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

In any city, in any country, go to any mental institution or halfway house you can get yourself to and ask at the receptionist's desk to meet the "Holder of Indulgence." If the receptionist is male, he will lean back in his chair and breathe deeply; if the receptionist is female, she will lean forward and let out a heavy sigh.

After several seconds, they will lead you outside to an old car. Sit in the front, next to the receptionist. Do not sit in the back, or look into the rear-view mirror at any time during the trip. If you do, well, let's just say the other passengers will not appreciate it. The receptionist may have a discussion with you, and you must answer any question he or she asks honestly, unless you would like to learn what happens to liars and their tongues. There is no need to wear your seatbelt, so don't.

After driving for what will seem like days, the receptionist will take you to the middle of a field, where an old brothel sits. The doors will open suddenly and the receptionist will be gone. If the sun is setting, get to the brothel quickly, for only the soft glow from the lanterns hanging on its porch will protect you from what lurks in the fields. When you arrive on the porch, you must not attempt to enter the brothel, or peer inside. If you do, its patrons will pull you in, and you will be unable to escape its pleasures even as they rip you apart.

On the porch, you will notice a large woman playing a flute made of human sinew and bone. Each note she plays causes the instrument to bleed heavily. You have never heard her song before, but you will be able to hum softly to her rhythm. After a few minutes, or hours, depending on how loud you are, she will stop playing. At this point you must remove all of your possessions, including your clothes. If you have gold or silver fillings, it is recommended you remove them as well. You should have no need to fear her if you have truly given her everything on your person, because anything you have left on or tried to hide, she will use to bring you everlasting suffering.

After you have removed all of your belongings and laid them at her feet, she will nod once. Move forward and on one knee, take her left hand and ask, "How did they find happiness?" Suddenly, her left hand will grip your arm and turn a deathly cold - you will not be able to move without tearing your arm off. The flute will begin to play itself, and through its sound you will hear of Their violent orgies and how They cackled with glee at Their creations. You may feel yourself so overcome with disgust that you will jam your fingers into your ears so deeply that you puncture your very brain. If, however, you can survive and retain your sanity, when the song is finished you will find the old woman dead and decayed, having released her grip on you some time ago. At this point you may pick up the flute, and the receptionist will return with a fresh set of clothing for you as he/she drives you back to the institution.

The flute is Object 192 of 538. Its song is the only thing that distracts them.
The Holder of Etiquette

In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you approach the front desk, the worker will be busy writing a memo of some sort. Don't look at it, don't ask about it, and leave if there is no memo. Ask the worker if you could see the one who calls himself "The Holder of Etiquette." If the worker stops writing, flee to the nearest bar or social club and remain there for two days. In extreme cases, the worker will stop writing and set the pen down on the table. If that happens, you and all who have known you will perish by nightfall.

Hope that the worker keeps writing. If they do, walk around behind the counter and pick up the briefcase there. Proceed to the top of the building - let nothing stop you, and avoid the elevator. Once you step through the door that should have granted you access to the roof, you will find yourself in an elderly gentleman's house.

Sitting behind an antique wooden desk, the graying man ought to look at you quizzically, as if expecting you to say something. Tell him "I am here to trade." If the gentlemen declines and asks you to leave, you will feel yourself forced back out the door you entered through, into a world that even Gods fear to gaze upon. He should however, reluctantly agree.

He will lead you into his quaint living room and ask you to take a seat. It does not matter if you choose to or not, though it's polite to accept. You will notice a grandfather clock with all of its hands pointing to 12. The man will ask you "What do you wish to sell?" The clock will chime once and begin ticking. You have until the hands show 12:30 and 30 seconds to convince the old man to buy your merchandise. You may use whatever it takes for him to agree to buy your merchandise at whatever cost but you may only ever refer to it as your "merchandise." From the outset, the old man will be stubborn and will refuse to buy your merchandise - you must persevere, though, for should you fail you will step into a world of unspeakable horror when you leave. If you manage to convince him to buy, however, you will be free to go when the clock shows 12:30 and 30 seconds.

Don't forget to take the briefcase with you, as this is Object 245 of 538. Inside, each person will see a material possession that they will seek until the end of their days.
The Holder of Brotherhood

In any city, In any country, go to the nearest orphanage you can get yourself to. When you arrive, ask the nun or social worker at the desk to speak to the "Holders of Brotherhood". She will smile and comment "I see more of your kind these days" with a tinge of remorse in her voice.

As she leads you through the building, the children will flock to you. Under no circumstances though, should you make eye contact with any of the orphans. None of these orphans are real children, but rather the soulless husks of failed Seekers that were unable to pass the difficult test ahead of you. She will walk you back into the depths of the orphanage to a room that looks older than time itself and hand you a key.

This is your last chance to change your mind and flee, though you will most likely still lose your sanity from the children's stares as they haunt your dreams for years to come. Should you, however, choose to continue, you will find yourself in a empty and unremarkable room. The room is spartan, having only one bed with rough sheets, a sink, and a toilet. Sitting quietly on the bed will be a pair of conjoined twins that will greet you warmly with smiles and waves. The remarkable thing you will immediately notice about these twins almost is their color. One is as black as the night sky, void of any color whatsoever, and the other bright as any fresh snow.
These Holders have been joined since the last time the Objects were brought together, but you must convince one of them that the other plots against them.
Should you succeed in this this task however, the brother you have convinced will choke the other to death.

As he does this you must ask him one question:

If the light brother is dying, you must ask him: "Will I be Their savior?"
He will tell you over the course of an eternity, a list of all the sins committed by Seekers searching for the Objects, and by the Objects themselves.

If the dark brother is dying, you must ask him: "Will They be my salvation?"
and he will answer you. Though what he will say I have not been able to glean from any amount of research.

After the brother is dead, the living one will remove a ring from his brothers finger and give it to you and thank you for saving his life. Do not protest, simply leave the room and go about your day, no matter how many years may have passed.

Each ring is Object 494 of 538. One will bring great joy, the other eternal sorrow. Choose wisely.
The Holder of Hunger

In any city, in any country, go to any beach or waterpark with a wavepool you can find. When you are ankle deep in the water, proclaim that you wish to see the Holder of Hunger.

Soon, the people around you will begin to vanish. You will become drowsy and want to nod off. I suggest you do, but lay down first, or you're likely to crack your skull on the fall.

It doesn't matter if you go to sleep or not. It's your choice, and it'll take you to the same place. However, if you're awake, you'll see how you get there, what's taking you, and countless other horrors that no man should see. Many go mad on the way down. Be warned, though, if your sanity leaves you, your ride will never end.

If, however, you choose to succumb to sleep, you should wake up far below the surface of a large body of water. You'll be tied to a large wooden post for an undetermined amount of time. You will have to wait until nine others join you. You could be first, you could be last. You could be waiting five minutes, or maybe five thousand years. No matter how long you wait, you'll feel everything- the lack of air in your lungs, starvation, fatigue, unknowable fear - but not death.

When ten people are finally joined in the murky depth at one time, the Holder will emerge. A hulking behemoth, rotten scales hanging loosely from its tainted form, row upon row of jagged teeth lining all three of its slavering mouths. Its eyes will be darker than the blackest of nights. Take care you don't make contact with them, lest you be trapped forever in their depths.

It will turn to each person individually for exactly five seconds before devouring them. This is the worst fate imaginable. It will swallow you whole, slide you down its intestines into one of its stomachs where you will be digested for all of eternity. The only way to avoid being devoured is to ask the question, "What do they hunger for?" After eating the other nine, he will explain to you, in horrible detail exactly what it is They hunger for, and even worse, that it's you who must feed them. He will then eat you.

Have no fear, for the beast only has nine stomachs. You will simply slide past them and through his seemingly endless body. When you come through what should be his anus, you will be back where you started.

The slime you are covered in is Object 256 of 538. It will never completely wash off.
The Holder of Metaphor

Go to any place, anywhere, that is no actual town, but that exists only as the symbol of a town that contains all the illusory longings of your youth. Knock on the door of a house that truly is all houses, but no home to any events that have given reality to human memories. If you are lucky enough to be admitted by no-one, you will regress to the earliest age you can consciously recall. You will find yourself standing in a foyer, such as the one you never had in the place where your childhood was spent.

Walk on, if your shaking legs will let you. The walls of the hall you traverse will be overwhelming; snowbanks scooped from unforgiving plaster. As you make your way through towards the backyard, you will gain in height, but not age. Each step that brings you closer to the longed-for exit will come at the expense of your existence as a real thing, a being, a soul. For God's sake, walk quickly! The sands of your reality is running through the hourglass! When you come at last to the back of the house, if there is anything left of you, bolt out of that thin glass door, run or even drag yourself down the dirt path that stands for all the futility of effort, and get to the shack you see there.

Inside, you will find a covered cistern. Lift the lid. You are now so weak, so drained, so insubstantial that mere clouds will mock your strength. Use what little is left of your life force to reach down into the mire and grab the sheepskin certificate being held by the madman who clutches it. He is the Holder of Metaphor. He does not want you to exist as an entity in your own right, but would pull you into his pit and dissolve you therein! Ask him, "Why would you have me cease to be?" , and as he ponders his reply, grab the crackled skin and run! Do not look back, nor side to side, nor up, nor down, but forward only. You will retrace your steps through the house that is no home, and grow younger with each step. If you can make it out the front door before you have un-aged out of existence, you will survive. If not, the certificate will be returned to the shack.

This certificate is Object 247 of 538. It is your task to discern its literal meaning.
The Holder of Excuses

Get married, have a family. Love your spouse, and they'll love you. Have kids. Build a happy life for your children.

Now do that again. Cheat on your wife and start a secret family. Have more families if necessary. Let the tension build. Bring them all together, explain yourself, and, finally, kill all of them.

Now bathe in their blood, bask in the gore. Say, "I am the Holder of Excuses, I create myself."

Thunder will shake the building, the foundation will crack, the walls will tumble. If you are alive, a thing not unlike a man will approach you, "You are not the Holder of Excuses! I am he, father of lies and creator of sin! I am not, was not and never will be!"

Another will appear saying, "The both of you have created me, the *true* Holder of Excuses, with your lies! All shall bow before me!"

Many will appear, each claiming to be the true Holder. They will be of all sizes, genders, forms and shapes. You must step forward and say, "People, calm down, there has clearly been a mix up! But I know how we will find the true Holder! You see, a Holder of Excuses must be a great liar! So you will each take turns lying and whoever I deem the best liar is the true Holder!"

The Holders will agree to this, for you will have great skill in making others listen to you because you have been the patriarch of many broods. If they don't believe you, or if someone else steps forward, may god rest your soul.

Choose a secluded locale to test them and make sure you have a weapon. As each enters the area, kill them. You will have won the contest and rightly be given The Liar's Note.

The Note will convince any literate mortal to trust you and believe you, unless they already know the nature of the note.

The Note is Object 460 of 538. When They come together it will be because of excuses.
The Holder of Solipsism

So, you think you can get my Object? You don't know anything of my pain. I know. I was in your place once.

The Objects have the power to create their own pocket dimensions. I don't know why, I suppose it's for us. The Holders. We can shape it to our will. The glass eye brought me here a long time ago and now I am charged with protecting it. It whispers to me sometimes. I'm all alone so often, and it tells me things. It tells me about what it knows. It tells me tales of ignorant people. It tells me it was born from the ignorance of the humans, of the Seekers. It tells me what they've done. I listen, because no one else is here.

Lately, they've been coming, though. Up above is a building. A building for people crazy people. These are the people closest to me. I feel comfortable here. But then they came looking for me. They asked to see me. Sometimes, they came into my world. They were looking for me. They were looking for my glass eye. But they didn't get past my minions and my traps. Most of them died, but some of them got away. They got away, to tell others what they did wrong. Then, my minions would punish the one who let the Seekers in. He grew afraid of me. He wouldn't let the Seekers in so easily again. But still they came.

They kept coming closer to me. Some of them even came into my room. Here I sit, in a room with a single chair, with mirrors on every surface, finding me holding my glass eye. Some of them screamed and killed themselves, others just fled from the room. I guess I don't look human anymore. Some of them stayed to talk to me. I don't know what they said. I just killed them on their feet. I know what they came for. And they're not getting it.

Except for you. You came and you said something horrible. You said, "How can we understand Them?" You want to know how you can understand them? You, a human, an ignorant Seeker. You, who know nothing of the minds of others. I told you what you needed to hear. I told you of the ignorance you and your kind suffered from. I told you of all the horrible things your kind has done because of ignorance. Yet, still, you listened. I laid bare the truth of your ignorance to you, yet you still didn't cow to me. The truth of the ignorance of humanity was not breaking you. Were you truly a human?

Perhaps the glass eye lied to me. Would you hear the same whispering voice that I heard? I held the eye out to you, and you took it. Without looking back, you turned and left me. I thought you might have been the one. The one who could hold the Object without hearing its lulling voice.

But, I'm beginning to miss that lulling voice. It was the only company I had, and now I'm just alone. You, Seeker, took my only company, no matter if you deserved it or not. Only now, I'm not bound here. The Object is gone. What is to keep me from leaving now? What is to keep me from coming after you?

You took my glass eye, Object 462 of 538.

Now I'm free.

And I want it back.
The Holder of Logic

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 Logic". The worker will ask why you wish to see him, and you must respond clearly and truthfully, lest a terrible fate befall you. The worker will ask you to follow her. Take note of how many steps she takes after she asks you to follow; you will need to know soon.

You will walk deep into the institute, down many stairs, and through many hallways. Do not lose count, it is the difference between two eternities. When she stops at a plain metal door, stop counting. If the number is 538, step up to the door and knock seven times. If the number is less than 538, turn around and take that many steps away from the door. The worker will then come back for you and take you safely away from the building, and when you leave you will not remember being there. If the number is greater than 538, then you are already unraveling. He does not see reason to let you continue.

After knocking, the door will open, and the worker will disappear. Inside will be a very well-lit room, painted on each side a different shade of gray. In the center of the room stands a humanoid shape, lacking only in a face, hair, and sex. The shape lacks any distinguishing features, but it is easy to see clearly. Do not look away from the creature, or the room will falter and so will everything sanity blesses you with. The creature will step forward and offer its hand. It will all make sense; he offers another tempting choice. Do not accept this gift, for then an uncanny wisdom will show you the error of your ways and destroy all you are, making you like the holder. Say very clearly, "I do not wish this power, for it will chain me." The holder will drop his hand.

It already knows the question, and as his hand drops, you will know the answer. Now, the hardest task; close your eyes and believe that you are standing where you were when you asked the worker to see the holder. You must know for a fact that it is where you are standing, not in the gray room. If you do not have the willpower, existence will lose all meaning, and the room will be your eternity.

Awake from reason, and leave a little smarter than when you came.

The answer is object 361 of 538. It is why you are.
The Holder of Shamanism

Go into any forest in the world that is far away from any signs of human life. While in this forest find a spot where the sunlight peeks through the trees. Look towards the light and speak "Why must we destroy something so beautiful?" After speaking these words quickly close your eyes. For if you fail to do so you will be blinded and the limbs from the trees will reach down and consume you.Taking you to a hellish nightmare that you will relive over and over.

If you close your eyes in time the sun will pass judgment upon you. If you are worthy then the wind will blow carrying you to a field filled with flowers and surrounded by trees. Do not be distracted by the smell of the flowers or the beautiful colors. Instead look forwards into the shade created by the trees. While staring you will see a large Indian male walking from the shadows. In his hand will be a tomahawk. His body will be covered in various tattoos. Stare into his eyes and do not blink, blinking will cause his tomahawk to flee from his grasp and to your skull and your body will be no more. All that will be left of you is a cloven skull.

If you do not blink and sees favor in you he will move his left hand outwards to you, in it will be a crimson red, old, and beat up bandanna. Take it from his hand, hold it close to your heart, close your eyes, and look down to the ground. In front of you will be one of the flowers. Move the bandanna to the flower and speak "Replenish what is beautiful" After these words have left your lips the bandanna will turn into small white particles of light and will then fall on the flowers.A gust of wind will move through the area and you will wake up in your bed in a place you call home with a new crimson red bandanna.

This is Object 459 of 538 use it wisely.
The Holder of Comfort

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 herself "The Holder of the Comfort". The worker will always respond with a warm smile and say, "Of course, right this way." Follow the attendant to a door just within the hallway. He or she will open the door for you, and beckon you in.

Walk through the door and see an elderly woman sitting in the corner. She will respond to the question, "Why should I continue?" She will turn to you and say the most encouraging thing to you, something that will drive you to continue with the hardships of the quest you have chosen. You will sit on her bed, and listen with the utmost respect and admiration. The two of you can talk for as long as you like. Many a Seeker have spent weeks in that room, content with living in a temporary paradise, as many would be.

When you have finished your conversation, press the call button for the attendant. They will walk in with a platter, upon which rests a gun. The gun has one bullet, and you have three choices.

One, kill the woman for her Object, and continue the fight.

Two, kill yourself, or shoot the attendant. (Both end the same way...)

Or three, stay in the room forever, but know that the woman is not the same.

Look behind you and realize that the two of you weren't alone. Many people holding the same gun stand in the background, unable to make the terrible choice.

Her Object is 476 of 538. Move forward with confidence.
The Holder of Bloodlust

In any city, in any country, go to any mental institution or halfway house you can get yourself to. There, at the front desk, ask for the "Holder of Bloodlust." The worker will turn as white as a sheet, and lead you to a door. The door itself looks normal, except for a small bloodstain at the bottom. Enter the door and you will be on the most hellish battlefield in ever conceived by man or god.

The ground will be littered with decaying corpses and blood will run thick and deep. Nearby, there should be a large object with 3 soldiers huddled behind it. They will ignore you unless you ask them, "Why must there be bloodshed?" At that moment, the soldiers will fall down, dead, and a hoarse voice will call your name from behind you.

Turn around, and you will see a man. He will be bleeding from several wounds in his body, and holding a large, twin bladed battle-axe. Ask him about the battle, and he will recant the destruction caused by the Objects brought together. Ask him for the Object, and he will laugh at you. Ask him once more, he will call you a fool and swing the axe into a chunk of stone. He will then depart, and you must remove the axe. If you do not remove it quickly enough, he will turn around, and slaughter you in the most horrifying way possible. However, if you remove it, he will turn and say, "My bloodlust is sated; yours has just begun" at that moment, you will appear outside the mental hospital holding the bloodied axe.

This is Object 299 out of 538. When they are brought together, there will be blood.
The Holder of Perdition

In any city, in any country, go to any Christian Church you can get yourself to. To the first holy man or woman that approaches you ask, "I wish to see the Holder of Perdition". If the person you are speaking to looks confused ask again. If on the third time they ask you to leave, do so. You're at the wrong church.

If the holy person agrees and leads you upstairs, refuse and demand to go downstairs. Once the holy person takes you down to the end of the stairs say, "I no longer need you; thanks." Otherwise, he or she will surely kill you in the dark catacombs of which you have arrived.

Wait until you can no longer hear the holy person's footsteps, then shut your eyes and walk forward until you hit a wall. Alternate between directions (right, backward, left, forward) every sixteen steps in that pattern for 1024 steps. Right, backward, left, forward. Right, backward, left, forward. At no point should you open your eyes or lose count or else you'll forever be lost in the labyrinth beneath that church. Once you have walked 1024 paces altogether, open your eyes. Before you will stand the same holy person who brought you down here, except now he or she dons a white robe that is covered in fresh blood. He or she will announce that they are the Lord of Perdition, not the Holder, and several torches will burst into flame behind him or her, revealing where the blood came from. A young girl between 13 and 16 will laying nude on an altar with blood coming out of every orifice on her body.

Do not feel pity or sorrow for the girl or you will suffer her fate instead. Only ask, "What makes you the Lord?", then with conviction bordering on anger, "You are just a Holder!"

He or she will laugh and you will see in your mind's eye every atrocity ever committed in the name of God and salvation. Resist these visions and he or she will say: "I make the damnation; I will define its Lord." Say nothing to this and he or she will become enraged, screaming at you in multiple tongues. At this point focus on the pain and how wrong it is. Do not think of vengeance; think of relief and peace and happiness. The 'holy' person will stop his or her screaming, the room will become dark, and he or she will say, "This will not help you, Seeker; it will only remind you of the suffering that has happened and you have yet to experience. Enjoy, fool."

The blood soaked garb of the holy person is Object 329 of 538. The pain and suffering is not yet over.
The Holder of Mourning

In any city, any country, go to any cemetary you can get yourself to. Once there, find the custodian and say, "I seek the Holder of Mourning." He'll nod with complete understanding, and lead you to a grave, freshly hollowed out. A weeping willow gives shade to the grave, a shovel propped up against it. The fresh grave seems to have no bottom, yet a second look will reveal its shallow depth.

Prepare yourself for the descent. Commit now, or pick up your feet and run until the cemetery slips out of sight. Keep going until morning, when it is safe to rest again. Never again return to that cemetery, though, for you will not be welcome after disturbing the dead.

Step into the grave, and lie down. The custodian will grab the shovel and begin. The damp soil will fall heavy, burying you in darkness.

As you slip into the black, you will feel death creeping up on you, feel it snuff the life out of you. The pain shall come now, not just any pain, but grief. All the agonizing grief suffered in this world, and now you must experience it. Terrible, terrible voices, all of them screaming, all of them mourning. Each of their losses were different, but the feeling all the same. Few who reach this point ever return.

Once the agony leaves you shaken, you will wake. The grave is gone, but the memory of it all just as fresh. You now stand in a funeral home. A wake is taking place. Walk to the casket and show your respect. Be sure to gaze at the body's face. Look upon it, long and hard.

Horror has stalked you, and now it has found you. The body in the casket is you.

Look around you. There should be an abundance of people, all mourning for you. If not, the chorus of voices shall return, mourning and weeping, and you will mourn with them for all eternity.

Ask the room of people, "Why do you mourn?" When all is said and done, their faces will sour and twist with sorrow. The room will vanish in a blur, leaving only you and total darkness. The darkness will fade again, and you shall be in the cemetery, under the willow and standing beside your grave. Next to you, you'll find a figure kneeling, covered in the black of mourning.

Ask it, "Who will mourn when we are gone?" Barely audible, it breathes, "They mourn for none." The figure will dance madly then, robes spinning, yet never revealing what lies beneath. It will pause, and in a low whisper, say, "The dead shall mourn for the living." The robes swirl, and the dead wail. At first, the sound lingers, only a ringing at the edge of hearing, then the wails intensify, angry and torn. Mourn for them, or share their pain.

You'll be jolted awake, choking on the dirt above and scrambling for air. Rid yourself of the dirt, and rise out of the shallow grave. The custodian has gone now, as has the robed figure, and all but the pain has left. Above you stands the weeping willow, tall as ever. Beside you stands an urn. Take it. Open it. The wails of the dead can be heard within, however faint.

That urn is Object 274 of 538, a reminder that not even the dead are spared.
The Holder of Corruption

In any city, in any country, go to any sizable school or university you can find. After locating the front desk, walk up to it and ask to see the one who calls himself "The Holder of Corruption." The attendant behind the desk will look down, then begin to scream. Close your eyes tight, you won't want to see what they are doing. When the screaming stops, open your eyes.

You should be in a small, dark room, with wooden walls. There will be a solid looking door of copper and wood behind you. Walk up to the door, knock twice, and open it. You will be standing in the place you call home, but horribly distorted. You will recognize it, but it will be difficult to find your way. Everything will be decayed and rotting. Insects, rats, and all kinds of horrible things wander the house. The house will be buried deep underground, dirt blocks the windows, making it pitch black. You had better have brought a light. If not, the walls won't exist, and you'll wander for the rest of your existence, in the darkness, unable to die, or to feel weariness.

If you did bring a light, however, you are in luck. Quickly find your way to your parents' room or, if you don't live with them anymore, to your own room. On the bed will be a twisted visage of both of your parents, in one body. They will be naked, and smeared in horrible substances, filth, feces, blood, vomit, everything possible. They will be horribly gibbering your name. You cannot react to this at all. If you do, you will join them as one, and your mind and body will break slowly over thousands of years. You will know only torment, and the torment of all others to ever die.

Instead, resolutely stare them in the eyes, and ask them "Why did this come to pass?" At this point, they will split into two separate bodies, and tell you from beginning to end, then from end to beginning at the same time, why it came to pass. It will be a horrifying tale, because it will seem it is your fault these things happened. You will most likely go mad from guilt. If you do not, however, the two bodies will produce an hourglass, and place it on the floor. Thank them, and gently pick it up with both hands.

You will wake up in the place you call home laying on the floor in the most windowed room. It will be 3:32 in the morning. No light will come from the windows 'til the morning comes.

The hourglass is Object 83 of 538. When the sands of one end run empty, then it will begin. This must never happen.
Survivor's notes

The **survivor's notes** is a weapon with poor stats, although a decent attack speed. It can be salvaged for paper.

## Contents

**Note**: below is the contents of the book when "used".
Here’s a compilation of information about our doom that I managed to collect before silence replaced the news media.

 This earthquake partially collapsed over eight thousand kilometers of abyssal plains while deploying an energy equivalent to five thousand megatons of TNT in the shape of seismic waves; roughly the equivalent of three hundred thousand Hiroshima bombs. As of now, what could have triggered such a biblical disaster remains a mystery.
 But Jörmungandr was hungry for more. Something was brought from the abysses to the shores: A poisonous substance turning human beings into mindless and savage infecteds. The biohazard quickly spread from host to host as the countries were still mourning the tsunami’s death toll.
 A few months after civilization came to a brutal stop, most of humanity has been wiped out. Most, but not all of it.
Some still struggle to survive.
Some chose to fight back.
I am one of them: and I have no intention of giving up.
The Holder of Coincidence

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 Coincidence". You will actually be speaking to the Holder, who in this case, prefers a more 'hands-on' approach.

He will lead you to the back door of the complex, and simply leave. Do not open the door, for the last circle in hell shrinks to compare to what lies beyond it. Rather, knock four times to be granted entrance, and proceed. The door will close behind you, casting you into pitch black.

After a moment or two, you will hear running footsteps, human in pattern. Ask the darkness, "What role does Chance play in The Game?" The footsteps will pause, lights will come on, and you will see the Holder again, but in his true state. His face has only been described as the most horribly scarred and disfigured, and he will begin to move towards you in an inhuman rhythm, almost as if frames have been removed from your perspective. When he approaches you, do not EVEN THINK to let him smell the fear on you, and receive your answer.

The most horrific screech imaginable greets your ears now, and through it, you will realize how every action you've taken on this journey thus far has harmed your loved ones. Many kill themselves in that instant, going for the suicide-by-Holder approach, but if you can retain your mind, you can move on.

The Holder will move away from you, and glance skywards. If you follow his gaze, you will see thousands of cocoons attached to the walls around you. He will tell you that you have been tasked with finding the butterfly that is his Object. He also informs you that you have a 98% Chance of going mad first, like the Others. Ignore him and proceed. You will know that you have found it when you open the cocoon and the butterfly has been impaled with a sewing needle, yet it lives.

This Butterfly is Object 475 of 538.

Congratulations, We wonder what your odds are now?
The Holder of Grace

Five miles north of any aging rural town, you will find a large decrepit house on a hill. Knock on the door and it will be answered by a tall dark man. Tell him you have come to speak with the Holder of Grace. He will try to persuade you to leave, but insist upon entering the house. He will direct you to a door at the end of a long hall, and he will leave you.

Through the door there is a stone staircase leading down into darkness. The stairs will seem to continue for days, and before long your legs will begin to ache. Do not stop until at last you find yourself in front of a great wooden door. Knock on this door and a soft voice will bid you enter. Should it speak any other words, run.

When you enter, you will find yourself in a room containing a long table of mahogany set with fine china and precious crystal. From the ceiling will hang a chandelier of gold and gems. As you look upon these objects you will realize that they were once the finest that could be had, but now all are chipped, cracked, tarnished.

At the head of the table will sit the most beautiful woman you have ever seen, dressed in the ragged remains of a once glorious gown of gold and white. Across her eyes will be bound a scrap of silk. Address the woman as "Lady" and ask if you might join her. When she agrees, you must know your place, and choose your seat at the table. None can tell of the fate of those who choose wrong, but choose correctly, and food will appear on the table. Do not eat. Do not drink. Do not even breathe the scent. For this is not the food of mortal beings. Horrific figures will then take shape in the other seats. Look upon these godless things without flinching, and introduce yourself to each with the utmost of politeness. If they find even the slightest offense in you they will rend you to pieces.

Introduce yourself lastly to the lady at the head of the table, and ask her for her name. At this she will only remove the silk from across her eyes. You must never look her in the eye, to do so would shatter your fragile mind. You may ask her then "Why do you hold them?" and the lady will rise from her seat. Ask again and you will find that she is standing at your side. Do not turn to her. Do not look her in the eye. Standing with her hands resting on your shoulders, she will begin to tell a story; A story of angels and demons, of elder gods and mutilated souls, of horrors unnamed and sacrifices unnumbered. If you survive with your sanity intact, she will bid you good luck. She will lean in close to you, and whisper her name in your ear. Then she will tell you your own, and you will know no more.

When you wake you will do so in the last bed you slept in, dressed in what you wore then. In your hand will be clutched a stained lace handkerchief with her name embroidered at the corner.

This handkerchief is Object number 213 of 538. Pray that her favor will protect you from what is yet to come.
The Holder of Decision

In any city, in any country, go to any camera shop or place that develops photographic film. When you reach the front desk, ask to speak with "The Holder of Decision." The person at the desk will go over to the developing machine and remove a photo from it, subsequently handing it to you. As they do this, say nothing: do not so much as acknowledge that they are there. They are quite the silver-tongued devil, and they will try to persuade you not to carry out this task.

The photo you are given is a simple picture of the room you stand in now, an old man dressed in a leather apron standing in the corner. If you would look up, he is not there now, so do not attempt to find him like that. Something about the man beckons you to follow him. Walk to where he was standing, and you will find another photo in the floor, this time of a very long corridor. Two steel doors stand at the end of the corridor, marked numbers 1 and 2 respectively. As you look back up, the corridor will be in front of you, much longer than the length of the simple building you likely entered. Surely, you are used to such oddities by now, though. Make your way to the doors.

At the foot of door number one, there will be yet another photo. It shows the door opening into a dim room, with the only light coming from a distant window. As you look up, the door will be open in the same manner as the picture. Make your way through the door, and it will slam shut behind you, the rust billowing out in plumes. Mind yourself not to think too terribly much about door number two; there is nothing of benefit to you behind it.

A carriage clock will sit on a dresser whose details you can't quite make out. Its face may be somewhat difficult to read due to the darkness, but you will be able to see 9:45. Lift the clock, and pull out the stack of five photos hiding underneath it.

Photo one, the clock sits on a counter reading 9:48. Your most beloved one is depicted speaking to the man at the front desk.

Photo two, and the clock reads 9:50. Your loved one is taken down the corridor by the man at the front desk. He holds door number two open for your loved one.

Photo three, the very same clock is shown on an almost identical vanity, reading 9:53. Two men are shown doing unspeakable wrongs to your loved one. Their filthy faces are screwed up with lewd, erotic pleasures. Your lover does not share their joy; indeed, they weep, submitting to their fate.

Photo four, and the clock reads 9:49. It shows you taking the clock in your room off the vanity and heading for the window to continue your quest.

Photo five, and the clock is broken, its face smashed. A combination of objects are shown, the broken clock included, in the filthy hands of two men. Your and your lover's body lie in a mangled heap on the floor.

Once you've finished looking through the stack and absorbing their content, regardless of how long you've spent, look back at the clock. It is 9:49.

The carriage clock is Object 294 out of 538. They have made so many decisions, and now you must make yours: will you take the clock from its Holders as is routine, or will you try in vain to save your lover?
The Holder of Revenge

So, you, brave mortal, believe you have the lust for revenge great enough to seek me. Ha, I hope you do, or never think of me again. To find me, seek the closest mental institution or halfway house you can find. Enter, enraged, the lust for revenge coursing through your veins. In an intimidating manner, approach the receptionist, and grab her by the throat. Demand counsel with me, and do not release your death-grip until the receptionist's cheeks begin to turn purple. Do not stop when you hear her spine begin to crack. Release her when the lights begin to flicker. She will then fall to the ground, and spectacularly rise again, laughing Satanically. She will tell you "There is no escape now, mortal!", and darkness will enshroud you.

When the lights come on, you will be standing on a platform which seems to be floating in midair. The sky around you will be stained blood red, accompanied by the most fearsome looking thunderstorm clouds you will have ever seen. A fierce gale will be blowing, carrying the cries and screams of those who failed my challenge before you. Fully armored, you will be wielding your weapon of choice, be it a sword, a bow, or an axe. My most fearsome warrior will descend from the Storms of Unending Madness. Though you may try to kill him, you will find it impossible to administer a finishing blow. Fight until you have no energy left, mortal, and I might spare you. My warrior will throw you to the ground, and in an incredible feat of strength, will raise you in the air by chokehold. As the life drains out of you, weak mortal, begin to think of your worst enemy, your worst encounter, and the time since you have been lusting for your revenge.

What happens next depends if I deem you worthy to continue. I will look into you and if your desire for revenge is great enough, you will find yourself on the clouds in the Storms of Unending Madness. I will approach you, and you must kneel, weak mortal. I will channel my energies into your weak, pathetic life force. Let your anger and lust for Revenge course through you, and this energy will transform itself into Power you have never felt before. You will then find yourself in the chokehold of your enemy. With your new Power, you will be unstoppable, I assure you. When you bring my warrior to his knees, his helmet will crumble. He will be your worst enemy. With the Power flowing through your veins, it will be hard to resist destroying him, but you must refrain. If you are successful, a couple seconds later I will take place of my warrior. Do not attempt to destroy me, or I will show you pain as you have never experienced it. Ask me "To what lengths will They go to satisfy Their Hunger?". Be warned, the answer is one so unpleasant even I do not rest easy thinking of it. When I am done, the thunderclouds will erupt and everything will go dark. You will wake up in the intensive care unit of the nearest hospital. Break out, and when you escape, you will find a giant red scar cut diagonally into your body.

This scar is Object 260 of 538. A word of warning: Power corrupts.
The Holder of Sanity

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 Sanity". The receptionist will look at you strangely, but you must repeat the same question, and nothing else. Eventually, she will call for a "doctor" and you will be taken to the room in the furthest corner of the institution. Beware, for after this point there is no turning back, and if you wish to leave then, tell the doctor that you are sorry and must not have taken your medication today, and leave. Run as far away as you can, outside of the city limits, outside of the country limits, for cowards are not spared if caught. If you continue on, you will be put into a straitjacket and locked in a padded room.

After a few days that will seem like months, you will start to hear voices. Hundreds of them, all talking about how their lives were ruined. Their stories may drive you mad, and you would have to stay there for all eternity, for in your padded room, there is no death, only torture. If the voices stop talking, close your eyes tight, and shout at the top of your lungs, "I will not share your stories." If the voices do not resume, pray that the pain you will next feel will not be so bad, however unlikely that is. If the voices continue talking, single out the voice that speaks of the very hospital you are in, listen to his story, and open your eyes. You will not be in the cell anymore, but still in a straitjacket. Instead, you will be in what seems like an endless void, the only thing separating you from the void a glass box.

A man will appear in front of you and ask if you have any questions. He will respond to one, and only one, question. Ask, "What drove them to insanity?" He will explain in horrifying detail about the lives and deaths of them. During his response, a large black dot will appear to be moving through the void, but you must not focus your sight on it, for it will shatter the glass box, leaving you to fall into the void for all eternity.

Once the man has finished his story, he will remove your straitjacket and bid you farewell. You will find yourself standing outside the institution, holding the straitjacket.

The jacket is Object 72 of 538. You can only pray that you may never wear it again.