INACTIVE UNTIL FURTHER NOTICE || Disclaimer: Best viewed on PC. For my current hyperfixiation with the backrooms and liminal spaces.
Don't wanna be here? Send us removal request.
Text
𝐋𝐞𝐯𝐞𝐥 𝟐𝟖𝟑 - "𝐏𝐥𝐚𝐲𝐋𝐚𝐧𝐝"
𝚂𝚄𝚁𝚅𝙸𝚅𝙰𝙻 𝙳𝙸𝙵𝙵𝙸𝙲𝚄𝙻𝚃𝚈: 𝙲𝚕𝚊𝚜𝚜 𝟹
𝚄𝚗𝚜𝚊𝚏𝚎
𝚄𝚗𝚜𝚎𝚌𝚞𝚛𝚎
𝙻𝚘𝚠 𝚎𝚗𝚝𝚒𝚝𝚢 𝚌𝚘𝚞𝚗𝚝
𝙳𝙴𝚂𝙲𝚁𝙸𝙿𝚃𝙸𝙾𝙽:
𝙻𝚎𝚟𝚎𝚕 𝟸𝟾𝟹 𝚒𝚜 𝚖𝚊𝚍𝚎 𝚞𝚙 𝚘𝚏 𝚟𝚊𝚛𝚒𝚘𝚞𝚜 𝚝𝚢𝚙𝚎𝚜 𝚘𝚏 𝚒𝚗𝚝𝚎𝚛𝚒𝚘𝚛 𝚙𝚕𝚊𝚢𝚐𝚛𝚘𝚞𝚗𝚍𝚜 𝚌𝚘𝚗𝚓𝚘𝚒𝚗𝚎𝚍 𝚒𝚗𝚝𝚘 𝚘𝚗𝚎 𝚐𝚒𝚊𝚗𝚝 𝚖𝚎𝚐𝚊-𝚜𝚝𝚛𝚞𝚌𝚝𝚞𝚛𝚎. 𝚃𝚑𝚎 𝚎𝚗𝚟𝚒𝚛𝚘𝚗𝚖𝚎𝚗𝚝 𝚘𝚏 𝙻𝚎𝚟𝚎𝚕 𝟸𝟾𝟹 𝚌𝚊𝚗 𝚎𝚒𝚝𝚑𝚎𝚛 𝚋𝚎 𝚊 𝚕𝚊𝚋𝚢𝚛𝚒𝚗𝚝𝚑 𝚘𝚏 𝚌𝚕𝚊𝚞𝚜𝚝𝚛𝚘𝚙𝚑𝚘𝚋𝚒𝚌𝚊𝚕𝚕𝚢 𝚜𝚖𝚊𝚕𝚕 𝚠𝚒𝚗𝚍𝚒𝚗𝚐 𝚝𝚞𝚋𝚎𝚜 𝚊𝚗𝚍 𝚛𝚞𝚋𝚋𝚎𝚛 𝚙𝚊𝚍𝚍𝚎𝚍 𝚌𝚑𝚊𝚒𝚗-𝚕𝚒𝚗𝚔 𝚑𝚊𝚕𝚕𝚜, 𝚐𝚒𝚊𝚗𝚝 𝚌𝚊𝚜𝚝𝚕𝚎 𝚜𝚝𝚛𝚞𝚌𝚝𝚞𝚛𝚎𝚜 𝚝𝚑𝚊𝚝 𝚜𝚝𝚛𝚎𝚝𝚌𝚑 𝚝𝚘𝚠𝚊𝚛𝚍𝚜 𝚝𝚑𝚎 𝚑𝚎𝚒𝚐𝚑𝚝 𝚘𝚏 𝟻𝟶 𝚏𝚎𝚎𝚝 𝚝𝚊𝚕𝚕, 𝚘𝚛 𝚜𝚎𝚎𝚖𝚒𝚗𝚐𝚕𝚢 𝚎𝚗𝚍𝚕𝚎𝚜𝚜 𝚋𝚊𝚕𝚕 𝚙𝚒𝚝𝚜 𝚠𝚒𝚝𝚑 𝚊𝚗 𝚞𝚗𝚔𝚗𝚘𝚠𝚗 𝚕𝚒𝚖𝚒𝚝 𝚝𝚘 𝚝𝚑𝚎𝚒𝚛 𝚍𝚎𝚙𝚝𝚑𝚜. 𝚁𝚎𝚜𝚘𝚞𝚛𝚌𝚎𝚜 𝚏𝚘𝚞𝚗𝚍 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟸𝟾𝟹 𝚖𝚘𝚜𝚝𝚕𝚢 𝚒𝚗𝚌𝚕𝚞𝚍𝚎 𝚋𝚎𝚟𝚎𝚛𝚊𝚐𝚎𝚜 𝚊𝚗𝚍 𝚏𝚘𝚘𝚍𝚜 𝚏𝚘𝚞𝚗𝚍 𝚒𝚗 𝚃𝚑𝚎 𝙻𝚘𝚞𝚗𝚐𝚎𝚜.
𝚃𝙷𝙴 𝚃𝚄𝙱𝙴𝚂: 𝚃𝚑𝚎𝚛𝚎 𝚊𝚛𝚎 𝚖𝚞𝚕𝚝𝚒𝚙𝚕𝚎 𝚃𝚞𝚋𝚎𝚜 𝚠𝚒𝚝𝚑𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟸𝟾𝟹, 𝚊𝚗𝚍 𝚝𝚑𝚎𝚒𝚛 𝚎𝚗𝚝𝚛𝚊𝚗𝚌𝚎𝚜 𝚊𝚛𝚎 𝚞𝚜𝚞𝚊𝚕𝚕𝚢 𝚛𝚘𝚞𝚗𝚍 𝚌𝚒𝚛𝚌𝚞𝚕𝚊𝚛 𝚎𝚗𝚝𝚛𝚊𝚗𝚌𝚎𝚜 𝚝𝚑𝚊𝚝 𝚆𝚊𝚗𝚍𝚎𝚛𝚎𝚛𝚜 𝚌𝚊𝚗 𝚌𝚛𝚊𝚠𝚕 𝚝𝚑𝚛𝚘𝚞𝚐𝚑. 𝙴𝚗𝚝𝚛𝚊𝚗𝚌𝚎 𝚃𝚞𝚋𝚎𝚜 𝚊𝚛𝚎 𝚞𝚜𝚞𝚊𝚕𝚕𝚢 𝚏𝚘𝚞𝚗𝚍 𝚒𝚗 𝚃𝚑𝚎 𝙵𝚘𝚛𝚝𝚛𝚎𝚜𝚜𝚎𝚜 𝚊𝚗𝚍 𝚃𝚑𝚎 𝙻𝚘𝚞𝚗𝚐𝚎𝚜. 𝚃𝚑𝚎 𝚠𝚒𝚗𝚍𝚘𝚠𝚜 𝚠𝚒𝚝𝚑𝚒𝚗 𝚝𝚑𝚎𝚜𝚎 𝚝𝚞𝚋𝚎𝚜 𝚊𝚛𝚎 𝚌𝚘𝚖𝚙𝚕𝚎𝚝𝚎𝚕𝚢 𝚠𝚑𝚒𝚝𝚎𝚍 𝚘𝚞𝚝 𝚊𝚗𝚍 𝚐𝚕𝚘𝚠𝚒𝚗𝚐, 𝚙𝚛𝚘𝚟𝚒𝚍𝚒𝚗𝚐 𝚗𝚊𝚝𝚞𝚛𝚊𝚕 𝚕𝚒𝚐𝚑𝚝 𝚠𝚒𝚝𝚑𝚒𝚗 𝚃𝚑𝚎 𝚃𝚞𝚋𝚎𝚜. ��𝚜 𝚘𝚏 𝚗𝚘𝚠 𝚝𝚑𝚎𝚛𝚎 𝚊𝚛𝚎 𝚗𝚘 𝚜𝚒𝚐𝚑𝚝𝚒𝚗𝚐𝚜 𝚘𝚏 𝚆𝚒𝚗𝚍𝚘𝚠 𝙴𝚗𝚝𝚒𝚝𝚒𝚎𝚜, 𝚊𝚕𝚝𝚑𝚘𝚞𝚐𝚑 𝚝𝚑𝚎𝚢 𝚊𝚛𝚎 𝚛𝚞𝚖𝚘𝚛𝚎𝚍 𝚝𝚘 𝚎𝚡𝚒𝚜𝚝 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟸𝟾𝟹. 𝙴𝚡𝚒𝚝𝚜 𝚏𝚛𝚘𝚖 𝚃𝚑𝚎 𝚃𝚞𝚋𝚎𝚜 𝚝𝚊𝚔𝚎 𝚝𝚑𝚎 𝚏𝚘𝚛𝚖 𝚘𝚏 𝚕𝚘𝚗𝚐 𝚝𝚞𝚋𝚎 𝚜𝚕𝚒𝚍𝚎𝚜 𝚝𝚑𝚊𝚝 𝚐𝚘 𝚒𝚗 𝚊 𝚝𝚠𝚒𝚜𝚝𝚒𝚗𝚐 𝚌𝚒𝚛𝚌𝚞𝚕𝚊𝚛 𝚖𝚘𝚝𝚒𝚘𝚗 𝚊𝚗𝚍 𝚌𝚊𝚗 𝚕𝚎𝚊𝚍 𝚒𝚗𝚝𝚘 𝚃𝚑𝚎 𝙻𝚘𝚞𝚗𝚐𝚎𝚜, 𝚃𝚑𝚎 𝙻𝚊𝚋𝚛𝚢𝚗𝚝𝚑𝚜, 𝚘𝚛 𝚃𝚑𝚎 𝙿𝚒𝚝𝚜. 𝚃𝙷𝙴 𝙻𝙾𝚄𝙽𝙶𝙴𝚂: 𝚃𝚑𝚎 𝙻𝚘𝚞𝚗𝚐𝚎𝚜 𝚊𝚛𝚎 𝚝𝚑𝚎 𝚖𝚘𝚜𝚝 𝚑𝚘𝚜𝚙𝚒𝚝𝚊𝚋𝚕𝚎 𝚛𝚎𝚐𝚒𝚘𝚗𝚜 𝚘𝚏 𝙻𝚎𝚟𝚎𝚕 𝟸𝟾𝟹, 𝚍𝚞𝚎 𝚝𝚘 𝚝𝚑𝚎 𝚏𝚊𝚌𝚝 𝚝𝚑𝚊𝚝 𝚝𝚑𝚎 𝙰𝚍𝚞𝚕𝚝 𝙵𝚊𝚌𝚎𝚕𝚒𝚗𝚐𝚜 𝚙𝚛𝚘𝚟𝚒𝚍𝚎 𝚊 𝚖𝚘𝚍𝚎𝚛𝚊𝚝𝚎 𝚊𝚖𝚘𝚞𝚗𝚝 𝚘𝚏 𝚙𝚛𝚘𝚝𝚎𝚌𝚝𝚒𝚘𝚗 𝚊𝚗𝚍 𝚝𝚑𝚎 𝚛𝚎𝚜𝚘𝚞𝚛𝚌𝚎𝚜 𝚝𝚑𝚊𝚝 𝚌𝚊𝚗 𝚋𝚎 𝚏𝚘𝚞𝚗𝚍 𝚒𝚗 𝚃𝚑𝚎 𝙻𝚘𝚞𝚗𝚐𝚎𝚜 𝚊𝚛𝚎 𝚙𝚕𝚎𝚗𝚝𝚒𝚏𝚞𝚕. 𝙰𝚍𝚞𝚕𝚝 𝙵𝚊𝚌𝚎𝚕𝚒𝚗𝚐𝚜 𝚌𝚊𝚗 𝚋𝚎 𝚏𝚘𝚞𝚗𝚍 𝚜𝚒𝚝𝚝𝚒𝚗𝚐 𝚊𝚝 𝚜𝚘𝚖𝚎 𝚘𝚏 𝚝𝚑𝚎 𝚋𝚘𝚘𝚝𝚑 𝚌𝚑𝚊𝚒𝚛𝚜 𝚊𝚗𝚍 𝚋𝚎𝚗𝚌𝚑𝚎𝚜. 𝙴𝚗𝚝𝚛𝚊𝚗𝚌𝚎𝚜 𝚊𝚗𝚍 𝙴𝚡𝚒𝚝𝚜 𝚝𝚘 𝚝𝚑𝚎 𝙻𝚘𝚞𝚗𝚐𝚎𝚜 𝚊𝚛𝚎 𝚕𝚒𝚗𝚔𝚎𝚍 𝚝𝚘 𝚃𝚑𝚎 𝚃𝚞𝚋𝚎𝚜, 𝚃𝚑𝚎 𝙻𝚊𝚋𝚢𝚛𝚒𝚗𝚝𝚑𝚜, 𝚊𝚗𝚍 𝚃𝚑𝚎 𝙵𝚘𝚛𝚝𝚛𝚎𝚜𝚜𝚎𝚜. 𝙱.𝙽.𝚃.𝙶. 𝚁𝚎𝚜𝚘𝚞𝚛𝚌𝚎 𝙴𝚡𝚝𝚛𝚊𝚌𝚝𝚒𝚘𝚗 𝙲𝚊𝚖𝚙 "𝚆𝚑𝚒𝚝𝚎 𝙲𝚊𝚜𝚝𝚕𝚎" 𝚒𝚜 𝚕𝚘𝚌𝚊𝚝𝚎𝚍 𝚠𝚒𝚝𝚑𝚒𝚗 𝚘𝚗𝚎 𝚘𝚏 𝚝𝚑𝚎 𝙻𝚘𝚞𝚗𝚐𝚎𝚜, 𝚊𝚗𝚍 𝚒𝚜 𝚐𝚞𝚊𝚛𝚍𝚎𝚍 𝚋𝚢 𝚋𝚘𝚝𝚑 𝙰𝚍𝚞𝚕𝚝 𝙵𝚊𝚌𝚎𝚕𝚒𝚗𝚐𝚜 𝚊𝚗𝚍 𝙰𝚛𝚖𝚎𝚍 𝙶𝚞𝚊𝚛𝚍𝚜. 𝚃𝚑𝚎 𝚙𝚛𝚒𝚖𝚊𝚛𝚢 𝚓𝚘𝚋 𝚘𝚏 𝚝𝚑𝚒𝚜 𝚌𝚊𝚖𝚙 𝚒𝚜 𝚝𝚘 𝚋𝚛𝚒𝚗𝚐 𝚌𝚊𝚛𝚊𝚟𝚊𝚗𝚜 𝚘𝚏 𝚏𝚛𝚎𝚗𝚌𝚑 𝚏𝚛𝚒𝚎𝚜 𝚊𝚗𝚍 𝚋𝚞𝚛𝚐𝚎𝚛𝚜 𝚝𝚘 𝚘𝚝𝚑𝚎𝚛 𝙱.𝙽.𝚃.𝙶. 𝚋𝚊𝚜𝚎𝚜, 𝚌𝚊𝚖𝚙𝚜, 𝚊𝚗𝚍 𝚊𝚕𝚕𝚒𝚎𝚍 𝚋𝚊𝚜𝚎𝚜 𝚠𝚒𝚝𝚑𝚒𝚗 𝚛𝚊𝚗𝚐𝚎. 𝚃𝚑𝚒𝚜 𝚌𝚊𝚖𝚙 𝚎𝚡𝚝𝚎𝚗𝚍𝚜 𝚒𝚗𝚝𝚘 𝚃𝚑𝚎 𝙻𝚊𝚋𝚢𝚛𝚒𝚗𝚝𝚑𝚜 𝚠𝚑𝚎𝚛𝚎 𝚝𝚑𝚎 𝚕𝚒𝚟𝚒𝚗𝚐 𝚚𝚞𝚊𝚛𝚝𝚎𝚛𝚜 𝚊𝚛𝚎 𝚕𝚘𝚌𝚊𝚝𝚎𝚍 𝚒𝚗. 𝚃𝙷𝙴 𝙻𝙰𝙱𝚈𝚁𝙸𝙽𝚃𝙷𝚂: 𝚃𝚑𝚎 𝙻𝚊𝚋𝚢𝚛𝚒𝚗𝚝𝚑𝚜 𝚊𝚛𝚎 𝚛𝚞𝚋𝚋𝚎𝚛 𝚌𝚘𝚊𝚝𝚎𝚍, 𝚌𝚑𝚊𝚒𝚗-𝚕𝚒𝚗𝚔 𝚏𝚎𝚗𝚌𝚎 𝚖𝚊𝚣𝚎𝚜 𝚠𝚒𝚝𝚑 𝚎𝚍𝚐𝚎𝚜 𝚙𝚊𝚍𝚍𝚎𝚍 𝚒𝚗 𝚌𝚘𝚕𝚘𝚛𝚏𝚞𝚕 𝚏𝚘𝚊𝚖. 𝚆𝚒𝚝𝚑𝚒𝚗 𝚝𝚑𝚎𝚜𝚎 𝙻𝚊𝚋𝚢𝚛𝚒𝚗𝚝𝚑𝚜, 𝚆𝚊𝚗𝚍𝚎𝚛𝚎𝚛𝚜 𝚌𝚊𝚗 𝚏𝚒𝚗𝚍 𝚖𝚞𝚕𝚝𝚒𝚙𝚕𝚎 𝚝𝚢𝚙𝚎𝚜 𝚘𝚏 𝚌𝚑𝚒𝚕𝚍𝚛𝚎𝚗'𝚜 𝚙𝚕𝚊𝚢𝚐𝚛𝚘𝚞𝚗𝚍 𝚊𝚜𝚜𝚎𝚝𝚜, 𝚜𝚞𝚌𝚑 𝚊𝚜 𝚝𝚎𝚎𝚝𝚎𝚛-𝚝𝚘𝚝𝚝𝚎𝚛𝚜, 𝚜𝚠𝚒𝚗𝚐𝚜, 𝚖𝚎𝚛𝚛𝚢-𝚐𝚘-𝚛𝚘𝚞𝚗𝚍𝚜, 𝚑𝚘𝚙𝚜𝚌𝚘𝚝𝚌𝚑 𝚋𝚘𝚊𝚛𝚍𝚜, 𝚜𝚖𝚊𝚕𝚕 𝚜𝚕𝚒𝚍𝚎𝚜, 𝚖𝚘𝚗𝚔𝚎𝚢 𝚋𝚊𝚛𝚜, 𝚊𝚗𝚍 𝚜𝚠𝚒𝚗𝚐 𝚜𝚎𝚝𝚜. 𝚂𝚘𝚖𝚎 𝚘𝚏 𝚝𝚑𝚎 𝚠𝚊𝚕𝚕𝚜 𝚒𝚗 𝚃𝚑𝚎 𝙻𝚊𝚋𝚢𝚛𝚒𝚗𝚝𝚑𝚜 𝚊𝚛𝚎 𝚖𝚊𝚍𝚎 𝚘𝚏 𝚜𝚘𝚕𝚒𝚍 𝚙𝚕𝚊𝚜𝚝𝚒𝚌 𝚊𝚗𝚍 𝚍𝚎𝚌𝚘𝚛𝚊𝚝𝚎𝚍 𝚒𝚗 𝚐𝚘𝚘𝚏𝚢 𝚜𝚝𝚛𝚊𝚗𝚐𝚎 𝚊𝚛𝚌𝚑𝚒𝚝𝚎𝚌𝚝𝚞𝚛𝚎. 𝚃𝚑𝚎 𝚜𝚘𝚕𝚒𝚍 𝚙𝚕𝚊𝚜𝚝𝚒𝚌 𝚠𝚊𝚕𝚕𝚜 𝚘𝚏 𝚃𝚑𝚎 𝙻𝚊𝚋𝚢𝚛𝚒𝚗𝚝𝚑𝚜 𝚑𝚊𝚟𝚎 𝚌𝚘𝚖𝚒𝚌𝚊𝚕𝚕𝚢 𝚙𝚛𝚘𝚙𝚘𝚛𝚝𝚒𝚘𝚗𝚎𝚍 𝚍𝚘𝚘𝚛𝚜 𝚊𝚗𝚍 𝚠𝚒𝚗𝚍𝚘𝚠𝚜. 𝙻𝚊𝚋𝚢𝚛𝚒𝚗𝚝𝚑𝚜 𝚑𝚊𝚟𝚎 𝚝𝚑𝚎 𝚑𝚒𝚐𝚑𝚎𝚜𝚝 𝚌𝚑𝚊𝚗𝚌𝚎 𝚘𝚏 𝙲𝚊𝚛𝚗𝚒𝚎 𝚊𝚗𝚍 𝙲𝚑𝚒𝚕𝚍 𝙵𝚊𝚌𝚎𝚕𝚒𝚗𝚐 𝚜𝚒𝚐𝚑𝚝𝚒𝚗𝚐𝚜. 𝚂𝚒𝚐𝚑𝚝𝚒𝚗𝚐𝚜 𝚘𝚏 𝚙𝚞𝚛𝚙𝚕𝚎 𝚏𝚒𝚣𝚣𝚢 𝚕𝚒𝚚𝚞𝚒𝚍 𝚋𝚎𝚒𝚗𝚐 𝚍𝚞𝚖𝚙𝚎𝚍 𝚘𝚞𝚝 𝚘𝚏 𝚊 𝚙𝚘𝚛𝚌𝚎𝚕𝚊𝚒𝚗 𝚌𝚕𝚘𝚠𝚗'𝚜 𝚖𝚘𝚞𝚝𝚑 𝚑𝚊𝚟𝚎 𝚋𝚎𝚎𝚗 𝚏𝚘𝚞𝚗𝚍 𝚠𝚒𝚝𝚑𝚒𝚗 𝚃𝚑𝚎 𝙻𝚊𝚋𝚢𝚛𝚒𝚗𝚝𝚑. 𝚃𝚑𝚎 𝚕𝚒𝚚𝚞𝚒𝚍 𝚜𝚖𝚎𝚕𝚕𝚜 𝚊𝚗𝚍 𝚑𝚊𝚜 𝚝𝚑𝚎 𝚊𝚙𝚙𝚎𝚊𝚛𝚊𝚗𝚌𝚎 𝚘𝚏 𝚐𝚛𝚊𝚙𝚎 𝚜𝚘𝚍𝚊 𝚋𝚎𝚒𝚗𝚐 𝚙𝚘𝚞𝚛𝚎𝚍 𝚒𝚗𝚝𝚘 𝚊 𝚖𝚞𝚕𝚝𝚒-𝚌𝚘𝚕𝚘𝚛𝚎𝚍 𝚙𝚕𝚊𝚜𝚝𝚒𝚌 𝚝𝚞𝚋. 𝚃𝚑𝚒𝚜 𝚙𝚞𝚛𝚙𝚕𝚎 𝚏𝚒𝚣𝚣𝚢 𝚕𝚒𝚚𝚞𝚒𝚍 𝚑𝚊𝚜 𝚋𝚎𝚎𝚗 𝚍𝚘𝚌𝚞𝚖𝚎𝚗𝚝𝚎𝚍 𝚝𝚘 𝚋𝚎 𝚍𝚊𝚗𝚐𝚎𝚛𝚘𝚞𝚜𝚕𝚢 𝚊𝚌𝚒𝚍𝚒𝚌. 𝚃𝙷𝙴 𝙿𝙸𝚃𝚂: 𝚃𝚑𝚎 𝙿𝚒𝚝𝚜 𝚊𝚛𝚎 𝚟𝚊𝚜𝚝 𝚜𝚎𝚎𝚖𝚒𝚗𝚐𝚕𝚢 𝚎𝚗𝚍𝚕𝚎𝚜𝚜 𝚋𝚊𝚕𝚕 𝚙𝚒𝚝𝚜 𝚝𝚑𝚊𝚝 𝚐𝚘 𝚘𝚗 𝚜𝚎𝚎𝚖𝚒𝚗𝚐𝚕𝚢 𝚒𝚗𝚏𝚒𝚗𝚒𝚝𝚎𝚕𝚢. 𝙸𝚗𝚜𝚒𝚍𝚎 𝚝𝚑𝚒𝚜 𝚜𝚎𝚌𝚝𝚒𝚘𝚗 𝚘𝚏 𝙻𝚎𝚟𝚎𝚕 𝟸𝟾𝟹 𝚊 𝚏𝚘𝚐 𝚒𝚜 𝚙𝚛𝚎𝚜𝚎𝚗𝚝 𝚝𝚑𝚊𝚝 𝚕𝚒𝚖𝚒𝚝𝚜 𝚝𝚑𝚎 𝚟𝚒𝚜𝚒𝚋𝚒𝚕𝚒𝚝𝚢 𝚘𝚏 𝚊𝚗𝚢 𝚆𝚊𝚗𝚍𝚎𝚛𝚎𝚛 𝚝𝚑𝚊𝚝 𝚎𝚗𝚝𝚎𝚛𝚜 𝚃𝚑𝚎 𝙿𝚒𝚝𝚜, 𝚊𝚗𝚍 𝚌𝚊𝚗 𝚋𝚎 𝚜𝚎𝚎𝚗 𝚘𝚏𝚏 𝚒𝚗𝚝𝚘 𝚝𝚑𝚎 𝚍𝚒𝚜𝚝𝚊𝚗𝚌𝚎 𝚊𝚙𝚙𝚛𝚘𝚡𝚒𝚖𝚊𝚝𝚎𝚕𝚢 𝚏𝚒𝚏𝚝𝚢 (𝟻𝟶) 𝚏𝚎𝚎𝚝 𝚊𝚠𝚊𝚢 𝚏𝚛𝚘𝚖 𝚊𝚗𝚢 𝚆𝚊𝚗𝚍𝚎𝚛𝚎𝚛. 𝚃𝚑𝚎 𝚋𝚊𝚕𝚕𝚜 𝚊𝚌𝚝 𝚕𝚒𝚔𝚎 𝚚𝚞𝚒𝚌𝚔𝚜𝚊𝚗𝚍, 𝚝𝚑𝚎 𝚖𝚘𝚛𝚎 𝚢𝚘𝚞 𝚖𝚘𝚟𝚎 𝚊𝚛𝚘𝚞𝚗𝚍 𝚝𝚑𝚎 𝚖𝚘𝚛𝚎 𝚢𝚘𝚞 𝚜𝚒𝚗𝚔 𝚒𝚗𝚝𝚘 𝚃𝚑𝚎 𝙿𝚒𝚝. 𝙲𝚕𝚞𝚖𝚙𝚜 𝚊𝚛𝚎 𝚝𝚑𝚎 𝚘𝚗𝚕𝚢 𝚍𝚘𝚌𝚞𝚖𝚎𝚗𝚝𝚎𝚍 𝙴𝚗𝚝𝚒𝚝𝚒𝚎𝚜 𝚒𝚗 𝚝𝚑𝚒𝚜 𝚙𝚘𝚛𝚝𝚒𝚘𝚗 𝚘𝚏 𝙻𝚎𝚟𝚎𝚕 𝟸𝟾𝟹, 𝚌𝚊𝚞𝚝𝚒𝚘𝚗 𝚒𝚜 𝚊𝚍𝚟𝚒𝚜𝚎𝚍.
𝙴𝙽𝚃𝙸𝚃𝙸𝙴𝚂:
𝙷𝚘𝚞𝚗𝚍𝚜, 𝚂𝚖𝚒𝚕𝚎𝚛𝚜, 𝚂𝚔𝚒𝚗-𝚂𝚝𝚎𝚊𝚕𝚎𝚛𝚜, 𝚆𝚛𝚎𝚝𝚌𝚑𝚎𝚜, 𝙲𝚕𝚞𝚖𝚙𝚜, 𝚊𝚗𝚍 𝚋𝚘𝚝𝚑 𝙲𝚑𝚒𝚕𝚍 𝚊𝚗𝚍 𝙰𝚍𝚞𝚕𝚝 𝙵𝚊𝚌𝚎𝚕𝚒𝚗𝚐𝚜 𝚊𝚛𝚎 𝚊𝚕𝚕 𝚏𝚘𝚞𝚗𝚍 𝚠𝚒𝚝𝚑𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟸𝟾𝟹.
𝙴𝙽𝚃𝚁𝙰𝙽𝙲𝙴𝚂:
𝙵𝚒𝚗𝚍 𝚊 𝚌𝚘𝚖𝚒𝚌𝚊𝚕𝚕𝚢 𝚙𝚛𝚘𝚙𝚘𝚛𝚝𝚒𝚘𝚗𝚎𝚍 𝚖𝚞𝚕𝚝𝚒-𝚌𝚘𝚕𝚘𝚛𝚎𝚍 𝚍𝚘𝚘𝚛 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟸, 𝚊𝚗𝚍 𝚘𝚙𝚎𝚗 𝚜𝚊𝚒𝚍 𝚍𝚘𝚘𝚛 𝚝𝚘 𝚎𝚗𝚝𝚎𝚛 𝙻𝚎𝚟𝚎𝚕 𝟸𝟾𝟹'𝚜 𝙻𝚊𝚋𝚢𝚛𝚒𝚗𝚝𝚑𝚜.
𝚂𝚘𝚖𝚎 𝚙𝚕𝚊𝚢𝚐𝚛𝚘𝚞𝚗𝚍 𝚝𝚞𝚋𝚎𝚜 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟿 𝚠𝚒𝚕𝚕 𝚝𝚛𝚊𝚗𝚜𝚙𝚘𝚛𝚝 𝚢𝚘𝚞 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟸𝟾𝟹 𝚠𝚒𝚝𝚑𝚒𝚗 𝚃𝚑𝚎 𝚃𝚞𝚋𝚎𝚜.
𝚁𝚊𝚛𝚎𝚕𝚢, 𝚝𝚑𝚎𝚛𝚎 𝚠𝚒𝚕𝚕 𝚋𝚎 𝚊 𝚋𝚕𝚞𝚎 𝚜𝚚𝚞𝚊𝚛𝚎 𝚙𝚊𝚝𝚌𝚑 𝚘𝚏 𝚠𝚑𝚎𝚊𝚝 𝚠𝚒𝚝𝚑𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟷𝟶 𝚠𝚒𝚝𝚑 𝚊 𝚌𝚕𝚘𝚠𝚗 𝚜𝚌𝚊𝚛𝚎𝚌𝚛𝚘𝚠 𝚜𝚝𝚊𝚗𝚍𝚒𝚗𝚐 𝚒𝚗 𝚝𝚑𝚎 𝚌𝚎𝚗𝚝𝚎𝚛. 𝙿𝚕𝚞𝚌𝚔𝚒𝚗𝚐 𝚊 𝚜𝚒𝚗𝚐𝚕𝚎 𝚙𝚒𝚎𝚌𝚎 𝚘𝚏 𝚋𝚕𝚞𝚎 𝚠𝚑𝚎𝚊𝚝 𝚠𝚒𝚕𝚕 𝚝𝚛𝚊𝚗𝚜𝚙𝚘𝚛𝚝 𝚝𝚑𝚎 𝚙𝚎𝚛𝚜𝚘𝚗 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟸𝟾𝟹.
𝙴𝚗𝚝𝚎𝚛𝚒𝚗𝚐 𝚊𝚗 𝚘𝚍𝚍-𝚕𝚘𝚘𝚔𝚒𝚗𝚐, 𝚖𝚞𝚕𝚝𝚒-𝚌𝚘𝚕𝚘𝚛𝚎𝚍 𝚜𝚖𝚊𝚕𝚕 𝚌𝚊𝚛 𝚠𝚒𝚝𝚑 𝚗𝚘 𝚋𝚊𝚌𝚔 𝚜𝚎𝚊𝚝𝚜 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟸𝟸 𝚠𝚒𝚕𝚕 𝚝𝚛𝚊𝚗𝚜𝚙𝚘𝚛𝚝 𝚝𝚑𝚎 𝚍𝚛𝚒𝚟𝚎𝚛 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟸𝟾𝟹'𝚜 𝙻𝚘𝚞𝚗𝚐𝚎𝚜. 𝚃𝚑𝚒𝚜 𝚎𝚡𝚒𝚝 𝚒𝚜 𝚚𝚞𝚒𝚝𝚎 𝚞𝚗𝚌𝚘𝚖𝚖𝚘𝚗, 𝚢𝚘𝚞'𝚍 𝚋𝚎 𝚕𝚞𝚌𝚔𝚢 𝚝𝚘 𝚏𝚒𝚗𝚍 𝚒𝚝, 𝚢𝚘𝚞'𝚍 𝚋𝚎 𝚎𝚟𝚎𝚗 𝚕𝚞𝚌𝚔𝚒𝚎𝚛 𝚒𝚏 𝚝𝚑𝚎𝚛𝚎 𝚠𝚊𝚜 𝚊 𝙿𝚊𝚛𝚝𝚢 𝚗𝚎𝚊𝚛𝚋𝚢 =)
𝙴𝚇𝙸𝚃𝚂:
𝚃𝚑𝚎𝚛𝚎'𝚜 𝚊𝚗 𝚎𝚡𝚒𝚝 𝚒𝚗 𝚃𝚑𝚎 𝙻𝚘𝚞𝚗𝚐𝚎𝚜 𝚝𝚑𝚊𝚝 𝚕𝚎𝚊𝚍𝚜 𝚝𝚘 𝚊 𝙿𝚊𝚛𝚝𝚢! 𝙲𝚘𝚖𝚎 𝚓𝚘𝚒𝚗 𝚞𝚜 𝚒𝚏 𝚢𝚘𝚞 𝚜𝚎𝚎 𝚊 𝚍𝚘𝚞𝚋𝚕𝚎 𝚠𝚘𝚘𝚍𝚎𝚗 𝚍𝚘𝚘𝚛 𝚠𝚒𝚝𝚑 𝚌𝚘𝚕𝚘𝚛𝚏𝚞𝚕 𝚋𝚒𝚐 𝚝𝚎𝚡𝚝 𝚝𝚑𝚊𝚝 𝚜𝚊𝚢𝚜 "𝙵𝚄𝙽" =) 𝙽𝚘𝚝 𝚘𝚗𝚕𝚢 𝚌𝚊𝚗 𝚢𝚘𝚞 𝚜𝚝𝚞𝚏𝚏 𝚢𝚘𝚞𝚛 𝚜𝚝𝚘𝚖𝚊𝚌𝚑 𝚠𝚒𝚝𝚑 𝚑𝚊𝚖𝚋𝚞𝚛𝚐𝚎𝚛𝚜 𝚊𝚗𝚍 𝚏𝚛𝚒𝚎𝚜 𝚋𝚞𝚝 𝚒𝚗𝚜𝚒𝚍𝚎 𝚠𝚎 𝚑𝚊𝚟𝚎 𝚌𝚊𝚔𝚎𝚜 𝚊𝚗𝚍 𝚌𝚘𝚘𝚔𝚒𝚎𝚜! =)
𝚃𝚘 𝚐𝚎𝚝 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟶, 𝚏𝚒𝚗𝚍 𝚊 𝚋𝚕𝚊𝚗𝚍 𝚠𝚘𝚘𝚍𝚎𝚗 𝚍𝚘𝚘𝚛 𝚠𝚒𝚝𝚑𝚒𝚗 𝚃𝚑𝚎 𝙵𝚘𝚛𝚝𝚛𝚎𝚜𝚜𝚎𝚜 𝚝𝚑𝚊𝚝 𝚍𝚘𝚎𝚜𝚗'𝚝 𝚑𝚊𝚟𝚎 𝚊𝚗𝚢 𝚝𝚢𝚙𝚎 𝚘𝚏 𝚍𝚎𝚌𝚘𝚛𝚊𝚝𝚒𝚘𝚗. 𝚃𝚑𝚎 𝚜𝚖𝚎𝚕𝚕 𝚘𝚏 𝚖𝚘𝚕𝚍 𝚜𝚑𝚘𝚞𝚕𝚍 𝚊𝚕𝚜𝚘 𝚌𝚘𝚖𝚎 𝚘𝚏𝚏 𝚘𝚏 𝚝𝚑𝚎 𝚍𝚘𝚘𝚛.
𝚃𝚘 𝚐𝚎𝚝 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟻𝟽 𝚏𝚒𝚗𝚍 𝚊 𝚙𝚊𝚒𝚗𝚝𝚒𝚗𝚐 𝚘𝚏 𝚊 𝚜𝚊𝚍 𝚌𝚕𝚘𝚠𝚗 𝚒𝚗 𝚃𝚑𝚎 𝙻𝚘𝚞𝚗𝚐𝚎𝚜 𝚊𝚗𝚍 𝚊𝚝𝚝𝚎𝚖𝚙𝚝 𝚝𝚘 𝚛𝚎𝚖𝚘𝚟𝚎 𝚝𝚑𝚎 𝚙𝚊𝚒𝚗𝚝𝚒𝚗𝚐 𝚏𝚛𝚘𝚖 𝚝𝚑𝚎 𝚠𝚊𝚕𝚕 𝚒𝚝'𝚜 𝚑𝚊𝚗𝚐𝚒𝚗𝚐 𝚏𝚛𝚘𝚖.
𝚃𝚘 𝚐𝚎𝚝 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟾 𝚌𝚛𝚊𝚠𝚕 𝚝𝚑𝚛𝚘𝚞𝚐𝚑 𝚃𝚑𝚎 𝚃𝚞𝚋𝚎𝚜 𝚞𝚗𝚝𝚒𝚕 𝚝𝚑𝚎 𝚝𝚎𝚛𝚛𝚊𝚒𝚗 𝚘𝚏 𝚃𝚑𝚎 𝚃𝚞𝚋𝚎𝚜 𝚋𝚎𝚐𝚒𝚗𝚜 𝚝𝚘 𝚋𝚎𝚌𝚘𝚖𝚎 𝚛𝚘𝚌𝚔𝚢 𝚊𝚗𝚍 𝚐𝚛𝚎𝚢 𝚒𝚗𝚜𝚝𝚎𝚊𝚍 𝚘𝚏 𝚝𝚑𝚎 𝚌𝚘𝚕𝚘𝚛𝚏𝚞𝚕𝚕𝚢 𝚙𝚊𝚒𝚗𝚝��𝚍 𝚖𝚎𝚝𝚊𝚕 𝚃𝚑𝚎 𝚃𝚞𝚋𝚎𝚜 𝚊𝚛𝚎 𝚞𝚜𝚞𝚊𝚕𝚕𝚢 𝚖𝚊𝚍𝚎 𝚘𝚏.
𝚃𝚑𝚎𝚛𝚎'𝚜 𝚊𝚗 𝚞𝚗𝚌𝚘𝚖𝚖𝚘𝚗 𝚌𝚑𝚊𝚗��𝚎 𝚘𝚏 𝚏𝚊𝚕𝚕𝚒𝚗𝚐 𝚒𝚗𝚝𝚘 𝚃𝚑𝚎 𝙿𝚒𝚝 𝚊𝚗𝚍 𝚎𝚗𝚍𝚒𝚗𝚐 𝚞𝚙 𝚏𝚊𝚕𝚕𝚒𝚗𝚐 𝚝𝚑𝚛𝚘𝚞𝚐𝚑 𝚝𝚑𝚎 𝚌𝚎𝚒𝚕𝚒𝚗𝚐 𝚘𝚏 𝙻𝚎𝚟𝚎𝚕 𝟺 𝚊𝚗𝚍 𝚎𝚗𝚍𝚒𝚗𝚐 𝚞𝚙 𝚝𝚑𝚎𝚛𝚎.
𝙽𝚘𝚌𝚕𝚒𝚙𝚙𝚒𝚗𝚐 𝚝𝚑𝚛𝚘𝚞𝚐𝚑 𝚝𝚑𝚎 𝚏𝚕𝚘𝚘𝚛 𝚒𝚗 𝚃𝚑𝚎 𝙻𝚘𝚞𝚗𝚐𝚎𝚜 𝚠𝚒𝚕𝚕 𝚕𝚎𝚊𝚍 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟷.
8 notes
·
View notes
Text
The Hub doors
Ɗ𐍈𐍈𐍂 ꠶ Ɗ𐍈𐍈𐍂 I Ɗ𐍈𐍈𐍂 II
Ɗ𐍈𐍈𐍂 III
Ɗ𐍈𐍈𐍂 IV
Ɗ𐍈𐍈𐍂 XIX
Ɗ𐍈𐍈𐍂 CCLXXXIII
Choose a door and visit the respective level. If you wish to go back to the real world, click this link.
5 notes
·
View notes
Text
𝐋𝐞𝐯𝐞𝐥 𝟒 - "𝐀𝐛𝐚𝐧𝐝𝐨𝐧𝐞𝐝 𝐎𝐟𝐟𝐢𝐜𝐞"
𝚂𝚄𝚁𝚅𝙸𝚅𝙰𝙻 𝙳𝙸𝙵𝙵𝙸𝙲𝚄𝙻𝚃𝚈: 𝙲𝚕𝚊𝚜𝚜 𝟷
𝚂𝚊𝚏𝚎
𝚂𝚎𝚌𝚞𝚛𝚎
𝙼𝚒𝚗𝚒𝚖𝚊𝚕 𝙴𝚗𝚝𝚒𝚝𝚢 𝙲𝚘𝚞𝚗𝚝
𝚃𝚑𝚒𝚜 𝚒𝚜 𝚝𝚑𝚎 𝚕𝚎𝚟𝚎𝚕 𝚠𝚑𝚎𝚛𝚎 𝙰𝚕𝚖𝚘𝚗𝚍 𝚆𝚊𝚝𝚎𝚛 𝚌𝚊𝚗 𝚋𝚎 𝚏𝚘𝚞𝚗𝚍 𝚖𝚘𝚜𝚝 𝚏𝚛𝚎𝚚𝚞𝚎𝚗𝚝𝚕𝚢.
𝚂𝚌𝚊𝚝𝚝𝚎𝚛𝚎𝚍 𝚊𝚛𝚘𝚞𝚗𝚍 𝚝𝚑𝚒𝚜 𝚕𝚎𝚟𝚎𝚕, 𝚠𝚊𝚝𝚎𝚛 𝚌𝚘𝚘𝚕𝚎𝚛𝚜, 𝚟𝚎𝚗𝚍𝚒𝚗𝚐 𝚖𝚊𝚌𝚑𝚒𝚗𝚎𝚜, 𝚊𝚗𝚍 𝚏𝚘𝚞𝚗𝚝𝚊𝚒𝚗𝚜 𝚌𝚘𝚗𝚝𝚊𝚒𝚗𝚒𝚗𝚐 𝙰𝚕𝚖𝚘𝚗𝚍 𝚆𝚊𝚝𝚎𝚛 𝚌𝚊𝚗 𝚋𝚎 𝚏𝚘𝚞𝚗𝚍. 𝙻𝚎𝚟𝚎𝚕 𝟺 𝚒𝚜 𝚟𝚎𝚛𝚢 𝚎𝚊𝚜𝚢 𝚝𝚘 𝚎𝚜𝚌𝚊𝚙𝚎 𝚏𝚛𝚘𝚖 (𝚊𝚗𝚍 𝚊𝚕𝚜𝚘 𝚛𝚎𝚝𝚞𝚛𝚗 𝚝𝚘). 𝙻𝚎𝚟𝚎𝚕 𝟺 𝚒𝚜 𝚝𝚑𝚎 𝚋𝚎𝚜𝚝 𝚙𝚕𝚊𝚌𝚎 𝚝𝚘 𝚖𝚎𝚎𝚝 𝚘𝚝𝚑𝚎𝚛 𝚙𝚎𝚘𝚙𝚕𝚎 𝚊𝚗𝚍 𝚏𝚒𝚗𝚍 𝚜𝚞𝚙𝚙𝚕𝚒𝚎𝚜.
𝙱𝚎𝚏𝚘𝚛𝚎 𝚊𝚝𝚝𝚎𝚖𝚙𝚝𝚒𝚗𝚐 𝚝𝚘 𝚖𝚘𝚟𝚎 𝚘𝚗 𝚝𝚘 𝚝𝚑𝚎 𝚗𝚎𝚡𝚝 𝚕𝚎𝚟𝚎𝚕𝚜, 𝚒𝚝 𝚒𝚜 𝚛𝚎𝚌𝚘𝚖𝚖𝚎𝚗𝚍𝚎𝚍 𝚝𝚑𝚊𝚝 𝚢𝚘𝚞 𝚜𝚝𝚘𝚌𝚔 𝚞𝚙 𝚘𝚗 𝙰𝚕𝚖𝚘𝚗𝚍 𝚆𝚊𝚝𝚎𝚛: 𝚒𝚝 𝚠𝚒𝚕𝚕 𝚋𝚎 𝚗𝚎𝚎𝚍𝚎𝚍, 𝚎𝚜𝚙𝚎𝚌𝚒𝚊𝚕𝚕𝚢 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟻 𝚊𝚗𝚍 𝙻𝚎𝚟𝚎𝚕 𝟼.
𝙴𝙽𝚃𝚁𝙰𝙽𝙲𝙴𝚂:
𝙽𝚘-𝙲𝚕𝚒𝚙 𝚒𝚗𝚝𝚘 𝚊 𝚠𝚊𝚕𝚕 𝚒𝚗 𝚃𝚑𝚎 𝙷𝚞𝚋.
𝚈𝚘𝚞 𝚌𝚊𝚗 𝚊𝚕𝚜𝚘 𝚐𝚎𝚝 𝚑𝚎𝚛𝚎 𝚏𝚛𝚘𝚖 𝙻𝚎𝚟𝚎𝚕 𝟹 𝚞𝚜𝚒𝚗𝚐 𝚝𝚑𝚎 𝚎𝚕𝚎𝚟𝚊𝚝𝚘𝚛𝚜.
𝙱𝚢 𝚏𝚒𝚗𝚍𝚒𝚗𝚐 𝚊 𝚍𝚘𝚘𝚛 𝚘𝚗 𝙻𝚎𝚟𝚎𝚕 𝟸 𝚝𝚑𝚊𝚝 𝚒𝚜 𝚞𝚗𝚕𝚘𝚌𝚔𝚎𝚍.
𝙵𝚊𝚕𝚕𝚒𝚗𝚐 𝚝𝚑𝚛𝚘𝚞𝚐𝚑 𝚃𝚑𝚎 𝙿𝚒𝚝 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟸𝟾𝟹 𝚑𝚊𝚜 𝚝𝚑𝚎 𝚌𝚑𝚊𝚗𝚌𝚎 𝚘𝚏 𝚝𝚎𝚕𝚎𝚙𝚘𝚛𝚝𝚒𝚗𝚐 𝚍𝚒𝚟𝚎𝚛𝚜 𝚝𝚑𝚛𝚘𝚞𝚐𝚑 𝚝𝚑𝚎 𝚌𝚎𝚒𝚕𝚒𝚗𝚐 𝚘𝚏 𝙻𝚎𝚟𝚎𝚕 𝟺.
𝙴𝚇𝙸𝚃𝚂:
𝙻𝚎𝚟𝚎𝚕 𝟺 𝚑𝚊𝚜 𝚘𝚌𝚌𝚊𝚜𝚒𝚘𝚗𝚊𝚕 𝚎𝚡𝚒𝚝𝚜 𝚝𝚑𝚊𝚝 𝚕𝚎𝚊𝚍 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟻 𝚊𝚗𝚍 𝙻𝚎𝚟𝚎𝚕 𝟼.
𝙼𝚘𝚜𝚝 𝚎𝚡𝚒𝚝𝚜 𝚝𝚊𝚔𝚎 𝚝𝚑𝚎 𝚏𝚘𝚛𝚖 𝚘𝚏 𝚘𝚏𝚏𝚒𝚌𝚎-𝚜𝚝𝚢𝚕𝚎 𝚜𝚝��𝚒𝚛𝚠𝚊𝚢𝚜 𝚘𝚛 𝚘𝚌𝚌𝚊𝚜𝚒𝚘𝚗𝚊𝚕 𝚎𝚕𝚎𝚟𝚊𝚝𝚘𝚛𝚜 𝚝𝚑𝚊𝚝 𝚖𝚊𝚢 𝚎𝚟𝚎𝚗 𝚕𝚎𝚊𝚍 𝚋𝚊𝚌𝚔 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟹.
𝚁𝚊𝚛𝚎𝚕𝚢, 𝚜𝚝𝚊𝚒𝚛𝚜 𝚕𝚎𝚊𝚍𝚒𝚗𝚐 𝚝𝚘 𝚊 𝚋𝚊𝚜𝚎𝚖𝚎𝚗𝚝 𝚌𝚊𝚗 𝚋𝚎 𝚏𝚘𝚞𝚗𝚍, 𝚊𝚗𝚍 𝚝𝚑𝚎𝚜𝚎 𝚐𝚘 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟽𝟷.
𝙰𝚜 𝚠𝚒𝚝𝚑 𝚊𝚕𝚖𝚘𝚜𝚝 𝚊𝚕𝚕 𝚎𝚡𝚒𝚝𝚜 𝚒𝚗 𝚝𝚑𝚎 𝚋𝚊𝚌𝚔𝚛𝚘𝚘𝚖𝚜, 𝚘𝚗𝚌𝚎 𝚢𝚘𝚞 𝚕𝚘𝚜𝚎 𝚊 𝚍𝚒𝚛𝚎𝚌𝚝 𝚕𝚒𝚗𝚎 𝚘𝚏 𝚜𝚒𝚐𝚑𝚝 𝚠𝚒𝚝𝚑 𝚒𝚝, 𝚒𝚝 𝚖𝚊𝚢 𝚍𝚒𝚜𝚊𝚙𝚙𝚎𝚊𝚛 𝚞𝚗𝚎𝚡𝚙𝚎𝚌𝚝𝚎𝚍𝚕𝚢.
𝙴𝙽𝚃𝙸𝚃𝙸𝙴𝚂:
𝙻𝚎𝚟𝚎𝚕 𝟺 𝚒𝚜 𝚖𝚘𝚜𝚝𝚕𝚢 𝚍𝚎𝚟𝚘𝚒𝚍 𝚘𝚏 𝚎𝚗𝚝𝚒𝚝𝚒𝚎𝚜. 𝙷𝚘𝚞𝚗𝚍𝚜 𝚊𝚗𝚍 𝙳𝚞𝚕𝚕𝚎𝚛𝚜 𝚊𝚛𝚎 𝚝𝚑𝚎 𝚘𝚗𝚕𝚢 𝚘𝚗𝚎𝚜 𝚝𝚘 𝚑𝚊𝚟𝚎 𝚋𝚎𝚎𝚗 𝚘𝚋𝚜𝚎𝚛𝚟𝚎𝚍. 𝙾𝚗𝚎 𝚙𝚎𝚛𝚜𝚘𝚗 𝚌𝚕𝚊𝚒𝚖𝚎𝚍 𝚝𝚑𝚎𝚢 𝚜𝚊𝚠 𝚊 𝚂𝚖𝚒𝚕𝚎𝚛, 𝚋𝚞𝚝 𝚗𝚘 𝚎𝚟𝚒𝚍𝚎𝚗𝚌𝚎 𝚎𝚡𝚒𝚜𝚝𝚜. 𝙱𝚎𝚌𝚊𝚞𝚜𝚎 𝚘𝚏 𝚝𝚑𝚒𝚜 𝚕𝚊𝚌𝚔 𝚘𝚏 𝚋𝚎𝚒𝚗𝚐𝚜, 𝚝𝚑𝚎𝚛𝚎 𝚊𝚛𝚎 𝚕𝚘𝚝𝚜 𝚘𝚏 𝚙𝚎𝚘𝚙𝚕𝚎 𝚘𝚗 𝙻𝚎𝚟𝚎𝚕 𝟺.
#backrooms#liminal spaces#the backrooms#backrooms aesthetic#liminal#liminal aesthetic#lever 4#backrooms level 4#abandoned office
12 notes
·
View notes
Text
𝐋𝐞𝐯𝐞𝐥 𝟑 - "𝐄𝐥𝐞𝐜𝐭𝐫𝐢𝐜𝐚𝐥 𝐒𝐭𝐚𝐭𝐢𝐨𝐧"
𝚂𝚄𝚁𝚅𝙸𝚅𝙰𝙻 𝙳𝙸𝙵𝙵𝙸𝙲𝚄𝙻𝚃𝚈: 𝙲𝚕𝚊𝚜𝚜 𝟺
𝚄𝚗𝚜𝚊𝚏𝚎
𝚄𝚗𝚜𝚎𝚌𝚞𝚛𝚎
𝙼𝚎𝚍𝚒𝚞𝚖 𝙴𝚗𝚝𝚒𝚝𝚢 𝙲𝚘𝚞𝚗𝚝
𝙻𝚎𝚟𝚎𝚕 𝟹 𝚒𝚜 𝚘𝚗𝚎 𝚘𝚏 𝚝𝚑𝚎 𝚏𝚒𝚛𝚜𝚝 𝚏𝚎𝚠 𝚕𝚎𝚟𝚎𝚕𝚜 𝚝𝚑𝚊𝚝 𝚠𝚊𝚗𝚍𝚎𝚛𝚎𝚛𝚜 𝚞𝚜𝚞𝚊𝚕𝚕𝚢 𝚎𝚗𝚌𝚘𝚞𝚗𝚝𝚎𝚛. 𝙸𝚝 𝚒𝚜 𝚘𝚗𝚎 𝚘𝚏 𝚝𝚑𝚎 𝚕𝚊𝚛𝚐𝚎𝚛 𝚕𝚎𝚟𝚎𝚕𝚜 𝚘𝚏 𝚝𝚑𝚎 𝙱𝚊𝚌𝚔𝚛𝚘𝚘𝚖𝚜. 𝙴𝚜𝚝𝚒𝚖𝚊𝚝𝚎𝚍 𝚊𝚝 𝚊𝚛𝚘𝚞𝚗𝚍 𝟹𝟻𝟶 𝚖𝚒𝚕𝚕𝚒𝚘𝚗 𝚜𝚚𝚞𝚊𝚛𝚎 𝚖𝚒𝚕𝚎𝚜 𝚒𝚗 𝚊𝚛𝚎𝚊 (~𝟻𝟼𝟹 𝚖𝚒𝚕𝚕𝚒𝚘𝚗 𝚜𝚚𝚞𝚊𝚛𝚎 𝚔𝚒𝚕𝚘𝚖𝚎𝚝𝚎𝚛𝚜), 𝚝𝚑𝚒𝚜 𝚙𝚛𝚎𝚜𝚞𝚖𝚎𝚍 𝚜𝚒𝚣𝚎 𝚖𝚊𝚔𝚎𝚜 𝚜𝚒𝚐𝚑𝚝𝚒𝚗𝚐𝚜 𝚘𝚏 𝚏𝚎𝚕𝚕𝚘𝚠 𝚠𝚊𝚗𝚍𝚎𝚛𝚎𝚛𝚜 𝚜𝚌𝚊𝚛𝚌𝚎 𝚠𝚑𝚎𝚗 𝚝𝚛𝚊𝚟𝚎𝚕𝚒𝚗𝚐 𝚝𝚑𝚛𝚘𝚞𝚐𝚑 𝙻𝚎𝚟𝚎𝚕 𝟹.
𝙸𝚝 𝚒𝚜 𝚛𝚎𝚌𝚘𝚖𝚖𝚎𝚗𝚍𝚎𝚍 𝚝𝚑𝚊𝚝 𝚢𝚘𝚞 𝚎𝚗𝚝𝚎𝚛 𝙻𝚎𝚟𝚎𝚕 𝟹 𝚘𝚗𝚕𝚢 𝚒𝚏 𝚢𝚘𝚞 𝚊𝚛𝚎 𝚙𝚛𝚘𝚙𝚎𝚛𝚕𝚢 𝚙𝚛𝚎𝚙𝚊𝚛𝚎𝚍 𝚝𝚘 𝚍𝚎𝚏𝚎𝚗𝚍 𝚢𝚘𝚞𝚛𝚜𝚎𝚕𝚏 𝚏𝚛𝚘𝚖 𝚊𝚗𝚢𝚝𝚑𝚒𝚗𝚐 𝚕𝚞𝚛𝚔𝚒𝚗𝚐 𝚒𝚗 𝚝𝚑𝚎 𝚑𝚊𝚕𝚕𝚠𝚊𝚢𝚜 𝚠𝚒𝚝𝚑 𝚢𝚘𝚞, 𝚊𝚜 𝚒𝚝 𝚒𝚜 𝚑𝚒𝚐𝚑𝚕𝚢 𝚞𝚗𝚕𝚒𝚔𝚎𝚕𝚢 𝚝𝚑𝚊𝚝 𝚊𝚗𝚢 𝚊𝚒𝚍 𝚠𝚒𝚕𝚕 𝚌𝚘𝚖𝚎 𝚝𝚘 𝚢𝚘𝚞 𝚜𝚑𝚘𝚞𝚕𝚍 𝚢𝚘𝚞 𝚗𝚎𝚎𝚍 𝚒𝚝.
𝙴𝙽𝚃𝚁𝙰𝙽𝙲𝙴𝚂:
𝚄𝚗𝚕𝚘𝚌𝚔𝚎𝚍 𝚍𝚘𝚘𝚛𝚜 𝚘𝚗 𝙻𝚎𝚟𝚎𝚕 𝟸.
𝙴𝚕𝚎𝚟𝚊𝚝𝚘𝚛𝚜 𝚘𝚗 𝙻𝚎𝚟𝚎𝚕 𝟺 𝚊𝚗𝚍 𝙻𝚎𝚟𝚎𝚕 𝟻.
𝚂𝚘𝚖𝚎𝚝𝚒𝚖𝚎𝚜, 𝚎𝚗𝚝𝚎𝚛𝚒𝚗𝚐 𝚋𝚞𝚗𝚔𝚎𝚛𝚜 𝚘𝚗 𝙻𝚎𝚟𝚎𝚕 𝟷𝟶.
𝙱𝚞𝚒𝚕𝚍𝚒𝚗𝚐𝚜 𝚘𝚗 𝙻𝚎𝚟𝚎𝚕 𝟷𝟷 𝚝𝚑𝚊𝚝 𝚑𝚊𝚟𝚎 𝚊 𝚜𝚒𝚖𝚒𝚕𝚊𝚛 𝚕𝚘𝚘𝚔 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟹 𝚘𝚗 𝚝𝚑𝚎 𝚒𝚗𝚜𝚒𝚍𝚎 𝚌𝚊𝚗 𝚜𝚘𝚖𝚎𝚝𝚒𝚖𝚎𝚜 𝚝𝚎𝚕𝚎𝚙𝚘𝚛𝚝 𝚢𝚘𝚞 𝚝𝚘 𝚒𝚝.
𝚁𝚞𝚜𝚝𝚢 𝚙𝚒𝚙𝚎𝚜 𝚏𝚘𝚞𝚗𝚍 𝚒𝚗𝚜𝚒𝚍𝚎 𝙻𝚎𝚟𝚎𝚕 𝟷𝟹 𝚖𝚊𝚢 𝚕𝚎𝚊𝚍 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟹 𝚒𝚏 𝚢𝚘𝚞 𝚖𝚊𝚔𝚎 𝚌𝚘𝚗𝚝𝚊𝚌𝚝 𝚠𝚒𝚝𝚑 𝚝𝚑𝚎𝚖.
𝚃𝚑𝚎 𝙼𝚎𝚝𝚛𝚘 𝚒𝚜 𝚊𝚕𝚜𝚘 𝚊𝚗 𝚎𝚊𝚜𝚢 𝚠𝚊𝚢 𝚝𝚘 𝚊𝚌𝚌𝚎𝚜𝚜 𝙻𝚎𝚟𝚎𝚕 𝟹.
𝙴𝚇𝙸𝚃𝚂:
𝙴𝚕𝚎𝚟𝚊𝚝𝚘𝚛𝚜 𝚘𝚗 𝙻𝚎𝚟𝚎𝚕 𝟹 𝚌𝚊𝚗 𝚞𝚜𝚞𝚊𝚕𝚕𝚢 𝚕𝚎𝚊𝚍 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟺 𝚊𝚗𝚍 𝙻𝚎𝚟𝚎𝚕 𝟻𝟻.
𝚆𝚘𝚘𝚍𝚎𝚗 𝚍𝚘𝚘𝚛𝚜 𝚕𝚎𝚊𝚍 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟹𝟷.
𝚂𝚒𝚝𝚝𝚒𝚗𝚐 𝚒𝚗 𝚝𝚑𝚎 𝚏𝚛𝚘𝚗𝚝 𝚜𝚎𝚊𝚝 𝚘𝚏 𝚌𝚊𝚛𝚜 𝚝𝚑𝚊𝚝 𝚊𝚛𝚎 𝚏𝚘𝚞𝚗𝚍 𝚒𝚗 𝚝𝚑𝚎 𝚎𝚕𝚎𝚌𝚝𝚛𝚒𝚌𝚊𝚕 𝚛𝚘𝚘𝚖𝚜 𝚠𝚒𝚕𝚕 𝚌𝚊𝚞𝚜𝚎 𝚢𝚘𝚞 𝚝𝚘 𝚏𝚊𝚕𝚕 𝚞𝚗𝚌𝚘𝚗𝚜𝚌𝚒𝚘𝚞𝚜. 𝚄𝚙𝚘𝚗 𝚠𝚊𝚔𝚒𝚗𝚐 𝚞𝚙, 𝚢𝚘𝚞 𝚠𝚒𝚕𝚕 𝚋𝚎 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟼𝟿.
𝙴𝙽𝚃𝙸𝚃𝙸𝙴𝚂:
𝙻𝚎𝚟𝚎𝚕 𝟹 𝚌𝚘𝚗𝚝𝚊𝚒𝚗𝚜 𝚖𝚊𝚗𝚢 𝚍𝚊𝚗𝚐𝚎𝚛𝚘𝚞𝚜 𝚎𝚗𝚝𝚒𝚝𝚒𝚎𝚜. 𝙸𝚝 𝚒𝚜 𝚊𝚕𝚖𝚘𝚜𝚝 𝚒𝚖𝚙𝚘𝚜𝚜𝚒𝚋𝚕𝚎 𝚝𝚘 𝚝𝚛𝚊𝚟𝚎𝚛𝚜𝚎 𝚕𝚊𝚛𝚐𝚎 𝚍𝚒𝚜𝚝𝚊𝚗𝚌𝚎𝚜 𝚠𝚒𝚝𝚑𝚘𝚞𝚝 𝚎𝚗𝚌𝚘𝚞𝚗𝚝𝚎𝚛𝚒𝚗𝚐 𝚝𝚑𝚎𝚖 𝚊𝚝 𝚕𝚎𝚊𝚜𝚝 𝚘𝚗𝚌𝚎. 𝙷𝚘𝚞𝚗𝚍𝚜, 𝙵𝚊𝚌𝚎𝚕𝚒𝚗𝚐𝚜, 𝚆𝚛𝚎𝚝𝚌𝚑𝚎𝚜, 𝙼𝚊𝚕𝚎 𝚊𝚗𝚍 𝙵𝚎𝚖𝚊𝚕𝚎 𝙳𝚎𝚊𝚝𝚑𝚖𝚘𝚝𝚑𝚜, 𝚂𝚔𝚒𝚗-𝚂𝚝𝚎𝚊𝚕𝚎𝚛𝚜, 𝙳𝚞𝚕𝚕𝚎𝚛𝚜, 𝚂𝚖𝚒𝚕𝚎𝚛𝚜, 𝙲𝚕𝚞𝚖𝚙𝚜 𝚊𝚗𝚍 𝙱𝚞𝚛𝚜𝚝𝚎𝚛𝚜 𝚊𝚕𝚕 𝚜𝚎𝚎𝚖 𝚝𝚘 𝚒𝚗𝚑𝚊𝚋𝚒𝚝 𝚝𝚑𝚒𝚜 𝚕𝚎𝚟𝚎𝚕, 𝚙𝚛𝚎𝚢𝚒𝚗𝚐 𝚘𝚗 𝚊𝚗𝚢𝚘𝚗𝚎 𝚞𝚗𝚕𝚞𝚌𝚔𝚢 𝚎𝚗𝚘𝚞𝚐𝚑 𝚝𝚘 𝚜𝚞𝚌𝚌𝚞𝚖𝚋 𝚝𝚘 𝚝𝚑𝚎𝚖. 𝚃𝚑𝚎 𝙲𝚛𝚊𝚠𝚕𝚎𝚛 𝙵𝚞𝚗𝚐𝚞𝚜 𝚑𝚊𝚜 𝚋𝚎𝚎𝚗 𝚏𝚘𝚞𝚗𝚍 𝚐𝚛𝚘𝚠𝚒𝚗𝚐 𝚑𝚎𝚛𝚎, 𝚊𝚗𝚍 𝚝𝚑𝚎 𝚑𝚒𝚐𝚑 𝚑𝚞𝚖𝚒𝚍𝚒𝚝𝚢 𝚖𝚊𝚔𝚎𝚜 𝚒𝚝 𝚎𝚊𝚜𝚢 𝚏𝚘𝚛 𝚃𝚑𝚎 𝙳𝚒𝚜𝚎𝚊𝚜𝚎 𝚝𝚘 𝚜𝚙𝚛𝚎𝚊𝚍 𝚑𝚎𝚛𝚎 𝚊𝚜 𝚠𝚎𝚕𝚕, 𝚜𝚘 𝚢𝚘𝚞 𝚊𝚛𝚎 𝚊𝚍𝚟𝚒𝚜𝚎𝚍 𝚝𝚘 𝚖𝚊𝚒𝚗𝚝𝚊𝚒𝚗 𝚙𝚛𝚘𝚙𝚎𝚛 𝚑𝚢𝚐𝚒𝚎𝚗𝚎 𝚙𝚛𝚊𝚌𝚝𝚒𝚌𝚎𝚜 𝚠𝚑𝚒𝚕𝚎 𝚖𝚊𝚔𝚒𝚗𝚐 𝚢𝚘𝚞𝚛 𝚠𝚊𝚢 𝚝𝚑𝚛𝚘𝚞𝚐𝚑 𝚝𝚑𝚎 𝚝𝚞𝚗𝚗𝚎𝚕𝚜.
#backrooms#liminal spaces#the backrooms#backrooms aesthetic#liminal#liminal aesthetic#level 3#backrooms level 3#electrical station
5 notes
·
View notes
Text
𝕋𝕙𝕖 ℍ𝕦𝕓
𝕊𝕌ℝ𝕍𝕀𝕍𝔸𝕃 𝔻𝕀𝔽𝔽𝕀ℂ𝕌𝕃𝕋𝕐: ℂ𝕝𝕒𝕤𝕤 0️⃣
𝕊𝕒𝕗𝕖
𝕊𝕖𝕔𝕦𝕣𝕖
𝔻𝕖𝕧𝕠𝕚𝕕 𝕠𝕗 ℍ𝕠𝕤𝕥𝕚𝕝𝕖 𝔼𝕟𝕥𝕚𝕥𝕚𝕖𝕤
𝑇𝒉𝑒 𝐻𝑢𝑏 𝑖𝑠 𝑎𝑛 𝐸𝑛𝑖𝑔𝑚𝑎𝑡𝑖𝑐 𝐿𝑒𝑣𝑒𝑙 𝑜𝑓 𝑇𝒉𝑒 𝐵𝑎𝑐𝑘𝑟𝑜𝑜𝑚𝑠, 𝑎𝑛𝑑 𝑖𝑠 𝑎 𝑠𝑎𝑓𝑒 𝑝𝑙𝑎𝑐𝑒 𝑓𝑜𝑟 𝑎𝑛𝑦 𝑊𝑎𝑛𝑑𝑒𝑟𝑒𝑟 𝑙𝑜𝑜𝑘𝑖𝑛𝑔 𝑡𝑜 𝑝𝑎𝑠𝑠 𝑏𝑦 𝑎𝑛𝑑/𝑜𝑟 𝑙𝑖𝑣𝑒 𝑖𝑛. 𝑇𝒉𝑒 𝐻𝑢𝑏 𝑠𝑒𝑒𝑚𝑠 𝑡𝑜 𝑏𝑒 𝑎 𝑇𝑢𝑛𝑛𝑒𝑙, 𝑤𝑖𝑡𝒉 𝑏𝑜𝑡𝒉 𝑙𝑜𝑐𝑘𝑒𝑑 𝑎𝑛𝑑 𝑢𝑛𝑙𝑜𝑐𝑘𝑒𝑑 𝑑𝑜𝑜𝑟𝑠 𝑜𝑛 𝑒𝑖𝑡𝒉𝑒𝑟 𝑠𝑖𝑑𝑒.
𝑇𝒉𝑒 𝐻𝑢𝑏 𝑠𝑒𝑒𝑚𝑠 𝑡𝑜 𝑏𝑒 𝑐𝑜𝑚𝑝𝑙𝑒𝑡𝑒𝑙𝑦 𝑑𝑒𝑣𝑜𝑖𝑑 𝑜𝑓 𝑠𝑜𝑢𝑛𝑑, 𝑚𝑎𝑘𝑖𝑛𝑔 𝑡𝒉𝑒 𝐿𝑒𝑣𝑒𝑙 𝑓𝑒𝑒𝑙 𝑓𝑎𝑖𝑟𝑙𝑦 𝑒𝑚𝑝𝑡𝑦. 𝐼𝑛 𝑚𝑜𝑠𝑡 𝑎𝑟𝑒𝑎𝑠, 𝑇𝒉𝑒 𝐻𝑢𝑏 𝑖𝑠 𝑙𝑖𝑛𝑒𝑑 𝑤𝑖𝑡𝒉 𝑙𝑎𝑟𝑔𝑒 𝑐𝑜𝑛𝑐𝑟𝑒𝑡𝑒 𝑑𝑜𝑜𝑟𝑠 𝑜𝑛 𝑒𝑖𝑡𝒉𝑒𝑟 𝑠𝑖𝑑𝑒 𝑠𝑜𝑟𝑡𝑒𝑑 𝑖𝑛 𝑟𝑜𝑤𝑠, 𝑒𝑎𝑐𝒉 𝑏𝑎𝑟𝑖𝑛𝑔 𝑎 𝑠𝑡𝑟𝑎𝑛𝑔𝑒 𝑠𝑦𝑚𝑏𝑜𝑙 𝑐𝑎𝑟𝑣𝑒𝑑 𝑎𝑏𝑜𝑣𝑒 𝑠𝑎𝑖𝑑 𝑑𝑜𝑜𝑟.
𝑀𝑜𝑠𝑡 𝑜𝑓 𝑡𝒉𝑒 𝑑𝑜𝑜𝑟𝑠 𝑎𝑟𝑒 𝑙𝑜𝑐𝑘𝑒𝑑, 𝑎𝑛𝑑 𝑐𝑎𝑛𝑛𝑜𝑡 𝑏𝑒 𝑜𝑝𝑒𝑛𝑒𝑑 𝑤𝑖𝑡𝒉𝑜𝑢𝑡 𝑡𝒉𝑒𝑖𝑟 𝑟𝑒𝑠𝑝𝑒𝑐𝑡𝑖𝑣𝑒 𝐿𝑒𝑣𝑒𝑙 𝐾𝑒𝑦. 𝑃𝑖𝑐𝑘𝑖𝑛𝑔 𝑡𝒉𝑒 𝑙𝑜𝑐𝑘𝑠 𝑖𝑠 𝑖𝑚𝑝𝑜𝑠𝑠𝑖𝑏𝑙𝑒, 𝑎𝑠 𝑡𝒉𝑒𝑦 𝑐𝑜𝑛𝑡𝑎𝑖𝑛 𝑖𝑛𝑡𝑟𝑖𝑐𝑎𝑡𝑒 𝑎𝑛𝑑 𝑐𝑜𝑚𝑝𝑙𝑒𝑥 𝑚𝑒𝑐𝒉𝑎𝑛𝑖𝑠𝑚𝑠 𝑤𝒉𝑖𝑐𝒉 𝑚𝑎𝑘𝑒 𝑖𝑡 𝑖𝑚𝑝𝑜𝑠𝑠𝑖𝑏𝑙𝑒 𝑓𝑜𝑟 𝑎𝑛𝑦𝑡𝒉𝑖𝑛𝑔 𝑏𝑒𝑠𝑖𝑑𝑒𝑠 𝑡𝒉𝑒 𝑖𝑛𝑡𝑒𝑛𝑑𝑒𝑑 𝑙𝑒𝑣𝑒𝑙 𝑘𝑒𝑦 𝑡𝑜 𝑢𝑛𝑙𝑜𝑐𝑘 𝑡𝒉𝑒𝑚.
𝐼𝑓 𝑦𝑜𝑢 𝑒𝑛𝑡𝑒𝑟 𝑇𝒉𝑒 𝐻𝑢𝑏 𝑤𝒉𝑖𝑙𝑒 𝑖𝑛 𝑝𝑜𝑠𝑠𝑒𝑠𝑠𝑖𝑜𝑛 𝑜𝑓 𝑎 𝐿𝑒𝑣𝑒𝑙 𝐾𝑒𝑦, 𝑦𝑜𝑢 𝑐𝑎𝑛 𝑓𝑜𝑙𝑙𝑜𝑤 𝑖𝑡𝑠 𝑟𝑒𝑠𝑜𝑛𝑎𝑛𝑐𝑒 𝑡𝑜𝑤𝑎𝑟𝑑𝑠 𝑡𝒉𝑒 𝑟𝑒𝑠𝑝𝑒𝑐𝑡𝑖𝑣𝑒 𝑙𝑒𝑣𝑒𝑙 𝑑𝑜𝑜𝑟 𝑎𝑛𝑑 𝑢𝑛𝑙𝑜𝑐𝑘 𝑖𝑡 𝑦𝑜𝑢𝑟𝑠𝑒𝑙𝑓.
𝔼ℕ𝕋𝕀𝕋𝕀𝔼𝕊:
𝑇𝒉𝑒 𝐾𝑒𝑦𝑚𝑎𝑠𝑡𝑒𝑟 𝑖𝑠 𝑘𝑛𝑜𝑤𝑛 𝑡𝑜 𝑟𝑒𝑠𝑖𝑑𝑒 𝑖𝑛 𝑇𝒉𝑒 𝐻𝑢𝑏, 𝑠𝑒𝑟𝑣𝑖𝑛𝑔 𝑎𝑠 𝑖𝑡𝑠 𝑜𝑣𝑒𝑟𝑠𝑒𝑒𝑟. 𝐴𝑛 𝑒𝑛𝑐𝑜𝑢𝑛𝑡𝑒𝑟 𝑤𝑖𝑡𝒉 𝑇𝒉𝑒 𝐾𝑒𝑦𝑚𝑎𝑠𝑡𝑒𝑟 𝑖𝑠 𝑢𝑛𝑙𝑖𝑘𝑒𝑙𝑦 𝑢𝑛𝑙𝑒𝑠𝑠 𝑜𝑛𝑒 𝑖𝑠 𝑖𝑛 𝑝𝑜𝑠𝑠𝑒𝑠𝑠𝑖𝑜𝑛 𝑜𝑓 𝑎 𝐿𝑒𝑣𝑒𝑙 𝐾𝑒𝑦. 𝑌𝑜𝑢 𝑚𝑎𝑦 𝑟𝑒𝑞𝑢𝑒𝑠𝑡 𝒉𝑖𝑚 𝑡𝑜 𝑝𝑟𝑜𝑣𝑖𝑑𝑒 𝑎 𝑙𝑒𝑣𝑒𝑙 𝑘𝑒𝑦 𝑡𝑜 𝑦𝑜𝑢, 𝑎𝑛𝑑/𝑜𝑟 𝑔𝑢𝑖𝑑𝑒 𝑦𝑜𝑢 𝑡𝑜 𝑡𝒉𝑒 𝑐𝑜𝑟𝑟𝑒𝑠𝑝𝑜𝑛𝑑𝑖𝑛𝑔 𝐿𝑒𝑣𝑒𝑙 𝑑𝑜𝑜𝑟 𝑜𝑓 𝑤𝒉𝑎𝑡𝑒𝑣𝑒𝑟 𝐿𝑒𝑣𝑒𝑙 𝐾𝑒𝑦 𝑦𝑜𝑢 𝒉𝑎𝑣𝑒, 𝑤𝒉𝑖𝑐𝒉 𝒉𝑒 𝑤𝑖𝑙𝑙 𝑏𝑒 𝑒𝑎𝑔𝑒𝑟 𝑡𝑜 𝑑𝑜 𝑖𝑛 𝑜𝑟𝑑𝑒𝑟 𝑓𝑜𝑟 𝑦𝑜𝑢 𝑡𝑜 𝑙𝑒𝑎𝑣𝑒.
𝔼ℕ𝕋ℝ𝔸ℕℂ𝔼𝕊:
𝑇𝒉𝑒𝑟𝑒 𝑖𝑠 𝑎 𝑐𝑜𝑛𝑠𝑖𝑠𝑡𝑒𝑛𝑡 𝑤𝑎𝑦 𝑜𝑓 𝑎𝑐𝑐𝑒𝑠𝑠𝑖𝑛𝑔 𝑇𝒉𝑒 𝐻𝑢𝑏. 𝐹𝑟𝑜𝑚 𝑡𝒉𝑒 𝑒𝑛𝑡𝑟𝑎𝑛𝑐𝑒 𝑜𝑓 𝐿𝑒𝑣𝑒𝑙 1, 𝒉𝑒𝑎𝑑 𝑠𝑡𝑟𝑎𝑖𝑔𝒉𝑡 𝑑𝑜𝑤𝑛 𝑡𝒉𝑒 𝑐𝑜𝑟𝑟𝑖𝑑𝑜𝑟, 𝑔𝑜 𝑡𝒉𝑟𝑜𝑢𝑔𝒉 𝑡𝒉𝑒 𝑑𝑜𝑜𝑟, 𝑡𝒉𝑒𝑛 𝑐𝑜𝑛𝑡𝑖𝑛𝑢𝑒 𝑢𝑛𝑡𝑖𝑙 𝑡𝒉𝑒 𝑒𝑛𝑑 𝑜𝑓 𝑡𝒉𝑎𝑡 𝑐𝑜𝑟𝑟𝑖𝑑𝑜𝑟. 𝑇𝒉𝑒𝑛, 𝑑𝑜𝑢𝑏𝑙𝑒 𝑏𝑎𝑐𝑘 𝑡𝑜 𝑡𝒉𝑒 𝑒𝑛𝑡𝑟𝑎𝑛𝑐𝑒 𝑜𝑓 𝑡𝒉𝑒 𝑙𝑒𝑣𝑒𝑙. 𝑇𝒉𝑒𝑟𝑒 𝑤𝑖𝑙𝑙 𝑡𝒉𝑒𝑛 𝑏𝑒 𝑎 𝑑𝑖𝑣𝑒𝑟𝑔𝑖𝑛𝑔 𝑝𝑎𝑡𝒉. 𝑇𝑎𝑘𝑒 𝑡𝒉𝑒 𝑙𝑒𝑓𝑡 𝑝𝑎𝑡𝒉, 𝑡𝒉𝑟𝑜𝑢𝑔𝒉 𝑤𝒉𝑖𝑐𝒉 𝑦𝑜𝑢 𝑤𝑖𝑙𝑙 𝑓𝑖𝑛𝑑 𝑎𝑛𝑜𝑡𝒉𝑒𝑟 𝑑𝑖𝑣𝑒𝑟𝑔𝑒𝑛𝑐𝑒. 𝑇𝑎𝑘𝑒 𝑡𝒉𝑒 𝑟𝑖𝑔𝒉𝑡 𝑝𝑎𝑡𝒉, 𝑡𝒉𝑒𝑛 𝑎𝑡 𝑡𝒉𝑒 𝑛𝑒𝑥𝑡 𝑜𝑛𝑒, 𝑡𝑎𝑘𝑒 𝑎 𝑙𝑒𝑓𝑡, 𝑎𝑛𝑑 𝑎𝑡 𝑡𝒉𝑒 𝑛𝑒𝑥𝑡 𝑜𝑛𝑒, 𝑡𝑎𝑘𝑒 𝑎 𝑟𝑖𝑔𝒉𝑡. 𝑌𝑜𝑢 𝑤𝑖𝑙𝑙 𝑠𝑒𝑒 𝑡𝑤𝑜 𝑑𝑜𝑜𝑟𝑠, 𝑙𝑎𝑏𝑒𝑙𝑒𝑑 𝐴 𝑎𝑛𝑑 𝐵. 𝑇𝑎𝑘𝑒 𝑡𝒉𝑒 𝐵 𝑑𝑜𝑜𝑟. 𝑈𝑝𝑜𝑛 𝑐𝑟𝑜𝑠𝑠𝑖𝑛𝑔 𝑡𝒉𝑎𝑡 𝑑𝑜𝑜𝑟, 𝑦𝑜𝑢 𝑤𝑖𝑙𝑙 𝑓𝑖𝑛𝑑 𝑦𝑜𝑢𝑟𝑠𝑒𝑙𝑓 𝑖𝑛 𝑎𝑛 𝑖𝑑𝑒𝑛𝑡𝑖𝑐𝑎𝑙 𝑟𝑜𝑜𝑚 𝑡𝑜 𝑡𝒉𝑒 𝑝𝑟𝑒𝑣𝑖𝑜𝑢𝑠 𝑜𝑛𝑒. 𝑁𝑜𝑤, 𝑡𝑎𝑘𝑒 𝑡𝒉𝑒 𝐴 𝑑𝑜𝑜𝑟. 𝑌𝑜𝑢 𝑤𝑖𝑙𝑙 𝑓𝑖𝑛𝑑 𝑦𝑜𝑢𝑟𝑠𝑒𝑙𝑓 𝑖𝑛 𝑇𝒉𝑒 𝐻𝑢𝑏. 𝐼𝑓 𝑦𝑜𝑢 𝑔𝑒𝑡 𝑎𝑛𝑦 𝑜𝑓 𝑡𝒉𝑒𝑠𝑒 𝑠𝑡𝑒𝑝𝑠 𝑤𝑟𝑜𝑛𝑔, 𝑦𝑜𝑢 𝑤𝑖𝑙𝑙 𝑒𝑛𝑑 𝑢𝑝 𝑠𝑜𝑚𝑒𝑤𝒉𝑒𝑟𝑒 𝑐𝑜𝑚𝑝𝑙𝑒𝑡𝑒𝑙𝑦 𝑟𝑎𝑛𝑑𝑜𝑚.
𝑇𝒉𝑒 𝑎𝑏𝑜𝑣𝑒 𝑚𝑒𝑡𝒉𝑜𝑑 𝑖𝑠 𝑡𝒉𝑒 𝑜𝑛𝑙𝑦 𝑡𝑟𝑖𝑒𝑑 𝑎𝑛𝑑 𝑡𝑟𝑢𝑒 𝑤𝑎𝑦 𝑜𝑓 𝑝𝑢𝑟𝑝𝑜𝑠𝑒𝑓𝑢𝑙𝑙𝑦 𝑎𝑐𝑐𝑒𝑠𝑠𝑖𝑛𝑔 𝑇𝒉𝑒 𝐻𝑢𝑏. 𝐻𝑜𝑤𝑒𝑣𝑒𝑟, 𝑔𝑖𝑣𝑒𝑛 𝑖𝑡𝑠 𝑐𝑜𝑛𝑛𝑒𝑐𝑡𝑖𝑜𝑛 𝑡𝑜 𝑒𝑣𝑒𝑟𝑦 𝑙𝑒𝑣𝑒𝑙, 𝑡𝒉𝑒𝑟𝑒 𝑚𝑎𝑦 𝑏𝑒 𝑟𝑎𝑟𝑒𝑟 𝑎𝑛𝑑 𝑙𝑒𝑠𝑠 𝑟𝑒𝑙𝑖𝑎𝑏𝑙𝑒 𝑚𝑒𝑡𝒉𝑜𝑑𝑠 𝑜𝑓 𝑒𝑛𝑡𝑟𝑦 𝑖𝑛 𝑜𝑡𝒉𝑒𝑟 𝑙𝑒𝑣𝑒𝑙𝑠. 𝑇𝒉𝑖𝑠 𝑡𝑦𝑝𝑖𝑐𝑎𝑙𝑙𝑦 𝑜𝑐𝑐𝑢𝑟𝑠 𝑖𝑓 𝑠𝑜𝑚𝑒𝑜𝑛𝑒 𝑎𝑐𝑐𝑖𝑑𝑒𝑛𝑡𝑎𝑙𝑙𝑦 𝑛𝑜-𝑐𝑙𝑖𝑝𝑠, 𝑜𝑟 𝑎 𝑟𝑎𝑟𝑒 𝑝𝒉𝑒𝑛𝑜𝑚𝑒𝑛𝑎 𝑖𝑛 𝑤𝒉𝑖𝑐𝒉 𝑎 𝑑𝑜𝑜𝑟 𝑡𝑜 𝑇𝒉𝑒 𝐻𝑢𝑏 𝑡𝑒𝑚𝑝𝑜𝑟𝑎𝑟𝑖𝑙𝑦 𝑚𝑎𝑛𝑖𝑓𝑒𝑠𝑡𝑠 𝑖𝑛 𝑎 𝑟𝑎𝑛𝑑𝑜𝑚 𝑙𝑒𝑣𝑒𝑙.
𝔼𝕏𝕀𝕋𝕊:
𝑈𝑛𝑙𝑜𝑐𝑘𝑖𝑛𝑔 𝑎𝑛𝑑 𝑒𝑛𝑡𝑒𝑟𝑖𝑛𝑔 𝑎𝑛𝑦 𝑙𝑒𝑣𝑒𝑙 𝑑𝑜𝑜𝑟 𝑖𝑛 𝑇𝒉𝑒 𝐻𝑢𝑏 𝑤𝑖𝑙𝑙 𝑏𝑟𝑖𝑛𝑔 𝑦𝑜𝑢 𝑡𝑜 𝑖𝑡𝑠 𝑟𝑒𝑠𝑝𝑒𝑐𝑡𝑖𝑣𝑒 𝑙𝑒𝑣𝑒𝑙.
𝑇𝒉𝑒 𝑑𝑜𝑜𝑟𝑠 𝑙𝑒𝑎𝑑𝑖𝑛𝑔 𝑡𝑜 𝐿𝑒𝑣𝑒𝑙 1, 11, 𝑎𝑛𝑑 178 𝑎𝑟𝑒 𝑡𝒉𝑒 𝑜𝑛𝑙𝑦 𝑜𝑛𝑒𝑠 𝑡𝒉𝑎𝑡 𝑎𝑟𝑒 𝑢𝑛𝑙𝑜𝑐𝑘𝑒𝑑, 𝑎𝑛𝑑 𝑝𝑒𝑟𝑚𝑎𝑛𝑒𝑛𝑡𝑙𝑦 𝑟𝑒𝑚𝑎𝑖𝑛 𝑠𝑜.
𝑇𝒉𝑒 𝑙𝑒𝑣𝑒𝑙 𝑑𝑜𝑜𝑟𝑠 𝑎𝑟𝑒 𝑜𝑛𝑒-𝑤𝑎𝑦 𝑎𝑛𝑑 𝑦𝑜𝑢 𝑐𝑎𝑛𝑛𝑜𝑡 𝑟𝑒𝑡𝑢𝑟𝑛 𝑡𝑜 𝑇𝒉𝑒 𝐻𝑢𝑏 𝑓𝑟𝑜𝑚 𝑡𝒉𝑒 𝑜𝑡𝒉𝑒𝑟 𝑠𝑖𝑑𝑒, 𝑎𝑠 𝑡𝒉𝑒 𝑑𝑜𝑜𝑟𝑤𝑎𝑦 𝑓𝑟𝑜𝑚 𝑤𝑖𝑡𝒉𝑖𝑛 𝑡𝒉𝑒 𝑒𝑛𝑡𝑒𝑟𝑒𝑑 𝑙𝑒𝑣𝑒�� 𝑤𝑖𝑙𝑙 𝑑𝑖𝑠𝑎𝑝𝑝𝑒𝑎𝑟 𝑎𝑓𝑡𝑒𝑟 𝑏𝑒𝑖𝑛𝑔 𝑐𝑟𝑜𝑠𝑠𝑒𝑑.
#backrooms#liminal spaces#the backrooms#backrooms aesthetic#liminal#liminal aesthetic#the hub#keymaster
5 notes
·
View notes
Text
𝕋𝕙𝕖 𝕄𝕒𝕟𝕚𝕝𝕒 ℝ𝕠𝕠𝕞
𝕊𝕌ℝ𝕍𝕀𝕍𝔸𝕃 𝔻𝕀𝔽𝔽𝕀ℂ𝕌𝕃𝕋𝕐: ℂ𝕝𝕒𝕤𝕤 0️⃣
𝕊𝕒𝕗𝕖
𝕊𝕖𝕔𝕦𝕣𝕖
𝔻𝕖𝕧𝕠𝕚𝕕 𝕠𝕗 ℍ𝕠𝕤𝕥𝕚𝕝𝕖 𝔼𝕟𝕥𝕚𝕥𝕚𝕖𝕤
𝑇𝒉𝑒 𝑀𝑎𝑛𝑖𝑙𝑎 𝑅𝑜𝑜𝑚 𝑖𝑠 𝑎 𝑠𝑚𝑎𝑙𝑙 𝑟𝑜𝑜𝑚 𝑡𝒉𝑎𝑡 𝑐𝑎𝑛 𝑟𝑎𝑟𝑒𝑙𝑦 𝑏𝑒 𝑓𝑜𝑢𝑛𝑑 𝑖𝑛 𝐿𝑒𝑣𝑒𝑙 0 𝑎𝑛𝑑 𝑜𝑓𝑡𝑒𝑛 𝑎𝑐𝑡𝑠 𝑎𝑠 𝑎 𝑠𝑎𝑓𝑒 𝑝𝑜𝑖𝑛𝑡 𝑤𝒉𝑒𝑟𝑒 𝑤𝑎𝑛𝑑𝑒𝑟𝑒𝑟𝑠 𝑚𝑒𝑒𝑡 𝑤𝒉𝑒𝑛 𝑡𝑟𝑎𝑣𝑒𝑙𝑖𝑛𝑔 𝑡𝒉𝑟𝑜𝑢𝑔𝒉 𝑡𝒉𝑒 𝑙𝑒𝑣𝑒𝑙.
𝑇𝒉𝑒 𝑀𝑎𝑛𝑖𝑙𝑎 𝑅𝑜𝑜𝑚 𝑖𝑠 𝑐𝑜𝑚𝑚𝑜𝑛𝑙𝑦 𝑢𝑠𝑒𝑑 𝑎𝑠 𝑎 𝑚𝑒𝑒𝑡𝑖𝑛𝑔 𝑝𝑜𝑖𝑛𝑡 𝑓𝑜𝑟 𝑤𝑎𝑛𝑑𝑒𝑟𝑒𝑟𝑠, 𝑎𝑠 𝑑𝑒𝑠𝑝𝑖𝑡𝑒 𝑡𝒉𝑒 𝑐𝒉𝑎𝑛𝑔𝑖𝑛𝑔 𝑎𝑛𝑑 𝑖𝑠𝑜𝑙𝑎𝑡𝑖𝑛𝑔 𝑛𝑎𝑡𝑢𝑟𝑒 𝑜𝑓 𝐿𝑒𝑣𝑒𝑙 0, 𝑇𝒉𝑒 𝑀𝑎𝑛𝑖𝑙𝑎 𝑅𝑜𝑜𝑚 𝑤𝑖𝑙𝑙 𝑎𝑙𝑤𝑎𝑦𝑠 𝑎𝑝𝑝𝑒𝑎𝑟 𝑖𝑛 𝑡𝒉𝑒 𝑠𝑎𝑚𝑒 𝑙𝑜𝑐𝑎𝑡𝑖𝑜𝑛 𝑓𝑜𝑟 𝑒𝑣𝑒𝑟𝑦𝑜𝑛𝑒 𝑤𝒉𝑒𝑛 𝑑𝑖𝑠𝑐𝑜𝑣𝑒𝑟𝑒𝑑 𝑎𝑛𝑑 𝑑𝑜𝑒𝑠 𝑛𝑜𝑡 𝒉𝑎𝑣𝑒 𝑡𝒉𝑒 𝑠𝑎𝑚𝑒 𝑒𝑓𝑓𝑒𝑐𝑡 𝑎𝑠 𝐿𝑒𝑣𝑒𝑙 0 𝑤𝒉𝑖𝑐𝒉 𝑝𝑟𝑒𝑣𝑒𝑛𝑡𝑠 𝑤𝑎𝑛𝑑𝑒𝑟𝑒𝑟𝑠 𝑓𝑟𝑜𝑚 𝑚𝑒𝑒𝑡𝑖𝑛𝑔. 𝑇𝒉𝑖𝑠 𝑙𝑒𝑎𝑑𝑠 𝑡𝑜 𝑤𝑎𝑛𝑑𝑒𝑟𝑒𝑟𝑠 𝑎𝑝𝑝𝑒𝑎𝑟𝑖𝑛𝑔 𝑡𝑜 𝑓𝑎𝑑𝑒 𝑖𝑛𝑡𝑜 𝑒𝑥𝑖𝑠𝑡𝑒𝑛𝑐𝑒 𝑢𝑝𝑜𝑛 𝑒𝑛𝑡𝑒𝑟𝑖𝑛𝑔. 𝐶𝑎𝑟𝑒 𝑠𝒉𝑜𝑢𝑙𝑑 𝑏𝑒 𝑡𝑎𝑘𝑒𝑛 𝑡𝑜 𝑎𝑣𝑜𝑖𝑑 𝑒𝑛𝑡𝑒𝑟𝑖𝑛𝑔 𝑓𝑟𝑜𝑚 𝑡𝒉𝑒 𝑠𝑎𝑚𝑒 𝑒𝑛𝑡𝑟𝑎𝑛𝑐𝑒 𝑎𝑡 𝑡𝒉𝑒 𝑠𝑎𝑚𝑒 𝑡𝑖𝑚𝑒.
𝑇𝒉𝑒 𝑀𝑎𝑛𝑖𝑙𝑎 𝑅𝑜𝑜𝑚 𝑖𝑠 𝑢𝑠𝑒𝑑 𝑡𝑜 𝑠𝑡𝑜𝑟𝑒 𝑀.𝐸.𝐺. 𝑑𝑜𝑐𝑢𝑚𝑒𝑛𝑡𝑎𝑡𝑖𝑜𝑛 𝑡𝒉𝑎𝑡 𝑒𝑥𝑝𝑙𝑎𝑖𝑛𝑠 𝑇𝒉𝑒 𝐵𝑎𝑐𝑘𝑟𝑜𝑜𝑚𝑠 𝑎𝑛𝑑 𝑝𝑟𝑜𝑣𝑖𝑑𝑒𝑠 𝑒𝑠𝑠𝑒𝑛𝑡𝑖𝑎𝑙 𝑖𝑛𝑓𝑜𝑟𝑚𝑎𝑡𝑖𝑜𝑛 𝑡𝑜 𝑛𝑒𝑤 𝑤𝑎𝑛𝑑𝑒𝑟𝑒𝑟𝑠. 𝐷𝑜𝑐𝑢𝑚𝑒𝑛𝑡𝑠 𝑠𝑡𝑜𝑟𝑒𝑑 𝒉𝑒𝑟𝑒 𝑐𝑜𝑣𝑒𝑟 𝑎 𝑣𝑎𝑟𝑖𝑒𝑡𝑦 𝑜𝑓 𝑡𝑜𝑝𝑖𝑐𝑠, 𝑚𝑜𝑠𝑡 𝑛𝑜𝑡𝑎𝑏𝑙𝑦 𝑛𝑜𝑐𝑙𝑖𝑝𝑝𝑖𝑛𝑔, 𝑎 𝑓𝑖𝑒𝑙𝑑 𝑔𝑢𝑖𝑑𝑒 𝑡𝑜 𝑡𝒉𝑒 𝑚𝑜𝑠𝑡 𝑐𝑜𝑚𝑚𝑜𝑛 𝑎𝑛𝑑 𝑑𝑎𝑛𝑔𝑒𝑟𝑜𝑢𝑠 𝑒𝑛𝑡𝑖𝑡𝑖𝑒𝑠, 𝑎𝑛𝑑 𝑎 𝑔𝑢𝑖𝑑𝑒 𝑡𝑜 𝑖𝑚𝑝𝑜𝑟𝑡𝑎𝑛𝑡 𝑙𝑒𝑣𝑒𝑙𝑠.
𝔸ℕ𝕆𝕄𝔸𝕃𝕀𝔼𝕊:
𝑇𝒉𝑒 𝑙𝑖𝑔𝒉𝑡𝑖𝑛𝑔 𝑖𝑛 𝑇𝒉𝑒 𝑀𝑎𝑛𝑖𝑙𝑎 𝑅𝑜𝑜𝑚 𝑖𝑠 𝑛𝑒𝑎𝑟𝑙𝑦 𝑖𝑑𝑒𝑛𝑡𝑖𝑐𝑎𝑙 𝑡𝑜 𝑡𝒉𝑎𝑡 𝑜𝑓 𝐿𝑒𝑣𝑒𝑙 0 𝑎𝑛𝑑 𝑝𝑟𝑜𝑑𝑢𝑐𝑒𝑠 𝑡𝒉𝑒 𝑠𝑎𝑚𝑒 𝑖𝑟𝑟𝑖𝑡𝑎𝑡𝑖𝑛𝑔 𝑛𝑜𝑖𝑠𝑒. 𝑇𝒉𝑒 𝑏𝑟𝑖𝑔𝒉𝑡𝑛𝑒𝑠𝑠 𝑜𝑓 𝑡𝒉𝑒𝑠𝑒 𝑙𝑖𝑔𝒉𝑡𝑠, 𝒉𝑜𝑤𝑒𝑣𝑒𝑟, 𝑣𝑎𝑟𝑖𝑒𝑠 𝑔𝑟𝑒𝑎𝑡𝑙𝑦 𝑎𝑛𝑑 𝑖𝑠 𝑘𝑛𝑜𝑤𝑛 𝑡𝑜 𝑓𝑙𝑢𝑐𝑡𝑢𝑎𝑡𝑒 𝑜𝑣𝑒𝑟 𝑡𝑖𝑚𝑒, 𝑐𝑎𝑢𝑠𝑖𝑛𝑔 𝑜𝑐𝑐𝑎𝑠𝑖𝑜𝑛𝑎𝑙 𝑝𝑒𝑟𝑖𝑜𝑑𝑠 𝑜𝑓 𝑡𝑜𝑡𝑎𝑙 𝑑𝑎𝑟𝑘𝑛𝑒𝑠𝑠.
𝑆𝑡𝑎𝑛𝑑𝑎𝑟𝑑 𝑒𝑛𝑡𝑖𝑡𝑖𝑒𝑠 𝒉𝑎𝑣𝑒 𝑛𝑒𝑣𝑒𝑟 𝑏𝑒𝑒𝑛 𝑜𝑏𝑠𝑒𝑟𝑣𝑒𝑑 𝑖𝑛 𝑇𝒉𝑒 𝑀𝑎𝑛𝑖𝑙𝑎 𝑅𝑜𝑜𝑚; 𝒉𝑜𝑤𝑒𝑣𝑒𝑟, 𝑘𝑛𝑜𝑐𝑘𝑖𝑛𝑔 𝑎𝑛𝑑 𝑏𝑎𝑛𝑔𝑖𝑛𝑔 𝑛𝑜𝑖𝑠𝑒𝑠 𝒉𝑎𝑣𝑒 𝑏𝑒𝑒𝑛 𝑟𝑒𝑝𝑜𝑟𝑡𝑒𝑑 𝑐𝑜𝑚𝑖𝑛𝑔 𝑓𝑟𝑜𝑚 𝑤𝑖𝑡𝒉𝑖𝑛 𝑡𝒉𝑒 𝑤𝑎𝑙𝑙𝑠, 𝑙𝑒𝑎𝑑𝑖𝑛𝑔 𝑠𝑜𝑚𝑒 𝑡𝑜 𝑏𝑒𝑙𝑖𝑒𝑣𝑒 𝑜𝑛𝑒 𝑜𝑟 𝑚𝑜𝑟𝑒 𝑒𝑛𝑡𝑖𝑡𝑖𝑒𝑠 𝑚𝑎𝑦 𝑏𝑒 𝑝𝑟𝑒𝑠𝑒𝑛𝑡 𝑤𝑖𝑡𝒉𝑖𝑛 𝑡𝒉𝑒𝑚. 𝑇𝒉𝑒𝑠𝑒 𝑛𝑜𝑖𝑠𝑒𝑠 𝑎𝑟𝑒 𝑟𝑒𝑝𝑜𝑟𝑡𝑒𝑑𝑙𝑦 𝑙𝑜𝑢𝑑𝑒𝑠𝑡 𝑑𝑢𝑟𝑖𝑛𝑔 𝑝𝑒𝑟𝑖𝑜𝑑𝑠 𝑤𝒉𝑒𝑛 𝑡𝒉𝑒 𝑙𝑖𝑔𝒉𝑡𝑠 𝑎𝑟𝑒 𝑜𝑓𝑓.
<𝖤𝖷𝖨𝖳 𝖳𝖧𝖤 𝖬𝖠𝖭𝖨𝖫𝖠 𝖱𝖮𝖮𝖬>
#backrooms#liminal spaces#the backrooms#backrooms aesthetic#liminal#liminal aesthetic#manila#manila room
0 notes
Text
𝐋𝐞𝐯𝐞𝐥 𝟏𝟗 - "𝐀𝐭𝐭𝐢𝐜 𝐅𝐥𝐨𝐨𝐫𝐛𝐨𝐚𝐫𝐝𝐬"
𝚂𝚄𝚁𝚅𝙸𝚅𝙰𝙻 𝙳𝙸𝙵𝙵𝙸𝙲𝚄𝙻𝚃𝚈: 𝙲𝚕𝚊𝚜𝚜 𝟸
𝚄𝚗𝚜𝚊𝚏𝚎
𝚂𝚎𝚌𝚞𝚛𝚎
𝙻𝚘𝚠 𝙴𝚗𝚝𝚒𝚝𝚢 𝙲𝚘𝚞𝚗𝚝
𝙴𝙽𝚃𝚁𝙰𝙽𝙲𝙴𝚂:
𝙻𝚎𝚟𝚎𝚕 𝟷𝟿 𝚌𝚊𝚗 𝚋𝚎 𝚊𝚌𝚌𝚎𝚜𝚜𝚎𝚍 𝚟𝚒𝚊 𝚌𝚕𝚒𝚖𝚋𝚒𝚗𝚐 𝚒𝚗𝚝𝚘 𝚛𝚊𝚗𝚍𝚘𝚖 𝚑𝚘𝚕𝚎𝚜 𝚠𝚒𝚝𝚑𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟷. 𝙾𝚗𝚎 𝚎𝚡𝚒𝚜𝚝𝚜 𝚓𝚞𝚜𝚝 𝚘𝚏𝚏 𝚝𝚑𝚎 𝚗𝚘𝚛𝚝𝚑 𝚎𝚡𝚒𝚝 𝚝𝚘 𝙱𝚊𝚜𝚎 𝙰𝚕𝚙𝚑𝚊, 𝚝𝚑𝚘𝚞𝚐𝚑 𝚊 𝚏𝚞𝚛𝚝𝚑𝚎𝚛 𝟷𝟻 𝚑𝚊𝚟𝚎 𝚋𝚎𝚎𝚗 𝚏𝚘𝚞𝚗𝚍 𝚋𝚢 𝚝𝚑𝚎 𝙼.𝙴.𝙶.
𝙻𝚎𝚟𝚎𝚕 𝟷𝟾, 𝚋𝚢 𝚝𝚞𝚛𝚗𝚒𝚗𝚐 𝚊𝚛𝚘𝚞𝚗𝚍 𝚊𝚗𝚍 𝚕𝚎𝚊𝚟𝚒𝚗𝚐 𝚝𝚑𝚎 𝚕𝚎𝚟𝚎𝚕 𝚞𝚙𝚘𝚗 𝚊𝚛𝚛𝚒𝚟𝚊𝚕
𝙻𝚎𝚟𝚎𝚕 𝟷𝟾𝟹 𝚟𝚒𝚊 𝚘𝚕𝚍 𝚖𝚊𝚗𝚑𝚘𝚕𝚎𝚜 𝚘𝚗 𝚝𝚑𝚎 𝚝𝚛𝚊𝚟𝚎𝚛𝚜𝚊𝚋𝚕𝚎 𝚙𝚊𝚝𝚑𝚜 𝚘𝚏 𝚒𝚝𝚜 𝚜𝚎𝚠𝚎𝚛𝚜.
𝙴𝚇𝙸𝚃𝚂:
𝙾𝚗𝚎 𝚌𝚊𝚗 𝚎𝚡𝚒𝚝 𝙻𝚎𝚟𝚎𝚕 𝟷𝟿 𝚋𝚢 𝚏𝚊𝚕𝚕𝚒𝚗𝚐 𝚝𝚑𝚛𝚘𝚞𝚐𝚑 𝚊𝚗𝚢 𝚘𝚏 𝚝𝚑𝚎 𝚗𝚘𝚗-𝚐𝚕𝚘𝚠𝚒𝚗𝚐 𝚏𝚕𝚘𝚘𝚛𝚋𝚘𝚊𝚛𝚍𝚜 𝚘𝚛 𝚌𝚛𝚎𝚟𝚒𝚌𝚎𝚜, 𝚛𝚎𝚜𝚞𝚕𝚝𝚒𝚗𝚐 𝚒𝚗 𝚊 𝚟𝚊𝚛𝚒𝚎𝚝𝚢 𝚘𝚏 𝚘𝚞𝚝𝚌𝚘𝚖𝚎𝚜. 𝚂𝚞𝚌𝚑 𝚊𝚜 𝚊𝚙𝚙𝚎𝚊𝚛𝚒𝚗𝚐 𝚘𝚗 𝙻𝚎𝚟𝚎𝚕 𝟹𝟾, 𝙻𝚎𝚟𝚎𝚕 𝟸𝟶𝟸, 𝙻𝚎𝚟𝚎𝚕 𝟺𝟹𝟸, 𝚊𝚗𝚍 𝙻𝚎𝚟𝚎𝚕 𝟼𝟻𝟺.
𝙰𝚕𝚝𝚎𝚛𝚗𝚊𝚝𝚒𝚟𝚎𝚕𝚢, 𝚘𝚌𝚌𝚊𝚜𝚒𝚘𝚗𝚊𝚕, 𝚋𝚛𝚘𝚔𝚎𝚗 𝚘𝚛 𝚍𝚊𝚖𝚊𝚐𝚎𝚍 𝚍𝚘𝚘𝚛𝚜 𝚌𝚊𝚗 𝚕𝚎𝚊𝚍 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 -𝟸, 𝙻𝚎𝚟𝚎𝚕 𝟻, 𝙻𝚎𝚟𝚎𝚕 𝟷𝟸, 𝚘𝚛 𝙻𝚎𝚟𝚎𝚕 𝟸𝟶.
𝙰𝚜 𝚊 𝚝𝚑𝚒𝚛𝚍 𝚖𝚎𝚝𝚑𝚘𝚍 𝚘𝚏 𝚎𝚡𝚒𝚝, 𝚏𝚒𝚗𝚍𝚒𝚗𝚐 𝚎𝚒𝚝𝚑𝚎𝚛 𝚑𝚊𝚗𝚍𝚑𝚎𝚕𝚍 𝚐𝚊𝚖𝚎𝚜 𝚘𝚛 𝚜𝚖𝚊𝚕𝚕 𝚊𝚛𝚌𝚊𝚍𝚎 𝚍𝚎𝚟𝚒𝚌𝚎𝚜 𝚠𝚒𝚝𝚑𝚒𝚗 𝚝𝚑𝚎 𝚋𝚘𝚡𝚎𝚜 𝚌𝚊𝚗 𝚝𝚎𝚕𝚎𝚙𝚘𝚛𝚝 𝚘𝚗𝚎'𝚜 𝚜𝚎𝚕𝚏 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟺𝟶, 𝚘𝚛 𝙻𝚎𝚟𝚎𝚕 𝟸𝟷𝟸.
𝙵𝚒𝚗𝚊𝚕𝚕𝚢, 𝚝𝚑𝚎 𝚙𝚛𝚎𝚜𝚞𝚖𝚎𝚍 𝚙𝚎𝚛𝚒𝚖𝚎𝚝𝚎𝚛𝚜 𝚘𝚏 𝙻𝚎𝚟𝚎𝚕 𝟷𝟿 𝚌𝚊𝚞𝚜𝚎 𝚒𝚗𝚝𝚎𝚗𝚜𝚎 𝚋𝚕𝚞𝚛𝚛𝚒𝚗𝚎𝚜𝚜 𝚊𝚗𝚍 𝚐𝚎𝚗𝚎𝚛𝚊𝚕 𝚍𝚎𝚌𝚊𝚢 𝚝𝚑𝚊𝚝 𝚒𝚜 𝚞𝚜𝚞𝚊𝚕𝚕𝚢 𝚊𝚙𝚙𝚊𝚛𝚎𝚗𝚝 𝚘𝚗 𝙻𝚎𝚟𝚎𝚕 𝟷𝟿, 𝚑𝚘𝚠𝚎𝚟𝚎𝚛 𝚎𝚡𝚙𝚎𝚛𝚒𝚎𝚗𝚌𝚒𝚗𝚐 𝚝𝚑𝚎𝚜𝚎 𝚙𝚛𝚘𝚌𝚎𝚜𝚜𝚎𝚜 𝚊𝚝 𝚝𝚑𝚎 𝚋𝚘𝚞𝚗𝚍𝚊𝚛𝚒𝚎𝚜 𝚘𝚏 𝙻𝚎𝚟𝚎𝚕 𝟷𝟿 𝚠𝚒𝚕𝚕 𝚝𝚊𝚔𝚎 𝚢𝚘𝚞 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟷𝟺𝟶.
𝙿𝙷𝙴𝙽𝙾𝙼𝙴𝙽𝙰:
𝚆𝚒𝚝𝚑𝚒𝚗 𝚜𝚘𝚖𝚎 𝚘𝚏 𝚝𝚑𝚎 𝚏𝚕𝚘𝚘𝚛𝚋𝚘𝚊𝚛𝚍𝚜 𝚘𝚏 𝙻𝚎𝚟𝚎𝚕 𝟷𝟿, 𝚊 𝚠𝚊𝚛𝚖, 𝚏𝚒𝚛𝚎-𝚕𝚒𝚔𝚎 𝚐𝚕𝚘𝚠 𝚖𝚊𝚢 𝚎𝚖𝚊𝚗𝚊𝚝𝚎 𝚏𝚛𝚘𝚖 𝚞𝚗𝚍𝚎𝚛𝚗𝚎𝚊𝚝𝚑, 𝚜𝚑𝚒𝚗𝚒𝚗𝚐 𝚞𝚙 𝚝𝚑𝚛𝚘𝚞𝚐𝚑 𝚝𝚑𝚎 𝚏𝚕𝚘𝚘𝚛𝚒𝚗𝚐. 𝚃𝚑𝚒𝚜 𝚐𝚕𝚘𝚠 𝚑𝚊𝚜 𝚊𝚗 𝚘𝚍𝚍, 𝚊𝚕𝚕𝚞𝚛𝚒𝚗𝚐 𝚎𝚏𝚏𝚎𝚌𝚝 𝚝𝚑𝚊𝚝 𝚌𝚊𝚗 𝚊𝚝𝚝𝚛𝚊𝚌𝚝 𝚠𝚊𝚗𝚍𝚎𝚛𝚎𝚛𝚜 𝚋𝚢 𝚒𝚗𝚜𝚝𝚒𝚕𝚕𝚒𝚗𝚐 𝚊 𝚏𝚎𝚎𝚕𝚒𝚗𝚐 𝚘𝚏 𝚌𝚘𝚖𝚏𝚘𝚛𝚝 𝚊𝚗𝚍 𝚝𝚛𝚊𝚗𝚚𝚞𝚒𝚕𝚕𝚒𝚝𝚢. 𝙾𝚏𝚝𝚎𝚗𝚝𝚒𝚖𝚎𝚜 𝚙𝚞𝚕𝚕𝚒𝚗𝚐 𝚍𝚒𝚛𝚎𝚌𝚝 𝚖𝚎𝚖𝚘𝚛𝚒𝚎𝚜 𝚏𝚛𝚘𝚖 𝚝𝚑𝚎 𝚒𝚗𝚍𝚒𝚟𝚒𝚍𝚞𝚊𝚕 𝚊𝚗𝚍 𝚊𝚕𝚝𝚎𝚛𝚒𝚗𝚐 𝚝𝚑𝚎𝚖 𝚝𝚘 𝚋𝚎 𝚍𝚒𝚛𝚎𝚌𝚝𝚕𝚢 𝚌𝚘𝚗𝚗𝚎𝚌𝚝𝚎𝚍 𝚝𝚘 𝚝𝚑𝚒𝚜 𝚐𝚕𝚘𝚠. 𝚃𝚑𝚎 𝙾𝚛𝚊𝚗𝚐𝚎 𝙶𝚕𝚘𝚠 𝚒𝚜 𝚝𝚑𝚎 𝚝𝚎𝚛𝚖 𝚌𝚘𝚒𝚗𝚎𝚍 𝚝𝚘 𝚍𝚎𝚜𝚌𝚛𝚒𝚋𝚎 𝚝𝚑𝚎 𝚏𝚊𝚒𝚗𝚝, 𝚠𝚊𝚛𝚖 𝚐𝚕𝚘𝚠 𝚝𝚑𝚊𝚝 𝚎𝚖𝚊𝚗𝚊𝚝𝚎𝚜 𝚏𝚛𝚘𝚖 𝚞𝚗𝚍𝚎𝚛 𝚝𝚑𝚎 𝚏𝚕𝚘𝚘𝚛𝚋𝚘𝚊𝚛𝚍𝚜 𝚘𝚏 𝙻𝚎𝚟𝚎𝚕 𝟷𝟿. 𝚆𝚑𝚒𝚕𝚎 𝚒𝚝'𝚜 𝚌𝚞𝚛𝚛𝚎𝚗𝚝𝚕𝚢 𝚞𝚗𝚔𝚗𝚘𝚠𝚗 𝚠𝚑𝚎𝚛𝚎 𝚝𝚑𝚎 𝚐𝚕𝚘𝚠 𝚘𝚛𝚒𝚐𝚒𝚗𝚊𝚝𝚎𝚜 𝚘𝚛 𝚑𝚘𝚠 𝚝𝚑𝚎 𝚕𝚒𝚐𝚑𝚝 𝚌𝚊𝚗 𝚊𝚕𝚝𝚎𝚛 𝚖𝚎𝚖𝚘𝚛𝚒𝚎𝚜, 𝚒𝚝 𝚒𝚜 𝚑𝚎𝚊𝚟𝚒𝚕𝚢 𝚝𝚑𝚎𝚘𝚛𝚒𝚣𝚎𝚍 𝚝𝚑𝚊𝚝 𝚎𝚒𝚝𝚑𝚎𝚛 𝚝𝚑𝚒𝚜 𝚐𝚕𝚘𝚠 𝚌𝚛𝚎𝚊𝚝𝚎𝚜 𝚝𝚑𝚎 𝚍𝚎𝚌𝚊𝚢 𝚎𝚏𝚏𝚎𝚌𝚝 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟷𝟿, 𝚘𝚛 𝚝𝚑𝚊𝚝 𝚒𝚝 𝚊𝚖𝚙𝚕𝚒𝚏𝚒𝚎𝚜 𝚒𝚝. 𝚆𝚑𝚒𝚕𝚎 𝚗𝚘𝚝 𝚔𝚗𝚘𝚠𝚗 𝚝𝚘 𝚋𝚎 𝚜𝚎𝚗𝚝𝚒𝚎𝚗𝚝, 𝚝𝚑𝚒𝚜 𝚐𝚕𝚘𝚠 𝚑𝚊𝚜 𝚙𝚛𝚎𝚟𝚒𝚘𝚞𝚜𝚕𝚢 𝚒𝚗𝚏𝚎𝚌𝚝𝚎𝚍 𝚝𝚑𝚎 𝚖𝚒𝚗𝚍 𝚘𝚏 𝚘𝚝𝚑𝚎𝚛𝚜 𝚝𝚘 𝚜𝚙𝚛𝚎𝚊𝚍 𝚝𝚑𝚎 𝚔𝚗𝚘𝚠𝚕𝚎𝚍𝚐𝚎 𝚘𝚏 𝚒𝚝𝚜 𝚎𝚡𝚒𝚜𝚝𝚎𝚗𝚌𝚎, 𝚠𝚑𝚒𝚌𝚑 𝚑𝚊𝚜 𝚌𝚊𝚞𝚜𝚎𝚍 𝚞𝚗𝚜𝚊𝚗𝚌𝚝𝚒𝚘𝚗𝚎𝚍 𝚎𝚍𝚒𝚝𝚜 𝚝𝚘 𝚋𝚎 𝚛𝚊𝚗𝚍𝚘𝚖𝚕𝚢 𝚊𝚍𝚍𝚎𝚍 𝚘𝚗 𝚋𝚘𝚝𝚑 𝚝𝚑𝚒𝚜 𝚊𝚛𝚝𝚒𝚌𝚕𝚎 𝚊𝚗𝚍 𝚘𝚝𝚑𝚎𝚛𝚜 𝚘𝚗 𝚝𝚑𝚎 𝚍𝚊𝚝𝚊𝚋𝚊𝚜𝚎 𝚒𝚗 𝚝𝚑𝚎 𝚙𝚊𝚜𝚝. 𝙵𝚘𝚛 𝚝𝚑𝚒𝚜 𝚛𝚎𝚊𝚜𝚘𝚗, 𝚒𝚝 𝚒𝚜 𝚑𝚎𝚊𝚟𝚒𝚕𝚢 𝚞𝚗𝚊𝚍𝚟𝚒𝚜𝚎𝚍 𝚝𝚘 𝚎𝚗𝚝𝚎𝚛 𝙻𝚎𝚟𝚎𝚕 𝟷𝟿.
#backrooms#liminal spaces#the backrooms#backrooms aesthetic#liminal#liminal aesthetic#level 19#attic floorboards
0 notes
Text
𝐋𝐞𝐯𝐞𝐥 𝟐 - "𝐏𝐢𝐩𝐞 𝐃𝐫𝐞𝐚𝐦𝐬"
𝚂𝚄𝚁𝚅𝙸𝚅𝙰𝙻 𝙳𝙸𝙵𝙵𝙸𝙲𝚄𝙻𝚃𝚈: 𝙲𝚕𝚊𝚜𝚜 𝟸
𝚄𝚗𝚜𝚊𝚏𝚎
𝚂𝚎𝚌𝚞𝚛𝚎
𝙻𝚘𝚠 𝙴𝚗𝚝𝚒𝚝𝚢 𝙲𝚘𝚞𝚗𝚝
𝙴𝙽𝚃𝙸𝚃𝙸𝙴𝚂:
𝚃𝚑𝚎 𝙴𝚗𝚝𝚒𝚝𝚒𝚎𝚜 𝚏𝚘𝚞𝚗𝚍 𝚘𝚗 𝚝𝚑𝚒𝚜 𝙻𝚎𝚟𝚎𝚕 𝚊𝚛𝚎 𝚜𝚘𝚖𝚎 𝚘𝚏 𝚝𝚑𝚎 𝚖𝚘𝚜𝚝 𝚍𝚊𝚗𝚐𝚎𝚛𝚘𝚞𝚜 𝚒𝚗 𝚃𝚑𝚎 𝙱𝚊𝚌𝚔𝚛𝚘𝚘𝚖𝚜. 𝙽𝚘𝚒𝚜𝚎𝚜 𝚌𝚊𝚗 𝚋𝚎 𝚑𝚎𝚊𝚛𝚍 𝚏𝚛𝚘𝚖 𝚝𝚑𝚎 𝚟𝚎𝚗𝚝𝚜, 𝚠𝚑𝚒𝚌𝚑 𝚊𝚛𝚎 𝚌𝚊𝚞𝚜𝚎𝚍 𝚋𝚢 𝙲𝚛𝚊𝚠𝚕𝚎𝚛𝚜.
𝚈𝚘𝚞 𝚌𝚊𝚗 𝚊𝚕𝚜𝚘 𝚏𝚒𝚗𝚍 𝙼𝚊𝚛𝚔 𝚒𝚗 𝚎𝚖𝚙𝚕𝚘𝚢𝚎𝚎 𝚋𝚊𝚝𝚑𝚛𝚘𝚘𝚖𝚜 𝚘𝚗 𝙻𝚎𝚟𝚎𝚕 𝟸.
𝙾𝚝𝚑𝚎𝚛 𝚋𝚎𝚒𝚗𝚐𝚜 𝚑𝚎𝚛𝚎 𝚒𝚗𝚌𝚕𝚞𝚍𝚎 𝚂𝚖𝚒𝚕𝚎𝚛𝚜, 𝙲𝚑𝚒𝚕𝚍 𝙵𝚊𝚌𝚎𝚕𝚒𝚗𝚐𝚜, 𝙲𝚕𝚞𝚖𝚙𝚜, 𝙷𝚘𝚞𝚗𝚍𝚜, 𝙼𝚊𝚕𝚎 𝙳𝚎𝚊𝚝𝚑𝚖𝚘𝚝𝚑𝚜, 𝚆𝚛𝚎𝚝𝚌𝚑𝚎𝚜, 𝙿𝚕𝚊𝚐𝚞𝚎 𝙶𝚘𝚋𝚕𝚒𝚗𝚜, 𝙱𝚞𝚛𝚜𝚝𝚎𝚛𝚜, 𝚊𝚗𝚍 𝚂𝚔𝚒𝚗-𝚂𝚝𝚎𝚊𝚕𝚎𝚛𝚜.
𝚃𝚑𝚎 𝚘𝚗𝚕𝚢 𝚝𝚑𝚒𝚗𝚐 𝚢𝚘𝚞 𝚗𝚎𝚎𝚍 𝚝𝚘 𝚔𝚗𝚘𝚠, 𝚊𝚗𝚍 𝚌𝚊𝚗 𝚔𝚗𝚘𝚠, 𝚒𝚜 𝚝𝚘 𝚛𝚞𝚗 𝚊𝚠𝚊𝚢 𝚝𝚑𝚎 𝚖𝚘𝚖𝚎𝚗𝚝 𝚢𝚘𝚞 𝚜𝚎𝚎 𝚘𝚗𝚎.
𝚃𝚑𝚎 𝙴𝚗𝚝𝚒𝚝𝚢 𝚜𝚑𝚘𝚠𝚗 𝚒𝚗 𝚝𝚑𝚎 𝚙𝚒𝚌𝚝𝚞𝚛𝚎 𝚊𝚋𝚘𝚟𝚎 𝚑𝚊𝚜 𝚗𝚘𝚝 𝚋𝚎𝚎𝚗 𝚒𝚍𝚎𝚗𝚝𝚒𝚏𝚒𝚎𝚍, 𝚊𝚗𝚍 𝚝𝚑𝚎 𝚏𝚊𝚝𝚎 𝚘𝚏 𝚝𝚑𝚎 𝚘𝚛𝚒𝚐𝚒𝚗𝚊𝚕 𝚙𝚑𝚘𝚝𝚘𝚐𝚛𝚊𝚙𝚑𝚎𝚛 𝚒𝚜 𝚞𝚗𝚔𝚗𝚘𝚠𝚗.
𝙴𝙽𝚃𝚁𝙰𝙽𝙲𝙴𝚂:
𝙻𝚎𝚟𝚎𝚕 𝟸 𝚒𝚜 𝚘𝚗𝚎 𝚘𝚏 𝚝𝚑𝚎 𝚘𝚗𝚕𝚢 𝙻𝚎𝚟𝚎𝚕𝚜 𝚒𝚗 𝚝𝚑𝚎 𝙱𝚊𝚌𝚔𝚛𝚘𝚘𝚖𝚜 𝚝𝚑𝚊𝚝 𝚌𝚊𝚗 𝚋𝚎 𝚍𝚒𝚛𝚎𝚌𝚝𝚕𝚢 𝚊𝚌𝚌𝚎𝚜𝚜𝚎𝚍 𝚏𝚛𝚘𝚖 𝚗𝚘𝚛𝚖𝚊𝚕 𝚛𝚎𝚊𝚕𝚒𝚝𝚢.
B𝚢 𝚎𝚡𝚙𝚕𝚘𝚛𝚒𝚗𝚐 𝚏𝚘𝚛 𝚕𝚘𝚗𝚐 𝚎𝚗𝚘𝚞𝚐𝚑 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟷.
𝙸𝚝 𝚌𝚊𝚗 𝚊𝚕𝚜𝚘 𝚋𝚎 𝚊𝚌𝚌𝚎𝚜𝚜𝚎𝚍 𝚏𝚛𝚘𝚖 𝚃𝚑𝚎 𝙷𝚞𝚋.
𝙴𝚇𝙸𝚃𝚂:
𝙽𝚘𝚝 𝚊𝚕𝚕 𝚘𝚏 𝚝𝚑𝚎 𝚍𝚘𝚘𝚛𝚜 𝚘𝚗 𝙻𝚎𝚟𝚎𝚕 𝟸 𝚊𝚛𝚎 𝚕𝚘𝚌𝚔𝚎𝚍, 𝚘𝚛 𝚕𝚎𝚊𝚍 𝚝𝚘 𝚍𝚎𝚊𝚍 𝚎𝚗𝚍𝚜. 𝚂𝚘𝚖𝚎 𝚌𝚊𝚗 𝚕𝚎𝚊𝚍 𝚒𝚗𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟹, 𝙻𝚎𝚟𝚎𝚕 𝟺, 𝚊𝚗𝚍 𝚘𝚌𝚌𝚊𝚜𝚒𝚘𝚗𝚊𝚕𝚕𝚢 𝚋𝚊𝚌𝚔 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟷.
𝙵𝚒𝚗𝚍𝚒𝚗𝚐 𝚊 𝚌𝚘𝚖𝚒𝚌𝚊𝚕𝚕𝚢 𝚙𝚛𝚘𝚙𝚘𝚛𝚝𝚒𝚘𝚗𝚎𝚍 𝚖𝚞𝚕𝚝𝚒-𝚌𝚘𝚕𝚘𝚞𝚛𝚎𝚍 𝚍𝚘𝚘𝚛 𝚝𝚑𝚊𝚝'𝚜 𝚞𝚗𝚕𝚘𝚌𝚔𝚎𝚍 𝚠𝚒𝚕𝚕 𝚕𝚎𝚊𝚍 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟸𝟾𝟹.
𝙸𝚏 𝚢𝚘𝚞 𝚗𝚘-𝚌𝚕𝚒𝚙 𝚒𝚗𝚝𝚘 𝚊𝚗 𝚎𝚡𝚝𝚛𝚎𝚖𝚎𝚕𝚢 𝚑𝚘𝚝 𝚊𝚛𝚎𝚊 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟸, 𝚢𝚘𝚞 𝚌𝚊𝚗 𝚠𝚒𝚗𝚍 𝚞𝚙 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟸.𝟷.
𝙾𝚏𝚏𝚒𝚌𝚎 𝚂𝚙𝚊𝚌𝚎 𝙴𝙻𝟹𝙰 𝚒𝚜 𝚊𝚗 𝚘𝚏𝚏𝚒𝚌𝚎 𝚜𝚙𝚊𝚌𝚎 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟸 𝚑𝚘𝚖𝚎 𝚝𝚘 𝚊𝚛𝚘𝚞𝚗𝚍 𝟹𝟶 𝚖𝚎𝚖𝚋𝚎𝚛𝚜 𝚘𝚏 𝚝𝚑𝚎 𝙱.𝙽.𝚃.𝙶.
Note that, at this point, only exit links work properly. You can move forward, but not return to a previous level, unless the current level allows you to.
#liminal spaces#liminal aesthetic#backrooms aesthetic#the backrooms#backrooms#backrooms level 2#pipe dreams
1 note
·
View note
Text
🅽🅞-🅒🅛🅘🅟 🅽🅾-🅲🅻🅸🅿 🅝🅞🅒🅛🅘🅘🅟
🅽🅾--🅒🅻🅘🅿 🄽🄾🄲🄻🄸🄿 🅽🅾-🅲🅻🅸🅿
🅽🅾🅲🅻🅘🅟 🅽🅾-🅲🅻🅸🅿 !̸̨̹͕̺̼̣̅͘n̴̤̣̹̩̗̐̍͌̉̈́͂̚͜ơ̵͔͍̦̤͚͙̟̝̭͊͐̍͑͋̋̈́̊͠ͅ-̶̛̤̗̲̻̲̞̦̠̳̏̈́̋̉̚ͅç̴̪̼͖͗̈́̀̿��̼̣̣̻̤ĺ̵͕̮͓͇̣̊̒͌͠ì̵̜̪̲̝̤̫͖̉͊̅̆͛̊͒͝ṕ̵͇̟͖̠
!̸̨̹͕̺̼̣̅͘n̴̤̣̹̩̗̐̍͌̉̈́͂̚͜ơ̵͔͍̦̤͚͙̟̝̭͊͐̍͑͋̋̈́̊͠ͅ-̶̛̤̗̲̻̲̞̦̠̳̏̈́̋̉̚ͅç̴̪̼͖̘̼̣̣̻̤͗̈́̀̿ĺ̵͕̮͓͇̣̊̒͌͠ì̵̜̪̲̝̤̫͖̉͊̅̆͛̊͒͝ṕ̵͇̟͖̠
Note that only two links are working properly, one leads to the beginning and the other is a little gift.
#liminal spaces#liminal#the backrooms#backrooms#no-clipping#noclip#liminal aesthetic#backrooms aesthetic
3 notes
·
View notes
Text
𝐋𝐞𝐯𝐞𝐥 𝟏 - "𝐇𝐚𝐛𝐢𝐭𝐚𝐛𝐥𝐞 𝐙𝐨𝐧𝐞"
𝚂𝚄𝚁𝚅𝙸𝚅𝙰𝙻 𝙳𝙸𝙵𝙵𝙸𝙲𝚄𝙻𝚃𝚈: 𝙲𝚕𝚊𝚜𝚜 𝟷
𝚂𝚊𝚏𝚎
𝚂𝚎𝚌𝚞𝚛𝚎
𝙼𝚒𝚗𝚒𝚖𝚊𝚕 𝙴𝚗𝚝𝚒𝚝𝚢 𝙲𝚘𝚞𝚗𝚝
𝙴𝙽𝚃𝚁𝙰𝙽𝙲𝙴𝚂:
𝙶𝚎𝚝 𝚑𝚎𝚛𝚎 𝚏𝚛𝚘𝚖 𝙻𝚎𝚟𝚎𝚕 𝟶 𝚋𝚢 𝚗𝚘𝚌𝚕𝚒𝚙𝚙𝚒𝚗𝚐.
O𝚙𝚎𝚗𝚒𝚗𝚐 𝚘𝚛𝚍𝚒𝚗𝚊𝚛𝚢 𝚍𝚘𝚘𝚛𝚜 𝚒𝚗 𝚖𝚊𝚗𝚢 𝙻𝚎𝚟𝚎𝚕𝚜 𝚑𝚊𝚜 𝚊 𝚐𝚘𝚘𝚍 𝚌𝚑𝚊𝚗𝚌𝚎 𝚘𝚏 𝚕𝚎𝚊𝚍𝚒𝚗𝚐 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟷.
C𝚕𝚒𝚖𝚋𝚒𝚗𝚐 𝚘𝚗𝚎 𝚘𝚏 𝚝𝚑𝚎 𝚝𝚛𝚎𝚎𝚜 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟷𝟷.𝟷.
T𝚑𝚎 𝚎𝚗𝚍 𝚘𝚏 𝚝𝚑𝚎 𝚏𝚒𝚏𝚝𝚑 𝚎𝚟𝚎𝚗𝚝 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟿𝟸.
C𝚘𝚖𝚙𝚕𝚎𝚝𝚒𝚗𝚐 𝚃𝚑𝚎 𝙺𝚒𝚗𝚐'𝚜 𝚝𝚛𝚒𝚊𝚕 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟿𝟺.
𝙴𝚇𝙸𝚃𝚂:
𝚆𝚊𝚗𝚍𝚎𝚛𝚒𝚗𝚐 𝚍𝚘𝚠𝚗 𝚊𝚗𝚢 𝚎𝚡𝚝𝚎𝚗𝚍𝚎𝚍 𝚑𝚊𝚕𝚕𝚠𝚊𝚢 𝚘𝚏𝚝𝚎𝚗 𝚕𝚎𝚊𝚍𝚜 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟸.
𝙵𝚒𝚗𝚍𝚒𝚗𝚐 𝚑𝚘𝚕𝚎𝚜 𝚒𝚗 𝚝𝚑𝚎 𝚠𝚊𝚕𝚕 𝚠𝚒𝚕𝚕 𝚕𝚎𝚊𝚍 𝚢𝚘𝚞 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟷𝟿.
𝚆𝚑𝚎𝚛𝚎 𝚝𝚑𝚎 𝚌𝚎𝚒𝚕𝚒𝚗𝚐 𝚑𝚊𝚜 𝚙𝚊𝚒𝚗𝚝𝚒𝚗𝚐𝚜 𝚘𝚗 𝚒𝚝, 𝚗𝚘𝚌𝚕𝚒𝚙 𝚝𝚑𝚛𝚘𝚞𝚐𝚑 𝚊𝚗𝚍 𝚢𝚘𝚞 𝚠𝚒𝚕𝚕 𝚋𝚎 𝚊𝚝 𝚊 𝚙𝚊𝚛𝚝𝚢!
𝙻𝚎𝚟𝚎𝚕 𝟷 𝚒𝚜 𝚑𝚘𝚖𝚎 𝚝𝚘 𝚃𝚑𝚎 𝙷𝚞𝚋.
𝙰𝚍𝚍𝚒𝚝𝚒𝚘𝚗𝚊𝚕 𝙼𝚊𝚝𝚎𝚛𝚒𝚊𝚕: 𝚁𝚎𝚌𝚘𝚟𝚎𝚛𝚎𝚍 𝙳𝚘𝚌𝚞𝚖𝚎𝚗𝚝𝚜 ⬇️
𝚃𝚑𝚎 𝚏𝚘𝚕𝚕𝚘𝚠𝚒𝚗𝚐 𝚗𝚘𝚝𝚎𝚜 𝚑𝚊𝚟𝚎 𝚋𝚎𝚎𝚗 𝚛𝚎𝚌𝚘𝚟𝚎𝚛𝚎𝚍 𝚏𝚛𝚘𝚖 𝚟𝚊𝚛𝚒𝚘𝚞𝚜 𝚕𝚘𝚌𝚊𝚝𝚒𝚘𝚗𝚜 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟷. 𝙽𝚘 𝚊𝚙𝚙𝚊𝚛𝚎𝚗𝚝 𝚜𝚘𝚞𝚛𝚌𝚎 𝚑𝚊𝚜 𝚋𝚎𝚎𝚗 𝚏𝚘𝚞𝚗𝚍.
#backrooms#backrooms level 1#the backrooms#habitable zone#liminal#liminal spaces#vaporgram app#level 1
3 notes
·
View notes
Text
𝐋𝐞𝐯𝐞𝐥 𝟎 - "𝐓𝐮𝐭𝐨𝐫𝐢𝐚𝐥 𝐋𝐞𝐯𝐞𝐥"
𝚂𝚄𝚁𝚅𝙸𝚅𝙰𝙻 𝙳𝙸𝙵𝙵𝙸𝙲𝚄𝙻𝚃𝚈: 𝙲𝚕𝚊𝚜𝚜 𝟷
𝚂𝚊𝚏𝚎
𝚂𝚎𝚌𝚞𝚛𝚎
𝙼𝚒𝚗𝚒𝚖𝚊𝚕 𝙴𝚗𝚝𝚒𝚝𝚢 𝙲𝚘𝚞𝚗𝚝
𝙷𝚊𝚕𝚕𝚞𝚌𝚒𝚗𝚊𝚝𝚒𝚘𝚗𝚜 𝚊𝚛𝚎 𝚌𝚘𝚖𝚖𝚘𝚗 𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟶, 𝚝𝚑𝚎 𝚖𝚘𝚜𝚝 𝚌𝚘𝚖𝚖𝚘𝚗 𝚋𝚎𝚒𝚗𝚐:
𝙷𝚞𝚖𝚖𝚒𝚗𝚐 𝚏𝚛𝚘𝚖 𝚝𝚑𝚎 𝚕𝚒𝚐𝚑𝚝𝚒𝚗𝚐 𝚒𝚗𝚌𝚛𝚎𝚊𝚜𝚒𝚗𝚐 𝚝𝚘 𝚊 𝚍𝚎𝚊𝚏𝚎𝚗𝚒𝚗𝚐 𝚟𝚘𝚕𝚞𝚖𝚎, 𝚝𝚑𝚎𝚗 𝚊𝚋𝚛𝚞𝚙𝚝𝚕𝚢 𝚜𝚒𝚕𝚎𝚗𝚌𝚒𝚗𝚐.
𝚃𝚑𝚎 𝚊𝚙𝚙𝚎𝚊𝚛𝚊𝚗𝚌𝚎 𝚘𝚏 𝚍𝚘𝚘𝚛𝚜.
𝚃𝚑𝚎 𝚊𝚙𝚙𝚎𝚊𝚛𝚊𝚗𝚌𝚎 𝚘𝚏 𝚜𝚝𝚊𝚒𝚛𝚜.
𝙰𝚌𝚞𝚝𝚎 𝚍é𝚓à 𝚟𝚞.
𝙷𝚞𝚖𝚊𝚗-𝚕𝚒𝚔𝚎 𝚜𝚙𝚎𝚎𝚌𝚑 𝚛𝚎𝚜𝚎𝚖𝚋𝚕𝚒𝚗𝚐 𝚗𝚘 𝚔𝚗𝚘𝚠𝚗 𝚕𝚊𝚗𝚐𝚞𝚊𝚐𝚎.
𝙼𝚘𝚟𝚎𝚖𝚎𝚗𝚝 𝚒𝚗 𝚙𝚎𝚛𝚒𝚙𝚑𝚎𝚛𝚊𝚕 𝚟𝚒𝚜𝚒𝚘𝚗 𝚛𝚎𝚜𝚎𝚖𝚋𝚕𝚒𝚗𝚐 𝚒𝚗𝚜𝚎𝚌𝚝𝚜 𝚌𝚛𝚊𝚠𝚕𝚒𝚗𝚐 𝚞𝚗𝚍𝚎𝚛𝚗𝚎𝚊𝚝𝚑 𝚝𝚑𝚎 𝚠𝚊𝚕𝚕𝚙𝚊𝚙𝚎𝚛, 𝚠𝚑𝚒𝚌𝚑 𝚍𝚒𝚜𝚊𝚙𝚙𝚎𝚊𝚛𝚜 𝚘𝚗𝚌𝚎 𝚝𝚑𝚎 𝚠𝚊𝚕𝚕 𝚒𝚜 𝚘𝚋𝚜𝚎𝚛𝚟𝚎𝚍 𝚍𝚒𝚛𝚎𝚌𝚝𝚕𝚢.
𝙸𝚗𝚜𝚎𝚌𝚝-𝚕𝚒𝚔𝚎 𝚌𝚑𝚒𝚝𝚝𝚎𝚛𝚒𝚗𝚐.
𝙰𝚌𝚌𝚘𝚛𝚍𝚒𝚗𝚐 𝚝𝚘 𝚊𝚗𝚊𝚕𝚢𝚜𝚒𝚜, 𝚝𝚑𝚎 𝙲𝙾𝟸 𝚕𝚎𝚟𝚎𝚕𝚜 𝚠𝚒𝚝𝚑𝚒𝚗 𝙻𝚎𝚟𝚎𝚕 𝟶 𝚊𝚛𝚎 𝚛𝚒𝚜𝚒𝚗𝚐 𝚊𝚝 𝚊 𝚜𝚝𝚎𝚊𝚍𝚢 𝚛𝚊𝚝𝚎. 𝚃𝚑𝚎 𝚜𝚒𝚐𝚗𝚒𝚏𝚒𝚌𝚊𝚗𝚌𝚎 𝚘𝚏 𝚝𝚑𝚒𝚜 𝚒𝚜 𝚞𝚗𝚔𝚗𝚘𝚠𝚗.
𝙴𝙽𝚃𝚁𝙰𝙽𝙲𝙴𝚂:
𝙰𝚌𝚌𝚒𝚍𝚎𝚗𝚝𝚊𝚕 𝚗𝚘-𝚌𝚕𝚒𝚙𝚙𝚒𝚗𝚐 𝚘𝚞𝚝 𝚘𝚏 𝚝𝚑𝚎 𝚋𝚘𝚞𝚗𝚍𝚜 𝚘𝚏 𝚛𝚎𝚊𝚕𝚒𝚝𝚢 𝚒𝚜 𝚝𝚑𝚎 𝚖𝚘𝚜𝚝 𝚌𝚘𝚗𝚜𝚒𝚜𝚝𝚎𝚗𝚝 𝚠𝚊𝚢 𝚘𝚏 𝚊𝚌𝚌𝚎𝚜𝚜𝚒𝚗𝚐 𝙻𝚎𝚟𝚎𝚕 𝟶, 𝚊𝚗𝚍, 𝚋𝚢 𝚎𝚡𝚝𝚎𝚗𝚜𝚒𝚘𝚗, 𝚃𝚑𝚎 𝙱𝚊𝚌𝚔𝚛𝚘𝚘𝚖𝚜.
𝚃𝚑𝚎 𝚏𝚘𝚛𝚝𝚛𝚎𝚜𝚜𝚎𝚜 𝚘𝚏 𝙻𝚎𝚟𝚎𝚕 𝟸𝟾𝟹 𝚛𝚊𝚛𝚎𝚕𝚢 𝚌𝚘𝚗𝚝𝚊𝚒𝚗 𝚠𝚘𝚘𝚍𝚎𝚗 𝚍𝚘𝚘𝚛𝚜 𝚝𝚑𝚊𝚝 𝚜𝚖𝚎𝚕𝚕 𝚘𝚏 𝚖𝚘𝚕𝚍; 𝚎𝚗𝚝𝚎𝚛𝚒𝚗𝚐 𝚝𝚑𝚎𝚜𝚎 𝚍𝚘𝚘𝚛𝚜 𝚠𝚒𝚕𝚕 𝚕𝚎𝚊𝚍 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟶.
𝙴𝚇𝙸𝚃𝚂:
𝙴𝚡𝚒𝚝𝚒𝚗𝚐 𝙻𝚎𝚟𝚎𝚕 𝟶 𝚒𝚜 𝚘𝚗𝚕𝚢 𝚙𝚘𝚜𝚜𝚒𝚋𝚕𝚎 𝚋𝚢 𝚗𝚘𝚌𝚕𝚒𝚙𝚙𝚒𝚗𝚐, 𝚠𝚑𝚒𝚌𝚑 𝚠𝚒𝚕𝚕 𝚊𝚕𝚠𝚊𝚢𝚜 𝚛𝚎𝚜𝚞𝚕𝚝 𝚒𝚗 𝚎𝚗𝚝𝚛𝚢 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟷. 𝙰𝚜 𝚗𝚎𝚠𝚌𝚘𝚖𝚎𝚛𝚜 𝚝𝚘 𝙻𝚎𝚟𝚎𝚕 𝟶 𝚊𝚛𝚎 𝚘𝚏𝚝𝚎𝚗 𝚞𝚗𝚏𝚊𝚖𝚒𝚕𝚒𝚊𝚛 𝚠𝚒𝚝𝚑 𝚝𝚑𝚎 𝚖𝚎𝚌𝚑𝚊𝚗𝚒𝚌𝚜 𝚘𝚏 𝚝𝚑𝚎 𝙱𝚊𝚌𝚔𝚛𝚘𝚘𝚖𝚜, 𝚒𝚝 𝚒𝚜 𝚗𝚎𝚌𝚎𝚜𝚜𝚊𝚛𝚢 𝚝𝚘 𝚔𝚎𝚎𝚙 𝚢𝚘𝚞𝚛 𝚋𝚎𝚊𝚛𝚒𝚗𝚐𝚜 𝚊𝚗𝚍 𝚊𝚍𝚊𝚙𝚝 𝚚𝚞𝚒𝚌𝚔𝚕𝚢 𝚝𝚘 𝚝𝚑𝚎 𝚎𝚗𝚟𝚒𝚛𝚘𝚗𝚖𝚎𝚗𝚝 𝚒𝚗 𝚘𝚛𝚍𝚎𝚛 𝚝𝚘 𝚎𝚡𝚒𝚝.
𝙴𝚗𝚝𝚛𝚊𝚗𝚌𝚎 𝚝𝚘 𝚝𝚑𝚎 𝙼𝚊𝚗𝚒𝚕𝚊 𝚁𝚘𝚘𝚖 𝚒𝚜 𝚛𝚊𝚛𝚎 𝚋𝚞𝚝 𝚙𝚘𝚜𝚜𝚒𝚋𝚕𝚎 𝚋𝚢 𝚠𝚊𝚕𝚔𝚒𝚗𝚐 𝚊 𝚐𝚛𝚎𝚊𝚝 𝚍𝚒𝚜𝚝𝚊𝚗𝚌𝚎 𝚒𝚗 𝚊𝚗𝚢 𝚍𝚒𝚛𝚎𝚌𝚝𝚒𝚘𝚗.
Please, note that this blog is interactive and will be updated with each post. New links will be added soon.
3 notes
·
View notes