that emit from his girth, or they may run together to form a picture of diseases and plagues unimaginable to a mere mortal such as yourself. Instead, gaze directly into his beady, pitch-black eyes, and ask a single question: "How will they infect this world?" The pig will begin to speak in a grating, squealing, gore-drenched voice, its throat clogged with all breeds of mucus and scum.
It will tell you every detail of every disease that has walked the earth. You will learn the intricacies of the cellular structure of the Ebola virus, the Black Plague, Acquired Immune Deficiency Syndrome, and every other great and small infection that has cursed creatures throughout the ages. You will be instructed in the principles of decomposition in humans and other living creatures, including the horrifying death-rituals and funeral rites of entities from worlds far beyond your own. You will not forget a single detail of what you hear, for what you hear is the testament of putridity in all its majestic forms. And you will learn of the greatest of them all, an infection which will sweep across the earth very soon, bringing a fate infinitely worse than death to all the denizens of the world. If you do not go irrevocably and instantaneously insane from hearing its name alone, you may be able to proceed.
Upon the end of the pig's litany of plagues, he will ever so slowly heave his girth to face you directly. At that moment, he will inhale lungfuls of putrid air, and breathe them upon you in an exhalation of utter blackness and sickness. You must breathe deeply of these heinous winds, or the creature before you will not hesitate to devour you, as his hunger is vast and insatiable. If you breathe without hesitation, you will feel yourself fall back into the well of the institution from whence you came, and if you have the strength, you may climb out and continue your journey.
But upon finally coming back to your world, your body will be wracked with sputtering coughs, and your skin will split and crack with all manners of sores, letting pus and grime run freely across you, and your very soul will seem to turn as black as the cunt of a syphilitic whore. This disease you now carry is Object 190 of 2538. Should you bring them together, perhaps this place will leave you - but at what cost?
Object 191: The Holder of Secrets
In any country where there grows a dense forest, hire a guide to take you into the wood. When you can no longer see the forest's edge, stop your guide, and tell him that you wish to meet with "The Holder of Secrets". He will sigh deeply and lower his eyes, but he will acquiesce to your demand.
He will lead you into a part of the forest that is so thick you will no longer be able to see the sky. Eventually, you and your guide will reach a place where all of the trees are gnarled and deformed. There, he will point toward a great old tree whose scars seem to form a face and say, "There rests the Holder of Secrets, who awakens only in hours of supreme darkness. A word to the wise, Seeker: Do not look it in the eyes until all's said and done." He will then leave you to make your camp without another word.
Heed his advice, and pass the hours as best you can until nightfall.
When the darkest hour of night is upon you, walk backward toward the tree. Stop only when you feel its roots beneath your feet.
Ask of the tree, "For whom are they silent?"
If the tree does not respond, run away as fast as you can, and do not stop until you reach an area where no tree grows. If you do not escape, you will suffer a fate worse than death.
If the tree responds only with heavy breathing, you must ask once more, "For whom are they silent?"
Ask this same question until the tree begins to shudder, which you will know by hearing the rustle of its branches. When that happens, turn to face it, but keep your eyes lowered so that you see only the base of its trunk and the roots.
The tree will say to you, in a dry and rasping voice, "They are silent for the ones who were buried." To which you must reply, "Where were they buried, and why?"
At this, the tree will chuckle, a sound that has driven many a man insane. Should you manage to hold onto your wits, the tree will begin coughing on you, and a foul-smelling sap will coat your body, but you must not attempt to turn away or cover your face. If you do, the great roots will ensnare your ankles and you will be dragged under the earth as a source of eternal nourishment for the tree. Forever will you feel its roots boring into your flesh, draining you of your vital fluids, yet never shall you be granted the relief of death, for the tree will also fill your veins with a liquid that will make you immortal.
If you manage to stand your ground as the tree is coughing, it will recover its breath and will tell you the tale of those who were buried. The story is long and frightening, and you will wish to cover your ears and scream, but do not, lest the tree make you one of its victims. When the history has been told to you, you must turn your gaze upward toward the eyes of the tree.
You will be fearful and wish to flee, for there is naught but madness and death in those terrible pits, but stand your ground until the tree closes its eyes.
If you are able to do so, the face will vanish from the trunk, and a branch will fall to the ground at your feet. It will be thin and forked, but as strong as steel. As long as you possess it, you will feel that you have the ability to locate buried items. Guard it well, for there are others who would seek its power.
This branch is Object 191 of 2538. Woe to the one who brings them together.
Object 192: The Holder of Indulgence
In any city, in any country, go to any mental institution or halfway house you can get yourself to and ask the receptionist's desk to meet "The Holder of Indulgence". If the receptionist is male, he will lean back in his chair and breathe deeply; if the receptionist is female, she will lean forward and let out a heavy sigh.
After several seconds, they will lead you outside to an old car. Sit in the front, next to the receptionist. Do not sit in the back, or look into the rearview mirror at any time during the trip. If you do, well, let's just say the other passengers will not appreciate it. The receptionist may have a discussion with you, and you must answer any question he or she asks honestly, unless you would like to learn what happens to liars and their tongues. There is no need to wear your seatbelt, so don't.
After driving for what will seem like days, the receptionist will take you to the middle of a field, where an old brothel sits. The doors will open suddenly and the receptionist will be gone. If the sun is setting, get to the brothel quickly, for only the soft glow from the lanterns hanging on its porch will protect you from what lurks in the fields. When you arrive on the porch, you must not attempt to enter the brothel, or peer inside. If you do, its patrons will pull you in, and you will be unable to escape its pleasures even as they rip you apart.
On the porch, you will notice a large woman playing a flute made of human sinew and bone. Each note she plays causes the instrument to bleed heavily. You have never heard her song before, but you will be able to hum softly to her rhythm. After a few minutes, or hours, depending on how loud you are, she will stop playing. At this point you must remove all of your possessions, including your clothes. If you have gold or silver fillings, it is recommended you remove them as well. You should have no need to fear her if you have truly given her everything on your person, because anything you have left on or tried to hide, she will use to bring you everlasting suffering.
After you have removed all of your belongings and laid them at her feet, she will nod once. Move forward and on one knee, take her left hand and ask, "How did they find happiness?" Suddenly, her left hand will grip your arm and turn a deathly cold - you will not be able to move without tearing your arm off. The flute will begin to play itself, and through its sound you will hear of Their violent orgies and how They cackled with glee at Their creations. You may feel yourself so overcome with disgust that you will jam your fingers into your ears so deeply that you puncture your very brain. If, however, you can survive and retain your sanity, when the song is finished you will find the old woman dead and decayed, having released her grip on you some time ago. At this point, you may pick up the flute, and the receptionist will return with a fresh set of clothing for you as he/she drives you back to the institution.
The flute is Object 192 of 2538. Its song is the only thing that distracts them.
Object 193: The Holder of the Kiss
In any city, in any country, go to any mental institution or halfway house you can get yourself to. Reach for the receptionist and ask to visit someone who calls herself "The Holder of the Kiss". The receptionist will look at you with a mix of both pity and slight confusion. You will find yourself slightly puzzled by her look, but you must not think about it too much, or you will find yourself lost, never finding what you are after.
Wait motionless, and after a few seconds, the receptionist should point to a pink door to the left. Approach it, but do not enter just yet. Instead, grasp the doorknob gently with your right hand. If you get a feeling of shock as you touch it, flee as fast as you possibly can. Do not stop for anything, not even to sleep. For if you do stop, they will find you. If you are able to escape the country without harm, you are safe, for now.
If the knob is soothing to the touch, however, feel free to enter, but it is not too late to leave. If you choose to continue, open the door with great care. When you step inside, you should hear a distant choice singing a lovely melody that will fill your soul with the innermost pleasures. Do not say a word, and if they, for any reason, stop, immediately yell, "Please continue, I wish not to intrude!" If the silence persists, pray for a painless demise by the unimaginable horrific creature lurking in the blackness. If they continue singing, carry on.
After what seems like hours of wandering in darkness, you should stumble upon a ruby-red door. Knock on its frame thrice. If you hear a demonic voice speaking a language no human could understand, you will know that the creature has been summoned, and that your life will end now. If there is no answer, continue inside.
Inside will be a room with walls made of the souls of lost loved ones. In the center of the room shall be a beautiful woman gazing upon you. Do not dare look away from her, for if you do, unimaginable horrors will be cast upon you. Approach her, but do not get less than 10 feet from her. She will be speaking a language that you will not understand, yet somehow it is soothing. She will answer to nothing but one question: "Will they ever find peace?" At this time, the woman will fall absolutely silent, but she will not break her gaze upon you, and neither should you with her.
She will not answer the question, instead walking slowly and gracefully toward you. Do not make any attempt to move. She will then passionately kiss you on your cheek. Once she is done, she will disappear into the shadows. Where she killed you, there will be a small, flawless ruby embedded into your cheek.
You now hold her Object.
This ruby is Object 193 of 2538. It must remain with you for the rest of your mortal days. Attempting to remove the gem will be one of the biggest mistakes you will ever make.
Object 194: The Holder of the Destroyed
In any city, in any country, go to any mental institution or halfway house you can get yourself to. Walk to the front desk and address the worker there, asking to see "The Holder of the Destroyed". Should the worker cry out in horror, then you've come at a bad time. Or possibly a good time - death by spontaneous combustion isn't all that bad. If the worker laughs, you've come to the right place at the right time. The floor will crack, then break entirely, as if it was made of glass.
When you hit the ground below, walk straight ahead until you see a small flame. Keep walking forward until you see what feeds the flame. Bend down and ask the now very burned thing that was once a man, "What happened to the ones that were destroyed?"
The arm of the thing will reach out and grab your neck as the Holder begins to tell you the tales of every Seeker that was destroyed in his quest and of the Objects that were destroyed. When he is finished telling his stories, his arm will burst into flames once more. Ignore it - it won't burn you. If it does burn, then don't worry, for you will be dead soon, even if you do let go. Quickly, however, as the world begins to burn away, grab the arm and close your eyes. As the world burns, you will feel the part of the arm you grabbed begin to change into another Object. You will wake up wherever you call home.
The matches in the book you now hold burn with a special flame; whatever their fire touches will be repaired if it is broken, and destroyed if it is whole. Be warned, however, that if you attempt to use it on another human, your flesh will burn instead.
The matchbook is Object 194 of 2538. Keep it after all the matches are gone, lest His flame turn on you.
Object 195: The Holder of Trade
In any city, in any country, enter the largest shopping mall you can find - we recommend you take a fast car for a quick getaway afterward. Bring with you your most prized possession (not another Object - they are not your possessions; they merely let you hold onto them for a while). Find the Customer Service desk and ask politely to speak to "The Holder of Trade", while handing over a cash bribe - $1,000 or the local equivalent should do. The person at the desk will look around furtively, and then lead you to the door of a nearby office which you didn't see before speaking to them. They will knock three times and open the door.
The person who steps out should be a burly gray-haired man, wearing a blue business suit and smoking a cigar. If you see anyone else in his place, flee for your life, and with great fortune, you may escape. He will greet you gruffly and ask what your business is. Do not be fooled, this is merely the guardian of the one you want. Stare him in the eye and tell him, "I seek an audience with the true Holder." A look of terror will flash briefly over his face, then be replaced with anger as he tells you he is the Holder, how dare you question him. Keep staring him in the eye and repeat, "I seen an audience with the true Holder."
Finally, he will wilt, and turn back into the office, slamming the door behind him. Do not follow him, nor listen to his pleading and whining on the other side of the door. Finally, it will open and he will lead the true Holder out by the hand. The Holder always takes the form of a small child, though its exact appearance varies. It will be carrying a green silk drawstring purse in one hand. Pretend you believe it actually is a child. Try not to look in its eyes; you won't like what you see in them.
The child will rush up to you and grasp your hand. Its hands are so cold you will fear that yours will freeze solid and snap. Do not flinch. You are safe as long as you do not show any sign that you know there is something odd about it. Greet the child kindly, coo over it. Ruffle its hair if you like. The guardian will follow it out of the office, reassuming his former gruff manner as he tells you to keep a close eye on his child and take good care of it. Ignore the fact that he is not starting to sprout odd appendages; horns, tentacles, extra eyes, and so on. He is currently harmless; it's the child you need to watch. The child will look up to you - once again we must point out, do not look it in the eye - and say you brought them a gift. Hand over your most treasured possession. It will take it, look up at you, smile benignly and thank you politely, then tear or smash the item to pieces with inhuman strength. Smile. For the love of your soul, do not protest. Smile at the child, and keep smiling as it takes your hand. The guardian will nod at you and reenter the office, still shifting form as he does. Turn around, back into the main mall.
The mall looks a little different now. The lights are made of human bones and skulls, glowing a sickly phosphorescent green, just enough to see by. The walls drip stinking blood, and the floor feels as if it is breathing under your feet. You will notice that everyone you pass is turning slowly into something horrible, each one different and each more hideous than the last. Do not respond. Smile at them if they look at you, apologize if you bump into them, and generally act as if they are normal humans. Some of them are; the people who were in the mall are still normal humans, seeing no difference in their surroundings, thinking they are going about their normal business, their metamorphosis pure illusion. Others, however, actually are monsters, losing the illusions which made them seem human. There is no way to tell which is which, and you must not waste your energy trying. Find a shopping cart, there should be one nearby. Do not be put off by the fact that it is made of rotting bones. The child will hand over a scroll of human skin. Take the child's hand in your left hand, and enter the stores one by one.
Follow the list the child gave you. Parts of it are written in incomprehensible hieroglyphs, but then so are all the labels on the boxes and packages. Match them up closely. Other parts of the list are in your own mother tongue, but they tell only complex riddles to describe which item to take. Be careful; one hieroglyph looks much like another, but you take the wrong box even once, you will be devoured by what comes out of it. Examine every shelf in every store, make sure you get everything. Don't worry too much about how long you take. You have all the time in the world, though we advise that you work fast enough that you will still be in condition to drive when you get out.
As you work, the child will jabber nonsensical words continually in an increasingly shrill voice and run back and forth, jerking your arm until your shoulder feels close to dislocation. Every time you stop, it will dart forward and scatter items from the cart on the floor. Pick them up with your right hand - do not release the child's hand for even a moment, pay no heed to the agonizing cold of its hands or its wild struggles. Do not show any anger. Smile indulgently at the child's antics. If you express any emotion other than adoration toward it, it will scream for its brothers and sisters, which are the real monsters among the mutating shoppers, and if you are familiar with the other Holders you should by now have a pretty fair idea of what they will do to you.
Scour each shop for every item on the list - you can only enter each store once, so make sure you have read the full list and checked every item in the store. Check off the items on the list as you go, if you can do so one-handed. When you have finished with each one, approach the checkout clerk at the front. The clerks are even more monstrous than the shoppers, and you may feel your mind bending in a futile attempt to comprehend them. Remain resolute. They will glance at your items and tell you a price, and then the child will hold out the silk purse in the hand you are not holding. Place your right hand in the purse without releasing the child's other hand or taking the purse from it, and dig around for the correct change by feel only. This is even harder than it sounds, even though the currency is of the usual mint of the country you are in; every coin but one in the purse has had its edges chipped and sharpened to razor-fineness. Ignore the mess they will inevitably make of your fingers, do not allow your smile to fade. do not remove any money other than the correct change from the purse, and certainly do not remove the normal-feeling one, or the coins will all fly out at you sharp-edge first, eventually leaving your body in pieces. Should this happen, your flesh will be devoured by the demons, each piece still conscious for every second of digestion, and the discs left of your bones will become more coins for the next Seeker to handle. Hand the money to the clerk when you find it, making sure each coin is well-smeared with your blood, and say, "So shall I shed more blood before this is done, and do it with a will to reach my goal." As you do this, each clerk will nod and fade into nothingness, smiling, insofar as you can tell with their mutilated faces.
When you have found the last item on the unbearably long list, the writing will fade from the scroll. If you exit the last store having missed even one item, the list will burn to ashes, taking the building and every real human still there with it, and leaving you to suffer perpetually in the pain of the fire and your own rage at yourself for your failure. If you succeeded, head for the front doors. As you come within sight of the outside world, you will be confronted by the most horrible creature yet. If you can bear to look at it without screaming, which would alert the rest of the beasts and call them to feed on you, you may notice that rags of a blue suit hang from its misshapen form. This is the true appearance of the Holder's guardian, its transformation complete. The Holder will release your hand at this point, run forward, and hug the monster. Let it do so, and make sure that you do not lose your smile. Push the cart forward for the beast's inspection. It will nod, and say, "Do you have the change?"
Politely ask the child to hand you the silk purse. It will do so. Dig around in the purse, laughing and talking as you do so - we recommend you comment on the fabulous deals you found at the stores. Scoop all the coins except for the one with no sharp edges into your hand, but don't remove your hand from the purse yet. Mutter about how the last few pennies seem to be caught in the lining. Keep making rummaging motions with your hand in the purse and talk absentmindedly until the thing clears its throat impatiently.
Hurl the money into its face and scream as loud as you can, "Is this a fair trade to keep them at bay?" Run toward the doors before it recovers; make sure you still have hold of the purse. The child will follow you. Push it to the ground and leave it, throw yourself out through the front door, and get away as fast as possible. You will hear the screams of the child as you go; it has failed in its duty, and its kin are exacting their revenge. Do not be tempted to look back, however heartrending - or satisfying - you may find the sound, or you will see what the "child" really looks like, and none who have seen it have remained sane long enough to describe it.
Drive until the next sunrise - do not stop, whatever you may see outside the car, and keep your doors and windows locked. As soon as it is fully light, pull over. Open the purse. In it, there will be one final coin left over. Take it, hide it, and burn the purse to ashes. Get some first aid for your hands, and then get some sleep.
The coin looks like any other coin of the country you are in (a dollar, a pound, a Euro) but the markings on it are of an unknown civilization, and the face it bears is that of an elven creature. When placed under the tongue it gives the gift of languages. The coin is said to also grant the gift of understanding the languages of animals as well as humans. The coin is even able to translate written languages, including ciphers. The language of the Objects themselves is immune to the coin.
The coin is Object 195 of 2538. Be prepared to pay the price for your prize.
Object 196: The Holder of Penance
In any city, in any country, go to any prison or penitentiary you can get yourself to. When you reach the front desk, ask to visit the prisoner who calls himself "The Holder of Penance". The worker's face will appear calm, but they will press a silent alarm under the desk. Several of the guards will come and seize you, claiming you have been accused of crimes spanning from jaywalking to murder. Do not protest these accusations, any argument or complaint will be answered with brutality.
You will be thrown into a cell in the deepest parts of the building and abandoned there. You will not be in there for long, but it will seem like ages. After an unmeasurable amount of time, a guard will unlock your door and tell you it's time for your trial. The guard will command you to follow him, and you would do well to obey. The path will twist and turn but you must never lose sight of the guard. If you become lost, the cells of the jail will be opened. The prisoners will inflict all kinds of horror upon you, but no matter how much you are hurt you will be healed fully the next day, only to repeat the process over again.
If you manage to keep up, you will be brought into a small room. The guard will instruct you to remove your clothes. Refusing will cause you to be judged guilty on the spot, and you will receive a punishment that only the damned souls in hell envy. Once you are prepared, the judge will place crisscrossing chains on your torso. They will be freezing cold, but you must show no sign of weakness. If you shiver, you shall remain frozen in time, but fully conscious, until the very Earth burns out.
You will be led to the front of the courtroom and presented to the judge. His demonic visage will terrify you, but it is highly advised that you keep your eyes on him. Looking away could be conceived as a sign of lying. He will inspect you, and he will only respond to the question "What did He do wrong?"
The judge will cease his inspection and begin to state the charges against you. He will list every wrongdoing you have ever committed in your life. He will speak of the most minor crimes, the people you have fought with, and what you have done in your pursuit of the Objects. You must remain silent while he speaks, for even now you are being judged.
The judge will finish his diatribe, and ask you for a closing argument. The only thing you can say that will defend yourself is, "I regret every wrong I have done." You must mean this. No matter what the reason was, no matter if the action was justified, you must feel truly sorry for it. If you have already met the Holder of the Downtrodden or possess the Mug of Apathy, all hope is lost.
The judge will then make his decision. If he finds you guilty, then you will join the audience of people that were present for your trial, forever hearing the misdeeds of others and feeling the pain that resulted from them. However, if the judge deems you innocent, he will step down from the podium, shake your hand, unlock your chains, and tell you exactly what went wrong with the Objects and this world. His explanation seems to be simple, yet is so complex that many stay in this courtroom for ages contemplating it. You must not do this, for this is exactly what the judge wants. The judge is, in fact, the Holder, and if you still remain in the court when the chains are needed again, he will break every one of your bones with his gavel and leave you to die. The way out is as easy as grasping the chains that now lie at your feet.
You will wake up inside of your own home knowing that, for the moment, you are safe. After all, you've been found innocent, right? The chains have wrapped themselves around your chest again. They are still cold, but you will not be bothered by them. There's no taking them off now, so you might as well learn to live with it.
The freezing chains you must wear are Object 196 of 2538, a reminder of sins formerly lost to time. When they become warm, danger is near. Pray they remain cold.
Object 197: The Holder of Laughter
In any city, in any country, walk into a restaurant, it doesn't matter which. Walk up to the host/hostess, or if there is none, wait for a staff member to come up to you and ask if you've been helped. When they ask, ask if you could join "The Holder of Laughter". If they giggle and shake their head, you've found the right place. They will escort you to a private room near the back of the restaurant. They will chuckle as they reach for the door, as if a comedian's dialogue was playing in their head. When it opens, walk inside. There will be a single spotlight shining on what appears to be a stage and a microphone. Walk up to the microphone and turn to face the front of the stage. Lights, what will probably seem like stage lights, will hide the audience from your view, all of which are sitting at scattered tables. Which is good, because the audience is filled with beings so foul, it's best not to even begin to describe them. Give them each a wide smile as you stand there. If you don't have stage fright, tell the first joke that comes to mind. Any joke.
If the audience doesn't laugh, immediately head off the same way you came on. If you're lucky, the door will be open, and you can go back into the restaurant, and maybe have a nice meal and ignore what just happened for the time being. If, however, they do laugh, smile again and tell another joke. No matter what, they will laugh at this joke as well. Tell a third. If the laughter grows louder, take three bows. One to the left of the audience, one to the right, and one to the center. After the third bow, the stage lights will go down, but the spotlight will stay on you. Look up and keep the smile on your face as you look past the beings in the audience, which have started to dissipate by now. If you let your smile droop, they will see, and strike you down with words and insults so harsh, they would drive even the happiest, most cheerful person to ritualistic suicide.
You'll see another light focusing on a table near the back. Sitting at the table is another man, whose wide, almost menacing grin puts yours to shame. Jump off the stage and land on one of the tables. Do not land on the floor. If you do, you will just keep falling and falling into a never-ending void, where you will never feel the joy of laughter again. Jump from table to table, until you get back to the man. He will be wearing a backward baseball cap and a sports jersey. However, the text on both of these is ancient and unintelligible, yet you can tell they say something comedic.
The man will start to tell you a few of his jokes. Laugh at each of them sincerely. Show him that you still have a bit of humanity in you... The bit of you that enjoys laughing. Laugh honestly and heartily. If you fake it, he can tell. And he will not be pleased. After he is through, he will ask, "So, what brings you to this side of town?" Smile calmly and happily and start to ask him "What will the Objects..." before he holds up a hand to halt your question. His smile will remain there as he holds up a noisemaker. Take it from him. He'll answer back, "I don't have the answers you seek." His voice will echo and billow, as if he could break out in a fit of chuckles at any moment. This Holder always was a happy one. He looks up at you and gives you a wink. Before sending you on your journey, he adds, "Beware the Clumsy Man. He does not know of your quest, nor does he wish any ill harm, but if he finds any Object, he will ruin any plans you have for them." With this, he gives one last nod, before fading into blackness.
Suddenly, a path will appear out of midair. It appears to be made of clear nothingness, but further inspection will show you that it is actually glass. Follow the path back to the stage, but never look down through it. If you do, you will fall into eternity. Instead, hurry to the stage and out of the door. The doorman will say one thing to you before shutting the door, don't try to open it, as it will lead nowhere.
The doorman's joke is Object 197 of 2538. Aren't you glad you have a sense of humor? Now your quest can continue. But for now, get something to eat. The meal will be on the house.
Object 198: The Holder of Blazes
In any city, in any country, go to any mental institution or hospital you can get yourself to. When you reach the front desk, make sure the person there is a woman. Hand her any book, so long as the words "I wish" are written on the cover in your own blood; otherwise, you will be turned away. The woman will look through the book with an expression of ecstasy on her face and give it back. You must not open this book or the images it now holds would destroy your mind. The woman will lead you to the room of a young child with a strip of black cloth tied around his head. You must speak to him in a mocking tone, or he will remove the cloth. You must ask him the question, "Why will it happen?" Only then will the child accompany you to your destination. The woman will remove her finger with a scalpel and hand it to the boy, then collapse onto the ground. Though the sounds of her agony will torment you, you must look away.
This boy will lead you to an unused wing of the hospital. Strange beings inhabit this place, and you will see some of them shuffling down the hallways. Do not look any of them in the eye; inviting as they may seem, most will tear you apart in seconds. After several hours, you will arrive at an old, decrepit door. The boy will insert the woman's finger into the keyhole, and it will open. This will be your final chance to leave unscathed. If you choose to leave, you must burn the book and throw yourself into the fire, for it will be a much more pleasant death than what the book has in store. If you choose to continue, you must step through the doorway and pull the child along behind you.
You will walk down many flights of stairs; trying to count them all would drive you insane. You will see the shadows of beasts suspended in the air by chains, and any attempt to return up the stairs would be halted by them. If you hear any noise besides your footsteps, sit down right away and yell, "I will continue my journey. You have no right to stop me." If the sound continues, hold the boy over your head. This is for his benefit, as the suffering that the darkness brings is preferable to being alone.
When you reach the bottom of the stairs, close your eyes and concentrate until you can picture a door in front of you. If you succeed, the door will appear as it did in your mind. Hold the book toward the door and open it. A creature from the illustrations of a madman will unlock the door for you, then join the creatures hanging in this room.
Open the door; beyond lies a finely furnished ballroom. Do not enter until a well-dressed man invites you in. He will offer to take your coat, but you must politely decline. You must ask him one question: "Who will end it?" The man will offer you a bemused glare and tell you of the world's deepest, darkest secrets. He will describe, in horrifying detail, all the sins committed by man. His explanation is enough to drive even the most stalwart of minds insane. This is the only time you may look at the contents of the book, open it to any page and read it; the text will be in an evil, unnatural language, but your mouth will reshape itself to pronounce the terrible words. When you have read four pages top to bottom, the man will fall silent. If you go made before then, you can at least take some comfort in knowing that the pain you'll soon suffer will be considerably more bearable.
The man will lunge at you, his true form no longer hidden. His claws will tear through space itself. Beautiful women will tempt your vision, but you must concentrate on fighting. This is a battle for your life. If he wins, your very existence will be naught but eternal, undying pain. Once the man changes his form again, open the book once more. The beings inside will grab the man and the boy, pulling them into the book and muffling their screams with death.
You will fall to the floor in terror now, and when you awake, you will find yourself in the boy's room, wearing his strip of cloth. Though it burns, do not remove it until you have left the building, for the sight of what now occupies the institution will be far too much for your fragile body to handle, and they will be alerted to your presence. Once you have left, carefully remove the cloth from your head and wrap it around the book.
This book is Object 198 of 2538. It is your only means of protection against Him when they are brought together.
Object 199: The Holder of Thrill
In any city, in any country, go to any amusement park you can get yourself to. When you get to the entrance, ask the person behind the ticket counter to see "The Holder of Thrill". The person will look at you with great respect, and let you through into the park. As soon as you enter, run and find the roller coaster. If there isn't one, then you're a fool. You entered without thinking, and everything around you will go black as you slowly descend into hell.
If you manage to reach it, get in and ignore the ride operator who will surely question your actions. Tell him what you came for, and he'll start the ride, and you will be thrown at what seems like impossible speeds. As long as you hang onto anything tightly, you'll be safe. As you go on, everything around you will mix and transform, and it will seem like you've traveled into another reality. The things you will see may drive you mad, aliens and creatures will appear around you. You can scream, you can cry, anything you want as long as you hang on tight to the car you're riding in. Finally, a blue-and-black monster with twenty eyes will approach you. Now is the time to be silent. It will appear to be floating as you continue to ride the hellish machine you're on. It will blink, with every eye. It may seem scary, but as you continue to gaze at it, you'll begin to feel sympathetic toward it. Your instincts will tell you not to insult it. Simply stare.
Ask it, "Does He long for thrill?" Suddenly, your mind will be blasted with thousands of messages, they will make you hear voices, and maybe even make you go insane. After about an hour, things will slow down.
Get off the ride, and you will realize you have been gone for much longer than you thought. You have been gone thousands of years, the amusement park is gone, everything is destroyed, there seems to be no civilization anywhere, and the sky is covered with dust. Careful where you step; there are likely mines surrounding you. Take three steps to the left. You will suddenly feel as though the ride you just got off of was the ride of your life, and you will likely try to get in the roller coaster car you were in and try to go again. But as you turn to board the ride anew, you will see a letter. It will have a picture of you, as people considered you missing. It also says you could've stopped a war that was coming. Don't wonder - just think about it.
You will feel as though you were to blame for everything, for the end of the human race as you know it. Take the letter, and you will be back in your own time.
The letter is Object 199 of 2538. You had your thrill, and you long for it again. But it comes at a huge cost. Can you stop what is to come?
Object 200: The Holder of Navigation
In any city, in any country, go to any visitor information center you can get yourself to. When you get to the front desk, ask the receptionist where you can find the one who calls himself "The Holder of Navigation". They should reach underneath the desk and hand you a thick, leather-bound book. Do not open the book just yet, or you will find that the pages are blank, thus destroying your chances of meeting the Holder. Instead, take the book and, without saying another word, leave the information center.
You will immediately notice two things once you pass through the front door. First, it will be exactly midnight, no matter what time you arrived at the information center. Second, your surroundings will be the exact opposite of where you originally came from. If the information center was located in the heart of a major city, you will find yourself in a rural area with rolling hills and deep ravines. Conversely, if the information center was in a sparsely-populated area, you will find yourself in a massive metropolis with tall buildings extending in all directions.
Once you have stepped outside, open the book the receptionist gave you. You see, to reach this particular Holder, you must follow a specific route through the streets and alleys of this new world, and the contents of the book will guide you on this path. At first, it will lay the route out in simple directions ("Turn right at X street, turn left at Y avenue"), but as you proceed further down the route, the instructions will grow more cryptic, until eventually, you will have to solve complex, mind-boggling riddles in order to figure out where to go next. At each choice in your path, make sure you know beyond a shadow of a doubt which direction to take before proceeding. A single wrong choice will cause the Holder's location to change, and your book will not update its contents to reflect it. In any event, you'll definitely want to make sure you're not still outside when sunrise comes; like in your world, the denizens of this world will be ready to start their day. To put it mildly, they don't take kindly to outsiders.
If you manage to follow the entire route perfectly before sunrise, you will arrive at a sprawling mansion more beautiful than any home you've ever seen. Knock on the door; in a few moments, the estate butler will greet you. He will lead you into the mansion and guide you through its twisting halls and corridors. You must follow him to a point, but you don't want to follow him the whole way, for he seeks only to lead you to your demise. If you break from him too early, however, you will become hopelessly lost inside this sprawling labyrinth. The Holder and his butler are not the only two inhabitants of this mansion, but they are by far the least harmful to you.
You see, as the butler guides you through the estate, you will see clues in your surroundings that tell you where you need to go. For a while, they'll match up with the butler's route, but eventually, you will notice one that tells you to go a different way. Once you break away from the butler, continue to follow your surroundings' advice until you reach a steel door. There's no need to knock on this one; just head in.
The door will open to a massive room filled from wall to wall with video monitors. Each monitor displays a stunningly accurate map of a certain place in the universe. Try not to get too lost in their amazing detail and make your way to the center of the room, where a figure in a sea captain's uniform will stand hunched over a table. He will respond to nothing save a single question. Your question will depend on whether you seek for Reunion, Separation, or Destruction. For exactly, if you seek for Reunion, you must ask the captain, "What is the path to Reunion?" and similarly for Separation and Destruction.
The captain will not move, but he will lay out, in painstaking detail, exactly what must be done to lead you to the end that you seek. If you have any desire at all to fulfill this end, from here on out you must follow exactly what the captain has told you. Of course, this path only takes the present into account; if anything on that path should change (and with how long the path is, it will), you must be ready to adapt at a moment's notice.
Once the captain has finished explaining the path you must take, the video monitors on the wall will grow brighter until their light becomes blinding. As soon as it reaches that point, just before your retinas are damaged beyond repair, the light will instantly return to normal, and you will find yourself back in the visitor information center you started in, standing in front of the map rack. Only one map remains; take it and leave. When you get a chance to take a look, you will find that the map is of your hometown, with a specific place distinctly marked. This is where your path will begin.
The map is Object 200 of 2538. Like any other map, it will only provide guidance; it is up to you to follow the path to the bitter end.