Five-year-old Gladys Burenstone is given a gift from a strange old lady just a few days before Christmas. The gift she presents Gladys is a game, hoping Gladys will best it better than herself. It isn’t a game involving a board, pawns, or fake money. It is the game of Jaktu, where she must travel through the memories of the goddess Amartia to find Jatku. Jaktu is a Mexican demon who created Amartia. He’s attracted to blood lust and carnage. Through these memories Gladys must survive massacres, terrorist attacks, and assassinations to reveal who has the Jatku. If she wins, anything she desires will manifest before her. If she loses, death will follow closely. If she eschews playing the game, Amartia will haunt her waking life and force her to have seizures until she returns to the game of Jaktu. Once entering the game, there is no leaving, but after five levels, the game is complete. Over seventy years Gladys plays the game, only to enter level five at the age of eighty-three. Gladys quickly discovers she’s not only trying to find Jaktu. She’s also being tested to see if she’s worthy to enter the high realm.