Sunday, October 31, 2010

Tribby Theory


                                              -P.S. This dude makes some pretty awesome drawings
                                                                            , i enjoy the style,
                                                                                     http://combinedrawings.blogspot.com/

Monday, October 25, 2010

Off Topic #2

Hey look i'm numbering them so i know how much...idk.
Well any who take a look at this.
http://www.gametrailers.com/game/pop-fiction/13123
Its a series done by gametrailers of course that covers various myths surrounding games, and not shitty ones like GTA:SA bigfoot or stuff like that. They recently covered how to find MEW in pokemon red\blue\yellow and they have done how to play as master hand in smash brothers melee.

-cya

Sunday, October 24, 2010

Moonlight Films

In many stores and establishments that provide videos of a less than appropriate manner, there is a business card.

Some stores keep it well hidden, locked in a safe, and will deny it’s existence. Others will show you if you ask for it by name. None will have it displayed in the open.
On this card is a name; Moonlight Films, and a contact number. It’s always a local number.
Go to any payphone in any city and dial the number. The answer will be prompt but all you will hear is silence. Wait for thirty seconds. Then you will be served.

A dry, monotone male voice will ask you one question; “Is the road from life to death dark?”

If you answer with anything but the correct reply, he will hang up on you. If you fail the first time, I’d suggest not trying again.

The correct response is “It is moonlit.”

If his question is answered properly, the man will say one address in your city and then hang up.
Go to this address and you will find that it is a small, dingy apartment. The carpet will be dirty, the wallpaper flaking and wrinkled, the windows cracked. It will smell of tobacco smoke and decay. On the stained old coffee table there will be a paper bag. On this bag your full name will be printed in red sharpie.

Open the bag and you will find an unlabeled video tape. Take it and place exactly $10.99 in the bag then leave.
You can watch the tape if you like, but you don’t have to. I warn you, it’s not pleasant. You will see a room or chamber papered in dessicated skin, the furniture will be crafted from flesh and bone. But all of it will be alive. The tape will last approximately 32 minutes and will depict the murder of a person and the subsequent crafting of their body into another animated furnishing.

You have rented the tape for one week. You must return it to the apartment by sliding it through the mail slot when the time is up. After that, never return to the apartment, never return to the store you recieved the contact number from, and DEFINITELY don’t call the number ever again.

I’d also suggest you not keep the tape more than a week. The owners will not be satisfied with a mere late fee, and a good home can never have enough accessories.

Monday, October 18, 2010

The Prince’s Fresh Start

Somewhere in West Philadelphia, you will find an old basketball court with a single ball lying in the middle. Pick it up and start shooting hoops. After a while, a small group of hooligans will approach you and challenge you to a fight, which you must accept.

After the fight, you must go home and relay the events to your mother. She will then inform you that you have an aunt and uncle living in one of the districts of Los Angeles, and out of fear, she will send you to live there for an indefinite period of time.

With your bags packed, go to the street corner, and whistle for a cab. The cab that will pull up will bear the word FRESH on the license plate, and upon closer inspection, novelty fuzzy dice will hang in the mirror. Although you will suddenly realize that cabs like these are extremely hard to find, do not bear any thought to it. At this point you MUST point out in front of the car and say ‘Yo homes to Bel Air’. You will stop in front of a mansion, and it will be sometime between 7 and 8 o’clock, even though it will feel like you’ve been traveling mere seconds. Get your luggage out and say ‘Yo homes, smell ya later!’, but do NOT turn back to face the cabby. Walk up to the door, look over your shoulder once, and then knock on the door three times.

If you follow these instructions, your life will get flip-turned upside-down.


Scariest pasta ever, y/y?

P.s. Im back.

Friday, October 15, 2010

The Feeling

Go to any mirror and put your hand against the glass. Don’t worry, nothing will grab you. Wait. Sometimes it takes half a day, sometimes it takes a moment. But you’ll yank your hand away when you feel it.

Worms or centipedes, who knows? All pressed in tight like there’s no more room on that side, wriggling against your skin. When you pull back, the glass is the same and you’ll be unharmed.

But now you know it’s there.

-sorry been busy, haven't been posting.

Wednesday, October 13, 2010

The Cigarette

Go to any high traffic bathroom. It must be a high traffic bathroom; otherwise the room won’t have enough latent residual energy to carry out the task. A hotel bathroom is perfect. Make sure it’s after 12pm, and make sure you have 2 clove cigarettes. The stronger the cigarette, the higher your success rate is. Sit in the dark and begin smoking one of the cigarettes. Make sure there is a mirror present, and that you look at your reflection at all times. The burning cherry should provide just enough light for this. When you’ve smoked the cigarette within a 1/4 in of the filter, the room should be full of smoke. Your eyes will no doubt be watering, but don’t blink. Don’t take your eyes off of the mirror or your reflection whatever you do. To blink will make all you’ve done at this point for naught.

You’ll begin to notice that your reflection will begin to fade into black. The reflection of the cherry from your cigarette will begin to separate into two red eyes. The smoke in the room will begin to condense, and before you even realize it’s happened, a shade will be sitting on the ledge of the sink. He’ll ask you for a cigarette, which is why you’re instructed to bring two. Give the shade a cigarette, which will light itself once he brings it to his withered lips. At this point, you can ask the shade any question you want, and he’ll answer true. You can ask who shot JFK, who was Jack the Ripper. Anything you could possibly think of. Be sure to keep an eye on how much of the cigarette he’s smoked. When it gets to the point where it will only take a few more hits to kill it, the smoke from the other cigarette will begin to define more of his features, making him more material than ethereal.

At this point, stand up and snatch out his eyes in one sweeping motion. He should still be mostly smoke, so your hands should pass easily through his head. If you let him finish the cigarette he WILL attack you, almost surely taking your life in the process. The shade will begin screaming and cursing you and the hand holding his eyes will be burning intensely. DO NOT OPEN YOUR HAND! Even though the eyes are disembodied, they can see if they are out in the open. Run to the light switch and flip it on. This will banish the shades physical form and send him back into the ether. Leave the room and wait until 3:00 am to open your hand. The burning will be unbearable until then, but to do so will blow all the lights out in your house, allowing the shade to return and seek vengeance. You will have 4 burn marks on your palm when you open it. All cauterized of course, and mostly healed.

From then on you can never be in a dark room with a mirror, because the shade will be able to track you through the burns in your hand. He’ll have black hell dogs now, given his loss of sight, and they are far more terrible than the shade could ever be. The number of hell dogs depends on the strength of the shade you made contact with. After this, you’ll always be cold, no matter how warm it is, and you’ll be given the ability to perform minor miracles. Your dreams will always be nightmares, but in them, you will be granted a kind of third sight. You’ll never be able to see anything good, only the most horrific future events. And these events will only be known to you at a point where you can’t do anything to stop them.

A small price to pay for absolute knowledge.


-I love the ritual pastas.

Monday, October 11, 2010

Patient #0017983

FACILITY ARCHIVE RECORDS SEARCH - SEARCHING…
SEARCHING…
SEARCHING…
COMPLETE - FOUND 19 RESULTS FOR SEARCH TERMS “Patient #0017983″
CHRONOLOGICAL LISTINGS FOLLOW:

1.) ADMISSION FORM, PATIENT #0017983 - 11/18/05 15:12
Involuntary admittance requested by patient’s relatives in response to apparent self-destructive behavior cycle. Self-harm evident in physical exam: signs of past abrasions on head and neck, apparently due to self-inflicted scratching, and both fresh and partially-closed surface lacerations on arms and legs. Signs of extreme fatigue also evident - in examination patient admitted insomnia for, as quoted, “longer than you’d believe.” Patient unable to give exact time for length of insomnia, likely due to extended period of insomnia itself. Confusion and moderate delerium evident. PRELIMINARY MEDICATION ISSUED: Triazolam 0.25mg for insomnia, topical Bacitracin for wound care.

2.) ADMISSION EVALUATION, PATIENT #0017983 - 11/18/05 16:56
PERFORMED BY: Dr. Emil Lafayette. Self-harm confirmed. Patient removed dressings from arm lacerations, reopened wound while waiting for interviewer. Definite evidence of somniphobia in patient justifications for harm; patient refers to sleep with anxiety, and consistently acts against self to cause pain in response to lengthy periods of silence or other lack of stimuli. Issue of insomnia needs immediate attention, given evidence of exceedingly prolonged duration. Likewise possible agoraphobia. Patient requests an isolated bed, becomes withdrawn/agitated when request is denied, refuses to cooperate further with interview. Offers vague suggestion of hostile “other” in justification, but will not elaborate, as quoted, “because you’re not going to believe she exists until she hurts someone anyway.” Evidence for likely paranoid schizophrenia. Recommend further interview with full psychological spectrum testing for exact diagnosis. FINAL RECOMMENDATION: ADMIT PATIENT. PRELIMINARY MEDICATION ISSUED: Cancel Triazolam, instead 5mg Diazepam twice daily for insomnia, anxiety, and probable sleep disorders.

3.) FINAL ADMITTANCE REPORT, PATIENT #0017983 - 11/18/05 17:13
Patient issued bed in Room 409. Current occupant(s): Patient #0017802, Patient #0017983. Clothes from admission remanded to family of patient, three sets of common dress issued for immediate needs. Further psych eval scheduled for 10:00 11/19/05, determining future length of stay.

4.) WARD EVENT REPORT - 11/18/05 17:30
During routine new patient room check, Patient #0017802 places request with staff for transfer to, as quoted, “some other room.” Appears agitated, claims Patient #0017983 has been disturbing him. Patient #0017983 likewise requests transfer, to isolated bed. Both requests denied. ORDERLY NOTE: Followup room check suggested to avoid possible intrapatient conflict.

5.) WARD EVENT REPORT - 11/18/05 19:00
Followup room check. Patient #0017983 claims Dr. Lafayette has ordered him moved to Isolation. Patient #0017802 backs claim. Administration records demonstrate no such order. Upon informing room occupants, Patient #0017983 attempts to assault staff and Patient #0017802 becomes uncontrollably agitated. Additional personnel required to contain incident. Both patients restrained, sedated, forced into early lights out. ORDERLY NOTE: Exercise caution in all future room checks for 409.

6.) WARD EVENT REPORT - 11/18/05 23:57
Staff on Hall 1, Floor 4 report loud sounds from room 409 after facility lights out, disturbing other rooms and patients. Patient #0017983 found awake, extremely agitated and struggling against restraints. Demands lights be turned back on, as quoted, “before she comes.” Self-sustained injuries to wrists and ankles at points of restraint. Patient attempts to struggle against staff during trade to more comprehensive restraint, requiring additional personnel to contain incident. Additional sedation required for Patient #0017983. Patient #0017802 does not respond during course of event, likely due to sedation from earlier incident. ORDERLY NOTE: Maintain restraints on Patient #0017983 until further notice. Sedate patient before removing restraints for any reason. Recommend anti-psychotic be considered in future psych eval.

7.) WARD EVENT REPORT - 11/19/05 00:20
Staff on Hall 1, Floor 4 again report loud sounds from room 409. Patient #0017983 found catatonic on floor, with severe self-inflicted scratches on head and neck. Restraints are severed at connection points, with severe bruising on limbs possibly indicating more severe injury at restraint points with patient. Patient #0017802 is found deceased. Severe disfiguring wounds to face, complete with destruction (ORDERLY NOTE: Ingestion?) of patient’s eyes. Moved to room 101, locker 2, awaiting autopsy. Patient #0017983 transfered to Isolation, room 626, given injected dose of 100mg Zuclopenthixol on attending physician’s orders to control acute psychosis. ORDERLY NOTE: Recommend video observation to allow better control of future outbursts. Stay at least an arm’s length away from patient upper body restraints at all times. Just in case.



8.) AUTOPSY REPORT, PATIENT #0017802 - 11/19/05 09:44
PERFORMED BY: Dr. Julius Tweed. Ragged lacerations prominent around subject’s head and neck, increasing in severity and depth on the regions of the face itself - at several points, the flesh is cut to the bone. More disconcertingly, subject’s eyes appear to be violently removed from their sockets and are missing. CAUSE OF DEATH: Exsanguination from wounds. FINAL JUDGEMENT: Homicide. CORONER NOTE: Recommend consideration of Patient #0017983 as dangerous to staff and facility residents. Urge continued maintenance of restraints and isolation from contact with others in patient population. Also recommend digestive endoscopy to determine fate of missing tissues for staff cohesion purposes - orderlies from Floor 4 suspect cannibalism, promise to refuse Isolation shifts until such belief is disproven.

9.) MEDICAL REPORT, PATIENT #0017983 - 11/19/05 10:07
PERFORMED BY: Dr. Antoinus Cayle. Patient is cooperative, if withdrawn, during examination. No outbursts or threats. Current drug regimen appears effective. No unusual tissue or objects discovered in digestive endoscopy. Radiology tests discover hairline fractures in tibia, fibula of right leg. Severe abrasions evident on skin of restraint points, also head and neck, necessitating topical treatment. Troubling instability in vitals - BP is acutely elevated, pulse rapid and weak for patient’s size. Extended stress from anxiety, elevated mood, and insomnia likely cause. PHYSICIAN NOTE: Patient must sleep to begin recovery process. Recommend elevated dosage of Diazepam to encourage this result. Firm contact-point restraints not recommended for this patient due to risk of further injury. Full-body restraint must be considered as alternative.

10.) PSYCHIATRIC EVALUATION, PATIENT #0017983 - 11/19/05 10:39
PERFORMED BY: Dr. George Tulling. Definite evidence indicating disassociation of identity from actions. Patient expresses remorse for death of Patient #0017802, yet refuses to admit responsibility for actions in said event. Instead externalizes blame into antagonistic female “other.” Same figure, apparently referenced in prior evaluation, seems to be central actor in patient’s paranoid psychosis. Behavior and actions of said “other” justified through magical thinking, despite recognition of depicted individual’s illogically-defined capabilities to sustain reported antagonism. As quoted, “I don’t know, you don’t know, and she doesn’t care.” Patient requests observation of room be terminated, grows agitated when request is denied, makes threats, refuses to continue interview. DIAGNOSIS: Paranoid schizophrenia manifesting in somniphobia, violent psychosis, and disassociative episodes. MEDICATION ISSUED: Up dosage for Diazepam to 10mg twice daily, on 11/24/05 begin issuing 2.5mg doses of Haloperidol twice daily for psychosis. INTERVIEWER NOTE: Utilize patient observation protocols and ward rounds to check for possible drug interaction effects, followup immediately if found or on 11/30/05 otherwise.

11.) WARD EVENT REPORT - 11/19/05 14:32
During standard rounds Patient #0017983 requests that observation of room be terminated. Warns staff of perceived threat inherent in observation protocol. When request is denied, begins struggling against restraints and screaming warnings to staff, observation camera operator regarding disassociative, antagonistic “other.” ACTING PHYSICIAN NOTE: Reject recommendations from orderlies to sedate Patient #0017983 unless medically or procedurally sound. Sedatives are not a safety blanket. ORDERLY NOTE: They say this guy is at his sedative limit, and he was nearly pulling his bed off its bolts. Use double staff if at all possible when dealing with him. Whatever’s in his head… it’s strong.

12.) STAFF COMMUNICATIONS - 11/19/05 16:53
FROM: Charles McKinney - Head of Patient Care Division
TO: Patient Care Staff List
SUBJECT: RE:FWD:Patient #0017983

This has officially gone far enough. I did not intervene in this matter before, because I was under the impression that the men and women under my supervision were beyond such things as this, but circumstances have proven me to be mistaken and I will not allow these rumors to progress any further. The only thing “wrong” with Patient #0017983 is that he is seriously ill and dependent upon us for care and assistance in his recovery. He is not the first patient with explosive episodes we have treated, he is not even the only one currently in our facility, and he will not be the last. It thus pains me to discover that one singular breach of safety, which WAS properly addressed by facility protocol, has left my staff whispering superstitions to one another and accepting the delusions of our patient as truth. We are better than this. There are indeed risks inherent in this profession, risks we all knew about upon assuming it, but that is the burden we bear to render aid to those who find themselves in our beds.

Until otherwise noted I will not approve of any shift changes from scheduled Isolation hours. Our staff counselors are always available during standard hours for those who need to consult with someone in light of the recent event and associated workplace anxiety. It is a fringe benefit of working in mental health, and I suggest anyone having difficulties make use of it. This matter is closed, and I want to hear no further mention of it. As previously stated, I expected more from all of you.
- Charles

13.) WARD EVENT REPORT - 11/19/05 20:44
During standard rounds Patient #0017983 requests that lights be left on after scheduled lights out time. After consultation with attending physician and therapist, request granted. Room check proceeds uneventfully until staff move to depart, at which point request is made for observation to be terminated. Upon denial of request, patient instead requests for lights to be doused as usual. Request granted. Another request is made, now for red-bulb sleep lights to be doused during scheduled lights out time. Patient understands that low-level light is necessary for room observation - as quoted, “that’s why I want them off.” Warns observation camera operator against Her. Attending therapist denies request. Sorry Jacob…

14.) STAFF COMMUNICATIONS - 11/19/05 21:12
FROM: Dr. Emil Lafayette
TO: Patient Care Staff List
SUBJECT: Lights in 626

I happened to notice tonight while in final checks that the sleep lights in Isolation 626 were turned off after standard rounds - without my knowledge, or consent. As I am sure you are all aware, this is a SEVERE breach of facility protocol. When video observation of a patient is recommended and approved, there is a reason for such a decision to be made. Patient #0017983 has violent episodes and MUST be monitored to minimize the risk of him causing further harm to his already precarious physical state. You have ABSOLUTELY NO authority to override decisions made by the medical personnel of this, or any other, facility. NONE.

I have been hearing talk around the halls that some of you are AFRAID of this man. He is bound to a bed, under the highest sedation we can medically provide, and both physically and mentally suffering from acute fatigue. Do you also jump at shadows? Regardless of the reason, I will NOT permit untrained orderlies to begin interfering in the care provided to our patients. If such an event occurs again, I will inform Mr. McKinney and see the entire night’s orderly staff barred from the premises. Do I make myself clear?
- Dr. Emil Lafayette MD, FACEP, MHSC

15.) WARD EVENT REPORT - 11/19/05 23:27
[PATIENT #0017983, NAME REDACTED] won’t stop screaming. It just won’t stop. Hours of it. It echoes in my ears, in my skull. Whenever he’s coherent he begs us to turn the camera off, or the lights off, or just make everything go away. I’m sorely tempted, poor [SOFTWARE CENSORED], but Doc Lafayette pulled Jacob from observation and is watching everyone from the video room for the rest of his shift thanks to Michael’s business with the lights earlier. Last I saw of him, he was headed for the elevator with his jacket saying he “just can’t do this to my kids.” I don’t know why I’m here anymore. I just keep staring up at the cameras. Is that [SOFTWARE CENSORED] busier watching his patient, or us?

I’d only need one needle to stop the screaming…

16.) WARD EVENT REPORT - 11/20/05 00:01
It stopped. Just… stopped. No one’s willing to check why. I think [PATIENT #0017983, NAME REDACTED] is gone. I pray She is gone.

17.) STAFF COMMUNICATIONS - 11/20/05 00:04
FROM: Dr. Emil Lafayette
TO: All
SUBJECT: Patient #0017983 AGAIN

I SAID NO ONE IS TO ENTER ISOLATION 626 WITHOUT MY EXPRESS PERMISSION, GOD [SOFTWARE CENSORED] YOU ALL! I WILL HAVE ALL YOUR JOBS FORohgod
i will be good mommy
please not the belt please
heLPmehELpmehElpmehelpMeHelpmeHelpmEheLpmehElpmehelPmehelpmeHelpmeh
ElpmehelpMehElPmeHelpmeheLpmeSavemeHelpMehElpMehelpmeHelPmEhelpmeHel
pmehelPmeheLPmEhelpmehElpmehelPmehELpmehelpmEhelpmeHElpmehElpmehelpM
ehElpmehelpMehelpmehElpMekillmEhelpMEHelpmEhelpmehElPMehelpmehElpmeheL
pmeHelpmeheLpmeHelpMehelPmestopmeHeLpmEHelpmehElpmehelPMehelpMe

hE iS dEAD i aM dEAD sHE iS dEAD wE aRE dEAD aND
we. all. fall. down.

18.) ADMISSION EVALUATION, PATIENT #0017986 - 11/20/05 9:25
PERFORMED BY: Dr. George Tulling. Former staff. Patient discovered in locked observation room setting fire to equipment and recordings. Attempted suicide in flames before rescue by staff. Claims to be antagonized by same female “other” as former Patient #0017983. Possibly involved in death of said resident. If so, evidence obvious for disassociation of self from actions. Likely paranoid schizophrenia. Patient will not respond to further questions - as quoted, “Don’t go looking for her. She’ll find you.” FINAL RECOMMENDATION: ADMIT PATIENT. PRELIMINARY MEDICATION ISSUED: 2.5mg doses of Haloperidol twice daily for schizophrenic psychosis.

19.) STAFF COMMUNICATIONS - 11/20/05 9:36
FROM: Dr. George Tulling
TO: Charles McKinney - Head of Patient Care Division
SUBJECT: I’ve just heard.

Seal him in Isolation, wait Her out, cremate both bodies. As far as the relatives are concerned, Patient #0017983 died in the fire set by Lafayette in committing suicide. That’s all anyone needs to know.

Let’s just hope the rest of us don’t wind up needing time in these beds as well.

Saturday, October 9, 2010

The Bloop

The Bloop is the name given to an ultra-low frequency and extremely powerful underwater sound detected by the U.S. National Oceanic and Atmospheric Administration (NOAA) several times during 1997. The source of the sound remains unknown.
The sound, traced to somewhere around 50° S 100° W (a remote point in the south Pacific Ocean west of the southern tip of South America), was detected repeatedly by the Equatorial Pacific Ocean autonomous hydrophone array, which uses U.S. Navy equipment originally designed to detect Soviet submarines. According to the NOAA description, it "rises rapidly in frequency over about one minute and was of sufficient amplitude to be heard on multiple sensors, at a range of over 5,000 km." NOAA's system ruled out its origin as any known man-made sound, such as a submarine or bomb, or familiar geological sounds such as volcanoes or earthquakes. While the audio profile of the bloop does resemble that of a living creature, the system identified it as unknown because it was far too loud for that to have been the case: it was several times louder than the loudest known biological sound. Five other significant unexplained sounds have been named by NOAA: Julia, Train, Slowdown, Whistle, and Upsweep.
It is worth noting that the location of the Bloop is close to the coordinates of the great sunken city of R'lyeh, resting place of Cthulhu, as given by Lovecraft himself, at 47°9′S 126°43′W.

-makes you wonder, doesn't it?

Friday, October 8, 2010

Off Topic

Sorry for a random post over a nice juciy story, butttt check this out if you are into this kind of stuff
http://www.gametrailers.com/video/part-i-the-castlevania/705561
 The Castlevania Restropective.

The Portraits


There was a hunter in the woods, who, after a long day hunting, was in the middle of an immense forest. It was getting dark, and having lost his bearings, he decided to head in one direction until he was clear of the increasingly oppressive foliage. After a what seemed like hours, he came across a cabin in a small clearing. Realizing how dark it had grown, he decided to see if he could stay there for the night. He approached, and found the door ajar. Nobody was inside. The hunter flopped down on the single bed, deciding to explain himself to the owner in the morning. As he looked around, he was suprised to see the walls adorned by many portraits, all painted in incredible detail. Without exception, they appeared to be staring down at him, their features twisted into looks of hatred. Staring back, he grew increasingly uncomfortable. Making a concerted effort to ignore the many hateful faces, he turned to face the wall, and exhausted, he fell into a restless sleep.

Face down in an unfamiliar bed, he turned blinking in unexpected sunlight. Looking up, he discovered that the cabin had no portraits, only windows.

-a pretty old one.

Thursday, October 7, 2010

The Dyatlov Pass Incident

The Dyatlov Pass Accident refers to an incident that resulted in the death of nine ski hikers in the northern Ural mountains. The incident happened on the night of February 2, 1959 on the east shoulder of the mountain Kholat Syakhl(a Mansi name, meaning Mountain of the Dead). The mountain pass where the accident occurred has been named Dyatlov Pass after the group’s leader, Igor Dyatlov.

The mysterious circumstances of the hikers’ deaths have inspired much speculation. Investigations of the deaths suggest that the hikers tore open their tent from within, departing barefoot in heavy snow; while the corpses show no signs of struggle, one victim had a fractured skull, two had broken ribs, and one was missing her tongue. The victims’ clothing contained high levels of radiation. Soviet investigators determined only that “a compelling unknown force” had caused the deaths, barring entry to the area for years thereafter. The causes of the accident remain unclear.

It had been agreed beforehand that Dyatlov would send a telegraph to their sports club as soon as the group returned to Vizhai. It was expected that this would happen no later than February 12, but when this date had passed and no messages had been received, there was no reaction, delays of a few days were common in such expeditions. Only after the relatives of the travelers demanded a rescue operation did the head of the institute send the first rescue groups, consisting of volunteer students and teachers, on February 20. Later, the army and police forces became involved, with planes and helicopters being ordered to join the rescue operation.

On February 26, the searchers found the abandoned camp on Kholat Syakhl. The tent was badly damaged. A chain of footsteps could be followed, leading down towards the edge of nearby woods (on the opposite side of the pass, 1.5km north-east), but after 500 meters they were covered with snow. At the forest edge, under a large old pine, the searchers found the remains of a fire, along with the first two dead bodies, those of Krivonischenko and Doroshenko, shoeless and dressed only in their underwear. Between the pine and the camp the searchers found three more corpses - Dyatlov, Kolmogorova and Slobodin - who seemed to have died in poses suggesting that they were attempting to return to the camp. They were found separately at distances of 300, 480 and 630 meters from the pine tree.

Searching for the remaining four travelers took more than two months. They were finally found on May 4, under four meters of snow, in a stream valley further into the wood from the pine tree.

An examination of the four bodies which were found in May changed the picture. Three of them had fatal injuries; the body of Thibeaux-Brignollel had major skull damage, and both Dubunina and Zolotarev had major chest fractures. The force required to cause such damage would have been extremely high, with one expert comparing it to the force of a car crash. Notably, the bodies had no external wounds, as if they were crippled by a high level of pressure. One woman was found to be missing her tongue. There had initially been some speculation that the indigenous Mansi people may have attacked and murdered the group, for encroaching upon their lands, but investigation indicated that the nature of their deaths did not support this thesis; the hikers’ footprints alone were visible, and they showed no sign of hand-to-hand struggle.

There was evidence that the team was forced to leave the camp during the night, as they were sleeping. Though the temperature was very low (around -25° to -30°C) with a storm blowing, the dead were dressed only partially, and certainly inadequately for the conditions. Some of them had only one shoe, while others had no shoes or wore only socks. Some were found wrapped in snips of ripped clothes which seemed to be cut from those who were already dead.

Journalists reporting on the available parts of the inquest files claim that it states:

Six of the group members died of hypothermia and three of fatal injuries.

There were no indications of other people nearby apart from the nine travellers on Kholat Syakhl, nor anyone in the surrounding areas.

The tent had been ripped open from within.

The victims had died 6 to 8 hours after their last meal.

Traces from the camp showed that all group members (including those who were found injured) left the camp of their own accord, by foot.

One doctor investigating the case suggested that the fatal injuries of the three bodies could not have been caused by another human being, owing to the extreme force to which they had been subjected.
Forensic radiation tests had shown high doses of radioactive contamination on the clothes of a few victims.
The final verdict was that the group members all died because of an “unknown compelling force”. The inquest ceased officially in May 1959 due to the “absence of a guilty party”. The files were sent to a secret archive, and the photocopies of the case became available only in the 1990s, with some parts missing

Some researchers point out the following facts which were missed, perhaps ignored, by officials:

After the funerals, relatives of the deceased claimed that the skin of the victims had a strange orange tan.

A former investigating officer said, in a private interview, that his dosimeter had shown a high radiation level on Kholat Syakhl, and that this was the reason for the radiation found on the bodies. However, the source of the contamination was not found.

Another group of hikers (about 50 kilometers south of the accident) reported that they saw strange orange spheres in the night sky to the north (likely the direction of in Kholat Syakhl) at the same date as the accident happened. Similar “spheres” were observed in Ivdel and adjacent areas continually during the period of February to March 1959, by various independent witnesses (including the meteorology service and the military).

Some reconstructions of the victims’ behavior suggest that they were blinded. The rescue team had seen that the victims broke damp and thick pine branches for the fire, even though there was good dry brushwood around.

Some reports suggested that much scrap metal was located in the area, leading to speculation that the military had utilized the area secretly and might be engaged in a cover-up.

jvk1166z



Some people might recall some momentary buzz caused a couple of years ago by a particularly odd Morrowind mod. The file name was jvk1166z.esp. It was never posted on any of the larger Elder Scrolls communities, usually just smaller boards and role-playing groups. I know in a few cases rather than being posted it was sent via PM or email to a 'chosen few.' It was only up for a few days, to the best of my knowledge.

It caused a buzz because it was a virus, or seemed to be. If you tried to load the game with the mod active, it would hang at the initial load screen for a full hour and then crash to the desktop. If you let it get that far, your install of Morrowind, along with any save files you had, would become completely corrupted. Nobody could figure out what the mod was trying to do, since it couldn't be opened in the Construction Set. Eventually, warning were distributed not to use it if you found it, and things died down.

About a year later, in a mod board I used to frequent, someone popped up with the mod again. He said he was PMed by a lurker who deleted his account immediately after sending. He also said that the person advised him to try playing the mod through DOSbox. For some reason, this worked...sort of. The game was a bit laggy, and you couldn't get into Options, Load Game, the console, or really anything else, other than the game itself. The QuickSave and QuickLoad hotbuttons worked, but that was it. And the QuickSave file seemed to be just part of the game file, so you couldn't get at it anymore. Some speculated that the changed game used an older graphics renderer, making DOSbox necessary, but it didn't LOOK any different.

This part I can speak about from personal experience. When you start a new game in JVK (as the board came to call it), once you left the starting bit in the Census Office and came into the game proper, the first thing you notice is that the 'prophecy has been severed' box pops up. This is because every single NPC having to do with the main quest is dead, with the sole exception of Yagrum Bagarn, the last of the Dwemer. Their corpses never despawn, so you can go check on all of them. In effect, you begin in a world that is domed to start with.

The second thing you notice is that you're losing health. It's only a bit, but it keeps happening, a little bit at a time. The longer you stay in one place, the quicker it seems to occur. If you let this loss kill you, you'll find the cause: a figure we came to call the Assassin, because he seems to wear a retextured version of the Dark Brotherhood armor from Tribunal, even though the expansions don't work in JVK. It's all black, completely untextured, like he's just a hole in space. The way he moves...he gave me quite a start, the first time I saw him scuttling around my dead body. He crawls inhumanly on his hands and feet, his arms and legs splayed out like a spider. You'd usually only see him after death, crawling around and over your body just before the reload box popped up. Occasionally, you could catch a glimpse of him darting around a corner or crawling on a wall or ceiling. It made the game very difficult to play at night!

Other than that, the only noticeable difference is that at night, at random intervals, every NPC in the game will go outside for a few minutes. During this time, the only thing they will say when hailed is, "Watch the sky." Once they return to their normal behavior they act as normal, though.

After a while, a player on the board discovered a new NPC named Tieras, a male Dunmer in the temple at Ghostgate. Two things are notable about this NPC: first is his robe, a unique article of clothing that was lovingly rendered with twinkling stars all across it, looking like a torn-off chunk of the night sky. The second is that all of his dialogue, in addition to showing up in the dialogue box, is voiced. You can skip it if you wish, but it all sounds like it's in the default male Dunmer voice. Some people said that they thought the voice was "slightly" different, but it was a very, very good imitation.

I won't go into the details, but the questline he sends you on has to do with a dungeon referred to simply as 'The Citadel.' At least, to the point I reached, the quests were all of a fairly generic 'discover the secrets of the ancients' bent. the entrance to this dungeon is on a small island far to the west of Morrowind proper. I eventually discovered that if you used a Scroll of Icarian Flight at the westernmost point on the main landmass and jump directly west, you'd end up almost exactly at the island.


Even though the dungeon is called The Citadel, it goes straight down. It dwarfs any other dungeon, both in size and difficulty. From a natural cave area you'll proceed down into an ancestral tomb looking area, then Daedric ruin area, and then a Dwemer ruin area. I made it down to the Dwemer Ruins before I quit. The creatures here were strong enough that a level 20 character would have to take care, and since you can't use the console in JVK, level 20 take a while to get. Since QuickSave and QuickLoad are your only options, it's all too easy to get yourself into an impossible situation, too. I did, and I just didn't have the energy to start over.

Now what I'm telling you is based on what those few who went further reported. Past the Dwemer Ruins you find yourself in a level like the Dwemer Ruins, but darker. Rather than the usual bronze, all the surfaces, including those of the creatures, are black. The sounds of machinery are loud here, and grow louder still randomly. There's also steam or fog everywhree, limiting your vision to about ten in-game feet or so. If you can make it through all this, you will reach a hall that those who found it called it the Portrait Room.

Like the fire in torches or other effects from early 3D games, this room has picture frames that always face directly at you, no matter how you look at them. The images in the frames were always randomly chosen images from your My Pictures folder. On the board, the ones who got there had some fun posting screenshots of the Portrait Room with various pictures in the frames (Usually porn, of course).

At the end of the hall was a locked door. After admitting defeat and returning to Tieras, everyone just found him saying, "Watch the sky," in his gravelly voice. What's more, nobody else in the game would say ANYTHING. There was just a completely blank dialogue box with no options at all. They wouldn't even rattle off the usual canned audible greetings. The only exception was at night; whenever they'd go out for a few minutes, they'd still repeat it. "Watch the sky." At this point, one of the players - a friend of mine from the board - noticed (and the few others who got this far agreed) that the night sky was no longer the usual night sky of Tamriel; it had changed to a depiction of a real night sky. And it moved.

From this point on, everything is based on what this one person reported. Eventually, he got himself kicked from the board, but I kept in contact with him for as long as he responded. According to him, based on the constellations and planets, the sky started around February 2005. if you died, loaded, or went back into the Citadel, it would start over. When the usual day sky graphics took over, the movement would be suspended until the stars appeared again. In the space of a single night, everything would move about two months worth. Since the timescale of JVK was more or less that of the standard game, that meant that a bit less than an hour was a 24-hour period.

He became convinced that the door would open based on some kind of celestial event. Of course, waiting for that meant leaving the game running. Of course, THAT meant that the game couldn't be left unattended, thanks to our old friend, the Assassin. My friend decided he's hang out for a whole day, just to see if anything happened. That would be about a year's worth of movement. Here's the post he made at the end of this experiment:

"I loaded in Seyda neen, where it all starts. It wasn't too bad, just had to check in now and then to move around and heal to make sure I wasn't dying. But check it out! 24 hours exactly in, and the Assassin learned a new trick! HE SCREAMS!!!! I was reading and all of a sudden, this crazy loud shriek just about makes me crap myself. It's like something out of a horror movie! I look up, and there he is, just crouched down right in front of me. Of course, the second I moved my character, he ran off. When I went back down to the Portrait Room, the door was still locked. Damn it, damn it, damn it!"

A bit later, he came to the decision that he needed to wait three days - three years. The PM advising us to try DOSbox showed up in February of 2008 was his reasoning, anyway.

"After the first shriek, the Assassin stops hitting you out of nowhere. Now he'll shriek, and if you don't move for a few seconds after that he hits you. I think whoever made the mod was trying to help. At night, I've got my headphones on and I was just kind of dozing off...when he wakes me up with a shriek; I jiggle the mouse, and I'm good!"



That post was two days in, from his laptop. Once it was over...




"FUCK FUCK FUCK FUCK FUCK! FUUUUUUUUUCK! So FUCKING done. So, I wait, the three days, right, and right after the FUCKING Assassin made me jiggle the mouse, he shrieks again. So, I look, and everyone in town is outside. They're all saying, "Watch the sky." I don't see anything, though. But then the game starts getting dark...like REALLY dark. I turn up the brightness all the way on my monitor, and I can still barely see. I can see other people in the game, little figures running around in the distance, just running back and forth. If I try to get close, they run off. Now, I was trying to sleep, so the lights are off, and this is kind of creepy. I don't want to get up to turn on my light because I don't want to miss anything, but NOTHING fucking happens. Eventually I go back to The Citadel...it's still dark, and I gotta swim, and the whole time I can see all these guys swimming all around me, just barely there. I make it to the Citadel, and it's normal light inside, and I get worried. Sure enough, the Portrait Door is STILL FUCKING CLOSED. I go outside and it's ALL STARTING OVER. So that's it. I'm fucking going to bed, and I'm fucking done. The end."

After that, two things happen. first, another of the people who got to the Portrait Room claimed that the Assassin was showing up in his regular Morrowind game. (Quick explanation. If you reinstalled Morrowind to a different fold, you could have a normal Morrowind install along with JVK.) He himself chalked it up to an overactive imagination at first, but he reported a couple of really big scares with the black figure crawling right at him, or seeing it waiting for him just around a corner before scuttling off. Another of those who reached the Portrait Room started a regular Morrowind game, but never for sure saw him; it was just a couple of maybes, late at night, and always at a distance.

The second is that my friend started getting really abusive and short-tempered on the board, though he stopped talking about JVK entirely. It got so back that he was soon kicked off. I didn't hear anything from him for a couple of weeks after that, so I sent him an email. This was part of his reply:

I know I shouldn't, but with classes out I've got some time, so I started JVK up again. It's almost 2011...and I think I've got the sleep madness! But stuff is happening! It's still dark...once it gets dark, it never gets any lighter. It stays like that. The people moved a few months ago...everyone in Seyda neen just went to that little bandit cave and moved in. They killed the bandits inside, and now they're just standing around inside. They don't say anything anymore; they don't do anything when you click on them. I quicksaved and killed one, and he just stood there until he died without fighting back!

And it's like that everywhere. You have to walk, since the quick travel people are all in caves now, too, but all the cities and towns re just deserted; all the people are in caves and tombs. Everyone in Vivec is down in the sewers. I'm going to Ghostgate next...I want to see if Tieras is still there. I'll tell you what he says when I get there!"

i replied and said i wanted to see what he said, too, and waited a day. When I didn't get a reply, I mailed him again, and a couple of hours later he sent back:

"Sorry, I totally forgot. So it's 2014 now...since it's always night, the stars are always moving. The whole screen is dark, but you can still see the brightest stars moving around. Tieras was gone...everyone in Ghostgate was gone. i don't know where they went. They're not in any of the nearby caves. But there's new stuff...people still don't say anything, but their eyes are bleeding. it's so dark that even with a light spell you have to get right up against them to see, but there they are, little dark streaks coming down from their eyes. I think I gotta be getting close. I know this is stupid, and there's no way the pay off is going to be worth it, but I just want to be able to say I stuck it out!"


I got that one during the day. Later that night, I got a follow up email:


"Some of the planets aren't moving right. It's pissing me off...if this keeps up, I won't be able to keep track anymore. It's almost 2015 now, I think. Fuck. You know, I just now noticed that there aren't any monsters anymore, either. I'm completely alone outside now. The main quest peoples' bodies are still laying around, though. i went to check on them.

I don't need headphones anymore, so I just leave them off. When he shrieks, it's like he's screaming right into my ear. I think I even kind of anticipate it. He's around a lot more now, a lot closer. He's different from the other people who started showing up, remember? They keep running around, just where i can barely see them. I have to admit, it's kind of creepy at night. Sometimes, when I go to the bathroom or whatever, I swear I can see something out of the corner of mye ye. I'm keeping all the lights on now."

I sent him a letter, jokingly telling him to get some real sleep, and left it at that. Two mornings later, I found this in my email. It was the last thing I got from him. After this, he stopped responding completely:

"I just got up from a fucked up dream, I think. The Assassin shrieked at me, and when I opened my eyes, he was right there, crouching over me. His arms and legs were longer, more like a spider's. I tried to push him away, but when I touched him my hands just went inside and I couldn't get them loose again, like he was made of tar or something.

Then I woke up, I thought. he was gone, but when I looked at the monitor I wasn't where I was. I was in the Corprusarium, with Yagrum. For once, the light was okay, and I could see him all bloated on those mechanical spider legs. I sat down at the computer and he started talking to me. Not in a box, but really talking to me,in Tieras' voice. He knew things about me. He told me things that I never told anyone, some things I totally forgot about. He told me that almost nobody had made it this far, and that the door would open up soon. I just had to hang on a little while longer. He said I'd know when it was time. He said I might be the first one to see what was inside.

And then I woke up for real, but I was at the computer. I still wasn't where i was. I'm swimming out to The Citadel Island. And I can hear this tapping. It's at my window. It's over on the left, so I'm sending you this, because I left my laptop by my bed, to the right. Just a little taptaptaptap...like he's knocking his finger against the glass. I might still be dreaming now."

So, I guess that's the end of the story. I know there's a few other stories floating around about the mod, but this is the only I know as true, as far as it goes. I deleted my JVK copy of the game pretty much right after I gave up, but I'd like to get the mod again, if anyone still has a copy of the file. I'd like to see some of this for myself.

Wednesday, October 6, 2010

Survival Guide

We’ve all been there. You have just gone to a certain place, at a certain time on a certain date, done a special thing and the thing you suspected would happen has just fucking happened, not to mention the fact that you’ve just seen whatever the fuck it is that lives in your mirror, been told in detail how you’re going to die, and the highly demonic and invincible thing you summoned is heading towards you.


Also, your family are all dead, your friends are all missing and you’re being framed by someone with access to your bedroom. What the fuck do you do now, sweet protagonist?


Well, you’ve come to the right place to find out: These are the simple rules one must follow in order to firstly, not become the victim of creepypasta and furthermore, to come out kicking if the worst does happen. With the help of this guide you too can be the catatonic, traumatised wreck as opposed to the guy currently being worn as a coat by some dude who roams a lot. Just keep these simple rules in mind…


1. Mirrors and darkness don’t mix.


2. Actually mirrors are a general “NO”, in creepypasta world, there is nothing more sinister.


3. There is zero chance of survival if you look the thing that no one else can see or answer it’s question incorrectly.


4. If you are alone at night in a creepy mental institution,take some time to consider what the fuck are you doing there, then, if it is appropriate to do so, leave.


5. Avoid going to places where everyone else who went there never came back or died inexplicably.


6. If someone stops your vehicle at night and asks to come with you, it would probably be in your best interests to politely decline.


7. Killing is the last method of survival, use it sparingly but without fear.


8. WHO WAS PHONE is always a good thing to ponder. Also who the hell answers a phone while kissing a dead persons sexy daughter. A douche is who.


9. Get a simple .38 revolver. Load it with 2 silver bullets. If you really feel there is no chance to come alive out of a situation, take one shot at whatever’s threatening you. If this doesn’t work, you still have the last shot to become an hero with.


10. Area 51 is simply too well guarded to let you get in. Or to let any alien out.


11. When going to a hotel, try to steer clear of unauthorized areas. If you couldn’t resist but you saw a red thing, take some time to consider the price range and hotel standard on your next visit. Have you ever stayed at a haunted Hilton?


12. When booking your hotel stay, Trip Advisor can be an invaluable tool in deeming whether your choice is the scene of a multiple murder/full of dead people/built at the mouth of hell. Local newspapers can also be helpful.


13. Invoking demons, speaking weird languages and performing rituals of any kind is considered dangerous. Refrain from doing that, especially around Abandoned Warehouses, Churches, Psychiatric Institutions, Forests and your house in front of a mirror at night.


14. When going to a new area, environmental understanding is a key to survival. Ask around for cursed places, legends, dangers and other details. Listen to the local peoples’ advice, and don’t be afraid to ask if you’re unsure of which attacks/disappearances are paranormal and which aren’t.


15. Always have a Bible next to your bed. Provides average reading material, proof of beliefs and a really heavy object to throw at enemies.


16. Don’t count on Holy Water. Get a sturdy vial of Sulfuric Acid and let a priest Consecrate it.


17. Japanese priests cleanse rooms by waving katana swords around. Their ritual is 100% effective on corporeal forms.


18. If you find 666 messages on your phone, mailbox, email, etc consider changing the said service provider. Also don’t bother listening /reading the messages. It’s spam. Extra dimensional, possibly, but spam nevertheless.


19. Old pharmaceutical companies cant help you. Unless you specifically need “Blood Of The Innocent”, ”Snake Oil”, and “Radioactive Syrup”. Which is never.


20. If you need to sign it in blood, you do not need to sign it. All mainstream governing bodies will accept contracts signed in ink, bear this in mind if offered deals that seem too good to be true.


21. Lighthouses are dangerous. Avoid them at all costs. If you work at a Lighthouse consider a career in Insurance Sales, or Veterinary Care.


22. There is simply no reason to listen to music that causes suicidal tendencies, or to watch films that have had strange/disastrous consequences..


23. If you like to plan ahead and have some money, buy your auntie and uncle a house in Bel-Air. Nothing can harm you there no matter how scared your mother is.


24. Secret secluded untouched places in old buildings are left untouched for a reason. Pioneers never say “die” but in fact they do have an unusually high mortality rate.


25. Before you start swimming in the ice-cold waters of a murky lake at the center of a dark forest at midnight, ask yourself, do you really want to travel to an ancient and terrifying city? If the answer is “no,” then stay at home instead, and watch whatever quality programming is available on Cinemax.


26. On your 33rd birthday try celebrating in a well lit house with the company of others.


27. Refrain from using the One True Name for anything, there is probably a reason people gave it a nick.


28. Watching TV static for long periods may be hazardous to your health, try satelite TV to combat this problem.


29. Get a cat. Those furry little hairballs seem to perceive unnatural phenomena better than us, and if desperate, simply throw it at whatever is about to get you.


30. Cemeteries are bad places, especially in foggy conditions and on halloween.


31. Try not to close your eyes, ever. If you must, do so only briefly.


32. If you hear chanting, run until you are out of earshot.


33. If you are too old to play with dolls, you do not need to be anywhere near one of the creepy little fuckers.


34. Legends can offer valuable insight of where not to go camping with friends.


35. When babysitting, ascertain the family’s tastes and preferences, to avoid being killed by poorly selected statues.


36. Even if you are certain that running will not save you, it is always best to try.


Follow these simple rules and little (or massive) harm may befall you. Either way, the important thing is to make sure your tale is told, copied, and pasted repeatedly.