s/fur
>>699691370
It's ghastly.
FAGGOTS xDDD
Requesting pictures with lots of females in them like pic related
I hate weeaboos
tfw when you don't know that everyone migrated to another thread
>>699694121
does this have an underwearless version?
>>699697742
>>699698164
nice meme :^)
it's not like I post the same thing often so it's damn near impossible to filter me
I'll be juggleing these threads with pasta. It'll be an ok read.
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Eternity". A sigh might escape the worker as they look upon you with the utmost pity. They will take you down a flight of stairs into what should be the basement of the building, and yet isn't.
As you press deeper and deeper into this under layer of the institution a chorus of screams will begin to be audible. Softly at first, as if from a great distance, but the closer you get to the end of the hallway, the louder it becomes until it drones so loud that it seems to consume all other noises, until you begin to claw at your own ears in pain. The worker will show you a door, covering both their ears. As swift as they can, they will unlock the door and run, leaving only you in this cramped, dark hallway.
This is your last chance to run. If you decide to continue, and open the door then the piercing wail will end abruptly, leaving your ears ringing. The room is coated in an almost tangible, all-consuming darkness but for the far end of the room. There, manacled to the wall is an emaciated figure, covered in raw lashes. He stares directly at you, with a grin plastered to his face despite festering wounds and a scalpel still half-protruding from his chest. Now is your only chance to save yourself, and the only way is to ask "Who created them?”
He will cackle, in a manner befitting the death throes of an animal before responding. His tale will be the most horrific tale you have ever heard, beyond such primitive concepts such as pain and death, into the very essence of wrong. Of evil.
It is up to you to end this man's life, to release his terrible burden. Remove the scalpel, and he will shudder once in agony before falling silent forever.
That scalpel is Object 3 of 538. It is up to you if the rest should be protected or destroyed.
Post more Pokegirls anons, specifically Rosa.
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, close your eyes and ask to visit someone who calls himself "The Holder of Light”. You will be guided to a single door leading to a long winding hallway. You will be told to open your eyes. The hallway will be complete darkness, narrow enough only for you to feel the walls and navigate yourself forward.
If at any moment along the way the lights should come on, shut your eyes immediately and quickly make your way back to the door you came in. If your eyes stay open for more than a second, what you see will force you to instinctively tear them out.
If the lights stay off however, you will make your way to the end of the hall and another door. If there is a light from under the door leave immediately, what you came for is not there. If there is no light from under the door, carefully turn the handle and enter.
The room will be completely dark, aside from the lone candle in the center. What little light it brings reveals an outline of a cloak hovered over it. The man underneath the cloak is completely still. If you say anything, the man will tear out your eyes and devour your soul, and you will be forced to take his place under the cloak for the rest of eternity. There is only one question that the man will respond to, “What can protect us from them?”
>>699699305
If you proceed to ask this question, a piercing scream will ring out from the candle and a series of lights will illuminate the room, revealing the images of the most horrifying thoughts, fantasies and memories from all consciousness throughout history. Most people cannot handle this event, and will go insane or die instantly. However, if you should somehow manage to survive this, the man in the center of the room will rise slowly and put his hands to your head. You will be forced to look at his face. His face appears young, with the exception of two large cavities where his eyes once where. At this point you must not look away or you will be forever forgotten in time. He will then open your hand and place a small, round object into your right hand. You will be left feeling no pain, but the horrifying images will be burned into your memory for all eternity.
The eye you hold in your hand is object 5 of 538. The awakening has begun; they must not be brought together.
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of the Path". The worker will try his best to keep a look of indifference while handing you a key, which he explains belongs to an unused supply closet in the building. If only it were that simple. Upon locating and unlocking the door you will find a narrow and winding road suspended in an endless void; only occasionally disrupted by the massive outlines of things best left unsaid.
To fall off the path is to be thrown out of reality itself. A nightmarish eternity of unconceivable horror awaits anyone who either stumbles into the void by their own error, or is dragged off the path by the timeless monstrosities that reside on the outskirts of creation. If you should ever feel as if you are being watched while traveling through this piece of oblivion, the best chance you have is to immediately freeze in place and hold your breath. Continue to do so until either your audience loses interest and moves on or moves in to claim you. If the latter, feel free to scream as hard as you want.
Eventually the path will end at a door, and upon opening it you will find a small, dirt-caked room. Propped up against the far wall will be a heavily emaciated corpse, with what‘s left of it‘s skin long since blackened with necrosis. There will be nothing else unusual about it unless you approach it and ask one question: "How did they acquire guardians?"
>>699699830
If said line is spoken, the “corpse” will begin to stir. A subtle red glow will come from its eye sockets as it lifts its head and begins to whisper the long and macabre history of the holders. It will speak of unholy pacts and unspeakable atrocities. Within time its tale will touch upon every form of evil known to man or God, and then a few more. Furthermore, if given the title of any holder, it will reveal its history and the meaning of the object that it protects.
Well, almost any holder. You see, it will never go into detail about itself. This is because the ghoul hopes that its visitor will not question why it seems to be lacking an object. In truth is that its piece was somehow sealed inside the creature’s skull, and the ominous light in its eye sockets is actually that of the object’s shining through.
That object is 7 of 538. And its holder will do anything to keep you away from it.
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 Wisdom." The worker will chuckle and you will be guided to an empty room. The worker will hand you a key and tell you to wait some time in the room until you hear a bell ring. Then you have to lock the door, wait until a second ring and unlock it.
It will open all by itself and reveal a long hallway, with all colors you may or may not know painted onto the walls, ceiling and floor. Follow the hallway until you hear a little girl singing. Stop, close your eyes and stay where you are until the girl finishes the song, even if you think that it will drive you mad. If you do move, run. Run back to the door where you came from, as fast as you can. Jump through the window of the room where you waited before and you might live. Should you be unable to reach the window in time, a horrible creature will drag you back into the hallway where you will die a death that is as horrible as the creature that caught you.
If you do not move and the song ceased, you are free to turn around and leave forever, or walk deeper into the hallway, until you reach a door in the shape of a human. Open this door with the same key that was given to you earlier, walk inside and close it behind you. In the middle of the room you will see a desk with a bright candle and behind the desk will sit a man, with his face hidden by the shine of the candle. Walk closer, but always keep the flame between you and the man's face, for you will surely feel the urge to empty your stomach should you witness how he looks like.
>>699700000
>>699700463
Stop when you are five steps away from the desk. The man will raise his hand and gesture you to come closer, but do not step any further than this. Close your eyes and ask him one question, nothing else. "Who will bring them back together?" You will hear the man rising from his chair and he will begin to pray. It will be a language you will not understand at first, but after two minutes, you will hear a name. Should you hear 'Anubis', then pray that your death will come quickly. If it is 'Thor' you hear, you may open your eyes. The man's head will be on the desk, cut off of the body, but still talking. After another three minutes, he will stop and begin to tell you how you will die. He will describe every tiny detail of your horrible death, and you will be unable to move. He will also describe who kill you and why he does it.
Finally, the man will stop talking. His head is object 9 of 538. It is up to you what you do with the knowledge of your death, for it now is inevitable.
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of the Life". The worker will try to suppress a groan and you will have to ask again. He will then lead you to an operating room that looks just like any other you might or might not have seen in your life. The worker will give you a scalpel and then leave you alone in the room, locking the door behind him.
You will have to wait. Wait for almost an hour. Then the door will open and several people will enter the room, including a pregnant woman. The woman will lie down on the operating table; the other people, who will look like doctors, will prepare everything for the child's birth. While they do that, you will be able to ask the woman one question. Ask "How can they be reassembled?” nothing else, or the doctors will begin to skin and disassemble you. You will be fully conscious while they do this.
If you have asked the right question, the woman will begin to scream, the child is about to be born. You will have to wait until it's over, and one of the doctors will give you the child, moving his mouth, but without sound coming from his lips. As soon as he finishes 'talking' and smiles, you will have to throw the child to the ground and ram the scalpel into its head, else it will smash your rib-cage and rip your heart out with inhuman strength.
If you have thrown the child to the ground in time, it will, despite the scalpel in its head, answer the question you have asked earlier. It will speak with a demonic voice that might drive you mad. While it is talking, the other people in the room will vanish without leaving a trace. After the child finishes talking, it will simply die and the door of the room will unlock. You are now free to go, if you have not been driven mad by the voice.
The dead baby is object 11 of 538. Dare you not remove the scalpel?
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Death". The worker's face will turn white as if he just saw a ghost. He will then guide you to a wooden door and leave you afterwards. You will have to knock thrice.
Should you hear an old man saying "Come.", you may enter and will find yourself in a forest. If you hear a young man saying "No, thank you.” run. Run and leave the city, the country as fast as you can, for unspoken evil will haunt you, should you stay.
Now that you are in a forest, look up to the sky. If it is day, follow the sun. If it is night, follow the moon. Follow them, and do not leave the path you have taken, no matter what kinds of beauty or horror you might see. Should you ever leave the path; your soul will be tormented for eternity after the body has died a horrible death. You will, after some time, notice that you are walking to a mansion. Ignore it; keep walking, for it is an illusion made to confuse you.
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 with no hesitation to visit someone who calls himself "The Holder of Darkness." The worker will mock you but you have to stay as calm as possible. Keep asking him until he stops denying and withdraws from his counter to guide you through the corridors. As his behavior changes radically, stay on guard, for if you start hearing one single tiny sinister hiss, you should turn around and flee as far as you can, covering your ears, because the time was bad. If you do not escape in time, the faint sound will turn into a dreadful growling, that will soon merge into a continuous shriek of sheer pain, until madness floods you and leaves you to die in a deafening agony.
If the warden remains silent, he will lead you to a closed door with neither handles nor lock. As he pushes it open effortless, you will see an ascending winding staircase which can’t possibly lead to any upper floor of the establishment. The door will close behind you and you will not be able to push it back. Past this point, climb and do not turn back, or you will fall into a bottomless pit only waiting for a living prey to chew upon. Do not count the steps, for knowing how much there is will drive you into insanity. One will then creak, and so you should stop. Another door should appear on your left. If it is on your right, then pray for a swift passing.
>>699702129
Enter slowly into the room, and a total obscurity shall fall unto you. You will be required to walk straight forward, for slipping will only lead you to be devoured by the roaming and unknown creatures observing you with blinded purulent eyes. You will know you have arrived when coldness grips you. At that very moment, freeze, or you will die by the hands of the holder who is standing right in front of you. In complete darkness, even closing your eyes will not prevent you from his horrid appearance. It will form into your mind as the most outrageous monster ever conceivable, and madness will try to creep into your brain as worms over a decayed corpse. His fulminating breath and constant mumblings would be enough to make you cry, but be advised to not utter anything louder than a weeping, for you might wake what must not be awaken. The only question you will be able to whisper without being torn apart should be “What do they fear?”
You will feel movements all around you, as shudders animate your opponents. You will hear what nameless and incurable diseases will strike the world if they were to be frightened, the countless terrors their own fright will unleash on those with a weaker mind than theirs. Amidst the atrocious enumeration of the endless sores the world will suffer, you might hear the simplest, almost ridiculous, yet, implacable and certain truth they all fear. Do not move again. And when your head is about to implode, it will stop. If you are still able to move, you will find a door in front of you which leads you outside of the ward. There, in the open, in the grass, a broken hourglass will wait for you.
You are free to pick it up. It is object 13 of 538. Your knowledge of theirs fears is up to you to share, but you might not want to use it as a weapon against them.
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 with no hesitation to visit someone who calls himself "The Holder of the Present." The worker will look at you vaguely; you have to ask him again. Once the worker understands your question he will lead you through a door into a hallway that looks like it's an extension of Hell itself.
In this hallway you will find noting but darkness and the feeling of unimaginable horror. If you should hear a shriek coming from the left of you, start running towards the door you just came from or you will be devoured by demons yelling incomprehensible babble from mouths awash with vile poison.
If you should hear a shriek coming from the right of you, start running towards the door that your path leads to. Ignore the worker and keep running until you reach the door. If you should hear another shriek coming from anywhere around you, close your eyes and pray to the gods that your death will be a swift one.
Should you not hear a shriek, just follow the worker until he unlocks the door at the other end of the hallway. He will now ask you to enter, and he will leave.
In this room you will only find two things: a naked girl whose left hand is a mangled stump, seemingly torn to shreds by an otherworldly maw, and the rusted key chain she is holding. You must look at the key chain and may not avert your eyes from it. You can say nothing, except ask her this one question: "Why do they belong together?"
>>699702812
Now move eyesight to the face of the girl. She will look at you and tell you the most gruesome story of the present, how this present has come to be, how it is now and eventually how it will be. The girl will slowly move towards you, do not move, and stay still until she is but one footstep away from you. She will put the shredded piece of rot that was once her left hand on your shoulder. She will then whisper into your ear, "The time has come, and now you must die." Do not react to this statement. Just keep staring into her eyes and eventually you will feel something being pushed into your hand.
The key chain is object 17 of 538. Only the keys that are meant for it can be put on it, and all other keys shall be repelled.
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Deception." The worker will look at you with an expression of shock on her face. Then, with superhuman speed she will attack you with her baton. If you are not knocked unconscious by the first blow, flee the city, for they will know what you are after.
When your consciousness returns, you will be in a magnificent courtyard on a starry night. There will be a great stone staircase that appears to ascend to the heavens themselves. Climb this staircase, but never look behind you. If you do, the stairs will begin to crumble and you will plummet into the void for an eternity.
After what will seem like days of climbing, you will come to a landing overlooking a great marble amphitheatre styled in the ancient Greek fashion. Descend to the bottom of the amitheatre. An old man in opalescent robes will be waiting for you on a dias in the center. This storied old man will be lecturing as if there was a great crowd - however, you must not listen to him, for not a word he speaks is true. If you are drawn in by his charismatic speaking, your mind will be completely subjugated by his deception and you will be his slave for eternity. He will only react to one question: "What is the only truth you are permitted to speak of?"
>>699703289
The man will look down at you with a look of great sadness. He will then impart on you a story that will shake the very foundations of your soul with great sorrow, but will leave you knowing one important truth: the number itself is not as it seems. He will then motion you towards an exit from the amphitheatre, and continue his lecture. Turn away from him quickly, for you will now be able to see the legions of horrific, twisted demons sitting on the seats of the amphitheatre. Do not gaze towards any of them longer than a moment, or else they will tear you apart and add you to their collection of souls. Walk to the exit as quickly as possible. There will be a great grimoire on a stand next to the door. Take the grimiore and exit through the door. You will find yourself in the back alley behind the asylum.
The grimoire you clutch, with its pages firmly strapped shut and locked with a great steel padlock, is object 20 of 538. If you wish to see past the deception and reunite them, you must find the key.
In any city, in any country, go to any hospital and ask to visit the one who refers to himself as "The Holder of Love". The legends of this Holder have been lost to all time, for no one has ever returned. Fear the love of the end times. If you can steel yourself to press forward alone and without guidance to meet this guardian, and ask the correct question, you will be rewarded with an object of protection both divine and demonic. You may survive the quest yet.
This object is 24 out of 538. It longs for the company of the rest.
In any city, in any country, go to any morgue or hospital you can find. When you reach the front desk, ask to visit someone who calls herself "The Holder of Famine." The attendant will glare at you and mutter darkly under his breath, but otherwise ignore your request. Tell him, "I can sate her appetite," and he will raise his eyebrow incredulously, but arise to lead you up the hall, before leaving you to fend for yourself.
The hall you begin in will slowly become a new hall, utterly different from the orderliness of the institution you were last in. The walls will be full of pockmarks, the floors littered with emaciated bodies and mutilated corpses. The attendant will pay no mind to the death around him as he leads you up, and it is best for your own sake that you behave the same way. There will be a trapdoor before you, made of rotting wood and rusting iron. Open it cautiously, and look down into the darkness.
If blood-red eyes stare back up at you, IMMEDIATELY scream to it, "I am not yours!" If the eyes disappear, it is safe to proceed. If the creature begins to growl, close your eyes and pray for a quick death, as unlikely as it will be.
Once you finish descending into the darkness, the trapdoor will close and lock above you, leaving you alone in hellish silence. Do not move an inch, do not talk, do not breathe; eventually, as your vision swims, candles will be set aflame at your feet. It is safe, for now.
The candles will light a trail for you. Venture off of the trail, for any reason, and you will be consumed by the darkness the light holds at bay. The road will be long, and you will grow weary and hungry; shun anything offered to you from the creatures passing in the dark. To even look at these gifts is to invite death.
>>699704191
At the end of the road, the candles will have aligned themselves in a circle about the radius of a grown man's leg. In the center will be a small table, with a white linen tablecloth and a silver platter set upon it. Behind it will be the corpse of an obese woman, hanging motionless from the noose about her neck. Her stench will assail your nostrils and the putrid sight of her rotting, mutilated body will cause you to falter, but you must continue forward. As you approach, you will notice two chairs. One will be beautiful, made of mahogany and gold-plated. One will be far uglier, made of rotting wood and covered in insects and stains. Use neither, and your soul will remain in your possession.
As you stand before the corpse, you must ask, loudly and clearly, "Why were they consumed?" The corpse will immediately raise its hands to its stomach, ripping it open before you. The wound will bleed saliva, the ribs will form sharp, malevolent fangs, and a massive tongue made from her intestines will loll out from the mouth-gash. The corpse will begin to speak, in a dry, harsh whisper of the horrors and magnificent cruelties performed in the times before times. As she speaks, you must stare at her stomach, and you must not move or speak. To do so would consign you to her pet's ravenous greed.
Once she has finished speaking, she will ask one of two questions. If she asks, "Did you enjoy my banquet?" then you are too late and the piece is lost, as is your life and all hope. Your failure will result in a death so horrific, painful, and excruciating that even the tormented souls of the damned would pity you. If she asks, "Are you my latest meal?" then respond, quickly and earnestly, "I wish to dine with you."
The corpse will be silent, and after a long wait, a shiny, red apple will roll up the gory tongue onto the silver platter. Do not eat it.
This apple is Object 27 of 538. It is the only thing that can satisfy their hunger.
>>699698721
It's the Keeper of the End you insufferable faggot.
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask to visit someone who calls herself "The Holder of the Frost". If the worker shivers unnaturally, you will be lead to a hallway that shouldn't exist where it does. The worker will wave you down the hall, and, once your back is turned, will shake his head and mutter "the poor fool." The hallway will get colder as you proceed; but do not make any attempt to warm yourself. If you do, heaven help what will become of you.
If at any time, the cold ceases and the hallway becomes warm, you must quickly shout "Stop! This is not the answer!" If the warmth persists, run. Run as fast as you can for the exit. If you do not make it, then the fires of Hell shall consume you. If you do make it, do not stop running. Flee the asylum, the city, the country; for the hellhounds have your scent, and they do not rest.
If the cold returns, proceed down the hallway until you come to a door made of solid ice, and knock three times. If a soft, womanly voice beckons you to enter, open the door. If a gruff, male voice tells you to leave, pray for a quick demise.
Inside of the door, you will find a room made of ice, with frozen stalagmites and stalagtites giving it the appearance of a massive maw. In the center of the room will be a veiled, ivory-skinned woman. Do not look at the woman directly, and say only one thing: "What caused their hibernation?"
>>699704929
She will tell you her story, a story of destruction and devastation, war and famine, life and death, and of a deep slumber. The story will chill you to the base of your existence, but do not ever look directly at the woman. If you do, your soul will be frozen for all eternity.
When she is done, she will remove her veil, but you must not gaze upon her. Her beauty would shatter your mind. If you keep your eyes away from her, she will cup her hands over yours, and whisper into your ear: "The ice age is over. What will you do?" The world will explode in white, and when it subsides you will be outside of the institution. In your hands will be a large, crystal snowflake.
That snowflake is Object 29 of 538. The ice age is over; they are starting to thaw.
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask for something called "The Holder of the Speed." The worker should become motionless. Look around yourself; if everything else became motionless, you are in the right path. What would happen if you weren't is still unknown for this one who writes.
You will notice that moving around and breathing will become gradually, but increasingly difficult; this is expected, for the air slowly becomes motionless. You should explore carefully the halls surrounding you, thinking about your first great failure; but be aware that, if you take too long, you will suffocate.
Your objective is to find a child who still moves, amidst all the surrounding statuesque shapes. The child will approach you with a ball, hand it over to you. Pay attention to how the ball is held. The child will then declare 'You're it'. And then run outside the room, always giggling.
What you will have to do is to return the ball. Careful to not be fooled by the voice echoing within the halls, for wasted time means you're closer to death by asphyxiation. As time passes the air will become harder to cut trough, requiring greater strength; warmth will slowly leave your body, droplets of water will pierce your skin. Much likely, you'll be blinded, deafened and similarly mutilated during this chase. Vision will be impaired as everything slowly darkens, as even light itself were eventually reaching a stop.
>>699705408
It is certain that you will find the child in one of the hallways, under a beam of light; it could be coming from a window, a lamp, or any similar light source. You should return the ball in the same way it was given to you, and attempt to escape, giving continuity to the game.
If you succeeded, the air won't be heavy anymore. You will notice every place you ran past will be damaged in some degree. Depending on where you finished your ordeal, you will have to give many explanations to the facility's administration, and somehow avoid imprisonment.
If you failed, the child will once again hand you the ball as soon as you're reached. Will declare 'You're it' and dash trough the corridors. You will probably die pierced by the air's humidity and suffocated before can reach the infant a second time.
Your newfound agility is Object 32 of 538. Mentioning the child to others will earn you a few sessions at the Shock Therapy department. If you're lucky.
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of the Wind." The receptionist will then walk off, as if you weren't even there. Follow the receptionist. After five minutes of what seems like aimless walking the receptionist will begin to whistle. If it is a tune you recognize, then continue to follow. If you do not recognize the song, try to remember the better times of your life as from there out you will know nothing but the endless pain of your own personal Hell.
If you find yourself humming along to the tune, the receptionist will turn to you and point you to a room on your left. Enter the room. Inside is a wide prairie filled with endless, knee-high grass. The first thing you notice is a warm, gentle breeze playing over your face. In the distance, you hear a faint whispering sound. If you do not hear the whisper, run out the door and close it behind you or the peaceful prairie will become your final resting place.
If the whisper persists, close the door and it will disappear. Follow the whisper as best as you can. After a few steps, a young man will rise out of the grass, clothed in simple farm clothes. This man knows only the answer to one question. "What carried them away?"
>>699706177
The man will tell you a lazy tale. A story filled with illusion and deception, dulled by his accent. You will start to become tired and may want to lie down and sleep for a while in the comfy grass, but do not. For if you do, you will never awaken from your slumber.
Once the man is done rambling, he will ask you a question. "Do you really want it?" The laziness induced but the scenery will make you want to say no, but resist and take the wind chimes he offers you. The door you came in will then appear in front of you, allowing you to leave in peace.
These chimes are object 33 of 538. When the wind causes these chimes to sound another object is near, as is the end of all hope.
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Absence". Should the person at the front desk try to convince you that the person you wish to visit is no longer there. Ask to visit their cell nonetheless. At this point the receptionist shall show a look that can only be defined as emotionless. The receptionist will lead you down a long wall with many doors on either side until you reach an iron door with one barred window on it. They will open the door for you but lead you no further. Beyond the door is darkness, nothing more.
As you step into the darkness, the door will slam shut behind you. You are now trapped and the only way to go is forward. You cannot see the ground, or the roof, or the walls. Be aware, you may be walking for a very long time, possibly days. As you walk you will begin to feel cold and empty inside. You will feel as if your soul has left your body and left you as a shell. In time you may hear footsteps that echo loudly. STOP IMMEDIATELY, and wait. If the footsteps do not stop, you must sit down and wait until they do. If they begin to grow even louder, then you will surely perish by an unimaginable horror. If the footsteps do stop, you must press forward until you reach another iron door, illuminated by a light behind it. Open it and step inside.
>>699706992
Inside will be a pitch black room. Only a small circle of light of the floor can be seen, lit by a small candle. Behind the light will be a chair with a coat on it. Approach the chair but do not sit in it, no matter how long you have been walking. Wait until the candle burns out. When it does, reach out, and take the coat. The next time you blink you will find yourself in front of the desk in the mental institution or halfway house. Reach into the right inside breast pocket of the coat and pull out a singed sheet of paper with red ink. DO NOT READ THIS INK or the Holder of Absence will become present and destroy you with unthinkable pain and anguish.
This paper is object 39 of 538. Keep him absent. Keep them from coming all together.
In any city, in any country, go to any mental institution or hospital and ask at the main desk for the one who refers to himself as the 'Holder of the Star'. The worker will stare into your eyes with a smug look of contempt for several seconds. If he does not see your heart's resolve in your eyes, he will laugh arrogantly. If he does, flee, or guards shall take hold of you and lock you in a cramped cell where you will hear the man's laughter in waking and sleeping as long as you live. If he sees the determination in your eyes, he shall stand and guide you down a hallway. He will stop at a cell door and will hand you the key, saying nothing and walking away. With key in hand, grab the handle and turn it slowly, it is not locked.
>>699707928
Instead of a cell behind the door, there is a hall, dimly lit. Enter the corridor, close and lock the door behind you. As you walk down this hallway, you will hear the laughter of children playing mixed with the heart warming chants of foreign monks. Quickly the laughter will turn to screams, and the chants to curses. As long as you hear these terrible noises you are safe, but if your courage sways, and the slightest fear overcomes you in this corridor, the sounds shall stop. And if this happens, shut your eyes and pray that what hideous creature that was just awakened will take your life in its first bite. If you survive this corridor, you shall reach a small locked door. The lights will dim around you until all you can see is the door when all is dark, use the key you were given and unlock the door. Enter through the door into a small, pitch-black cell. In the cell there is a hooded man in red robes. He holds a candle and keeps his eyes closed while chanting. He sits in the middle of a pentacle drawn in glowing red blood. The stench it produces will cause you to gag, but dare not do anymore than that. Before the man is a smoldering rock. Do not stare at the stone directly for too long, or the burning from the rock shall envelope your mind and send your body into a fiery eternity. Instead stare at the candle and listen to the old man.
>>699708019
He responds to only one question: "What must be done to complete their task?" The man shall stop chanting, and will tell you five names and five questions. He shall inform you that you must learn on your own which match with each other. He shall then dab his forefinger in the blood of the pentacle and will draw on the wall a formula. A key, plus a Book, plus a Quill, plus a Word scrawled in a way that it is illegible, yields an open book with three ovals drawn around it. He shall chuckle warmly and return to his seating place. He will hand you the still burning stone and from behind his robe he shall pull out a still beating heart. With all your might, crush the organ until it no longer quivers. Inside the meaty mesh you will find an antique fountain pen. When you look back up, you will find the old man dead, with a look of serene content upon his face. Pay this man the final honor of closing his eternally glassy eyes, and leave the room. The darkness will over sweep you and when it lifts, you will find yourself outside of the hospital.
The pen you will find to never require refilling of its red ink. Though the ink never stinks of it, you will realize that it is your blood that drains through the pen onto paper. If you should ever let this item be destroyed, a horrific, slow death shall occur. As long as you hold this item, you shall hear whispering chants in the back of your mind until you die or do the item's bidding.
This pen is object 42 of 538. It wills you to write in the cursed tome with your own blood. It is your choice to continue their work, or to destroy the chance of the objects coming back together ever again.
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of the Center." The worker will meet your gaze suddenly, and close his eyes. He will point his finger in a random direction; follow his direction as given, and your soul will be sundered from your body, for demons unimaginable to do what they will with both. You must go in a straight line in the opposite direction instead. Whether or not it was there before, you will come to a nondescript metal door. Enter, and you will find yourself in a circular room, the walls lined with doors. Save for one, they will be identical. The other doors will call for you to open them, but you must only open the unique one, lest you wish to sacrifice your sanity.
>>699708909
When you open the unique door, you will come to a perfectly spherical room, perhaps a hundred feet in diameter. The surface around you will be solid, but will appear to shift around, as if made of mercury. Do not fear falling as you step through the door, as gravity will hold you to the surface. Walk straight ahead. You are free to look around you for now, but do not stray from the line you walk, or the surface will liquefy below your feet. It will not harden until you are fully submerged, and your lungs filled to the brim, and you will remain where you are for eternity, never dying, and forever choking on the cursed metal. Continue in this manner until you have gone full circle and returned to the door. Stand on the door, and look straight up. What you see at the center of the room, equidistant from all points on the surface, is what appears to be human, but at the same time, does not. It will be shapeless and sizeless, yet somehow recognizable, despite having no front or back, no top or bottom, no left or right. Try not to comprehend what you see or your mind will literally ignite where you stand. Stare at it for five minutes without breaking your gaze, and it will turn to face you. You will understand when it happens. Look away before then, and it will consume you before you know what has happened, though you will feel unimaginable pain before it ends. When it faces you, you must ask it one question, for it will respond to no other: "Where will they meet?"
The entity will answer in the voices of all who have ever lived speaking in unison. It will speak of all who have sought them before you, and it will tell you in every last graphic detail how they met their fates. As it speaks, the surface of the room will slowly begin to glow and turn the color of blood, and shape itself into a tapestry of the faces of those of whom the entity speaks.
>>699709126
When the answer has been given, you will feel the palm of your right hand burn with the fires of a thousand suns, but do not look, for this is where they brand you. To look upon the mark now will cause it to become a hole, through which you will bleed out of reality itself, your every molecule spread across an oblivion filled with horrors no mortal tongue, real or imagined has ever had or will ever have words for; all that can be said of this place is that even the souls of the damned in the most torturous pits of hell would pity your fate. If you have maintained your eye contact with the entity the entire time, it will shrink into its central point, and when it is as nothing, all will go black. When you regain your sight, you will be in the alley behind the hospital. It is now safe to look into your hand.
The mark is number 47 of 538, and it is where they will come together.
Kill yourselves
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Disgust". The worker's face will turn a bit green and he will excuse himself and then walk to the nearest toilet. A female warden will appear besides you and ask you to follow her. Obey her, for now.
She will lead you to a simple door with a number on it; you might remember it from somewhere else. Almost as if you've been here a long time ago. I will not tell you what the number on the door will be, but if it is not the right one, your fate will be one of eternal pain and nausea. Should the number be the right one, you will find yourself in a room that looks much like a person's stomach. You will see food being digested, wandering into the lower tracts of the digestive cycle. It will look much more horrible than you've ever imagined.
Simply wait until you see a door falling into the "room", and then do your best to enter it. If you are not successful, you will slowly be digested, just like everything else in here.
Should you have managed to enter the door, you will find yourself in a room with white and pure walls. Those are one of the few things that do not drive this Holder mad. You are not, so be prepared to run as fast as you can. Approach the Girl in the middle of the room and ask her: "What do you consider pure?" She will stare at you and open her mouth, trying to speak. But she will be unable to and instead vomit onto the floor. Close your eyes for as long as you hear her emptying her stomach.
Once you do not hear anything, open your eyes again and walk to where the girl was. Take the pills at your feet.
These pills are object 52 of 538. Eating one will cause you to vanish similarly as the girl did.
In any city, in any country in the world, go to any mental institution or hospital and tell the attendant that you wish to see the "Holder of the Anvil". A moment, an hour, an eon will pass as you see every failure reflected in his eyes. You will see the ending of things - daughters tearing strips of flesh from their mothers with hooks of steel and bone, fathers feasting on the eyes of their sons – and you will know that you have given them their torment. Their anguish will be your own and the only way to escape is to let your cry join theirs but give no sign or the attendant will turn away and all hope with it.
An eon, an hour, a moment will pass and the attendant will drop his eyes in defeat, turn and open the door behind him. Follow him with care, he is treacherous and will leave you in dark places where your screams will never be heard, your bones never found. At the end of this path, when the skulls of infants crunch beneath your feet, you will find a young man chained to a ragged iron slab. Your guide will turn and offer you a hammer in one hand, a blade in the other. Take the blade to abandon your search and beg for quick end. It will not be given. Take the hammer, drive it into his young mans head with all the strength you can and more. Although he is innocent, allow no mercy for mercy has abandoned you. Cover the skulls at your feet in the gore and the blood. When their debt has been paid you will delivered once again to the world. The hammer will still be in your hand, the blood will never wash off. Its thirst has been satisfied for now.
That hammer is object 53 of 538. It will only be used once more, to split the world and find the secret heart that beats within. Pray that yours will not be the hand that wields it.
In any city, in any country, go into any mental institution or halfway house you can get into. When you reach the front desk, ask to visit someone who calls himself "The Holder of Reality." The receptionist will lead you up a flight of stairs that run much higher than it seems the building should be, before finally coming to a top floor, where you will find nothing more than a single door. As you approach the door, the receptionist will make herself scarce. At this point, you could turn around and look for said receptionist, but doing so will only get you lost in the halls of the mental institution forever. Instead, open the door, and continue inwards.
Inside that door, you will find a man sitting on an office chair, playing a game on a game console that you have never seen before. The console is a bizarre design, with a case made out of wrought iron, etched and painted in twisted, demonic designs. In the game, he is torturing a person with methods too horrifying for words. Once you come to the inevitable realization that his unwitting victim is in fact you, you will become your avatar in the game, and be forced to endure any torture his mind may devise, until the game finally ends.
>>699710284
The game can only end in one of two ways. You probably will go insane, in which case he will tear your very soul apart purely for his own delight. However, you might successfully endure the torture, and be granted the privilege of asking him a single question. If you ask him why you are in the game, he will force you to relive the entire game, in its entirety, repeatedly, for all eternity. Instead, you should ask him: "Why do you play?"
With that question, he will scream in agony, and the console will reset. You will now be sitting on the office chair, the game console and controller resting on the floor next to you. He will be staring at you through the TV screen, a look of unspeakable fear on his face. However tempting it may be, do not play the game. It probably is best to not even touch the game controller. Simply switch the console off, remove the game cartridge, and take it with you, leaving the console behind.
That cartridge contains object 56 of 538. You will never, ever find out why he played the game.
In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Twins". A person will suddenly appear beside you and the worker will be gone. Ask the person the same thing, but the answer will be that the warden is currently away, talking to his boss. He will tell you that both of you will have to wait until the worker comes back.
In that very second, the warden will reappear, seemingly out of nowhere. He will politely ask the other person to wait while he tells you that you may follow him. Do that and ignore the other person disobeying the worker and be glad that he didn't obey, or you would have walked into your death.
After a short while, you will reach a paper-door. But o not let it fool you; this paper is stronger than any metal you have ever seen. The warden will now open the door, letting you in. The other person will quickly follow you. If he doesn't, pray for a swift death.
Should he have followed, both of you will find yourselves in a small paradise. Although you will find everything you like and love in this place, do not touch anything with your hands and arms, for the beauty will then quickly fade away and madness will overcome your mind. Simply follow the path you see below your feet and never leave it.
>>699711015
The other person will do the same, and you will have to talk. Tell him about everything you can remember from your life and hope that he doesn't talk back. Neither you nor he want to know what happens if you ever stop walking while being on this path. For hours, you will walk and you will have to keep talking all the time. Finally, as you see something shiny at the horizon, you may complain about a sore throat and that you have nothing else to talk about.
You will reach a golden door. The closer you come, the wider it will open all by its own. Enter the door and you will find yourself in an almost pitch-black room lit by only two candles. One of them is besides a mirror, the other besides a rucksack. Walk to the mirror and stare into it, as horrifying as the pictures may be. You will notice the other person walking towards you; your fate will be decided in the next few moments.
Should he scream "No matter how hard the work, it will be done!" and then smash the mirror, then your fate is sealed. After he has destroyed the reflecting item, you will feel unbearable pain and you will scream, out of instinct. You will be melting in the next seconds. The other's task will be fulfilled.
But, should he choose to do nothing, you may utter the question "What reflects them?” You will now see the other person slowly melting and he will scream unhumanly. Endure the screams for about a minute, and then he will be gone, only the rucksack he has worn will be left. Open it, take the mirror inside it and you will be returned to your home.
The reflection is object 60 of 538. Don't even dare to destroy it.
Bump