Sunday, March 01, 2009

Holders Series, #11 Through #14

I took a break from forums this week, so here are some more Holders Series to make up. I don't know what you all think of these, but I *love* them.

Holder of Life

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 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 himself.

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 lay 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.

Holder of Death

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 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. 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 and keep walking, for it is an illusion made to confuse you.

Finally, you will reach a small wooden hut. Enter the hut and immediately turn around, should you desire to overlive the sheer horror you will experience by looking at the man who now is behind you. Ask him a question: "What will end them?" He will begin to talk with a voice that is gentle and kind as well as brutal and deadly. Listen carefully to what he says, as you might soon be the only one knowing their destiny. As soon as the man finishes his small tale, he will ask you to turn around, as he wants to give you a gift.

Do not do this. Instead, walk backwards until you reach something hard, a desk. Close your eyes and partially turn your body so you can reach out to the man and take the gift. When it touches your hand, close it and walk back to the door you came from. As you open it, say the words "We will meet another day" and walk out. You will be back in the mental institution.

Now, open your hand and look at the gift. The bone-finger is Object 12 of 538.

Holder of Darkness

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 effortlessly, 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. Climb and do not turn back, or you will fall into a bottomless pit waiting for 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 end.

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 in 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 not to utter anything louder than a weeping, for you might wake what must not be awakened. 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. 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. 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 their fears is up to you to share, but you might not want to use it as a weapon against them.

Holder of Dance

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 if you may visit someone who calls herself “The Holder of Dance.” The worker will shrug it off while telling you to go to the next theatre down the road. If you obey her, you’ll then discover she has sent you to see “The Lord of the Dance”, and that she hasn’t properly understood your question.

Ask again. Her face will at last light up as she gets it right. “Silly me,” she’ll mutter, and then “Fool of you, too,” when she starts walking toward a long hall. You’ll pass through the garden, onto a small, brick-built reserve, while the mental patients in the area gaze upon you you. Heavy chains will be running across the rusty metal door. The worker will hand you a key, and everyone will back up into the building, closing doors and windows and shutters. You will be left in the silence of your own demise. You can still leave, but from inside the reserve will rise an appealing sound. It will call for you, tempting you. Your mind must not flicker, or it will be lost, forever swallowed in a false sense of bliss while your physical form is left to be shredded alive.

As you control yourself and enter the place, a wide, descending flight of stairs awaits. Echoes of commotions reach your ears in troubled moans, where you cannot tell if they are from pains or pleasures. You will come to an underground level, with fluttering or broken neon lights. It will look like a corridor, with multiple doorless rooms. Then they will come out. Shadows and diaphanous figures, slouching aimlessly will emerge. They will be ghosts of different shapes and different ages and different sexes and in different states of decay. On the other side of the room, far away – but it won’t be far enough, you’ll think in panic – stands a shape with a point of light. It will be your only chance to ask, “What makes them dance?”

You will then see the dead all around you shaking nervously, and the silhouette afar coming near. The naked body of a female will be walking for you. She is half beheaded, her throat pumping and gurgling blood, with her head hanging on the side speaking in an empty voice of the mayhems she has witnessed and accomplished. You will see slaughter and rotting battlefields full of corpses, as a rhythm grows in you. You’ll want to dance with the dead all around, but you must not give in to the urge. You will have to suppress the beating of your foot and not let your heart go in cadence, for when the dance stops, so will it.

The bare, bloody lady will tell you more as she approaches you: tales of carnage and torture that were their joys when they were one. In her left hand she will be stroking her turgescent manhood at you, while in her right flagging hand will hang an old squared lantern shining a pale blue.

The lantern is Object 14 of 538. Its Holder will not let it go easily.

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