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16 | made w/ Imgflip meme maker
100 views 4 upvotes Made by .December_Holiday. 2 weeks ago in MS_memer_group
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3 ups, 2w
yore’s gooky
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what is the background image
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🔧 EVENT 1 — Alone in the Ruins: Gerson Reboots Golden Freddy

The morning fog is thin. Gerson wanders alone — not by chance, but by old habit. He enjoys ruins the way other people enjoy morning tea: quietly, with a book and a memory. A collapsed wing of a ruined theater crouches beyond the old radio tower. Everything smells like dust and old applause.

Gerson enters the theater alone, his cane tapping soft on the cracked tile. He hums an old troubadour tune and pulls aside a curtain.

Gerson (muttering to himself): “Ah. Finally — a place that remembers the names it forgets. Let’s see what stories are still polite enough to speak.”

He explores slow, pocketing little finds — a lost playbill, a bent spotlight, a box of rusted screws. In a narrow service corridor he finds it: a cold, forgotten box tucked into the cavity of a gutted animatronic stage. Inside is a cracked, dust-filled voice module — Golden Freddy’s voice box — its wiring mangled but intact.

Gerson pauses. He runs a careful, reverent thumb across the module.

Gerson (soft): “You’ve been quiet a long time, haven’t you? Let’s see if your throat remembers its lullaby.”

He doesn’t hurry. He’s alone — that word matters. No cheering, no witnesses, no theater manager to demand a show. He works. Old hands are slow but exact: he scavenges a thin copper strip from a collapsed speaker, fashions a brittle connector from a bent hairpin, breathes on contacts, and gently nests the voice module back into the animatronic’s neck mechanism (the animatronic herself — Golden Freddy — sits slumped onstage, patched and waiting). The process is meticulous; a man of a thousand small things, Gerson whispers as he works.

Gerson (softly, as he twists the last screw): “There. There now. Sing to me if you must.”

For a long, breathless second: nothing.

Then a small clunk, a soft whir, and the animatronic’s head tilts. Static clears like wind through old curtains. The old yellow bear’s eyes — shadowed, patient — blink once.

Golden Freddy (voice, creaky, rusty at first): “—Hello? Is—someone—there?”
The voice is mechanical, threaded with a child’s timbre and a lifetime of hush.

Gerson jumps, delighted as a child.

Gerson (chuckling, tears pricking): “Well I’ll be. You sound like an old gramophone remembered by a kindly clockmaker.”
Golden Freddy (quiet, still adjusting): “I remember applause… and then the dark. Thank you, friend.”
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Gerson sits on a fallen seat and speaks like this is the best conversation he’s had in years.

Gerson: “You were not meant for dark, little one. The stage took you; the storm left you. But you still have lines to deliver.”
Golden Freddy: “I— I thought the voices were gone. I was afraid I was broken.”
Gerson (gently): “You were waiting for someone to be patient. That was my fault to correct.”

Golden Freddy’s neck mechanisms click as he tests vocal range. His speech becomes clearer, more deliberate, like an actor learning to use a new larynx.

Golden Freddy (curious): “Where are my troupe? Where is my audience?”
Gerson (sad smile): “A messy island has been pretending to be a stage. Your old troupe is gone or different. You will forgive me if I bring you to people who know how to listen, yes?”
Golden Freddy (tilting his head): “Yes. Bring me to the ones who remember the good acts.”

Gerson decides, quietly and with old-man mischief, that Golden Freddy will rejoin the world intentionally. He will go, alone, and wheel Freddy like a relic back to where the GREATS cluster. But before he leaves, Golden Freddy gives him something: a small mechanical cough, a memory flicker of a line of children singing.

Golden Freddy (soft): “I remember lullabies. Teach me a new one.”
Gerson (grinning): “We’ll teach you a chorus to frighten the storms.”

Consequence: Golden Freddy is alive again; he speaks. He has old memories and new curiosity. Gerson leaves the ruin with a friend in tow and the island will never wholly ignore the sound of an animatronic that can finally tell stories.
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🕯 EVENT 2 — The Abandoned Manor: One Candidate From Each Team

At dusk, the sponsors drop a tempting challenge: the Manor of Whispers — an old, six-room manor at the island’s heart with a reputation for secrets, traps, and maybe a sponsor cache. Each alliance selects one candidate to enter: a subtle contest of bravery and desperation.

The teams choose:

THE [GREATS]: Scampton (for performance and diversion)

Kueen’s Cabal: Grimm (psychological operator)

Oliver’s Camp: Oliver (the tactical leader)

THE FRAGMENTS’ representative: Mr AntTenna (proud, theatrical — he volunteers)

A wildcard / independent: The Stranger (showman, uncanny sense of direction)

They approach the manor as dusk becomes a bruise. The manor’s gate creaks open like an exhale.

Scampton (whisper, manic hush): “[We do a quiet piece. I will take the west wing and perform a lullaby that is actually a latch-skip.]”
Grimm (sardonic): “I will not sing. I prefer the whispers to be on their knees.”
Oliver (steady): “We go with hands light. We take notes and withdraw. We don’t bring the whole stage in.”
Mr AntTenna (beaming): “And I will document! Imagine the broadcast! ‘Live: Manor Mysteries With Me!’”

They step inside. The manor breathes. Paint peels. Portrait eyes follow.

— Room One: The Entryway

The Stranger drifts ahead, beret low. His voice soft, his mimicry tools at the ready.

The Stranger (soft): “Keep your ears open. Manor rooms often have memories — they echo.”
Mr AntTenna (blithe): “We will make history.”

A floorboard sighs. A chandelier swings with no wind. A portrait mouth opens in a hush — and a trap snaps: a pit opens where Mr AntTenna skips a step. Scampton catches a rope and pulls — but Mr AntTenna teeters, his TV-face flickering. He laughs high and loud.

Mr AntTenna (giddy): “Oh! This will be a great bit for the morning program!”
He leans too far to film the pit and slips.

Scampton (shouting): “[NO—HOLD—]”
Oliver (reaching): “Grab his hand!”
Grimm (cold): “He’s an anchor of bright things; don’t let the show fall.”

They yank. For a moment it looks like Mr AntTenna will be saved — a perfect reel of drama. Then the manor decides otherwise. The walls hum; the manor’s trap is not merely physical — it is mechanized with old sponsor-grade cruelty. Gears inside the floor grind. The pit catches his foot, then a hidden lattice of glass and wire brushes across his casing, tearing at the small lights that line his costume. His screen-face trembles with static.
3 ups, 2w
luehee gee manton
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Mr AntTenna (whisper, fading): “Cut to… credits… tell them about the—”
Scampton (howling): “[NOOOOO—NOT OUR BOY—NOT—]”

The manor goes quiet as if it were satisfied. The survivors stagger out carrying what remains of their friend. The death is harrowing; they carry him like a violated trophy.

Reactions outside the manor:

Oliver slumps, teeth clenched, blood of rage under his nails.

Scampton breaks his voice and cries with a sound that shreds the night.

Grimm is oddly small — he had watched minds; now he watches limbs and tears.

The Stranger is quiet, spinning a voice-mimic in his head like a prayer for a lost friend.

Consequence: Mr AntTenna is dead — painfully, slowly, and in a place of old sponsored cruelty. The camp mourns. The GREATS lose their showman. The Manor keeps its secrets and adds another memory.
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🌪 EVENT 3 — The Limbus Company–Style Wild Hunt

Night falls with a heavy promise: the sponsors (or the island’s darker systems) initiate a Wild Hunt — a sponsored, surreal chase through the island modeled after those brutal Limbus Company hunts: impossible time shifts, hunted marks, and hunting phantoms that drag prey into dreamscapes.

It starts with an alarm that’s not an alarm: wind through glass, a melody reversed, and a sudden fog bloom. The Hunt is marked by a bell — iron, wrong-tone, a sound that makes foxes shut their eyes.

Announcer Voice (distant, clinical): “WILD HUNT INITIATED. SURVIVORS: SEEK SANCTUARY. HUNTERS: PURSUE.”
Grimm (delighted, whispering): “Finally, the island gets theatrical treatment.”

But it is monstrous. The Wild Hunt spawns hunters — not normal tributes. They are pale, looming figures with sponsors’ logos affixed, moving in jerky loops. They chase with the inexorable logic of games: you run, they follow. If they catch you, they don’t just kill — they consume memory: you forget how to sing, how to laugh, small things that make you human.

Oliver (shouting orders): “Form groups. Light fires. Don’t be alone. The Hunt preys on separation.”
Scampton (rallying in frantic voice): “[COME TO THE STAGE—MAKE NOISE—MAKE US NOTICE—]”
Kueen (calm): “They are designed to fracture lines. We must anchor ourselves.”

The Wild Hunt moves like a tide. People run, some are overtaken. The structure of the Hunt is cruelly poetic: Hunters carve living routes through the island and force tributes to run through looped hallucinations — a favorite of sponsors who like to see desperation framed as art.

In one chase, Skrunkly is almost taken; she runs screaming, the fog thick as cotton. But she does not get eaten. Someone — Sector, or maybe Blobie who longs to belong — dives for her and pulls her into a safe circle of noise. The little act has weight: it marks a moment of connection and courage.

Skrunkly (panting afterward): “I thought—I thought I was being chased by my own heartbeat.”
Sector (quiet): “Glass—block—protect.”
Skrunkly (small laugh): “Thanks, mirror-thing.”

The Hunt ends as dawn claws up. It takes memories with it — a player forgets a joke, another forgets a name. It leaves the island quieter, more fragile. People clutch at small things: a pebble, a lollipop, a new refrain.
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⚔️ EVENT 4 — Alliances Square Off: Brawl-Stars Style Map

After the Hunt, tempers snap. The GREATS, fueled by grief and fury, demand action. A square-off erupts in the old quarry: teams must capture zones in an arena that looks suspiciously like a brawl-stars map — square lanes, capture points, and hazards.

Teams line up:

THE [GREATS]: Scampton, The Stranger, Mike, Skrunkly (hesitant)

Kueen’s Cabal: Kueen, Koffin-K, Flowey, Grimm

Oliver’s Coalition: Oliver, Cassie, Gerson, Cumulus, Blobie, Shovel Man

Fragment remnants: Zap, King Ping is gone; others scattered — but a rogue band fields a side with weapons secured from crates.

The arena rules are simple, brutal: capture three zones, hold for a timer, or eliminate rival captors. The sponsors drool.

Scampton (shouting): “[WE TAKE THE LEFT! WE TAKE THE STAGE!]”
Kueen (cool): “We remove the showmen, we take the prize.”
Oliver (calm): “We hold middle. Don’t get baited.”

It’s chaotic and glorious. Mike hurls caw-boom eggs; Scampton fires Pipis; Flowey sprints underfoot and fires micro-bullets that sting like tiny betrayals. Gerson uses old war-knowledge — he blocks a corridor with a fallen column and teaches Cumulus to make a soft fog to obscure retreats. Blobie oozes through narrow cracks to capture a point nobody expected. The match is equal parts slapstick and deadly strategy.

Play-By-Play:

Round One: Scampton’s distraction goes off: a glitterstorm. Teams surge to a central node. The GREATS seize the point — temporarily.
The Stranger (quiet, commanding): “Hold. Don’t chase the sparkle.”

Round Two: Kueen’s heavy stomp breaks the right flank. Koffin-K sends a volley of card-bats. Flowey tunnels vines to trap Scampton in place. The GREATS lose a point; tempers flare.
Scampton (shouting): “[YOU—YOU MONSTER—]”

Round Three: Oliver’s coalition uses a coordinated feint: Blobie oozes into a side slot, Cumulus covers the flank with cloud-walls, and Gerson’s hammer of metaphor (a strategic push) shoves Kueen’s team off a capture point. Oliver’s team takes center — briefly.

The match is messy and high-stakes. People get scraped and proud; alliances prove their mettle. In the end, no single team wins cleanly — but the GREATS succeed in sowing fear: proximity is deadly. The square-off cements reputations. It also leaves everyone exhausted and bloodied.
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🌱 EVENT 5 — Skrunkly’s Arc: From Frayed to Fierce

Skrunkly has been fragile — hyperactive, traumatized, but tonight she shows growth. The day’s events trained her heart like a muscle.

Earlier (after the Hunt): she had been nearly taken. She clung to shaking breath. Sector’s glass movement calmed her; a whimper became a sob; a sob became a long, controlled inhale.

During the square-off, she’s tasked with a small but crucial role: harass Koffin-K while Scampton stages a spectacle. It’s a space for a small, seemingly pointless trick that will actually decide who holds a point: Skrunkly must dart in, plant a Pipis-mimic that will distract card-bats, and retreat.

Skrunkly (muttering, fingers trembling): “I’m… I’m doing a thing. I can do a thing.”
Scampton (sincere, rare softness): “[You’re not just a noise. You are part of the noise that matters.]”

She dashes — small, impossibly fast — through spikes of shrapnel and hides like a living cork. Her hand shakes as she plants the mimic. Her breath comes in a rhythmless beat. For three heartbeats she is the person she used to be: frantic, jittery, and unmoored. Then she remembers Sector’s steady glass, Gerson’s slow story, and Oliver’s trust.

Her mimic triggers; the card-bats wobble and Koffin-K flails. The GREATS seize the advantage. Later, on the field, Skrunkly doesn’t play it off: she sits, pats Sector’s metallic shoulder, and says the small, astonishing thing.

Skrunkly (soft, proud): “I did it. I was still and then I was fast. It felt… okay.”
Sector (simple, pleased): “good—glass—good.”
Scampton (grinning through tears): “[YOU SAVED THE SHOW—]”

Her arc is not complete — trauma doesn’t vanish with one act — but tonight she learns she can hold still long enough to make a move. She sleeps with less jitter.
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⚰️ DEATH — Mr AntTenna

His death in the manor is the day’s darkest, saddest moment. He died slowly and painfully under the manor’s traps — wires frying his core, his screen full of screaming static and broken advertisements. The survivors carry his husk out under a sky that feels too indifferent.

Scampton (holding him): “[I’M SORRY I LEFT YOU ALONE—]”
The Stranger (voice broken): “We will make a mark for him. We will hold a show in his honor that won’t feel like it’s a performance.”

They cannot reassemble the bright man who wanted only applause and light. His face-screen, now dead, stares at the sky like a window turned to ice.

Oliver (soft): “We make a watch in his name.”
Gerson (kneeling): “We bury him behind the theater. He loved a crowd, so let him keep the stage.”

The death lands like a weight. People who treat the Games as a show now feel the cost of spectacle more sharply — and the island hears, for a long while, the ghost of a man who wanted to broadcast meaning and instead was broadcast into oblivion.
0 ups, 2w
🌌 END OF DAY 16 — FALLOUT & WHISPERS

Golden Freddy, now speaking, becomes a new presence. He’s quiet and opaque, but his voice brings memory and new threat. He will soon partner with the GREATS or be a neutral force—he has secrets and an appetite for stories.

Mr AntTenna’s death fractures The GREATS and also stitches them together in mourning-fueled rage. Scampton is incandescent with grief and vengeance, the stranger quieter and harder.

The Manor keeps more secrets; its mechanical cruelty is a grim warning.

The Wild Hunt left scars of forgetfulness; people fear being alone more than they did in the morning.

Skrunkly grows — not fully healed, but braver. She will now be a real player, not just background cartoons.

Golden Freddy (to Gerson as they leave, quietly): “There are songs yet unsung. Keep your lute and your cane close.”
Gerson (smiling, older still): “And keep your wires in check, friend. We need your voice.”
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What the f**k is the background image
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👍
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May I see the original image?
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Day 16