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

In any city, in any country, head to a chess club and tell the person at the front desk, "I wish to speak to the Holder of Finality." Most will have no idea what you are talking about, but if you are in the right place, he will shudder for a moment, and then beckon you to follow. He will march down a series of corridors until he comes up to a door that is like a janitor's closet. He will open the door and then run away.

When you enter, you will find that it is a large room. The walls and ceiling are painted with scenes of entire races, culture, and species being exterminated. Many of the characters in the painting will not be human, and some will haunt your nightmares for years to come. In the middle of the room, there will be an old man sitting in a chair in front of a wooden chessboard. He will motion for you to take a seat at the other side. Do so, but when you start to play, you will find that no matter what, the game will end in a stalemate. Once the game ends, the pieces will teleport back to their original position. Keep playing as long as necessary.

Once the thirteenth game has ended, the pieces will remain where they are for a moment, not teleporting back. Immediately look the old man straight in the eye and ask, "What is a final answer worth?" He will respond by upsetting the board. Once the pieces fall to the ground they will start to grow until they are human sized. He will then answer your question. The answer will be brief, but at the same time, the most horrible thing you have ever heard. He will then attack you, and the black and white pieces will start to fight each other. Use whatever means you have at your disposal to defeat him, for he means to kill, and if he kills you, there will be no afterlife, just unending nothingness. Should you manage to defeat him, the over sized chess pieces will disintegrate, and the man will slump to the ground and say, "The game is over, the final victory is yours" He will then burst into flame and burn until there is nothing left but ashes. In the center of the ashes will be a small clock.

This clock is Object 211 out of 538. When it is set in motion, it can destroy souls; make sure it does not consume yours.
The Holder of Pain

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 the receptionist if you can see the one who calls herself "The Holder of Pain". The receptionist will say that he has no idea who you speak of, but will slide a card across the desk to you with a room number on it. Take the card while replying apologetically, "I must be in the wrong place, then" and ascend the stairs that may or may not have been there before.

As you wander the upcoming halls in search of her room, you will hear the most beautiful singing you have ever heard. Should the singing ever stop, whisper, "Please continue, it's beautiful." However, the return of the singing is the last thing you want. If it does, you may calmly leave the building and tell your loved ones good-bye. You will be dead by morning. Should the silence persist, continue to the room shown on the card. Quietly enter it.

An average looking blond-haired woman wearing glasses will be sitting in the center of the bare room with her back turned to you. A pool of blood will have collected at her feet. Approach her and embrace her. Mind yourself, though; the closer you get to her, the more pain and despair you will feel wash over you. You must continue in spite of this, lest you weep yourself to death.

Hold on to her until she begins to cry, and ask her, "Where does Their pain come from?"

She will smile weakly and respond, "Their love." She will then hold out her hand, and you will notice a ring on her finger. Delicately take the ring from her finger, kiss the back of her hand, and leave.

The ring is Object 212 of 538. Only you will see that love can be the most painful thing in the world.
The Holder of Being

In any city, in any country, go to any mental institution or halfway house you can get yourself to. Once there, ask the staff member in front of the desk to take you to the "Holder of Being". He will look at you with sorrow and tell you that the Holder has long been away. Ignore him, and continue asking this. The staff member will only look at you with more sadness, and will begin a long, slow moan. Do not stop asking the question; if you do, the moan will cut into your soul and leave your body as nothing more than an empty spiritless husk. Eventually, the moaning will stop, and the staff member will look up at you and clasp your hands. The room will fall into darkness. During this time, you must speak nothing, move nothing, and think only of yourself, your shape, your form. If you do not, your soul shall be lost forever in a sea of chaos.

Eventually, light will appear, and you will see a small lantern embedded into a post on the ground with a man will be standing behind it. You may look at the man's face, but do not look around the room, or else you will suffer like no one else ever has. The man does not have a face, only a mass of gray, and responds to nothing other than the question, "What made them what they are?"

Once the man hears this, a twisted, horrible face forms upon the man, and he begins screaming, whispering, and muttering. He speaks of loss of self, of nothingness within a man's heart, and of the life within stopping, leaving nothing but a cold dark fate. You may hear sobs from behind you as he is recounting this. Do NOT turn around, or you will see yourself and forever be affixed to that spot, watching yourself cry. Once he is done, his face reforms into nothing, and he holds a mask out in one of his hands. Take it in both hands, and clutch it close to your chest.

The mask is object 531 of 538. Your Being is now changed irrevocably by what you have seen. Only by looking through the mask can you see their true essence, what they once were.
The Holder of Disgust

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 Disgust". The worker's face will turn a bit green and he will excuse himself and then walk to the nearest toilet. A female warden will appear beside you and ask you to follow her. Obey her, for now.

She will lead you to a simple door with a number on it; you might remember it from somewhere else. Almost as if you've been here a long time ago. I will not tell you what the number on the door will be, but if it is not the right one, your fate will be one of eternal pain and nausea. Should the number be the right one, you will find yourself in a room that looks much like a person's stomach. You will see food being digested, wandering into the lower tracts of the digestive cycle. It will look much more horrible than you've ever imagined.

Simply wait until you see a door falling into the room, then enter it. If you can not enter it then you will slowly be digested, just like everything else in here.

Should you have managed to enter the door, you will find yourself in a room with pure, white walls. Those are one of the few things that do not drive this Holder mad. You are not one of these things, however, so be prepared to run as fast as you can if necessary. Approach the girl in the middle of the room and ask her: "What do you consider pure?" She will stare at you and open her mouth, trying to speak. But she will be unable to, and instead vomit onto the floor. Close your eyes for as long as you hear her emptying her stomach.

When you no longer hear anything, open your eyes again and walk to where the girl was. Take the pills at your feet.

These pills are Object 52 of 538. Eating one will cause you to vanish as the girl did.
The Holder of Heroism

In any city, any country, go to a comic book shop and find the owner. When you find him, ask to speak to the one known as the Holder of Heroism. If he gives a sad smile, you are in the right place. He will take you around the building to a door in the back that appears to be a delivery entrance. Knock five times and the door will open.

When the door opens, the inside will be pitch black. Should you enter, the room will light up and reveal an empty room with white walls. If you wait, an Asian girl with a tattoo of a moon across her face will appear in the middle of the room. As soon as she does, visualize the largest explosion you can imagine. A nuke will not be big enough, but a supernova might be. If you are fast enough, and visualize the image properly, she will clutch her head and vanish. If you falter or are too slow, she will shred your mind like paper.

A few minutes later, a tall man with a tattoo of a star on his face will appear. He will spring at you and attempt to choke you to death. If you are decent at hand to hand combat, or if you have a knife, you might stand a chance at defeating him. If you give him a mortal wound, he will disappear.

Once the man is gone, a few minutes later a robed figure will appear. Its face will be hidden from you but it will be carrying a small set of scales. It will then take off its hood and stare at you will its piercing but empty eye sockets. If you have been pure in thought and deed for the past year and a day it will put its hood back on. Otherwise you will be forced to relive your sins for an eternity.

If it puts its hood back on, then ask it, "What happened to our heroes?" It will lift its left sleeve slightly and what appears to be a flap of skin will fly out and attach to your head. From then on you will have a tattoo of a crescent moon superimposed over a brightly shining star on your face.

The tattoo is Object number 275 of 538. Its sole purpose is to bring the heroes back. It is up to you when and if to summon them again, for the last time.
The Holder of Burning Winds

At any abandoned warehouse (even near ports), go inside. You should see at least one person still staying there. If it is an old man, you're on the right track. If you encounter a man any younger, run. Do not attempt to speak, just run, and return the next day to try again. If you see the old man, ask permission from him to see the "Holder Of Burning Winds" or the "Pride Of The Hot Sand". Should he lightly tip his hat or move his scarf, you're lucky, but if he gets angry and shouts at you to scram, leave at once.

If the first event happens, he will then walk towards a back door you won't notice to be there at all. If he deems you worthy, you'll wind up on a darker warehouse. If not, just pray for a quick death, no matter how unlikely. If you wind up in the darker warehouse, the old man will close the door behind you. Let him do it, and as soon as you put your attention to the center, you'll see a small pile of sand.

Do not touch it, just approach it. Once you're in front of it, whisper as fast as you can this sentence, "Why does the wind bear His anger?" The small sand pile will then form a face, with a small voice, and in complete and full detail tell you about all the atrocities done in the past and the ones that will be done in the future. Should you manage to hold your sanity, once it's speech ends, close your eyes. Once you open them again, you will notice that the small pile is gone, and a young Asian-looking man will be sitting on a bar suspended by strong cables with a katana with a broken handle in his hand, sheathed.

He will then toss it to you, smiling, then jump down, land unharmed, brush himself off, and trot away until he passes through the wall. Should you try to follow him, he will re-appear in front of you and poke your forehead playfully. No one knows what will happen if you follow him a third time. Pick up the katana, run home. Stop for nothing. No one can follow you. Should you encounter the young man on the way home, simply nod to him while running. Should you pass out before reaching your home, the katana will turn against you. If you manage to get home, keep it hidden in the closet or next to it's fellow blades.

Once inside, sleep. Should you wield this in front of another Holder or any Holder's minions, the young man will appear and help you through even in the bleakest of situations, wielding another katana, but his is black. Don't rely on him too often, though, or he'll slash you down himself.

This is object 525 of 538. This blade will call forth more difficulties. Dare that you try to brave them?
The Holder of Sentience

In any city, in any country, go to the nearest university, library, or other place of higher learning. Ignore the person at the front desk, and simply continue walking. You must find this Holder yourself, without any assistance. You will soon happen upon a hallway in a seemingly impossible or implausible area of the building. Enter it, lest the opportunity fade away, forever.

The hallway seems normal at first, even instilling a sense of bliss upon you. However, after a few minutes of walking, you will begin to be consumed by feelings of inadequacy, and a realization of your own insignificance in the universe. These thoughts can be staved off depending on your level of intelligence and willpower, but the process is nonetheless inevitable. If you reach the end of the hallway before collapsing into complete insanity, then you will enter a room containing a man in white robes, seemingly more real and solid than anything else around him, including you. He will be consumed in his work, performing actions that seem mundane yet you will still be unable to comprehend them. You will feel like you are in a dream, losing control of your thoughts and fading away. Act quickly, for the Holder will only respond to one question: "What is my role in this story?"

The hooded figure will instantly focus his attention on you, validating your existence. He will instill his knowledge upon you, speaking eloquently and expanding your mind with the story of your actions and their consequences, of your decisions and the factors that led to them. His very words will awaken your mind, and you will realize what you must do. After all is said and done, he gives you a grave warning, a warning that could very well change reality itself. After he is done, you will be allowed to leave. Leave quickly, for no one who took their time has been around to share their story.

After you leave, your mind will not be able to sustain the whole of his speech. His very words will fade from your consciousness, leaving only an imprint, easily forgotten. If you can, you must focus and try your hardest to remember one thing above all else: his warning. Without it, you are doomed to failure.

When your thoughts clear, you will find yourself in possession of a new Object. The Object is not a physical item, it is an idea. And that idea is piece number 391 of 538.
The Holder of Madness

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 Madness". The worker will bow formally, with his hand tucked under his chest, and motion for you to follow into a waiting room. He will leave, and the lights will go out. When they return, thirteen seconds later, you will be in a dirty hallway with cuneiform scratching on the walls.

As you walk, the scratches will gradually change, to resemble an alien writing; attempting to decipher the writing will send you into writhing agony for the rest of your mortal days. As you reach a black orb, shimmering with liquidity, you must speak, "We are all mad, for you are the bringer." If the Orb comes to resemble a doorway, enter. If the Orb begins to rotate, you will be dragged into the nether.

In the following chamber, made of twisting black coral, stands a figure, ever-changing. In him, her, it, you will see all men, all women, children, animals, creatures, beasts, horrors that exist. It will not recognize your presence, unless you extend your left hand and say, "I swear an oath to Koth; may the Tower ever stand." At that time, he will cease his changing, long enough to place his hand on yours, and your soul will be torn out of your body and placed within a numbered humanoid skull resting on a pile to his left.

Touching that skull will bring you to the foyer of an ancient temple, lying in the sands of Mesopotamia.

The skull is Object 61 of 538. It must converge once more.
The Holder of Essence

In any city, in any country, go to any monastery or temple you can get yourself into. Inside, you should find a monk bent over and praying. Do not interrupt him, to do this is foolishness. When he stands up, ask him to see the "Holder of Essence" He will blink several times, and slowly nod his head.

The monk will show you to a trap door near the altar at the center of the room. He will slowly open it, and move to the position in which you first witnessed him. Only when he has resumed his prayers should you begin to descend the ladder. Once your head is below the level of the floor, the trap door will shut itself. Inside, all is darkness. Carefully descend the ladder. Falling here would mean more than an interrupted journey. As you descend, you will feel the air around you become more and more damp. Terrifying spectres of every manner will twist through the darkness and attempt to shake your grip from the ladder. Shrieking voices will engulf your senses.

The further you study these images, the more solid they will become. You will begin to recognize them. They are your memories. They are your voice. They are your past, present and future. As you near the bottom, you will realize. They are you. You are the hands attempting to tear your grip away from the ladder. The snarling faces are yours. Stop now, and do not look away from them. The phantoms will solidify, melding together into one, clutching the other side of the ladder.

Stare into the face of your Doppleganger and ask the question, "What is at the core of Their being?" It will stop attempting to tear you away. As soon as it does, let go yourself, and allow your body to fall. The ever-increasing dampness should culminate in a pool at the bottom of the ladder. Use the momentum generated by your fall to dive as deep as your lungs allow. To linger on the surface is to invite the guardian to join you there, where he will envelop you, bringing your two halves together, and cancelling out your existence.

If you are able to dive far enough, your fingers will touch upon a glass jar resting in sand. Clutch this jar with all your strength. It will hold you underwater. Do not let go, do not open your mouth, do not swim up for air. Even as you lose consciousness, to lose your grip is to lose your life. When you awake, you will be back in the temple, and dripping with deep red blood. The jar you hold in your hands is clean.

That empty jar is object 461 of 538. Do not open it, and pray it should never break, for held within is the very essence of your soul. While you hold it, your soul may be protected from the tampering of your enemies. But don't count on it.
The Holder of Bliss

In your own house, in your own city, secure all doors, windows and points of entry/exit. Remove all mirrors and objects of the same theme from the entire house. Begin to circle the house, following the outside wall. Should you come across a spot of intense heat, leave. Don't bother going inside to get your possessions, they're lost now. However, should you find a cold spot, feel free to proceed back inside.

Ask aloud, "I wish to see the Holder of Bliss." Speak clearly, with confidence. If you hear no audible reply, return everything to how it was before you started, you've failed. The Holder of Bliss isn't much of a threat to anyone, but I wouldn't recommend trying again. Should you hear "I am the one you seek.", then yell at the top of your lungs; "Then show me the path!"

You will immediately feel a strange sensation.

*"...the cold wash of anesthesia hit me it swept over me, a wave that started at the tip of my nose, rushing across my face to my head, running down my neck to my chest, crashing into a warm golden explosion in my stomach, my groin, a blessed sensation beyond the peak of orgasm and relief of nausea, as every muscle in my body relaxed and my head lolled gently my shoulder, every sense unwinding, unburdened of the crushing weight of pain I never even knew that I had: the rush, the wave, death, heaven, completion. For hours and hours. The hit. Sensual ultimatum...."*

You will awake to find everything as it was the day before. Mirrors still hanging and house unscathed. Check all of your mirrors, as one will be broken, all the shards scattered in the area. Find the one shard that doesn't show your reflection. This is object 388 of 538. From this day forward colours will seem less vivid, food will taste bland and even the most beautiful piece of music will seem like a dull hum. May nothing ever feel the same again.
The Holder of Lore

In any country, in any state, in any city, find any graveyard you can get yourself to. Eventually, you will find a crypt that is mysteriously left open. Enter the crypt and place your hand on the coffin inside and recite the following:

"Ego volutarie recipero meus fortuna." (Latin for "I willingly accept my fate.")

If the Holder accepts, you will find yourself in what appears to be an ancient ruined city. If you don't hear screams of agonizing pain, there really is not much you can do other then close your eyes and hope it doesn't take too long for you to die. If this does happen, keep your eyes closed no matter what. Sometimes it's best not to see your death coming.

Otherwise, keep walking straight ahead. Don't stop to look at anything or talk to anybody else you might think you see. You don't want to still be there come nightfall.

After what seems like hours of walking, you will find yourself at the steps to a great Citadel. When you get to the door, don't knock or say anything, just wait. After a few seconds, the door will either swing open or nothing will happen. Be it nothing happens, you will just have to wait until nightfall for one of "them" to find you and hope it's over quickly. Otherwise, walk in.

You will see two flights of stairs. They both seem to lead to the same balcony, but don't be fooled. They will both lead to certain death. Walk back through the door you came in and you will find yourself in the presence of The Holder of Lore. Ask him one question and nothing else: "How did they come to be?"

The Holder will speak at great length about the creation of the Objects. He will ask you questions about your life, but don't answer. He is testing your willingness to learn. When he finishes talking, he will disappear and in his place will be a dark, rusty blade about the length of your forearm, along with its sheath. Sheath it quickly and hurry to leave as fast as you can.

The blade is Object 225 of 538. Do not draw it until the time is upon you.
The Holder of Order

In any city, in any country go to any police department you can get yourself to. Ask the officer at the front desk if you may see the one who calls himself "the Holder of Order." If the officer appears to know of what you speak then you have come at the right time. If the officer does not appear to know of what you speak then the cosmos is not in line for this Holder at the moment. You will have to come again when the stars are aligned so that this Holder will show himself.

If you have come at the right time then the officer at the desk will give you directions leading to the back of the department. The instructions will be very specific and contain directions that may seem very inconsequential to your goal almost as if the one giving the directions suffers from obsessive compulsive disorder. The path laid out in the directions will have you going from one end of the building to the other, doing assorted random things such as turning pencils sideways and counting the sheets of paper in each printer you pass. I suggest doing these seemingly ridiculous tasks lest you upset the Holder and face the full wrath of the long arm of the law.

After completing the annoying and inefficient tasks, you will find yourself at the back of the building in the chief's office. Sitting there at the desk in the center of the room will be a stout and muscular man seemingly in his mid-thirties. Do not let this illusion deceive you, for he is far older than he seems, having existed as long as the Objects themselves. He is the Holder of Order.

As you approach him he will glare at you with his deeply set eyes that seem to pierce your flesh and pry into your very soul. He will know your every sin, your every fault, every weakness, every guilty pleasure, every crime. He may begin to interrogate you, asking of you all these things. If he does not, he has deemed you too tainted to hold his Object and you will have to find a way to remove your taint or mask it even from the Holder if you wish to have this Object.

If he does begin, it will be a long and agonizing interrogation. You will be placed under a very hot lamp, deprived of food and drink, and subjected to a barrage of questions and accusations so rapid in succession that you won't be able to respond to half of them. He will ask you about every wrong you have committed and you must answer truthfully, for he already knows. Many are driven to madness or suicide by this interrogation and the old guilt it digs up. If you manage to survive this ordeal without lying to him, you will be rewarded. If you do lie, your soul will be subjected to everlasting incarceration in a hellish prison while your body is left to waste away in an earthly one.

The reward you will receive from the Holder is a large .44 magnum revolver. With it, however, comes the burden of having your dreams filled with every atrocity ever committed in the name of order. Every act of police brutality, every fascist state's crimes, every genocide shall be the stuff your dreams are made of.

The handgun is Object 234 of 538. Every shot fired will slay your target, but also the life of an innocent. Such is the price of order.
The Holder of Paradise

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 Paradise". The man there will become angered by this and demand that you leave. Under no circumstance should you do what he says, for if you do, then all hope will be lost. Instead, continue asking about "The Holder of Paradise" and eventually the man will open a previously unseen trapdoor, revealing a set of stairs.

Once you start your descent, you can never stop. If you do, then your death will not be swift. After what seems like an eternity, you will see a door at the bottom of the stairs.

Through the doorway will be a beautiful land. Do not stare at one spot for long, however, or it will become increasingly ugly until what is seen would drive any man insane. There will be a single pathway leading into a forest. Go down this path and you will eventually reach a clearing.

In the center of this clearing is a beautiful woman. At this moment you are completely safe. You may even choose to exit by following the path that continues behind the woman. If you do this, then you will never receive the object.

If you do not choose to leave, then ask this woman one question: "How did they come to be where they are?" The woman will answer with a wonderful and epic story. As she is telling the story, she will slowly transform into a hideous beast. Once it is finished with its story, the monster will beckon for you to continue towards the exit. Run for it as quickly as you can, for the creature will pursue you and if it catches you, then unspeakable things will happen to you.

If you manage to make it through the exit, you will find yourself outside the building. On the ground in front of you will be a beautifully crafted box. Do not open it, for doing so will unleash a great evil unto the world.

The object inside the box is 368 of 538. It will surely destroy us all.
The Holder of Collections

In any city of any country, enter a library open for service. Ask the librarian at the front desk for the "Holder of Collection" If the librarian has something to give you, it will be nothing else but your death so brutal that no book in history will be ever written about it. If you are graced, the librarian will say that there is no such item. Keep on insisting that you wish to see the Holder of Collections. Raise your voice if you must; don't give a damn about everyone else. The librarian will call for security, and as you are taken away, you will be given a smile that reads "Good luck, cause you'll need it"

The guard's uniform will be in inverted colours, and when he is about to open the door for you, close your eyes and yell in your mind "I wish to see the Holder of Collections" If the door is opened before you do that, you will be given a tour of all the levels of hell, because that's where you're going to live from then on. If done successfully, you should be in an endless corridor with human sculptures rimming both sides. The guard is nowhere to be seen. These sculptures have tags containing a unique number, personal information and they will all appear as if in their life's prime. Unless you wish the person who looks like the sculpture to die, never look at the eyes. The likes of Hitler and other genocidal icons have travelled this path, seeing the marble sculpts come to full life as they pass through them.

Some will look like completely lifeless and white, some with few colour and some are fully coloured and almost lifelike. You may go back if you wish (at the cost of your morals and sense of righteousness), but if you truly want the Object, you have to search for door at the very end of the corridor. Should your body survive the long walk, you will be welcomed by a man wearing the Grim Reaper's clothing. Though he has no more flesh sticking on his blackened skeleton, he will be pleasant, for it is not often that a person could see him without having to die. Ask him "How did your collection come to be?"

He will ask you to sit on his luxurious leather couch, and will start telling you how his collection began. He will tell you about his favourite sculptures, what they experienced before being delivered to his domain. He will tell you how his skin slid from his bones, rather, tell you what the sculpture that did that to him was. For each Seeker, he will tell a different person's name. Never ever meet that person, because that person is fated to kill you, and death from his/her hands will send you to a place worse than the man's domain.

After he tells his story, he will give you a check-list with only one item. That item is the soul of a person you are tasked to kill, lest you wish to take his place and continue his lonely job until someone replaces you. Don't worry, for the one you must kill is someone close to you. Say your farewell, and he will reply with "See you later, don't be a stranger" which will bring you back to your house, with the check-list and memories in your possession.

The checklist is Object 335 of 538. The collector is lonely. Won't you keep him company?
The Holder of Instruction

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 Instruction." The worker will open a trapdoor behind his desk and hand you a set of earplugs. Once you have them in, he will motion for you to descend. He will follow and firmly shut the door behind him, enshrouding you both in darkness.

Only remove the earplugs when instructed. Doing otherwise will result in your death. Some things were never meant to be heard by human ears.

Suddenly, a flickering, sourceless light will paint the large, oval room you occupy. Enter the wooden door at it's far end, and step into the stone corridor beyond. A voice will begin issuing commands, and no matter what happens, you must obey. Do not even show the slightest hesitation. Failure to comply will result in a horrible waking nightmare from which you will never escape.

Only once will the voice allow you a choice. At some point, you will find yourself in front of two archways. The first archway is made from human muscle and bone; gore dribbles down it and collects into glistening pools. It is truly a horrific sight. The other archway is made from entirely fire. Beyond each lies impenetrable darkness.

One archway leads to the Holder of Instruction and his Object. The other leads to eternal damnation. It is unknown which one leads where. The choice is yours.

If you choose the correct archway, you find yourself standing in darkness. The only visible thing will be the Holder. He wears a dark cloak and is completely bald, excluding his long beard that nearly brushes the ground. He will smile at you and his voice will once more ring in your head in you head. He will ask you to look him in the eyes and tell you the story of the earplugs and why it is necessary for you to wear them. Many go mad upon it's recitation. If you are alive and sane when he finishes the tale, he will ask you to remove the earplugs and will present you with a new pair. This new pair is completely black.

He will clap his hands once and you will find yourself back where you began.

The black earplugs are Object 342 of 538. They are the only thing that will deafen His screams.
The Holder of Belief

In any city, in any country, go to any opera house or concert hall you can get yourself to. When you find the head custodian, ask to visit the one who calls herself "The Holder of Belief". The custodian will sigh in resignation, then lead you into the main performance hall.

The custodian will take you to the main stage, then leave. Wait until he is completely gone, then pull aside the curtain. If what you see is what one would expect to find behind a stage curtain, then you were not meant to complete this task, and the remainder of your life can be measured in minutes.

Instead, you might see a wall of marble, solid white except where scrawled in black. Approach the wall, and you will see that said scrawls are indeed thousands of personal signatures. At this point, you might notice the young woman off to the right, adding to the scratched names. She will be carving in a reproduction of your own signature, perfect to the last detail.

Watch the young woman in silence. When she is aware of your presence, she will turn around and look you in the eye. A white mist will obscure the bottom half of her face, but even what little you see is enough to determine that she possesses a certain mysterious beauty.

A disembodied, and somehow familiar, male voice will ask if you have seen the woman's beloved husband. Ignore the question and ask, "How great is their desire to reunite?"

If the woman's eyes narrow in response, then hopefully you have made peace with your enemies. Otherwise, the woman will produce a violin and proceed to play. The violin itself will not produce sound, but you will hear, in your mind, the sound of crashing waves against a beach. Focus all of your will on the woman's eyes, however, for to listen to the crashing waves is to have them resolve into a demonic chorus that will drive you to madness.

As you focus on the woman's eyes, you will feel within you what they feel. You will feel their demonic urge for reunification, and the strength of this feeling may very well tear your mind.

If you recover from the haze of their feeling, you will find the marble wall almost completely blank, with only your own signature remaining. The woman will bow to you, and the disembodied voice will thank you for understanding. Look down at your dominant hand to find that the bow from the woman's violin is there. Playing with it will produce the purest music thought possible, but only to your ears.

When you look up again, you will be standing outside the concert hall.

The violin bow is Object 183 of 538. They believe only in their reunion, but what do you believe?
The Holder of Alms

In any city, in any country go to the nearest poorhouse that you can get yourself into. Make sure that you bring the coin given to you by The Holder of Temptation. Once there look for a man with no legs, but hair as bright red as a rose. Approach him and ask if you may see "The Holder of Alms." A look of terror will cross his face and he will quickly try to scuttle out the back door. Follow him into the deserted ally behind.

He will be seen darting down the narrow alley, and you should chase after him. He will move very fast for someone with no legs, and if you can not keep up with him then the things which chase you both will devour you whole. The walls will begin to shift, and bleed. They will grow more and more filth encrusted, and the brick and mortar will begin to chip. Soon another corner will be turned, and you will be confronted with a dead end, the man you were chasing having disappeared.

However lying amongst the detritus of the world there will be another poor man, a beggar of sorts. This beggar will be clothed in the tattered remnants of a monk's robe. From under his dirty cowl a single red piercing eye will glow. Approach this man very carefully. If he holds out a hand with a chipped bowl then you are safe, if he instead holds out a hand with an upraised palm then dive back and run back to the inside of the poorhouse, then sprint for the front door, as demons are coming to claim your soul.

His dry voice will ask "Alms for the poor?" At this point you should ask in response "Why are the Objects given away?" He will growl at you but then tell you of every other Seeker in the history of the Objects. He will tell you of each and every one's demise, of all current ones, and of their future demises as well. He will refuse to tell you anything about yourself however.

When he is done his story you should drop the coin from the Holder of Temptation into his bowl. He will show you a wide toothless grin, and then hand you the entire bowl. After that he will crawl back into his box and close the flaps. If you open the box there will be no one inside.

The chipped bowl is Object 312 of 538. There is no charity with the Objects, you must earn them.
The Holder of Humility

In any city, in any country, go to any hospital you can get yourself to, and ask to visit "The Holder of Humility." The attendant will bow their head, grasp your hand and lead you down a pure white hallway. You must keep your hand within the attendant's hand, if you wish to live. As you walk down the hallway, you will hear a piano playing faintly in the distance. Should the song stop playing, whisper "You missed a key." If the song ceases to play, the hallway will turn pitch black, not even a miracle will save you from what you will then experience. Should the song keep playing, continue down the hallway until the attendant lets go of your hand and runs ahead. Don't bother chasing after them.

Walk forward five steps, then turn to the left, you should see a lone doorknob on the wall. If there is no knob, you will be wandering an endless hallway for all eternity. If there is a knob, turn it, and enter the room. The melody of the piano will be consumed by silence within the desolate room. As you enter the room, shut the door behind you, it should lock you inside. The room is small, the walls and floor covered with droplets of water, a clean bed with a pillow, both covered in clean white sheets, a digital clock with the time 3:00pm, an old black grand piano, and a bare mirror hanging on the wall. Look at your reflection in the mirror, you should see yourself as you are, and the room as it is. Stare straight into your eyes, ask nothing but this question: "Why have they no humility?" Your reflection shall then smile, and back away. You will witness yourself killing the child once inhabiting that room, with swift stabs, punches, tearing the child apart limb from limb, and a gunshot to the head. A silent scream pierces the disturbing silence. The mirror shall then break into seven pieces. The room you are in has become the exact image of the room within the mirror. Droplets of water now blood, and a mutilated body now lay in the once clean bed. The grand piano now old with the keys broken and scattered, and the digital clock looks like it was thrown against the wall.

A vague, yet familiar bullet shines on the now bloodstained pillow, next to a gun. The body will speak to you, telling you to stay within the room, but do not let this bother you. You must shoot yourself with the bullet, allowing it to enter your heart. Excruciating pain will consume your body, don't hesitate to scream. If you are lucky, you will wake up alive and well in a hospital bed of the hospital you visited. The time will be 3:00pm and a slight scar will be upon your chest. Check under the pillow your head is laying upon.

The diamond bullet is Object 110 of 538. Would you dare kill to keep the Objects apart?
The Holder of Meaning

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 Meaning". The worker will immediately scream, then produce a knife from the second drawer and insert it into her stomach. Wait for her to collapse. Then remove the knife from her body and walk down the closest hall. Any other person in the lobby will not notice the aforementioned events.

You will pass many rooms. Inside them you will hear the most horrific screaming you have ever heard. Do not attempt to rescue anyone. They cannot be saved from their torture.

At the end of the hallway, you will find a door with no handle. Stab the door as hard as you can. Do not stop until it opens. If your knife breaks, use the remaining half to slit your own throat and hope to die quickly. You can not retreat from this position; only infinite suffering is behind you.

If you do happen to open the door, you will see ahead of you a large room filled with the bodies of a hundred men. These men have died in ways that will drive you mad. Do not pay attention to their wounds or you will join them.

As you walk, you will witness every wrongdoing you have ever committed. Do not feel regret. If you do, your lungs will turn to thorns, and any breath you take thereafter will puncture your heart.

When you reach the opposite side of the room, a young girl will appear from seemingly thin air.

She will hand you a cupcake before bursting into flames. Ash will be all that remains of her.

This cupcake is object 412 of 538. Dare you eat it?
The Holder of Repentance

In any city, in any country, go to any mental institution of halfway house you can get yourself to. Ignoring the front desk, go immediately to whoever is looking out of the window. If there is no one there, then curse your misfortune, and await the feel of the void. If a man is there, greet them, and tell them you will return later; your quest is not meant for today. If a young woman in a floral print dress is there, however, touch her shoulder and ask to speak about "The Holder of Repentance" A look of immense melancholy will cross her face, and she will touch the window. It will open outwards like a door, and lead into an ascending stairway that should not be there. Begin climbing the stairs before her, but be sure she enters the stairway before closing the door; otherwise, you will climb until someone else gathers the Objects.

No matter what you feel, you must continue up the steps. Whispers of regret and doubt will find their way into your mind, no matter how strong your will as a Seeker is. Although the woman is the cause of such troubling thoughts, do not turn, or you will forever be lost to your fears. If your will does not break, the stairs will eventually end, and you will find yourself outside of a door. Without stopping, fling the door open, and walk into the room.

The room will be filled with vases of differing sizes and shapes, all on tables along the walls of the room. The young woman will already be in the room, no matter how far she was behind you on the steps. If she is facing you, then flee, as fast as you can, down the steps; even an eternity on them is better than an eternity trapped in her watering eyes. If her back is towards you, however, approach her silently. When you are directly behind her, steel your resolve, and ask the one question in your mind "What cannot be forgiven?" She will tell you, in a quivering voice, all the massacres, the abominations, of history. As she speaks, the vases will all shake and rattle, as though the end had come. The moment she finishes, one vase among the vast collection will break. If you find it, you will have found the Object you have sought. The broken vase carries with it all the sins of mankind; it is up to you if you have the endurance to bear them.

The broken vase is number 264 of 538. When the past is not forgiven, will you still try to bring it about again?
The Holder of Karma

In any city, in any country go to the nearest Buddhist temple. Upon your arrival ask the first monk you see to take you to see a man named "The Holder of Karma". A look of pure bliss will cross the monks face, and he may sink to the ground. If he begins to fall, make sure to hold him up, and it will soon pass. The monk will take you into the temple and tell you to close your eyes. Do so, and he will ring a ceremonial gong once.

When the gong goes silent you may open your eyes. You will find yourself on a vast plain of grass. Walk through the grass until you come to a cliff which is perched over ragged rocks. There will be a sole man on this cliff, a monk of some years. He will have a wizened look to him, and skin that is tough as leather. If he wears a black robe then quickly hurl yourself from the cliff, as it will be a more merciful death than any he will give you. If he has a white robe on however then approach him slowly.

As you draw nearer, he will step from the cliff, but instead of plummeting to his doom he will float suspended in midair. Without words he will offer you a small vial and float several more feet away from the cliff ledge. Take the vial from him and drink it. Now is the moment of truth, step from the ledge into the air. Should you be deemed unworthy, the weight of your sins and misdeeds will send you plummeting to your demise. If on the other hand you are not weighted down, you will be able to walk across the air.

If you still live the monk will smile and respond to only one question, "Which are good and which are evil?"

He will then tell you of every misdeed that was punished, of every good deed rewarded, of every vainglorious fool whose intentions sent them to the water depths below, of every pure seeker who failed and was corrupted. Many people will be unable to hear these truths, and will go mad, falling like so many others to their deaths. Be you strong of mind however, you will persevere and endure.

At the end of his tale the monk will look to the sky behind him and comment about how a storm is approaching. Glide back to the cliff ledge and run through the fields of grass once more. Eventually the grass will thin and you will find yourself back outside the monastery where you started.

The empty vial is Object 333 of 538. For every misdeed you do to someone else it will fill a little bit more with black liquid, should it fill to the brim your soul will be consumed by darkness.