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

In any city, in any country, go to any hospital and ask to visit the "Holder of Love", and prepare yourself to be destroyed completely and utterly.

None have returned from their quest for this Object, or if they have, they are no longer truly "living". They are husks, gone from their bodies completely and
utterly, leaving mad messages strewn across the walls of their new home, their ruined bodies sickening to behold.

The things that I call "survivors" no longer have the will to live, and yet no longer have strength enough to end their lives. They have descended to a place of nightmares and horror, a place of hate and despair. A place where their desires become torments and their despair becomes home. This place is filled with denizens more horrid and unimaginable than the Objects themselves, beasts and monstrous beyond words which will rent you apart in a thousand ways before they end your life. This is the place this Holder calls home, the worst Holder; the worst in all the Hells.

They have set forth on the path of an Object; a dark "protection" both divine and demonic. It may steel you from the horrors of your quest, and you may believe it spells your salvation, but know what I know: that you are damned if you Seek this, damned beyond any of the Holders you have heard of or shall hear of.

But, if you believe you can strive forward and defeat the trials and horrors this fell Guardian has to offer then I hope you finally taste the rewards of your quest, for you are greater than the greatest and a God among the insects of Holders.

The dark reward you Seek is Object 490 out of 538. It longs for the company of the rest.
The Holder of Opening Doors

In any city, in any country, go to any place of worship you can get yourself to. Go inside ask any of the people you see there, "I wish to see the Holder of Opening Doors." If they ignore you, you have come to the right place. Sit in the exact center of the structure and wait, wait until all is empty and dark. When it's time, you will hear singing. It will be the most beautiful song you have ever heard, but don't listen to it and keep looking forward. If you concentrate on the song, you will sit there until the end of time waiting for the song to stop.

If you keep your mind open and without thoughts, a child will stand behind you. You will hear its voice, but don't turn around, or the child will be gone. Instead you will see another world, where you will know the true meaning of pain. Stand up and walk slowly towards a door without any decoration.

Stand in front of the door and the singing will stop. When the singing stops, don't move, don't you ever move. The door will open on its own, and when it does, a mirror will appear. In it, you will see yourself, but not as you are now. When you see your reflection move, mimic it, but remember, it's a mirror, so right is left and left is right. If you do not move correctly, the mirror will shatter and you will suffer the fate of every evil a human can and cannot imagine. Should you succeed in following its movement, ask the child behind you, without turning around, "Why is the door open for me?" He will reply with a cute, yet almost sick laugh, and you will see the reflection of yourself fade and turn into a younger version of yourself, without eyes or limbs.

Touch your body and it will change to emulate your reflection. If you keep calm and walk into the mirror, you will enter a hall of doors, endless doors. Don't fear, however, because the doors will open. Walk and don't enter any of them; instead, walk towards the one closed door and touch it. Yell at the top of your voice, "I wish to enter the door of my closed mind", and it will open. You will see your past. Watch your past play out, focus, and wait for an important event, such as your first kiss. When the event happens, you must say "This is me!" You will find yourself standing in that period of time, watching as your life plays out at its regular speed. You must watch, immobile. When you finally are able to move, you will feel strange. Go to the place of worship again and you will see yourself still sitting there. Tell your reflection of the event. It will cry and vanish; all that will be left is a blackened, dead heart.

That heart is Object 176 of 538. If it sheds blood, you will be able to relive the past.
The Holder of Clairvoyance

In any city, in any country, go to any mental institution or halfway house you can get yourself to, and ask to visit someone who calls himself "The Holder of Clairvoyance." The worker ought to narrow their eyes and glare at you - keep asking until they hand you a pair of glasses and lead you around back. Wear the glasses.

You will be led down a long, narrow hallway with an open window at the end. There will be rope hanging over the windowsill; grab it and pull. If the rope suddenly becomes lighter, or if your guide takes you anywhere else, run. It doesn't matter where, just run. What is chasing you is something no human was ever meant to see.

At the bottom of the rope, as you'll find once you've pulled it all up through the window, is the corpse of a man with a silver coin in his mouth. Remove the glasses as soon as you catch sight of the coin - if you do, you'll see the coin melting into the corpse's flesh, rejuvenating it. If you don't take them off in time, you'll see the corpse's flesh spread out, enveloping you, and you'll be trapped on the end of the rope forever.

When the coin has disappeared, release the rope and ask the question: "When will it all be clear?" The corpse, living again, will grab the window and slowly pull itself up; all the while telling you the truths of the world and all the horrors will hiding behind the world's countless lies. He will tell you every dirty, terrible secret of mankind, and he will tell you when the facade will crumble. At the end of his tale, he will ask you for the glasses.

If you give them over, the truths you just learned will be banished from you mind and you will be trapped on the other side of the window. If you refuse, he will say "You have seen what really is." Respond with "Nothing is clear," and the man will disappear as the truths sink in.

Put on the glasses when you are ready, then flee towards where you came from. Don't attempt to remember the exact directions just keep running, as if the devil himself were at your heels. When you finally collapse, you will feel an eternal second of hideous agony. When you awake, the glasses will be in your pocket. They grant the ability to see the truth of a statement.

These glasses are Object 202 of 538. Do you really wish to see through the lies?
The Holder of Joy

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 Joy". The worker will shudder violently and ask that you reconsider. Insist gently, and he will reluctantly relent. He will open a hatch on the ceiling above you, and offer to boost you up through it. Accept his offer.

Upon emerging from the hatch, you will find yourself in an old factory, similar to the old 18th-century sweatshops of large American east coast cities. It is dirty and dimly lit, and the noise of the machines will be so loud you will find yourself incapable of thought. Before you will be a long catwalk over the large factory floor filled with massive machines; walk along that catwalk. Working the many hot, hellish, and clattering machines are small children, though they are so weary and ragged you might mistake them for elderly people. In what little light there is you can make out their filthy, pleading faces, full of desperation and a wish to be free from their endless torment. Just keep walking; no mortal can help them, and should you attempt to do so you will join them in their eternal and pointless labor.

It will take a long time, but eventually you will reach a door to the foreman's office. Enter to find a plain, gruff man, built like a brick, who appears to be in his late 40s and is wearing a rather plain white button-up shirt. Once he notices you, he will look up from whatever he was doing and regard you with a disgusted glare. With confidence, ask him one question: "Can any joy come from it?"

Once the question has been asked, the foreman will stand and leave the office. Follow him. You will both be on the catwalk once again, whereupon he will shout a command to the child workers. What he says exactly will be lost in the din of machinery, but the child laborers will understand. The children will throw themselves into the machinery, altering the sound in horrible ways. You will clearly hear the bones snap and muscles rip as the children are torn and crushed by the machines, into which they unquestioningly threw themselves. Throughout this nightmare spectacle, you will hear the Holder's voice explain the true nature of joy and pain, though I will not write it here for only the worthy may know it.

Once all the child laborers have been thoroughly shredded by the hellish machinery, the foreman will tell you to go back to his office and wait for him there. Do as he says, and upon entering the office door you will find yourself in whatever place you most often sleep at night. On your bed (or whatever sleeping surface you use) will be a plain white button-up shirt just like the one the foreman wore. This shirt will bestow a sense of familiarity and camaraderie with those you speak to.

That shirt is Object 118 of 538. You now know joy, and as such, may never have it.
The Holder of Music

In any country, go to any concert hall that you can get yourself to. Once inside, you must sit at the nearest bench or chair that you can find, and wait. You must stay seated there, if at any time you get up from the chair your journey will most certainly come to an end. You must wait until a young woman holding a child walks in. It may only take several seconds of waiting for the woman to walk in, or it may take years. The woman will appear to be lost and confused; approach her. Ask her, "Are you also looking for the Holder of the Music?" She will seem to ignore you for several seconds. Then she will ask you to follow her.

She will bring you onto the stage and then reveal 3 trapdoors leading underneath the stage. Open the one on the far right, but do not go inside unless you desire to see the devil himself. The far left door will then open and a man will walk out of it. He will become enraged that the woman brought the child into his concert hall. He will pull a knife from his jacket and tell the woman that if she lays down it will be easier. She will calmly, and obediently, do as he says. He will lean close to her, whisper something into her ear, and finally slit her throat. He will then tell you that if you lay down, it will also be much easier. Do so. Instead of cutting your throat, he will take his knife and stab it into your left leg. You will go dizzy and blackout.

Next you will find yourself at sea, near drowning. The knife will still be stuck into your leg; you must not remove it until you are on dry-land. If you manage to stay afloat for more than 10 minutes, you will find a Spanish-style guitar floating in the waves. Take it and use it to keep yourself afloat. Simply stay alive until you see a boat with the name "Claire" painted on its side. A crewman on the boat will eventually notice you, throw you a rope, and pull you into the boat. Once aboard do not say anything, at all. No matter what they ask you or tell you, do not say a word, for they are all liars. They will remove the knife and stitch up the gash. Remain on the boat until they reach a harbor. Once on land never return to the concert hall, or the man in the suit will most certainly kill you.

The guitar is Object 227 of 538. Never play it.
The Holder of Skin

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 the one known as "The Holder of Skin". If the clerk looks up at you, you should not have come. If the clerk does not acknowledge your presence, leave.

Outside, you will find yourself in a large canvas tent. Surrounding you on all sides will be a number of picnic tables, populated by everybody you have ever cared for; pick the one you love the most and hold them until the screaming begins. Do not choose incorrectly. Do not close your eyes. Your eyelids will be pulled from your head and you will see anyways. Do not let your loved one go. Eventually they will begin to slide from your hands and you will fall unconscious.

When you awake, you will be lying naked in the desert, beasts tearing at your skin. Their teeth shall be made of glass, their skin of burning charcoal, their eyes of razor wire. If their chattering does not burst your heart you are damned. Scream and they will leave you, the baking sun and your agonized nerves the only solace left. Hold your silence while they go about their work and a man will come to shoo them away. When they are gone, reach up and grab his arm, no matter what it feels like. Ask him this question before he pulls away: "Will I know?"

He will laugh at you before giving your skin back. Bite your tongue against the rending sand until he leaves, and then stand. In your hands will be a box. Turn around and put it on the clerk's desk. When she permits you to go, one of your teeth will fall out.

The tooth is Object 336 of 568. Now you know where to bite.
The Holder of Skepticism

In any city, in any country, go to any mental institution or halfway house you can get yourself into. When you reach the front desk, ask to be taken to someone who calls himself "The Holder of Skepticism." The worker will stare at you with a puzzled look on her face. After about a minute, she will turn her head and appear to shout something. However, you will only hear complete silence. A man dressed in all white will come up from behind you and grab you by the arm.

The man will lead you down a long hallway and stop at the 8th door on his left. He will then unlock and open the metal door, revealing a dark and almost infinitely large room. Up until now, your visit has been met with complete silence. The man will then push you inside and slam the door shut. The door will produce a very loud crashing sound and you will be immersed in complete darkness. If you flinch from the sound, you will lose your current train of thought and never make it out of the room. Remain completely calm. Feel the walls around you. After a while, you will notice that you are inside a maze. In order to get out of the maze, you must listen for instructions from a voice coming from inside your head. Even though the voice sounds sinister and foreboding, you must listen to its every word, for if you make one false step in the maze, you will be led to your doom.

After what seems like hours, you will find a hole 3 feet in height in the maze wall with a faint orange light shining out of it. Crawl into the hole and you will enter a small dimly lit room. A man, bald with a long gray beard, yet with young facial features, will sit cross-legged in the middle of the room, with eyes closed. If you do not ask the question "Why do I seek Them?" within the next few seconds, He will open his blank white eyes and with a look of intense anger and hatred, He will tear you apart with his gaze. If you have asked the question successfully, He will tell you a very long and detailed story about Their importance. You will quickly forget anything that comes out of His mouth and become increasingly impatient. Afterwards, He will ask, "Is the Object you seek valuable to you?". You must respond by shaking your head as He despises the faithful and obedient.

He will point to a gray stone on the ground. Take it. Upon touching the stone, you will feel angry and discouraged. You will begin to question the meaning of life and why you have suffered so much in this life. Perhaps, life is just a dream. Wouldn't you want to wake up from this dream and end your nightmares? Take a sharp object and plunge it into your heart. However, as you drop the stone in order to draw your dagger, your senses will come back to you. You will have no recollection of your most recent thoughts.

The stone is Object 134 of 538. Remain hesitant, beware of the card.
The Holder of Nightmares

In any city, in any country, go to any phone-box you can get yourself to. Make sure that you do this about fifteen or twenty minutes past midnight, and that nobody is accompanying you or watching you. Enter the phone-box, close the door, pick up the receiver, and touch nothing else. Hold the receiver to your ear and whisper, "I wish to meet the Holder of Nightmares." After a minute, if no voice has replied, leave the phone-box as fast as you can. Do not question why.

If you hear a man's voice reply in a language you do not recognize, then you have succeeded. Close your eyes and do not move. You should feel a sort of pressure close over you, and then the sudden sensation of falling. Should you open your eyes while experiencing this, you will find yourself lying outside of the phone-box, with your arms mangled and their flesh torn apart.

If you manage to keep your eyes closed, you will feel yourself land softly onto what feels like a chair. Feel free to open your eyes. When you do, you shall see that you are in a small room, filled with a thick smoke that goes up to your waist. In front of you is a four-poster bed, upon which an item will lie. The item will be different for everyone that enters this room. What ever it is, pick it up, and hold it tightly in the hand you use to write with.

Get into the bed and sleep -- an easy task, as the fog will make you feel tired when inhaled. As you lie in this bed, you will dream of unspeakable horrors, which will become more twisted and grotesque as they progress. As long as you keep the item in your writing hand, you shall be protected. But if, as you dream, you feel some sort of force prying the item from your hand, say loudly, "I mean no harm; I only wish to meet the Holder of Nightmares." The horrors of your dreams are nothing compared to what you will face should the item leave your hand.

Your final dream in that bed will be near-lifelike. You will be standing in front of the person you love most. Do not look into their eyes. Do not hesitate for too long, or your quest shall end here, and you shall be stuck watching nightmares for the rest of your existence. Take the item you picked up from the bed, and beat the person to death with it - at this point, it will have turned into a metal pipe or a wrench.

When the bloodied body at your feet stops moving, close your eyes for a few seconds, and then open them again. The person you just killed will appear as an old man, his grey hair and beard matted with blood, his skull fractured and broken. This is the Holder of Nightmares. Keep your weapon in your writing hand, and push your other hand onto his heart.

You will find yourself standing in the phone-box, with its receiver ripped off the cord and held in your hand, in place of your weapon. Walk away from the phone-box and watch, if you want, as it destroys itself. The glass will break, the coin box will crumple, and the phone-less cord will whip itself through the air.

The phone in your hand is Object 149 of 538. Do not let dreams stand in your way.
The Holder of Fire

In any city more than one hundred years old, go to the cathedral nearest the city's center. When you enter you will be greeted by a deaf, hunchbacked old priest. You must tell him, within thirty seconds of his greeting, that you wish to see The Holder of the Fire. If you wait too long, his ears shall close up and he shall return to his soundless world until the next seeker comes to him.

If you ask in time he will shake his head three times. Repeat your request. This time he will stand as straight as his years permit and look you in the eyes. Do not break eye contact with him, for the church around you is dissolving, and the sight of it will drive you mad.

After what will seem like eternity, you will find yourself standing in pitch black darkness. Then, from the middle of the darkness, a roaring fire will appear. It will seem to have no source, indeed, you will think it is floating in mid-air.

In the midst of this fire will be a creature more lovely than anything you have ever seen. It will be bright, as if made of hot metal, and will take the shape of all your desires. You must not look upon this creature's body, however, only its face. If you look down it will fly into a rage, and your fate will be one of unending agony.

Speak immediately, and ask it only one thing. "How long has it burned?" If it does not answer immediately, fall to your knees and look at the floor. It would be best that you not see how you died.

If it deems you worthy of hearing the answer, it will open its mouth and a tongue of flame will shoot out. You will hear it speaking from all around you, in a million silvery voices that will send chills down your spine. The creature will tell you of everything it has seen, and everything that it has taken part of. You must remain silent until it is finished or it will stop speaking and you will find yourself back in the church. It will drive you mad that you do not know how the story ends.

When the creature finishes you will notice that the temperature of the room has fallen, despite the flames. You must stand still and not shiver. If you are sufficienty still the creature will ask you, "Are you cold?" You must say that you are. It will hold out it's hand and give you a small flint, which will fill you with warmth. Then the darkness will grow brighter, and the creature will fade. You will find yourself back in the church. Leave immediately and do not speak to the priest of what you have seen.

The Flint is Object 344 of 538. While you hold it you will be uncomfortably warm until you tear off your own skin. Better hurry.
The Holder of Legacy

In any city, in any country, go to any maternity ward you can get yourself into. Ask the receptionist if you may speak with "The Holder of Legacy" If her expression becomes one of joy, you have come to the right place. If instead it is one of rage, flee or she will tear you apart.

If you were lucky, the receptionist will lead down a hallway unlike that of a hospital; the wood-panelled walls are lined with portraits. Upon examination, you will realize these portraits are painted in the likenesses of your ancestors, all of whom alternate between praising and insulting you. After a moment, they will cease their clamouring. Here, you must shout "I hope I made you proud!" If they resume their tirade, you are safe to continue. If, however, the hallway remains silent, you will find yourself locked within a wooden frame alongside your family.

Follow the receptionist. You will come to an old wooden door at the end of the hallway. Your guide will open it and beckon you forward. Once you enter, the door will promptly slam shut and you will find yourself in your childhood home. Do not linger here. Demons stalk the shadows of the past, and they are not fond of Seekers. Return to your old bedroom and you will find it is now a large empty room, filled with the ghosts of your ancestors. You must be blessed by each of them. Some of their blessing will come freely, others must be earned.

If you fail even one task set before you, your quest for the Object will end and the ghosts will become demons the very sight of which will drive you mad. They will haunt you until the End of Days. If through some miracle you have succeeded, the ghosts will vanish and reveal your true love, holding an infant in his or her arms. Approach them and ask, "Who will seek them in my stead?" They will tell you about the child and detail a ritual you must perform. Hesitating for even a moment in its completion will cause both mate and child to tear your heart and soul from your body, leaving you to drift aimlessly for eternity. Once you have finished the atrocity as commanded, your mate will tell you to protect the child from Him no matter the cost. Proceed with your child back the way you came.

The child is Object 317 of 538. If you fail, it will take your place.
The Holder of Endurance

In any city, in any country, go to any mental institution or halfway house you can get yourself into. Once inside, ask the person working at the front desk to see "The Holder of Endurance." The worker should then take you down a hallway that couldn't be where it is. Eventually you will come across a bloodstained door with inhuman screams of agony coming from behind it. The worker will open it for you and walk away.

Inside the door will be hundreds of tables with creatures you can barely recognize as humans being put through unimaginable horrors. I suggest you do not dwell on them for too long, they have earned their fate. There will be one empty table directly in front of you, with a man in a black shroud standing over it. You must go in and lay on that table. The man will pull out a long chain and use it to bind you to the table. No matter how much you struggle, you will not be able to free yourself. He will then begin to torture you in ways no human mind could imagine, nor be written in any language of this Earth. The worst thing is, while you are on this table, no matter what the shrouded figure does to you, you will not come any closer to death.

You will be tortured here for what will seem like an eternity. The pain will be incomprehensible, second to nothing. Even the souls condemned to Hell will weep for you. While this goes on, you must not let out any sign of pain, or else it will never end. If you can endure, then eventually the man will stop, unravel the chain that binds you, hand it to you, and render you unconscious with a blow to the head.

When you awake you will be outside the mental institution or halfway house with the chain wrapped around your hand.

That chain is Object 257 of 538. When the two ends are touched to an object the two objects cannot be pulled apart, unless you remove them.

You have endured a fate worse than Hell itself, but will you endure when They come together?
The Holder of Serpents

In any city, in any country, seek out any park or public garden. Find the exact geographical centre of this place, and wait. You will know for how long. She will come to you, and embrace you like a lover, and ask you; "What is Eternity?" If you answer in any other way than this, she will swallow you whole, and the pit of her gut, with the rest shall be your tomb. The way is this; "Eternity is an illusion. The serpent bites its own tail, and, in time, he will finish swallowing."

She will let go of you, as if you were a vessel of plague. She will hiss, and leave you in disgust.

And you will wait again. You will know for how long. Nobody must move you from your position, especially yourself. You may not sit. You may not sleep. If you are moved, if you rest yourself upon the earth, you are doomed.

The time of waiting will always end at night. You will look up into the night sky, and see the good, round earth hanging there in the stead of the moon. Encircling it will be The Serpent, biting his own tail. His writhings pitch up tsunamis, his breath stirs the very stone with hurricane winds. From behind the earth's disc shall rise one of The Old Gods, in his chariot, with his hammer. The cosmos shall swirl and rage about him as a storm, and eternity will be in his eyes.

You must tell him this; "Though The Serpent's head shall be crushed beneath thy hammer, come The Time, your victory shall not be complete. The venom that spills forth from every broken tooth and rent scrap of his flesh shall be unto you like an ocean, where you shall sink, and drown."

If you survive his wrath, for he is a proud God, he will give you his hammer. The Serpent, coiled in the symbol of infinity, is embossed on both heads. This is object number 444 of 538, and they must never come together.
The Holder of Cruelty

In a location where dark omens gather and where death has cursed, call to the starless sky for counsel with "The Holder of Cruelty". Before the tainted earth which you stand will rise a black, ancient pedestal with a deep bowl carved into the crumbling skull mounted atop.

At this point, there is no return. The eyes of the decaying skull will glow with a color of blood, and in your head, a wicked yet hoarse voice will drone:

"Mors ultima linea rerum est"

Blackening until the night defeated, in that bowl must you gather the beating hearts of the ones you hold dearest to you. Should the hearts cease to beat, you will Blacken. Should you fail the request, you will Blacken. Should suicide become the final escape, you will Blacken.

With the fresh, organic beating hearts gathered in the dark bowl, the Blackening will cease. As the hearts liquefy, a deep, impenetrable black forms. The voices of those offered will speak to you in an unfamiliar tongue. Though incomprehensible, do not fall prey to the command of the deceiving ones.

Instead, gather the corpses of five of your most hated enemies, and bring them to the pedestal. Down their throats must the tainted fluid pour. Not a drop must reach the soil of Earth. The five corpses will re-animate, rising as wicked puppets hailing to their cursed master, shape shifting to twisted Blackened beings.

To Them you must feed five young, living children. Remorse of the slightest will not be tolerated in Their eyes. As the fresh blood of the children is drunk from their coursing veins, you must watch through the agony, screams, tears, and fear as they are devoured nearly whole. They will endure the pain of a century of torture as they are consumed.

When the ordeal has ended, They will surround you. They demand only one more relic: your own heart. Be hasteful - They do not feel pain as mortals do. As the unholy offering passes hands, it too will be consumed. The meal finished, the figures will merge and dissipate in a brilliant black aura, eclipsing the dark sky.

The silent whispers that consume your mind form Object 55. When all has Blackened, they will guide you to Him.
The Holder of Change

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 Change." The attendant will look at you with a sinister grin on his face then tell you, "Yes, but first you must do me a favor..." Once this is said do not speak a word, for if you do you will instantly be transported to a place with creatures unlike any this world has ever seen, shapes constantly shifting into ever-more-nightmarish forms. You could pray for a swift death, but there won't be anyone listening.

If you correctly remained silent, however, the attendant will ask you one more time, this time with a hint of urgency in their voice. Ignore their plea, and ask again for the Holder of Change.

The attendant will look at you with disappointment on his face, but soon enough he or she will lead you to a unused supply closet. Before the attendant leaves, lock eyes with them. If you break eye contact for so much as a blink, you will surely be devoured by the creature that led you here. It knows this, and will leave very, very slowly.

Once the attendant is gone, step into the closet and close the door; shut your eyes for exactly 5 seconds and reopen the door. You will see a small, windowless room with a young female child standing in the center of it. If there is no child, close your eyes while whispering "Fear does not shake me." Once you are finished saying this reopen your eyes. If still no girl stands in the center of the room, there is no hope for your life; the girl you were looking for is the one standing behind you.

Once you assure the girl is there close your eyes, shut the door once again and this time wait for 3 seconds exactly. Reopen your eyes and turn the handle once again. This time the room will look decayed and heavily aged. In the center of the room will lie the corpse of an elderly lady, in her hand a revolver with 5 shells. Quietly whisper these exact words: "What were they once?" If said incorrectly, the door will slam behind you and the gun will vanish from her hand. You have done wrong and will spend the rest of eternity locked in a room with a rotting corpse.

If said properly, the corpse will speak from beyond death telling you in the most disgusting and horrible way a tale from before time all the way to the current second. After she is done you must grab the pistol from her hand and shoot yourself between your eyes. If all goes correctly you will wake up in the lawn of the mental institution, holding in your hands the very shell from the bullet you shot yourself with. If not, well...

The empty casing is Object is 178 of 538. You know what they were once, dare you attempt to recreate it?
The Holder of Momentum

In any city, in any country, go to any mental institution or halfway house in you can get yourself to. When you reach the front desk, ask to visit someone who calls herself "The Holder of Momentum". If the worker responds a slow, heavy sigh, you will be thrown with extreme force out the buildings doors. You will never again be able to enter the building, as an unseen force will repel you.

However, if he responds with a sharp, quick hiss, quickly say, "What station?" If you respond with absolute clarity, your body will be hit by a bolt of lightning. The pain will be excruciating, and even though it will last for a mere second, you will feel it for the rest of your life.

When you regain your senses, you will be inside one of the carriages of a subway train. You will be at the far end of the carriage, and a little girl, no more than eight years old, at the other. However, it is imperative to your survival and sanity NOT to look at her for anytime more than a second. Simply look away. She will ask you one question about your life up until this point. I would advise answering correctly.

If you do answer correctly, she will answer any question you ask correctly. What day you will die, who assassinated JFK, who your true love is, anything. She will answer up to 7 questions. On question eight, she will calmly get of her seat at the end of the carriage and walk up to the seat directly behind you. She will ask you to turn around, and she will answer your question only if you look at her. Do not do this. Instead respond, and this must be said with absolute clarity, "I will find out another way, little girl. Go Home."

If the train comes to an abrupt stop, she will throw a small box at your head and walk out of the train doors. The train will start again, its speed climbing until you pass out. You will wake up on an empty chair inside another subway train, not unlike the one you were on earlier. When it stops, get off. But don't forget to look under your seat. You will see a shoebox. Open it.

Inside you will find item number 447 out of 538- the Boots of Momentum. They seem to be made out of leather, but stink of age. I advise you not put them on, for I do not know what they bestow on the wearer.
The Holder of Selfishness

In any city, in any country, go to any mental institution or halfway house you can get yourself into. When you reach the front desk, ask to be taken to someone who calls himself "The Holder of Selfishness."

The worker should immediately begin to cry and take you to a hallway longer than you can see, and much longer than the building. He/She will tell you through broken sobs to go into the ninety-eighth door on your left and then walk away, but nothing but madness awaits you in that door. Instead you must walk down the hall until you hear a familiar voice calling you and stop, then open the door to your right. Inside will be the Holder, and strapped to the wall will be the person you hold most dear to you.

You must walk into the room with a solemn face, ignoring anything your friend says to you, pick up a knife off of the table to your right, and kill him/her without showing any signs of remorse. If at any time you break the solemn look or cry, the Holder will rip off your limbs and devour them one by one, and you will feel it all. The person will scream and beg for their life, but you must go on. When the person is dead, you must cut open his or her chest, take out their heart, and slice it open.

The small, blood red pearl that you will find inside is a symbol of how you don't need anyone, but more importantly, it is Object 248 of 538, and no one can comfort you now.
The Holder of Courage

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 themself "The Holder of Courage". The worker will respond by saying that there is no one by that name in this facility. Remain looking into their eyes; do not look away for anything. Next, demand that they take you to the one who calls themself "The Holder of Courage". The worker will then rise from their seat and repeat themself in a harsher tone. Do not back down, repeat that you wish to visit the Holder of Courage. The worker will now get closer and in your face, now shouting that there is no one by that name. Do not flinch, stand your ground. Firmly repeat that you wish to meet with the Holder of Courage. They will stare at you for what seems like 10 minutes, do not break your hold on their eyes. They will then ask you to follow them, and they will turn their back on you.

Stay two feet behind the person at all times. Do not let your eyes wander, keep them firmly on the back of the worker's head. If it was daylight when you entered, you will now see that it is dark. The building is now made of wood, and the doors have bars on them. Modern electricity has disappeared, and the hallway is lit by candlelight. You will reach a door, and the worker will stop and turn to you. Do not bump into him; stop in your tracks, with your eyes still positioned with their eyes. They will then ask you if you are sure you want to meet the one called the Holder of Courage. Respond positively, and the worker's face will then melt; do not show any fear. Respond negatively, and nothing will seem to happen. You may turn and run away from the worker; just know that you are forever stuck in this dark, wooden prison for all eternity.

The door will burst into flame and burn to ashes, when you see a chance, walk through the doorway. Do not wait too long for the door to burn, however, or you will slowly start to burn with it. Do not show any fear, and if you are burned by the embers, do not show pain. Inside, you will find a young girl, obviously a burn victim, waiting for you, a heart-shaped locket around her neck. Her eyes are white voids, and it is uneasy to look at her, but continue to watch her eyes. She will start to cry, and as her tears drop, the room will start to blaze, the flames licking away at you and her. You will feel the heat, but do not worry, for it is not affecting you. As the flames touch the girl's body, her burns and scars seem to disappear. Her hair will grow back, as the flames get hotter and hotter. You are now free to show emotion. She will ask you, "Are you scared?"

Approach her, take the locket from her neck, and tell her the truth.

You'll find yourself back in front of the worker from before, who will then tell you that no one of that name is in this facility. Thank them and exit the building. In your hand, you should be holding the heart-shaped locket.

Inside the locket is Object 309 of 538. Do you have the courage to keep them apart?
The Holder of Serenity

In any city, in any country, go to any mental institution of halfway house you can get yourself to. When you reach the front desk, ask to speak to someone who calls herself "The Holder of Serenity." The worker should sigh and rub their forehead in annoyance, but will proceed to stand up and instruct you to follow them.

You'll be led to a glass door that presumably leads to some sort of backyard. Upon opening the door, you will be engulfed in impenetrable darkness, the only light being very faint and extremely distant. Head towards that light. As you proceed, you may begin to notice several noises from all around you. They are nostalgic; the sound of children laughing, the sound of bike bells chiming, the sound of crickets chirping, etc. Do not turn your attention away from the light for even a moment, for if you do you will find that the invisible surface you walk on no longer exists, and you will fall through darkness for eternity, surrounded by endless silence.

Should you reach the light without surrendering to temptation and curiosity, you will find yourself in the middle of a large, seemingly endless field in the middle of night, illuminated by a large crescent moon. All around you will be pale yellow flowers, swaying slightly in the warm summer breeze. Directly in front of you is a girl with long blonde hair and a white dress, who has her back turned to you. In her hand is a flower, but it is dark purple and very visibly dead.

Approach the girl but do not touch her. Say to her "What is their ultimate purpose?" A small chuckle should escape the girl's lips, and she'll turn to face you, revealing the rotted remains of a face; her teeth are yellow and smeared, her mouth forever frozen in a skeletal smile, and one eye dangles from its socket. In her forehead is the hilt of a blade permanently embedded in her skull. The wind will blow slightly and a scream should sound in the distance, echoing all across the meadow. At this point you should feel as though a million knives are stabbing you from all over, but do not flinch; the pain is but a hallucination, and surrendering to it will drive you insane.

After several agonizing seconds, the pain will stop. A gust of intense wind will push the girl into you, and as her hand touches yours, you will be surrounded by a feeling of absolute peace. You'll find yourself standing outside the institution which you entered so long ago. In your hand is the dark purple flower, now vibrant with life.

The flower is Object number 350 of 538. Its very presence is soothing to the soul.
The Holder of Futility

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 Futility". If the receptionist looks up or says something to you, you have arrived before you should. Do not attempt finding this object again for at least ten days, unless you wish to be lost to the world forever. But, if the receptionist ignores you completely, keep asking to see the Holder.

Eventually you will feel a hand on your shoulder and a voice will say to you, "She won't help you because she doesn't know. It's hopeless trying to ask her again." The voice belongs to a man whose old age is apparent and the large bags under his eyes hint that he has seen too much in his life. He will lead you down a series of hallways lined with patients screaming for release and he will ask you questions along the way. Answer them as honestly as you can or you will find yourself among the screaming masses.

When the man comes to a halt and the screaming stops, you will have come to the right place. He will gesture to a door. Make sure it's the door to *his*left, regardless of whether he is facing you or not, for the door to his right leads to a realm of nothingness where you will exist forever with no one able to hear your cries for help. If he does gesture to his right, leave now for the Holder doesn't find you worthy yet.

The second the door closes behind you the room will be engulfed in complete darkness. A shaft of light will shine down on a young boy, barely five years of age, holding something. If it is anything but a teddy bear pray now that your death is swift for you have little time to do so. Approach the young boy and ask him, "Why should we even bother trying?"

The boy will speak in the old man's voice, for they are one and the same, and tell of every time in history that a person's actions were futile and he will also tell of their depression and sorrow. You will feel each person's grief as if it were your own and it will make you feel helpless and worthless. If you make it through this ordeal with your sanity intact the boy will hand you his bear and you are now allowed to leave.

The teddy bear is Object 322 of 538. There are some things in this world that you can't prevent, but bringing them together is not one of them.
The Holder of Images

In any city, in any country, go to any Museum or Art Gallery you can get yourself to. Approach an information desk and ask to see "The Holder of Images" The worker may give you a blank stare, but eventually will turn and lead you through the very back of the building and stop at a large set of double doors.

Upon opening the doors, you will find yourself standing before an unimaginably long corridor furbished with an elegant red carpet. As you walk forward, you will notice a variety of pictures lining the walls on either side of you. They will all look unnervingly familiar as they are paintings of your past memories.

At the end of the hallway, you will see an enormous painting that covers the entirety of the wall. On it will be painted a detailed picture of another set of double doors.

However, as you proceed, it would behoove you not to view the paintings as they will become more distorted and horrifying with each step. Whatever you do, do not stop thinking about the double doors at the end of the hallway. If you take your mind off of it for more than a second, the large painting at the end of the hallway will start to fade. If the painting fades completely, the first thing that you think about (most indescribably deformed mind you) will replace the double doors, materialize from the canvas, and rip your pitiful body to shreds with ease and devour your soul, making you wish you had been given the option to live in the depths of Hell. If this should happen, feel free to run in the other directions for the doors from which you entered will be gone, leaving in its place another stretch of hallway that extends far beyond infinity.

If you somehow manage to keep your mind focused on the doors by the time you reach the painting, the doors will materialize as you reach for their handle. When you pull it open, you will see inside nothing but a white room with a single closed sketchbook propped up on top of a table. As you get closer to it, your mind will start to race with unspeakable images that will seem as vivid as though you were seeing them with our own eyes. Do not dwell on them for too long. If you do, you will for evermore live inside of your mind in a hellish nightmare far worse than anything the human mind is capable of conceiving.

If this is to happen (and you are still sane enough to remember this) shout "What will help us remember?" and the images should stop. In addition, managing to reach the sketchbook will make the horrible images cease as well.

That Sketchbook is Object 203 out of 538. The Sketchbook allows the owner to save memories as detailed (sometimes moving) pictures that will invoke the same emotions, sounds, smells, and any other of the human senses unto the viewer when looked upon. However, the more memories saved in the Sketchbook, the more the owner will lose their sanity.