recursal/Fanatic-Fandom huggingface dataset:
The Holder of Temptation

In any city, in any country, go to any bank you can get yourself to. Ask the receptionist for "the Holder of Temptation".
The receptionist will look at you with a look of surprise, which will quickly change to a mixture of fear and pity. She leads you to an inner room and then into a vault. You enter the vault, and she closes it.

In front of you, along the side of the path, there will be countless piles of gold, jewellery, rare stones and gems. You will be tempted to take one step out of the path, to grasp and take a closer look at the wealth of unimaginable magnitude. But take note, that once you do so, your mind will be trapped forever in a nightmare of wealth and riches, which you will never wake up from.

Continue along the path, and you will see next, hundred and thousands of books. These books will contain unforeseen knowledge, and reading even one of them, would be sufficient for you to be the most intelligent and knowledgeable in the whole world. But take note, once you do so, your mind will be trapped forever in a nightmare of dreams and ambition, which you will never wake up from.

Proceed along the path, and you will see next, dozens of beautiful, ravishing, nubile, and young virgins beckoning. Seek to touch any of their flesh, and you will be condemned to a nightmare of castration, and unfulfillable desires.

Slowly proceed along the path, and this time round, you will see at the end of the path, the most beautiful woman you have ever seen, surrounded by the largest piles of gold you have ever seen. She is clearly intelligent, very intelligent. Do not ever in your eyes or body language, suggest that you are tempted by her body, mind or wealth, the fates of you will be too unbearable to be written in words.

Ask her in a clear voice, "For what objects, of insignificant worth, shall the world be tempted?" She will give you a puzzled look, before breaking out into a wide smile. With a wave of an arm, all the books and gold will disappear. She will then proceed to hand you an ancient coin. Take the coin in a respectful manner, and then slowly walk out of the vault and the bank.

The coin is Object 241 of 538. You now have the power of temptation. Seek not to use it for personal gain, or else your sanity shall be forsaken.
The Holder of the Bloom

In any city, in any country, go to any inn, motel, or any place you can rest; simply find a bed that is comfortable enough for your tastes. Then sleep, and sleep awhile longer. Should you dream, then you are meant for this task. If not, then your success up until now was only luck, and pray, pray that you never awaken. The objects you have are yours no longer, and their Holders will want them back.

In your dream you will see a beautiful garden, with cool fountains and rare flowers sparkling in the mist. Here you may rest and prepare yourself. When you are ready, search the garden until you come upon a gazebo in the middle of a clearing. In the gazebo's shade rests a beautiful woman in a dress that echos the colors of the garden. She will gesture for you to sit on her left; she likes you and she has a task for you to complete for her. Without words or gestures, she will ask you to find her a flower in her garden. It's best to do as she asks; you are, after all, she is your friend and it best to be in her graces.

She will keep the description of the flower a secret; she is testing you, after all. If you are destined for your role, or if your luck continues, you will come upon two interwoven trees, each producing a different flower. Choose wisely, for if you displease your hostess it would be more advisable to smash your skull upon the rocks than to face her discontent. If you choose the right flower, then simply head back to the gazebo and give it to her. She will smile, kiss you on the cheek and say, "I was a Seeker once, too; be aware of your fate." As she turns away, you will see her back has been mauled and mutilated by fire, teeth, and things your mind couldn't hope to comprehend. Follow her into her home. Do not be afraid; she wishes you no harm, as she understands your journey. You will stop at the entrance of the house, and she will open the door for you with these final words: "I will let you go freely, but you must promise me one thing: if ever your journey brings you back here, I ask that you end me. If you break my promise, sleep will never hold safety for you again." With that, she will gently push you through the door and back to the realm of the waking.

You will awaken in your own bed. Through the corner of your eye you will see something being slipped under the door. It is an envelope containing a single flower petal.

The petal is Object 47 of 538. You have gained a powerful new ally, but will you keep your promise when the time comes?
The Holder of the Eight Directions

At any airport you find yourself at, buy a ticket to where-ever the "Holder of the Eight Directions" is going. The worker will give you a double take. While she is looking away, check to your left to see if there is something green in color; it doesn't matter what it is, as long as it's green. If there isn't, the Holder knows you are after her and will take action. When the worker looks back at you with an expression of realization, tell her "I'm past any misgivings about this. Please let me on the flight."

The worker will hand you a ticket and a black boarding pass with red lettering, looking at you like you're not of this world. Take the ticket to the gate specified. It is a different flight and gate for everybody, but if it is a minor, small airline, and not one of the major ones, fling your boarding pass as far away from you as you can and flee.

No matter where you are sitting on the flight, while it is still boarding, a middle-aged woman will sit next to you. This is the Holder. "Man, this is hectic," she'll say. "What does it take to get anywhere around here?" Keep a smirk on your face while she's rambling. She'll eventually shut up, but not until long after the plane has left the ground.

Even if the destination didn't specify this, it will be a trans-ocean flight. The woman next to you has been telling her story, so if you haven't been paying attention, you won't have noticed her asking you where you're going, and the flight will carry you to your next existence...if you're lucky.

You must tell her, "I seek the Eight Directions." She will smile at you and ask, "And what will you do with them?" You must speak to her, in a condescending tone: "Why, make them one, of course, for that is what they truly are."

If you did this right, she will say, "Excuse me, I have to use the restroom," and walk away. Now this is very important. You must do this step perfectly, else the woman will return early, something you do not want to happen.

The instant you see her turn her back, you must close your eyes and count to 390. You may do this silently or out loud. Do not skip a number, do not open your eyes, and do not go back, because you are only asking for worse trouble than you're already in. I would recommend counting slowly; the longer you keep your eyes closed, the less you'll see.

When you reach 390, you'll hear the pilot telling the passengers it's time to prepare for landing. Open your eyes. You'll hear the bathroom door opening behind you, and the woman will rejoin you. Abandoning all pretense, the woman will ask: "Are you positive?"

With as much sarcasm as you can muster, put on a facade of considering her question for a few seconds, but finally tell her, "Yes," almost as if you're frustrated with her dragging her heels.

If you did this right, she will reach into your purse and hand you a compass which appears to point erratically unless you know how it works.

The Compass is Object 390 of 538, and it always points toward Their reunion.
The Holder of the Sky

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 the Sky". The receptionist will ignore your existence completely, and you will collapse on the floor. You will wake up in a torrent of soundless rain, the silence will be unbearable, and there will be no environment; what you walk on is solid air in a tempest.

In the silence a huge mass of people dressed in complete darkness will appear and begin approaching you; do not fear. Take off your shirt and wrap it around your dominant hand and walk towards them. Do not speak. When you get close hold your arm forward and simply fend aside anyone who is in your way; should your skin come into contact with any of them, the silence will be broken and you will become visible to them, and that would mean the end.

Going through, you will see a man in scarlet; he will be the only one standing still, and the only one that can see you. An empty circle will oddly form with you and the man inside, the rest continuously walking. Stand and wait; once the man raises his hand you must immediately break the silence: "How many will perish when they are brought together?"

The men will all stop and rhythmically face towards you, all of them eyeing your every move. Once they are all facing you, you must then ask, "And how many will be there to fight back?"

They will laugh. All but the one in the red cloak will laugh. Their cackling will resonate throughout the space you stand on, but you mustn't give in. Resume asking, "And how many will be there to fight back?" Their laughter will grow and they will begin to fade. Once all but one are no more, ask one last question to the scarlet man "Where will we be safe from them?"

The man will bow before you and fade; the only thing left will be his scarlet red cloak.

This Cloak is Object 71 of 538. When worn it brings you back to this space, the only place safe when they are brought together.
The Holder of the Psyche

In any city, in any country, go to any theater you can get yourself to, whether it be a theater for plays, cinema, or concerts. At the front desk, ask to watch either the Holder of the Id or the Holder of the Superego. Commit to one and never, ever seek the other, for meeting both even centuries apart shall lock your mind in an eternal civil war.

The receptionist will give you a ticket. Walk away from the theater in any direction until you see a man, garbed in deep green, standing in a narrow alley with a door on each side. Hand to him the ticket and he will offer to unlock one of the doors. Touch the doorknob of one and only one of the doors. If a wave of irrational hatred spreads through your body, the door will take you to the Holder of the Id. If instead, your are overcome with unbearable fear, the door will take you to the Holder of the Superego. Ask the man to unlock the door that leads to the Holder you requested. If you do otherwise, the opposite Holder will emerge and rob you of your ability to think, leaving your body and soul complete but mindless for the rest of your miserable existence.

Having chosen the proper door, step through the threshold and the man will close the door behind you. The room should be an empty theater with an elevated stage. Take a seat so that the play may begin. Once the marionettes descend onto the stage, do not shift your eyes from the performance or the puppeteer will take offence. If that should happen, plead his forgiveness and beg him to continue. If he does not accept your apologies, your hollowed body shall be added to his collection of hand puppets. The marionette actors re-enact every important decision you have made in your life. As you watch, always be confident that you had made the right choice. If you should, for a second, regret or take back one of the decisions, the actors will infinitely repeat that scene. You will be unable to leave, let alone look away, for all eternity.

After the play ends and the puppeteer leaves, remain seated. Within a few minutes, a figure should step out on stage. If you had called upon the Holder of the Id, a giant, nude, muscular man with an enormous, erect phallus and bloodied fists should emerge from stage left. If you had called upon the Holder of the Superego, a petite woman in an extravagant robe and veil covering every square inch of skin should gracefully step in from stage right. To whomever appears, shout the following question: "Is the power worth the consequence?"

The figure will not speak, but only stare. Do not break eye contact, or your power to think shall be lost to the figure. As you stare, you will slowly come to realize the answer to your own question. When you have the full answer, the figure will leave the stage from the side that he or she entered. Reach under your seat and pick up the coin beneath it, then quickly exit the theatre. The coin is identical regardless of the Holder that appeared.

This coin is number 493 of 538. Don't be so hasty to flip it for important decisions.
The Holder of the Escape

In any city, in any country, go to any park you can get yourself to. Sit on a bench and watch as people pass around you. Every 5 minutes, whisper, "I'll wait until your return" Eventually, somewhere in your view of the park, you'll hear a soft whistle and notice something unusual: a small area will appear to warp in on itself, and someone will emerge from nowhere. Approach this person and ask "where do you hide from Them?"

The person will look at you, pretending not to understand what you asked. Repeat your question and he will walk to the nearest coffee shop. You must follow this person and sit with him, because if you lose sight of the person, you will never have another chance to meet the Holder. After the person orders and finishes his coffee in complete silence, he will get up and walk away, leaving behind a sip of his drink in the cup. Take the cup, enter the shop's bathroom, and lock the door. Finish the drink and your vision will warp the same way the person appeared out of nowhere. The world will turn black and fade into nothingness.

When your senses return to you, you will be standing on the end of a dock, facing a small island in the middle of a nameless ocean. It will be pleasant, and you may forget what you are looking for, but be careful, for you will die alone on this island without the object you are looking for. Walk quickly to the only small cabin on the island, for it will quickly become apparent that the water is slowly rising up the island, to forever drown whoever is unlucky enough to be on the island at the time. Do not look out to the ocean, for you will be pulled out to sea by a giant wave and left to fend for yourself for the rest of time.

Upon entering the cabin, you will notice the bodies of those who could not escape the inviting atmosphere of the island. On the bed will be a sleeping figure. Nothing will wake him up besides the question "Where can I hide from Them?"

The figure 'The Holder of the Escape' will awaken, and tell the story of every Seeker who could not hide from those who hunted them, sending a chill through your entire being. As this story continues, the shack will start to deteriorate, the sand will turn to hot ash, and the water will turn to blood, more quickly rising up the island than before. When the Holder finishes his story, he will disintegrate, leaving behind a small whistle, and you'll notice a shackle around your ankle, locking you to the floor. The blood will rise up above your head, and you'll be forced to drown in it, imagining the horrors that They inflicted on the other Seekers.

If you awaken in the coffee shop from what onlookers think was a nap, consider yourself lucky, as you've passed the Holder's test and now possess Object 326, the whistle. Its power will transport you to the safety of the island, but each time you visit, time will pass more quickly in the real world and you'll be more tempted to stay for the rest of your days.

That whistle is Object 326 out of 538. You cannot escape your destiny; you can only delay it.
The Holder of The Angel

In any city, in any country, go to any cemetery and find an angel statue - any will do - and say "Show me the prisoner." If nothing happens, count yourself lucky, you may have failed the test but your body and soul are unharmed. However, if you are considered worthy, the statue's mouth will open and emit a piercing cry. A hole will appear in the ground underneath you, and you will plunge into the abyss.

Keep calm and don't scream. As long as you keep silent you will land safely and softly; if you scream your corpse will be food for the creatures below. Once you are on the ground, freeze! The eyes of hungry beasts fall upon you, these creatures will be creeping ever closer. Wait until they are almost upon you and scream "The Shepherd guards always the gentle lamb!". If you time your words incorrectly, they will devour your body and corrupt your soul, leaving you as one of them, however should you say the words at the right time the creatures will emit an ear splitting scream and vanish, a light, its source unknown, displaying a path for you.

Keep on the path and never stray. For hours you will walk, though it will feel like days, and at the end of the path you will see a door guarded by a being that defies true description. Its body will be composed of the most fearsome parts of the natural world, claws to pierce your skin, tentacles to strangle you, horns to gore you... and its head will be that of your greatest fear. Do not hesitate - continue on, should you flinch for even a moment the creature will lunge and devour you slowly, excruciatingly painful, starting with your legs. If you possess the strength of will not to flinch or bolt, you will pass through the demon as if it were mist.

Enter and you will find yourself in a dungeon, every surface coated with a thin, slick layer of blood. Do not slip, it will be the last fall you ever take. Facing you will be a man nailed to the wall, body covered in gashes and tears. His stomach will be cut, his organs lying in a limp heap on the floor. It will take a few moments to notice the ragged stubs that must have been great white wings. He will not respond and by all accounts appear dead until you say "Can you protect our souls from Him?"

The once-corpse will stare into your eyes and you will see all the evil that has been wrought because of his entrapment, the acts will be so vivid and horrifying that you may go mad, but if you keep your sanity a great white light will envelope you, and you will wake on the footsteps of the nearest church. From then on you will feel a reassuring presence whenever in danger, one that will provide great comfort in the times to come.

Your soul is now Object 306 of 538. Mind yourself, for even one can make all the difference.
The Holder of the Dragon

In any mountain range, within any tundra, go to any cave that has a mouth big enough for a house to fit through. When you reach the entrance do not immediately step inside, instead ask for, with a respective tone, "The Holder of the Dragon." If the mountain begins to shake enter before the snow can sweep you down the mountain. If nothing happens come back later.

Once you have entered safely, you will see the cave is littered with the bones of many seekers that failed this test. Your only light being the torches that line the wall of the cave, walk cautiously until you reach a large chamber with a pool of water in the center. Upon inspection you will see an egg in the middle of the pool, it will tempt you but do not venture into the pool or whatever the egg harbors will hatch and devour you.

Wait quietly, standing as still as you can until you hear a loud explosion that causes the cave to shake but do not move from where you stand. A large, beautiful, black dragon will enter from a tunnel on the other side of the chamber. Do not speak, allow the dragon analyze you. If it approves of you it will simply relax its muscles and sit by the pool. If it does not, it will open its mouth and blue fire will flow from its mouth. The fire will not burn your skin but you will believe it does and will run to the pool in a hopeless attempt to put it out, going mad as the creature in the eggs hatches to devour you alive.

After it sits ask while looking into its eyes "Are you the one that keeps the dragon?" The dragon will then morph into a handsome young man with jet black hair. He will proceed to answer your question with perfect detail, in an accent you do not recognize. Once he has finished speaking he will then ask you "Why do you look for her?" Do not answer, instead enter the pool and tap the egg. The egg will then light with blue fire and if you lose conscious then you have succeeded. If the fire continues to make you mad you will have failed the test and die in the chamber.

Once you regain conscious you will see a young, white lizard with wings protruding from its back. It will follow you until it can eat your hollow carcass.

This young dragon is object 458 of 538. Only your death will allow her to grow.
The Holder of Suffering

In any city, in any country, pick up any phone and dial 911. Once the operator picks up and asks you what your emergency is, tell them you wish to speak to "The Holder of Suffering." As soon as you say that, the operator will hang up on you.

In 3 hours you will feel a tap on your shoulder. At that time you must take any item and bury it deep within your eye. If you have done this in time, then you will find yourself unharmed in a dark room facing a grotesque pile of mutilated corpses. You will be unable to imagine what things could have possibly been done to these bodies to disfigure them so horribly. The bodies will soon start writhing and screaming in an otherworldly language that will most likely overwhelm you with sadness.

Your task is to dig through these corpses. As soon as you get close to them they will tear into you with their gnarled remnants of claws and teeth, but you must ignore this and dig deeper into the center of the pile.

At some point while doing this you will receive a deep cut on your left arm. At that time the hideous bodies around you will disappear and you will wake up in a hospital bed. No one will enter your room, and you are free to leave at any time.

The cut on your arm will never stop bleeding, and as time goes on it will become more and more infected, and more and more painful. It will eventually consume you with so much pain you will not be able to move, and you will die a horrible death.

That cut is Object 265 of 538. No suffering could ever rival that which will be felt if They come together.
The Holder of Visions

In any city, in any country, visit any mental institution or halfway house you can get yourself into. The worker sitting behind the front desk will wear a tattered suit, his hair will be greasy and unkempt, and in his eyes will reside the barely perceptible gleam of madness. Ask this man if you may visit the one who calls himself "The Holder of Visions."

The man will laugh loudly. "Oh, no another one of *you* guys," he'll say, in good humor. His charisma will draw you in, and he'll ask if instead you'd like to go to the bar with him for a drink. Do not accept this offer, or he will lead you into an alleyway, where you'll be gutted before you see his knife. Instead, ask again, and his face will change. His smile will fade and the madness in his eyes will show itself again. "Why don't you come with me," he'll say. "Now."

Do as the man says, and he will take you around the building to a side door. He will open the door for you, and you must walk in without fear. Inside the door will be a dimly lit room, and the walls will have strange vents near the floor. The door to the outside will lock behind you, and the vents will hiss. A strange vapor will begin to fill the room. Hold your breath, bang on the door, or even scream, if you like, but you won't last very long.

It's best to find a comfortable spot on the floor to lie down, and breathe deeply. In moments you will pass out, and the visions will begin. No one ever sees the same things. Visions of your greatest triumphs will intertwine with those of your greatest failures. You will see joy and sorrow, anger and peace, love and hatred; all of this and more will pass before your eyes as you oscillate between ecstasy and horror.

No matter what, you must stay focused and lucid, and remember that this is not reality, but only dreams and illusions. Should you forget and become too engrossed in the visions, even for a moment, you will be forever trapped within them as they grow progressively more terrible, and consume your sanity.

If you manage to remain focused after what will feel like an eternity, amidst your visions you will see a straight flat road, stretching as far as you can see into a grassy plain under a cloudy, gray sky. Your hallucination will take you down this road, and towards a darkly-clothed man wearing a black baseball cap, standing at the road's end. When you are fifty feet away from him, you will feel yourself calling out the question, "Have they been together before?"

Suddenly, your dream will shift, and in an instant you will see a vision of chaos. The dream will become a nightmare of an ultimate destruction so complete, so terrible, that to even imagine it too heedlessly is to be driven insane. If, after this ordeal, your sanity is intact, you will wake up face down in an alleyway. Your head will feel like it was just hit with something heavy and blunt, and your wallet will be missing. You will be sore and nauseous, and your strangely familiar, black baseball cap will be slanted awkwardly across your face.

The hat is Object 292 of 538. It happened once, and it can happen again.
The Holder of the Kiss

In any city, in any country, go to any mental institution or halfway house you can get yourself to. Reach for the reception and ask to visit someone who calls herself "The Holder of the Kiss". The clerk will look at you with a mix of both pity, and slight confusion. You will find yourself slightly puzzled from her look, but you must not think about it too much, or you will find yourself lost, never finding what you are after.

Wait motionless, and after a few seconds, the clerk should point to a pink door to the left. Approach it, but do not enter just yet. Instead, grasp the doorknob gently with your right hand. If you get a feeling of shock as you touch it, flee as fast as you possibly can. Do not stop for anything, not even to sleep. For if you do stop, they will find you. If you are able to escape the country without harm, you are safe, for now.

If the knob is soothing to the touch, however, feel free to enter, but it is not too late to leave. If you choose to continue, open the door with great care. When you step inside, you should hear a distant choir singing a lovely melody that will fill your soul with the innermost pleasures. Do not say a word, and if they, for any reason, stop, immediately yell, "Please continue, I wish not to intrude!" If the silence persists, pray for a painless demise by the unimaginably horrific creature lurking in the blackness. If they continue singing, carry on.

After what seems like hours of wandering in darkness, you should stumble upon a ruby-red door. Knock on its frame thrice. If you hear a demonic voice speaking a language no human could understand, you will know that the creature has been summoned, and that your life will end now. If there is no answer, continue inside.

Inside will be a room with walls made of the souls of lost loved ones. In the center of the room shall be a beautiful woman gazing upon you. Do not dare look away from her, for if you do, unimaginable horrors will be cast upon you.
Approach her, but do not get less than 10 feet from her. She will be speaking a language that you will not understand, yet somehow it is soothing. She will answer to nothing but one question: "Will they ever find peace?" At this time, the woman will fall absolutely silent, but she will not break her gaze upon you, and neither should you with her.

She will not answer the question, instead walking slowly and gracefully toward you. Do not make any attempt to move. She will then passionately kiss you on your cheek. Once she is done, she will disappear into the shadows. Where she kissed you, there will be a small, flawless ruby embedded into your cheek.

You now hold her Object.

This ruby is Object 193 of 538. It must remain with you for the rest of your mortal days. Attempting to remove the gem will be one of the biggest mistakes you will ever make.
The Holder of the Script

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 rather bluntly to visit someone who calls himself "The Holder of the Script." If the worker freezes for a moment, then puts on a weak facade of normalcy, then you have come to the right place.

Nervously, the worker will direct you down a hall and to a door, then hastily dash away without another word. Enter the door, and you will find yourself in another hallway, this one without doors. Make your way down this bare hallway, making sure to exude nothing but confidence.

Should you, while walking down the hallway, hear a soft applause, stop immediately and shout, "I do not deserve any credit!" If the applause continues, then be thankful that your end will come quickly, though not without extreme pain.

If the applause dies down, you may proceed. At the end of the hall, the wall will be bare. Push the bare wall to find that is a hidden door; the entire wall will spin around and allow you passage. Enter to find yourself on a half-complete, harshly-lit stage. The rows of seats before the stage are all empty, save for one at the front and center. There sits the director, a man who appears to be in his late twenties, though you may notice he has no eyes.

Before you have a chance to collect your thoughts, the director will proceed to bark out a series of directions. Without missing a beat, you must do the exact opposite of each command, so think and act quickly. The director will grow increasingly agitated as you fail to carry out his directions, but you must not allow his anger to disrupt you, for breaking the rhythm at this point would mean inviting your understudy to take your place. No words can adequately describe what that would entail.

After hours of exhausting instruction and mounting frustration, the director will throw up his hands in defeat and declare you unworthy of playing the part. Before he has a chance to rise from his seat, quickly ask one question: "What is the part I must play?"

The director will guffaw incredulously and shake his head. Then, with a flick of his wrist, the stage below you will vanish, and you will fall into a seemingly bottomless pit. As you fall, you will hear the sounds of the most brutal massacres to ever occur, and those yet to come. You will hear the bones of the innocent crushed under the boots and treads of good and evil alike. Through it all, you will come to understand what your part is.

Be prepared for when you finally hit water; from the height you will have fallen, hitting the surface will be a painful blow. Allow yourself to sink to the bottom, for when you come into contact with the floor, you will appear suddenly in a cell in the institution. Lying at your feet will be a stack of papers stapled together.

If you read any part of what is written on those papers, then you accept your part in the script. Refusing to accept the part means one day being a victim of His rise. To accept the part means one day becoming the person responsible for it.

The script is Object 130 of 538. Only you can choose whether or not you accept your part.
The Holder of Turmoil

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 Turmoil." A look of pure regret and melancholy should overtake the nurse, and she will instruct you to close your eyes. Once you do, she will lead you by the hand into a maze of hallways. Should you let her hand slip away at any moment, you will be stuck in this maze for all eternity. If you make it to the end, she will instruct you to open your eyes.

When you open your eyes the nurse will be gone. The room she left you in will be so dark, you will not be able to see your own hand in front of your face. From this point, there is no return, and any attempt to go back through the maze will leave you eternally lost. In front of you will be a door, and a faint light should be pouring from underneath it. If the light is cold and fluorescent, do not enter. If you do, the creature beyond will strap you to a table and pry your chest open, leaving you there in your misery. However long it takes, a minute, an hour, a day maybe, you must wait until the light changes to a warm glow before entering. Once you enter the room with the warm glow, the door will shut behind you and there will be no escape unless you are successful.

In this room is a man in his mid twenties sitting on a bed and sobbing, squeezing a toy dog tightly as if it were his child. It is then you must ask the question, "What came before them?" If you ask anything else the toy dog will crawl over and siphon your soul into it, forcing you to be damned with those who came before. If you do ask this question he will look up, and in his eyes you will see the horrid birth of all that's evil and the twisted and dark deeds they had to commit to rise to power. If you look away he will bite your throat and stare into your eyes as you die, forcing you to watch. If you can survive the madness that his eyes will bring, his body will rapidly rot and decay into dust, leaving just the toy dog.

This toy dog is object 340 of 538. It's up to you if you wish to reunite this sorrow with its kin.
The Holder of the Truth

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 politely to visit someone who calls himself "The Holder of the Truth". The worker will nod slightly, then turn back to what he was doing. He will not respond if you ask him again, but do not dare ask him a third time, for if you do he will show his true form to you and rend you into strips of flesh on the spot.

Turn to leave. The door has vanished, but there is a trapdoor in the floor that did not exist before. Open it. Preferably with something long; that gives you a better chance of escape should they be waiting for you on the other side. If they are, run; run as far into the asylum as you can. Find a window and jump out, for all the doors are barred or banished. Once you get out of the window, flee as far as you can, preferably crossing as much water as possible, for while it will not stop them, it will slow them. And you will require each second to make peace with your god.

If they are not waiting, jump through the trapdoor. You will land in a splendid library. People in exquisite and elaborate dress are everywhere, chatting, reading, and relaxing. Do not touch any of them or attempt to choose a book, for that is the trigger, and you do not want to pull it.

Look around- you have all the time you need. Eventually you will find a gray-haired man sitting at a desk, stamping an endless pile of books with an old "returned" stamp. Do not attempt to touch him or the books, for if you do all the pleasant people will reveal what they really look like, and if you are driven mad in an instant by what you see then, consider yourself lucky, for you will not feel the pain as they set upon you in a vehement rage.

Instead, ask the librarian one question, and one question only. "Which one holds His law?"

The librarian will look up. His eyes are a color not native to this Earth or even this galaxy; they are a color so impossible that you may be driven mad simply by their gaze. Steel yourself, and stare directly into his eyes. Do not break eye contact, or he will look back down, not wanting to view the scene as the other patrons set upon you. He will tell you a name. It is a long one, but he will give you a card to help remember it. Before you turn to look for the book, ask if he will check it out in advance. He will nod, and stamp the card.

Do not bother looking for the book. It has already been stolen from the library, and you must find it. Close your eyes and say three words: "Find the thief."

Do not open your eyes for ten seconds, for if the prior adventures have not driven you mad, what you see then will.

After ten seconds have passed, open your eyes. You will be across the street from the asylum, still holding the card.

That card is Object 57 of 538. You have checked out the book; it is now your duty to return it.
The Holder of the Wheel

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 the Wheel." The worker will promptly call for security, causing two large, muscular men wearing white to appear instantly and drag you away. Do not resist them.

The security men will drag you through many, many hallways and rooms, each getting darker and unkempt as you progress. Anybody else who walks by will turn away and hide his face upon seeing you. Should any of them instead look you directly in the eye, immediately shout at him, "My card has yet to be drawn!" If the patient or staffer then walks up to you to touch you, then it has been set in motion; success was not in your future. It would be best to just close your eyes, rather than witness the horror of the tearing of your limbs.

If the person walks away, you are safe. The security men will drag you along until you have reached a damp and dirty cell in a long-abandoned section of the institution. The men will shove you inside and lock the door behind you. It will be dark as pitch. The walls will be dripping with blood from the previous seekers that have tried and failed to recover this particular holder's object. You cannot see it in the dark, but you will be able to hear the incessant dripping. Walk forward. As you get closer, the center of the room will gradually brighten, though the walls will still be in shadow. In the center of the room is a gigantic wheel contraption, spanning nearly half the room, with prayer cards inscribed in a forgotten language at the end of every spoke. An ancient-looking, dark-skinned man will be seated near the wheel in the center of the room, slowly turning the wheel with his hand. Ask him, "For whom does the wheel turn?"

If the old man does not deem you worthy, he will simply stop turning the wheel and look at you. His thoughtful, understanding gaze will slowly turn into that of hatred and loathing. His gaze will slowly tear apart your very existence, ripping apart every fiber of your insolent soul, thoroughly bathing the room in another fresh coat of crimson.

If, however, the old man does in fact deem you worthy, he stop the wheel and pull a card from it. After carefully folding it, close your eyes and he will hand it to you. Keep your eyes closed until you feel something tap your right shoulder. You will still be holding the card but you will be outside of the mental institution or halfway house that you entered earlier, except now, no matter what time you entered, it will be dusk.

You may now look at the card. The card will have an intricate image of a small child, hanging by the neck by a noose in a courtyard. On the back, the card will be blank except for a small symbol in the corner in the same forgotten language that is on the front.

That card is Object 141 of 538. Its meaning will be clear only when they come together, though it spells disaster for us all.
The Holder of the Soul

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 the Soul". Should a conspiratorial look come over the worker's face, he or she will raise one finger to his lips in a gesture of silence, and hand to you a small glass ball.

Should you choose to look at this glass ball, you will see that half of it is pitch black, the black of deepest night, while the other half is made of the purest, soft, golden light of a happy summer day. The funny thing is that no matter how hard you stare, you will never be able to tell which half is which.

Now is your last chance to leave. Should you throw down the glass ball, it will shatter, and you may leave and continue a normal life, but never again will you have this opportunity. Should you decide to continue, enter any door that you see. You will find yourself at the beginning of a path.

The path itself is made of the cheapest of stone squares. They barely fit together, and weeds spring up between the cracks, but it is not the path that will attract your attention. To the right of the path you will see scenes of happiness, joy, and love. However, if you look closely, you will see that these scenes are not nearly so pure as they seem. To the left of the path you see scenes of misery, deprivation, and hopelessness. However, if you look closely, you will see that these things are not as bad as they seem.

You must follow the path. It will curve off to both sides from its starting position, but never will it fully enter either set of scenes. Should you be fooled by either of the scenes and step off the path, you will be stuck in the scene forevermore. Take care not to trip.

Should you reach the end of the path, you will find a large oak door. The door will have no hinges, knob, or any sort of decoration. Speak aloud the phrase, "The Sides are the Same" and the door will disappear. Say anything else and the door shall not move.

Upon entering the room you will see nothing, but feel as though you are being watched from all sides. Say to the invisible presences, "I walked down the Middle" Should you say anything else, half of the unseen creatures will rip you to pieces.

If you spoke the correct phrase, you will hear them. Half will scream, boo, or hiss. The other half will try to begin to tell you of your foolish mistake. However, if you listen carefully, you will hear a small applause. Close your eyes and walk toward this applause. When all sound stops, you will find yourself outside the door you first entered, holding the glass ball.

That glass ball is Object 102 of 538. Now you must judge for yourself which side is black and which is white. There is no wrong answer.
The Holder of the Watchers

[Found written in blood in an abandoned house.]

"There is no Holder of the Watchers, and Object 513 is nothing. But now They will find you, as they find all who read the message. For when you know of Object 513, it knows of you. It watches you. It finds you. And there is nowhere to run."

[The message terminates with a bloody hand print that appeared to have slid down the wall and through the ground.]
The Holder of the Shield

In any city, in any country, go to any mental institution or halfway house you can get yourself to and ask to speak with the "Holder of the Shield." The worker will casually glance at you and then to the clock. "Out of breath, sir?" he will ask. Answer truthfully, and then ask him again. He will nod and lead you to a hatch in the floor made of fine oak that shouldn't be there. He will pull a ring of keys and unlock the hatch. He will motion you in, but will not follow.

Upon entering the hatch, you will be in a very narrow hallway. Proceed down the hallway until you find a small door made from human flesh. Knock once. If you hear a very small child whisper to you, "You may enter," speak very clearly: "I only wish to talk." If you have been deemed worthy, the door will slowly melt, revealing a small grassy field with a campfire in the middle.

Walk to the fire. The small child will whisper to you again, but a different message: "How long will you be staying?" Do not answer. Instead, look into the fire and do not look away. You will feel small arms wrap around your waist. "Are you my daddy?" the voice will whisper again. Answer with only "No," unless you wish to die a most unspeakable death.

The child will then let go, and the area around you will begin to shift; close your eyes while this happens, because as the rooms shift, you will be able to see into the abyss, and that will drive you to the brink of insanity, if not over the edge. When the room is done shifting, you will hear the hammering of metal; you may open your eyes. There will be a circle of nine shields. Each one has a different symbol of an unearthly language.

The child will then appear before you, naked and bloody. The child will point to the closest shield and nod. Do not make a move. Simply ask, "Is there any escape?" If the child laughs at you, dispatch him quickly. If the child cries, pray your death is a quick one.

Once the child is dead, a small dagger will appear behind you. Take the dagger and skin the child, then take the closest shield and lay it on the skinned remains. If nothing happens, place the shield back until you have found the right shield. You will know when you have.

When you are in possession of the correct shield, speak loudly and clearly. "I am the Challenger!" A great statue of a man in black armor holding a shield will appear before you; bow to it. If you are again worthy, he will bow back. He will pull out his mighty sword and bring it down upon you. Put up the shield. Do not let your thoughts slip into doubt; have faith that the shield will not falter.

If you manage to deflect the blow that would end your life, the shield and sword will crumble. The statue will bow once more, and offer you his own shield as compensation. Bow, and then take the shield. A door of light will appear above you. Pull yourself out.

The shield is Object 156 of 538. There are things more dangerous than a sword.
The Holder of the Horizon

At any shore, on any landmass, be at the beach at exactly 6:08 pm on any day. If you've done everything right, then you should be alone, and the sky should fade into twilight despite the time of the year or the place on earth you've elected for your search.

Once the sun sets, make sure you are walking one direction along the shoreline. If you stop for any reason, something, (you will never know what) will leap from the waves and drag you to a cold and lonesome eternity of silent suffocation. The same will happen if you ever look to your feet at any time during the journey. Eventually, if you are patient, an elderly, weather beaten man with deeply wrinkled skin and sparkling eyes, will appear beside you. Ask the man to point you to the one who calls himself "The Holder of the Horizon" the man will give you an expectant expression, and gesture you in a direction. You must walk in this direction without ever looking at your feet.

In time, you will see a city in the distance. It is guaranteed to be the most terrifying image you will ever see, for the architect of the city is madness itself. If the sun begins to rise, it is advisable to either stop walking or look at your feet, but only because the fate of the thing from the waves is preferable to the one awaiting you. If the sun stays hidden, you must continue to walk in the direction the Weather beaten Man has pointed you. If you have not strayed, the city will come no closer and will disappear into the distance once
again.

Once the city is well behind you, fatigue will settle in. Your bones will feel like rotting wood and your muscles like breaking chords, but do not give in. Do not stop walking, do not bow your head, no matter how weak your body gets, don't worry; it means you are heading in the right direction.

Finally, once your last drop of strength has left you, the Weatherbeaten Man will catch you in his arms before you fall. You will be too weak to ask him anything with your words, but you must somehow convey the question, "Where will They lead Us?" to the Weather beaten Man. If you do not, you will die from your exhaustion. If he has understood, he will lay you upon the floor and answer your question in a brief, concise manner, though he may reveal more to you than you can stand. After this, he will lift you up, and hand you a spyglass.

What you see though the Spyglass is Object 537 of 538. It alone can guide you in the Right Direction.