The Legend of “Bloody Mary” — By the Salmon Staff
The “Bloody Mary” legend involves a witch named Mary Worth who lived deep in a forest. The townspeople who lived near Mary were very afraid of her because she looked and acted strange. They believed she could curse them or their animals. The story says that Mary Worth was blamed when several kids went missing. Angry townspeople stormed her house and demanded answers. A father of one of the missing kids didn’t believe Mary’s denials. His daughter had last been seen walking toward Mary’s house. The father shot and killed the suspected witch, whose appearance had changed from an old lady to a woman with younger features, and the legend was born.
The modern version of “Bloody Mary” involves a mirror, darkness, and a brave participant. The legend is this: If a person says the name “Bloody Mary” three times in a row in the dark while looking at a mirror, Mary Worth will make an appearance. It may not be right away, but the witch from the legend is bound to visit all who summon her. Some believe that Mary will haunt those who say her name. Others say she will steal a person’s soul just like she did with the missing kids.
“Tim the Ghost” – By Izzy Gehringer
The story of “Tim the Ghost” started when a kid brought a Ouija board to a local library, which will not be specifically named to protect everyone involved. Those present (several kids) sat down to play with the board. I did not because I did not believe in trying stuff like this, and I had always relied on the power of God to compel ghosts away.
As the kids played with the Oujia board, weird things started happening in the library. Books fell from shelves, doors creaked, and weird noises filled the room. The kids didn’t believe their eyes and ears, but weren’t particularly scared. They then asked the board if there were any “spirits” in the room, and the finger piece slid to No. 7.
That was enough for me to get out my crucifix and start praying. I watched and listened as the kids asked the Oujia board for the name of one of the spirits, and for the story of how old the spirit was when it died. The finger piece slid to “T. I. M.” and then “No. 17,” meaning the spirit’s name was Tim and he was 17-years-old when he died.
Almost instantly, the candles that were burning near the table went out and that was enough for me to leave, my cross in hand. The board provided no other clues, but to this day, strange things (such as doors randomly opening and unexplained noises) will happen and send a chill up your spine!
The “Red Door, Yellow Door” game — By Gabi Exler
“Red Door, Yellow Door” is a game in which your mind enters an alternative universe. This game was based on the “Doors of the Mind” theory, which claims that your mind can take you places with the help of a chant and a guide. The rules are simple, but the outcome could be dire, or so the urban legend goes.
To play, you need two or more people. In this game, the guide is sitting cross-legged with the subject’s head in their lap. If there are other people near, they absolutely have to remain silent, so the subject (you) can focus. The guide is there to help the subject through this game, so let them. The guide is really important, because he or she is responsible for waking you up.
The game begins with the guide massaging the subjects’ temples, while chanting “Red Door, Yellow Door…Red Door, Yellow Door…Red Door, Yellow Door.” The subject’s arms should be raised above their head while the guide chants.
A room or door will appear in your mind, and once you see it, you should lower your arms to your sides. The guide’s chanting will stop, and you should begin to describe what you see.
The guide will ask questions such as “Are you in a room?” or “What color door do you see?” The guide may also tell you to “Open the door and go through it.” From there, your mind will let you pass through.
Then the game gets scary. You will envision people, but some of them are evil. Certain ones (such as a man in a suit or old women) will try to manipulate you, and if you see a clock, you’re in danger of losing track of time. If you encounter stairs, it is better to go up than down. Rooms with light tend to be safer than dark rooms. Your safety is in the hands of the guide, who should wake you up if you describe any of the dangerous scenarios.
The legend says that if you imagine dying during the game, it will happen to you in real life. And those who are not shaken awake by a guide could become trapped in the universe forever.
The Legend of the “Jack-o-Lantern” — By Kaylee Graf
The Jack-o-Lantern is one of Halloween’s oldest traditions. The tradition goes like this: There was a man named Jack who stole things and wasn’t a very good person. Because of his sins, Jack was unable to go to heaven when he died. Jack wasn’t fully terrible, so the devil wouldn’t take him either.
Jack was stuck waiting for judgement day, where his afterlife would be determined. He spent his time between words by wandering the dark earth with a lantern. That’s why we carve Jack-o-Lanterns.
But this Legend has a twist that can be dangerous. It says that evil spirits will harm you and your family if you blow out your pumpkin too early on Halloween. If you carve a pumpkin this year, be sure to let it burn until Halloween ends, meaning the last Trick-or-Treater has come and gone OR you have heard the stroke of midnight. If your pumpkin burns out naturally (due to wind or rain), you should be okay, but the legend may prove otherwise.
“The Bus to Nowhere” — By Katie Williams
The “Bus To Nowhere”, also known as the “Wandering Bus”, is for those seeking escapism. The legend speaks of a mysterious bus that was spotted several years ago winding down the streets of Philadelphia. It indicates no destination, and stops for no one, unless a person has reached their lowest point in life.
If a person truly lacks all hope, they are able to board the bus. But it never slows down, so those who seek a spot on it have to chase it down with all of their might and energy. These people haven’t the slightest of a destination in mind. All concept of time has been swept from their brain. They never know how much time has passed, nor how much time is left. What matters most to the passengers on The Bus to Nowhere is that they have escaped from their true terror: The Real World.
The trip can take days, months, or even years. When riders are ready to depart, they pull a cord, letting the driver know they are ready to get off. As they step off, they leave the memories of the entire trip behind them. The grass hugs their feet as they let their mind go loose. This is their final destination. This is where they are meant to be.