The Mirror Box.
Players:1 principal (hereafter referred to as “witness”)
1 partner
Note: There should be complete trust between the witness and the partner; additionally, both must be strong willed and with great fortitude. Do NOT attempt if these conditions are not met by BOTH participants.
Requirements:
6 square metal sheets. The sheets should be slightly taller than the witness, but should not exceed height of the witness with raised hands; additionally, one sheet should be slightly taller than the other five. For maximum effect, choose sheets made of graphite or lead alloy.
6 mirrors. One should be slightly larger than the other five. All should be as flawless as possible.
1 light source. This source should be capable of emitting pure white or bright yellow light in all directions and should not require access to an electrical outlet to function. Candles are not recommend, re: carbon dioxide and possibly monoxide poisoning.
2 to 3 synchronized alarm clocks
2 ladders
Blankets
Water
A first aid kit
Constructing the Box
1. The method of construction is up to the witness. The only requirements are:
The metal sheets must form four sides, a top, and a bottom.
The largest metal sheet must form the top.
The mirrors should be mounted on the insides of the box, one per side, with the largest one mounted to the top.
The top should be easily removable.
It should be possible to place one ladder outside the box and the second inside, such that the witness may use them to enter and exit the box. The ladders, particular the interior one, should be easily removable.
No outside light should be visible from inside the box.
Using the Box:
1. For maximum effect, begin at night during a new moon. Position the ladders as previously directed.
2. Set the alarm clocks for ten minutes AFTER the time at which the witness plans to enter the box.
3. Using the ladders, the witness should enter the box. Once inside, the partner should hand the witness the turned-off light source and at least one alarm clock. The partner should keep one alarm clock; he or she should also confirm that the blankets, water, and first aid kit are easily accessible, should the need for them arise.
4. The partner should ask the witness whether they are all right to proceed. Once confirmation has been received, your partner should remove the interior ladder and seal the top of the box. Do NOT proceed if the witness does not give confirmation to the partner.
5. Once the box has been sealed, the witness may turn on the light source.
6. Wait. Listen. Do not speak.
7. Should the witness at any point wish to leave the box, he or she should signal to the partner either verbally or via tapping the side of the box. Once the partner has received the signal, he or she should open the top of the box and lower the interior ladder down to the witness.
Partners: If the witness has not emerged by the time the alarm clocks go off, OPEN THE BOX AND REMOVE THE WITNESS. The witness may protest. Do not heed them.
If the witness has sustained any injuries while in the box, call for medical help immediately.
Additional Notes:
It is suggested that the witness wear simple, uncomplicated clothing while playing this game. Do not wear any jewelry, and do not bring any food, weapons, religious materials, or other objects into the box.
Do not open the box from anywhere other than the top. Do not remove the sides or the bottom. Do not break the box.
The witness must NOT, under ANY circumstances, remain in the box after ten minutes. The witness may plead to remain in the box, insisting that opening the box will be more dangerous than remaining inside. Do NOT listen. Do NOT trust anything the witness may say to convince you otherwise. Do NOT allow the witness to stay in the box.
Should You Ever Meet a Witness:
Do not believe anything they say about their experience inside the box. Be especially wary if they claim nothing happened, or if they recommend you try it yourself. Do not ask them for the time, or where the antumbra meets. There is no light for the curious among you there.
Be Careful.
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I assume you'll die if she catches you
Do not play longer than two hours: If you play too long, you will be unable to remove the spirit/demon from the doll. It will become attached, and will not leave. EVER.
Do not swallow the salt water: Well, if you do, you will not be able to end the game, and will have no means to protect yourself.
Do not give the doll your See More name, or of one you know: It will become to binding, and may result in the spirit/demon to never leave the doll.
Do not leave your hiding place without salt water: If you do so, and have a run in with the doll or other spirit, you will be unprotected.
Do not make unnecessary noise: It will draw the doll to your hiding place, which may result in a losing condition.
Do not leave your house in the duration of the game: I believe this will give the doll an opportunity to invite some, ahem, friends to play.