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Place Beyond Time

 Place Beyond Time
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Unlike tropes where travel between two worlds has a fixed time relationship like passing faster on one side or even when the relationship is loose, vague but still exists, the Place Beyond Time is, as the name would suggest, a place that is defined by the fact that it has no internal sense of time nor a sense of when it should be accessible to the regular world. When a character enters such a place, they may meet another from their world's past or future who also, from their own point of view, has just stepped inside. Often, they can also leave to any point in time.
The trope is often described quite literally as beyond time as though one has made a fifth dimensional movement to step outside normal time. Thus, the Place Beyond Time may also be a Pocket Dimension. Sometimes the Place Beyond Time is actually a particular time — it is 10:42pm on the last day of the universe's existence, but it will remain so as Time Stands Still, so the reason why people can go there and exit at any time is because getting there is time travel anyway.
In a Time Travel story, people in the Place Beyond Time can expect to have Ripple Effect Proof Memories, and to be immune to timeline changes making them Ret-Gone. Also expect Time-Travel Tense Trouble if trying to discuss what's happening in the normal world. There can also be more than one.
See also Arcadian Interlude, Just One Second Out of Sync, Void Between the Worlds.
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One episode of Aladdin: The Series has the villain of the week use a magic hourglass to Time Travel. Breaking it creates a portal to a place outside time. Its effects on the characters who are pulled in are even more anachronistic than Genie's shapeshifting.
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Eric states that gods and demons both exist outside of time, and can travel through it fairly freely (the current king of demons visits the end of the universe). In theory, this should make them omniscient, but there's so much going on in reality that keeping track of it all is nigh-impossible.
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The Unknown in Over the Garden Wall is eventually revealed to be an afterlife-realm existing outside of time, hence explaining all the Anachronism Stew in the series.
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"Limbo", the home of Immortus (and possibly some other folks like the Time Variance Authority). One of the depictions of the Axis of Time (see below under Western Animation) matches it exactly. Note: not (usually) to be confused with either of two other Limbos in the Marvel Universe, which have different spacetime-related properties. One of those other Limbos (associated with the demon Belasco and the sorceress Illyana Rasputin) has non-linear time. Doctor Doom once pointed out that can't be the real Limbo because time still exists in it, even if it behaves oddly.
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Timeless Space, aka the "Oceans Unmoving", in Sluggy Freelance. There's no telling what point in time you'll arrive, either on the trip there or on the trip back (it's implied that a somewhat crazy god is deciding that). People from all across the timeline coexist there simultaneously, those who manage to escape can potentially wind up centuries before they were born, and if you go there twice you can meet your previous self. It's believed, in-story, that a person who ends up in Timeless Space, leaves, and comes back, will enter at the same "time" as they did the first time, thus they are able to coexist with themselves. The "Twin-fit" stems from the danger of having such a twin; if you're seen walking around with yourself, people will assume you managed to leave somehow, and will do anything to get you to spill your guts. And sometimes end up, er, spilling your guts in the attempt.
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Retarded Animal Babies justifies its Negative Continuity in one episode by revealing that in the real timeline, the babies grew up and become successful adults (somehow). Cat became a genius scientist, but he also grew bitter and cynical about the Crapsack World and wanted to go back to being young and stupid forever. He created a Physical Law Usurper that created the continuity proof pocket reality outside of normal space and time which acts as the setting for the rest of the series. He explains all of this to Donkey's grandchildren to reassure them that they won't be erased from reality by a time paradox when their grandpa leaves the timeline.
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Prehistoric Park: Returned from Extinction has the Park itself, which exists in a sort of parallel world connected to Earth via anomalies. The area is also implied to have had anomalies opening there for a long time, as there is an entire civilization there made up of people who have been stranded by time portals.
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Rise of the Powers of X: Krakoa's No-Place has developed into one of these. Professor X and Cypher use it to try and prevent the various Sinisters in their attempts to become Dominions.
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From I Shall Wear Midnight, Eskarina Smith seems to be able to create and/or use... an area outside of time, but time still passes in the real world. Possibly. Needless to say it wasn't exactly explained with any detail.
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In the Doctor Who Magazine comic story The Stockbridge Child, the Tenth Doctor and Maxwell Edison are shown a vision of the after-universe, from which the Lokhus hails.
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The final battle of The King of Fighters XIII against Evil Ash takes place in a white void that is presumably the space between both ends of the time gate Saiki was attempting to open in order to free Orochi in the past.
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Johannes Cabal the Necromancer: The Pocket Dimension is caught in an endless moment where its prisoners lose all sense of time and go through the same motions and any change — even beating a man to death — slowly undoes itself. Johannes breaks the spell by MacGyvering a clock to bring time back in, which evicts him only thirty seconds after he entered.
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Discworld:
The house of Death acts like this, such that a man due to die in seconds can "live" there indefinitely. The home of Time herself also uses this, unsurprisingly. And many Anthropomorphic Personifications can move between the seconds on the Discworld proper.
Eric states that gods and demons both exist outside of time, and can travel through it fairly freely (the current king of demons visits the end of the universe). In theory, this should make them omniscient, but there's so much going on in reality that keeping track of it all is nigh-impossible.
From I Shall Wear Midnight, Eskarina Smith seems to be able to create and/or use... an area outside of time, but time still passes in the real world. Possibly. Needless to say it wasn't exactly explained with any detail.
As explained in Thief of Time, the History Monks live on a mountain separate from the normal flow of time, where it is or rather was always the same perfect spring day.
In Pyramids, the pyramids of Djelibeybi distort time so that, while people go about their lives, and there is a yesterday and a tomorrow, the days that pass by are all fundamentally the same day, which has held the country in cultural stasis for over 7000 years. The destruction of the pyramids finally allows the country to start to move towards modernity.
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The Licanius Trilogy has the city of Zvaelar, which was ripped out of the timestream by a malfunctioning attempt to travel back in time. Everyone who enters Zvaelar arrives in the city at the exact same moment, regardless of when in the regular timestream they departed from, and if someone escapes Zvaelar they return to the exact moment they left the timestream. Time within Zvaelar, however, is cumulative, so if someone were to spend three months within Zvaelar, leave, and then return, they'd arrive three months after everyone else.
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The Messenger Series: There is a valley that is reached from the moor where Favour dwells, and is reached via a rocky descent through fog. It exists out of time and, within the fog, the Lord of the Moor's servants attempt to prevent messengers from reaching Favour. As long as a messenger is loyal to Favour, the Lord's evil will not reach them. From this valley, Favour can take his messengers to any place and time.
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The scientists in The Breach think that the Yellow dimension is one of these, although they die too quickly to find out for sure.
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Homestuck:
The Furthest Ring, which is a space filled with Eldritch Abominations that links all universes and their timelines together. To further complicate matters, most of those who are there, who are any combination of either really being there, asleep and dreaming under special conditions, or dead, have dream bubbles where they can navigate through their memories, which causes time to either go forward or backwards. It's to the point where one would have to have mastery of time and/or space or near-perfect omniscience just to be able to navigate it without getting lost. Fortunately, our heroes have all three.
Although the chronologies of each universe — including the game sessions — are linear, they exist entirely independently of each other. As a result, each is basically a place beyond time from the perspective of each other.
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In The Elder Scrolls V: Skyrim, this is essentially where Alduin the World Eater is banished to by the Ancient Tongues invoking the power of an Elder Scroll. Over four thousand years later, he comes back again, and now it's the task of the Last Dragonborn to put him down in a more permanent fashion.
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As put in Confessions (Saint Augustine), God lives in an eternal Today, where all tomorrows and yesterdays occur simultaneously.
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 Confessions (Saint Augustine)
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The eponymous eatery in The Restaurant at the End of the Universe functions as one of these, though the bubble of null-time technobabble in which it resides is apparently capable of moving forwards and backwards in order to let its patrons watch the universe end. It also apparently doesn't stop people taking advantage of a Compound-Interest Time Travel Gambit in order to afford the bill.
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In Sonic Generations, places and people stolen by the Time Eater are trapped in a Blank White Void that serves as the game's hub. At the end, the past and present versions of Eggman are stuck there with no way out and nothing to do but bicker for a good long... er, "time."
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In The Parselmouth of Gryffindor, the state of being one enters while turning a time-turner, sometimes known as the Land of Never Time, the Void Between the Worlds or the Time Vortex, is akin to this.
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The Castle Beyond Space and Time in PS238, which can apparently only be reached by powerful time travelers — and Zodon and Tyler, by accident.
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Valhalla, the iteration of the Unseen Realm that forms a significant part of the Fabula Nova Crystallis: Final Fantasy mythos, which doubles as an afterlife as well. It is where the Goddess of Death, Etro, resides and contains the Chaos from leaking into the Visible Realm (i.e. the world of Final Fantasy XIII). In the end, Etro dies by Caius' machinations, causing Chaos the flood the world of Gran Pulse, merging the two realms together and reducing it to a Timeless Isle-sized continent called Nova Chrysalia in Lightning Returns: Final Fantasy XIII.
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Marvel Universe:
"Limbo", the home of Immortus (and possibly some other folks like the Time Variance Authority). One of the depictions of the Axis of Time (see below under Western Animation) matches it exactly. Note: not (usually) to be confused with either of two other Limbos in the Marvel Universe, which have different spacetime-related properties. One of those other Limbos (associated with the demon Belasco and the sorceress Illyana Rasputin) has non-linear time. Doctor Doom once pointed out that can't be the real Limbo because time still exists in it, even if it behaves oddly.
The Crystal Palace, home base of the Exiles, is situated outside the multiverse.
Rise of the Powers of X: Krakoa's No-Place has developed into one of these. Professor X and Cypher use it to try and prevent the various Sinisters in their attempts to become Dominions.
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Skyward: The Nowhere exists outside of regular space and time, touching on everywhere and everywhen at once. Notably, this means that the delvers (who exist in the Nowhere) are technically able to read the future (though that same achronal perspective gives them a lot of trouble understanding causality, so this is not as big an advantage for them as you'd think).
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Ayato and Haruka end up in a place like this in RahXephon: Pluralitas Concentio. In fact, Ayato himself is this trope, having become the Observer of Time.
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Fate Series:
The Throne of Heroes in Fate/stay night exists beyond time, which allows Heroic Spirits to be summoned to and from any era. This becomes an important plot point regarding a certain knight in red...
Fate/Grand Order: One of King Solomon's Noble Phantasms gifted to him by God was a "temple" that exists outside of time, similar to the Throne of Heroes. This temple becomes pivotal to the game's plot, as truly repairing the timeline requires taking it down before history's incineration becomes irrevocable and Mash's revival is only achievable because of its existence outside of time.
Chaldea ends up becoming one at the end of the prologue due to being the only place that survived the incineration of human history. However, time still flows within, and it will be destroyed as well after a year if the Singularities aren't fixed.
The Throne's timeless nature ends up being a minor gameplay mechanic: due to the way the Summon system works, it's entirely possible to summon certain Servants long before they're encountered in the story, or even end up with a situation where you face an enemy Servant with that Servant in your party. Exaggerated with the presence of Servants from Alternate Universes, particularly those coming from Lostbelts.
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City Beyond Time, naturally, of the "particular time" variety.
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Dungeons & Dragons:
The Far Realm, a plane heavily influenced by H. P. Lovecraft, is often placed outside of standard cosmology, resulting in no portals to/from it, and is inherently insanity-inducing to all non-natives (natives being immune to the effect because they are insane by mortal standards from the very beginning). It is stated that there is no time in the Realm, at least not in common sense.
The Temporal Energy Plane, mentioned as an optional plane in the 3rd Edition Manual of the Planes, is for the most part an eternal gray sandstorm that is timeless in regards to biological needs, but has a dangerously erratic relationship with Material Plane's time — sometimes days spent on the Temporal Energy Plane equate to seconds passing on the Material Plane, other times it's the opposite, so visitors can emerge centuries after they departed. The only real features of the plane are freestanding time loops that trapped Temporal travelers may be able to use to exit the plane, by resolving whatever's keeping the loop going, and a legendary structure called the Citadel of Eternity in the very eye of the temporal storm, a place said to be the physical incarnation of time's beginning or end, and might lead somewhere outside it, such as the aforementioned Far Realm.
Keith Baker has mentioned two places that can apply in Eberron: The Astral Plane and Xoriat: The Realm of Madness. In the Astral Plane, time moves alongside the Material Plane, but no one ages or needs to eat or drink and, more crucially, if timeline ever changes, anyone and anything in the Astral Plane is immune from those changes. In this setting, this is where the Gith come from. Xoriat is similar to the Far Realm in comparing influences to Lovecraft, but is on this list because it exists outside the flow of time and is a "canonical" method of time travel by messing with the Maze of Reality.
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In Memento Vivere, a Final Fantasy X fanfiction, the Farplane is the time gateway of this story.
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In Star Trek: Deep Space Nine, the Bajoran Prophets reside in a more abstract, time-exempt area of the Celestial Temple (which is also known as the Bajoran Wormhole).
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In The End of Eternity, Eternity exists outside of time, and the people living there perform Reality Changes to direct the course of history in the normal world.
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The Reverend Mothers in the Dune novels are able to enter a spice-induced trance in which time effectively stops, allowing them to transfer memories, consult with their maternal ancestors, alter their body chemistry, and see through time. When Paul Atreides takes the Water of Life, he gains this ability to such an extent that he experiences the NOW — "The future and the past! All at once. All the same".
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As explained in Thief of Time, the History Monks live on a mountain separate from the normal flow of time, where it is or rather was always the same perfect spring day.
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Place Beyond Time
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In Getter Robo Armageddon, this is where the protagonists eventually end up in order to eternally fight the Invaders.
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Timeheart in Young Wizards, although you can't get there until you die. (At least, not permanently. Wizards are allowed to visit every once in a while.) This is also the reason why the Lone Power continues to be the main antagonist of the series even after its redemption in book three: as an eternal Power that exists outside of time, dipping into physical reality wherever and whenever It pleases, causality doesn't have quite the same effect on It as on mortals, and Its evil self is/was/will be causing trouble at various points in history regardless of what happens in the present. The effect of its redemption was to fix the influence of its evil self to a finite amount. As the other powers are infinite, or — well, at least a much larger finity — the net effect seems to be that it's slowly decreasing, and the universe gets gradually better. Sure, it'll take a bajillion years, but eventually there's a happy ending.
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Place Beyond Time
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In Twin Peaks, time in the White/Black Lodge can move forward, slow down, or even move in a non-linear manner.
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 Twin Peaks
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Place Beyond Time
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Pro Pinball: Timeshock! has The End of Time, which can only be reached after saving all of existence and as a prelude to starting the game's Wizard Mode.
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Nullville, from the Phineas and Ferb Grand Finale. A colourless version of Danville with the streets littered with spoons, capri pants, oranges, and wild tigers, in addition to everything that drops in later, like fridges and almond brittle. Anything that ends up there via a spacetime tear gets retroactively erased from the main universe. To make matters worse, the main universe is stuck in a "Groundhog Day" Loop that is getting smaller and smaller. When that loop shortens into nothing, Nullville will be erased.
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Place Beyond Time
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The Crystal Palace, home base of the Exiles, is situated outside the multiverse.
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Time inside the House in Beyond the Walls seems to pass normally — if it even passes, that is — but it doesn't matter when you entered it or how long you spent there, it will always send you back towards your time, if you manage to leave.
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Final Fantasy XIII-2:
Valhalla, the iteration of the Unseen Realm that forms a significant part of the Fabula Nova Crystallis: Final Fantasy mythos, which doubles as an afterlife as well. It is where the Goddess of Death, Etro, resides and contains the Chaos from leaking into the Visible Realm (i.e. the world of Final Fantasy XIII). In the end, Etro dies by Caius' machinations, causing Chaos the flood the world of Gran Pulse, merging the two realms together and reducing it to a Timeless Isle-sized continent called Nova Chrysalia in Lightning Returns: Final Fantasy XIII.
In a variation, the Void Beyond is a location that exists between the Time Gates used for Time Travel throughout XIII-2 (and the Historia Crux by proxy). Serendipity (a giant casino city floating in the sky) and the Coliseum (where the DLC battles take place) are also part of this realm, with the Arbiter of Time (the Coliseum's overseer and a former knight of Valhalla) describing the latter as a domain that "exists outside the march of time" [...] "beyond life and death."
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Some philosophy states that God exists in one of these, except that it also isn't a "place" in any conventional sense. Because He created everything, including time, He must exist outside of it. Also used to answer the "What did God do before he created the universe?" question. (Specifically, it would mean the question is poorly formed; the word "before" would not accurately describe any relationship between God and the act of creation.)
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The final dungeon of Raidou Kuzunoha vs. The Soulless Army is described by the Big Bad as "a place existing outside of space and time".
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In the Hyperion Cantos novels, billions of people regularly travel through the farcaster network, which permits instantaneous travel across light-years of distance. Those who pass through a farcaster appear physically the same as when they entered, with no memory of any passage of time. However, subjectively they spend an arbitrarily long interval within the network, during which time the AIs are able to harness their minds for raw computing power. To enhance the efficiency of the minds so used, they also torture those in the network in a virtual reality simulation: the Tree of Pain.
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Kyōryū Sentai Zyuranger: The Lapseless Room, whose occupants are shielded from the flow of time, though it is in sync with the normal world. Burai must stay here when not in battle due to having a drastically reduced lifespan. This is because his suspended-animation cave collapsed on him millennia ago, and Daizyujin couldn't be arsed to have Clotho fully restore Burai's life force, instead just having Clotho restore a few days' worth so that Burai would have time to help restore Daizyujin's ability to combine with Dragon Caesar and King Brachion.
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Zak Storm: In The Bermuda Triangle, people and objects from all across human history meet and mingle. For example, Crogar is a viking boy from the Dark Ages, Caramba came to earth in the 1950's and Zak used to live in the modern day before ending up in the Triangle. If one were to leave the triangle, they would end up back in their own time.
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The final boss Demise of The Legend of Zelda: Skyward Sword is said to be beyond time and space, and the arena he and Link do battle in is presumably this as well, considering that you can travel millennia into the future to stock up on gear and he doesn't destroy the world in impatience or presume you chickened out if you do.
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In Lost, the Flash Sideways are actually the afterlife, or the prelude to one, which doesn't exist in any time or place.
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In Widdershins, the Hotel Gula becomes one of these for a while, drawing people from across the building's centuries-long history into an alternate version of the hotel to cater to a powerful spirit of Gluttony.
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The Velvet Room in the Persona games, which is always described as a place "between dream and reality, mind and matter", where time passes much differently than in the real world.
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Place Beyond Time
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In Doctor Strange (2016), the Dark Dimension is identified this way. Exploited by the eponymous doctor, who brings time magic in the form of a "Groundhog Day" Loop to the dimension to defeat Dormammu, who has no concept of time, let alone any control over it.
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The Dark Place in Alan Wake. It seems to be the only reason that Thomas Zane has spent 40 years there without losing his marbles.
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The Rock of Eternity in the Shazam!/Captain Marvel cosmology. As of The Multiversity, the Rock occupies the relative center of the Orrery of Worlds, outside the 52 universes of the Orrery.
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Dragon Ball Super: The Null Realm is an endless void with no time or matter. It is where the Tournament of Power is held.
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Place Beyond Time
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Septimus Heap: The House of Foryx from book 4, Queste. People who entered at different Times — even centuries apart — can meet inside, and the only way to leave in the same Time you arrived is for someone to come with you and wait outside. Otherwise, you'll end up in a random Time. It is even called "The Place Where All Times Do Meet" because of this.
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The DCU:
Doctor Fate's headquarters, the Tower of Fate, is a nexus of parallel realities and exists outside of conventional space and time.
The Rock of Eternity in the Shazam!/Captain Marvel cosmology. As of The Multiversity, the Rock occupies the relative center of the Orrery of Worlds, outside the 52 universes of the Orrery.
Vanishing Point, a base that exists during the last possible moment in the universe, right before entropy ends everything. While not technically outside of time, it is suspended in a null-time bubble (so that the last microsecond doesn't tick over and implode everyone inside, naturally) and is the favored base of operations for time travellers.
The Linear Men had it first and acted as the Time Police for the DCU. They eventually became Knight Templars and got disbanded.
Vanishing Point was then taken over by the Time Stealers, a group of time traveling criminals. They got kicked out.
Currently occupying the station are Booster Gold, Rip Hunter, Skeets, and Goldstar, who have taken over Time Police duties. Vanishing Point got blown up in The Return of Bruce Wayne, which didn't faze them much — they just took up residence in the station from right before when that happened. Don't think about it too hard.
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In Pyramids, the pyramids of Djelibeybi distort time so that, while people go about their lives, and there is a yesterday and a tomorrow, the days that pass by are all fundamentally the same day, which has held the country in cultural stasis for over 7000 years. The destruction of the pyramids finally allows the country to start to move towards modernity.
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In Change War, the Recuperation Station is an R&R spot for weary soldiers in the Change War. The war is fought across vast reaches of time by soldiers from all eras. This is the Little Time; the station is outside the usual flow of history in what is known as The Big Time.
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Fate/Grand Order: One of King Solomon's Noble Phantasms gifted to him by God was a "temple" that exists outside of time, similar to the Throne of Heroes. This temple becomes pivotal to the game's plot, as truly repairing the timeline requires taking it down before history's incineration becomes irrevocable and Mash's revival is only achievable because of its existence outside of time.
Chaldea ends up becoming one at the end of the prologue due to being the only place that survived the incineration of human history. However, time still flows within, and it will be destroyed as well after a year if the Singularities aren't fixed.
The Throne's timeless nature ends up being a minor gameplay mechanic: due to the way the Summon system works, it's entirely possible to summon certain Servants long before they're encountered in the story, or even end up with a situation where you face an enemy Servant with that Servant in your party. Exaggerated with the presence of Servants from Alternate Universes, particularly those coming from Lostbelts.
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Chrono Cross:
The Dead Sea is a chunk of an alternate future stuck in temporal stasis, allowing you to walk around on a frozen, raging tsunami.
The (B)end of Time returns from Chrono Trigger as a secret area housing a superboss.
The Darkness Beyond Time, where paradoxical timelines are discarded. The Dream/Time Devourer, a merger of Lavos and Schala, waits here to consume all time and space.
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In Touhou Project, Eientei was once a limited version of this, where entropy/aging did not exist and there was "no history", due to Kaguya shielding it with her power over eternity. The Lunar Capital has similar traits.
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The Edge of Time from Aeon Legion: Labyrinth where all time overlaps. The Edge of Time appears like a grainy blue haze where people and moving objects in normal time turn into a blur of afterimages. There are two huge energy anomalies there as well, the Beginning of Time, a huge mass of swirling temporal energy that is the source of all time. And the End of Time, a shadowy vortex that tears apart anything that gets close. No one returns from the End of Time. Those who go to the Beginning of Time come back wrong.
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The Fairly OddParents!: In the Christmas Episode, the Lesser Holidays try to banish Santa Claus to February 33rd, which does not exist, implying something like this.
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The titular Time City in A Tale of Time City exists outside of time, from where it can observe the history of the normal world and visit any point in it. However, time does pass inside of it, and it is subjected to echoes from its own future on a daily basis. At the end of the story the city catches up to the events causing them.
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Monerva in The Map to Everywhere is a permanently-sinking city at the bottom of a magical whirlpool. The protagonists realise it's also one of these when they meet people in the city who are heroes of various legends detailing their escape from Monerva, but for them, the escape hasn't happened yet. When the whirlpool is destroyed and the city evacuated to escape the Iron Tide, everyone returns to the point in time they left in the first place, beginning all the legends.
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The Screwtape Letters: Screwtape tells Wormwood that God's nature as a being outside of time explains how His being The Omniscient does not conflict with free will: God knows what will happen because for Him, the Past, Present, and Future are all Now. "And obviously to watch a man doing something is not to make him do it."
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Currently occupying the station are Booster Gold, Rip Hunter, Skeets, and Goldstar, who have taken over Time Police duties. Vanishing Point got blown up in The Return of Bruce Wayne, which didn't faze them much — they just took up residence in the station from right before when that happened. Don't think about it too hard.
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The Wood Between the Worlds in The Magician's Nephew is a place so timeless that humans are in danger of falling into deep reverie if they stay too long.
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The Axis of Time in X-Men: The Animated Series, through which all time travelers pass, and in which time itself doesn't exist.
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The Throne of Heroes in Fate/stay night exists beyond time, which allows Heroic Spirits to be summoned to and from any era. This becomes an important plot point regarding a certain knight in red...
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This shows up in Humanity Has Declined... as part of a scheme from the fairies to get more sweets. They have priority issues.
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The Khert in Unsounded is a Background Magic Field believed to be the divinely engineered metaphysical infrastructure for all reality, existing outside time and space. When Duane enters it in spirit, he sees one of his earlier visits occurring in the distance and witnesses memories that have yet to occur in the real world.
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In Final Space, the titular dimension is so far beyond time that spacetime itself is stagnated, like a giant pool of still water. Any organic life that ends up there is slowly poisoned just by physically existing inside of it. All timelines flow into it, and its possible to find alternate versions of both people and entire planets floating around in a sea of ancient stars.
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Place Beyond Time
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In Shattered Skies: The Morning Lights, The Lighthouse is a crystalline structure floating in the Void Between the Worlds, a sanctuary for Magical Girls and their friends from five different parallel universes, fleeing the destruction of their homes.
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Place Beyond Time
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Chrono Trigger has the End of Time, a metaphysical area that doesn't exist in any time period, but is connected to all of them.
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1.0
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Place Beyond Time
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In Suzume, the Great Wyrm dwells in the Ever After, the realm of the deceased where the past, present, and future exist simultaneously in a moment of twilight. Suzume meets her past self due to this and initiates a Stable Time Loop.
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Place Beyond Time
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A strange version of this occurs in Achron. There's a section of the timeline that's hard to reach if you don't already know of its existence: a completely empty version of the map you're playing; a region in the future where causality from the present never reached. This is probably the only mechanical version of the place beyond time. (Other video games simply create an extra, perfectly normal level and give it some backstory.) It's known universally among players as "the Beach". It's also completely emergent from the timeline mechanics in such a way that the creators probably didn't foresee its existence. The community is still on the fence as to whether this should be removed from the final game or kept in, as it has a few strategic consequences. (It's possible to smuggle units across hostile borders by shunting them through the Beach.)
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Place Beyond Time / int_c1df815e
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Place Beyond Time
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Doctor Who:
The Doctor's home planet, Gallifrey, home of the Time Lords, is often described as being beyond time. As of 2013, it is also described as being in a pocket dimension.
The white void (and possibly the Land of Fiction) from "The Mind Robber".
In "Warrior's Gate", a strange creature forces its way into the TARDIS, steering it to a white void occupied only by the ruins of an old building and a spaceship. This empty space is a gateway to the past and future.
In "Army of Ghosts", the Doctor describes the Void Between the Worlds as a "dead space" where time and space don't exist as we understand them.
In "Spyfall", the nowhere-place the Kasaavin come from is implied to be this. When the Doctor is sent there from 2020, she encounters the future Ada Lovelace visiting from the year 1834 within minutes.
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Place Beyond Time
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The Sword of Shannara Trilogy: The Forbidding from The Elfstones of Shannara was a place where the demons of the world were sealed away. A black and completely empty void that was thrown together in a hurry and as such time does not exist there. This also explains why the demons are still alive by the time the story takes place after untold millennia as since time didn't exist, they neither aged nor died from things such as starvation.
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Place Beyond Time
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Changeling: The Lost has Faerie, you get taken there, you escape and come back sometime after you escaped based on how strong memories and ties you have to the real world. There are some vague limits of some hundred years though, and what you remember must actually be there, you won't return to the old family house after the old oak with the swing that you remember sitting at the day you were taken was chopped down.
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1.0
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Place Beyond Time
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Star Wars Rebels: "A World Between Worlds" introduces the titular location, a mystical Force realm that can only be accessed through certain portals, such as the one in the Lothal Jedi Temple. All times and places meet in the world between worlds, which allows for travel between them. This allows Ezra to rescue Ahsoka from what would have been her death on Malachor two years before.
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The protagonist of "The Dreams in the Witch House" theorizes that the teleportation through the angles of space could be used to travel outside the Einsteinian time-space continuum into somewhere where time doesn't flow as normal, allowing the traveller to remain there unchanged, and return after decades or centuries without ageing. Judging from the fact that the 18th century witch Keziah Mason is still alive, and visiting Earth briefly every year, he got it right.
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In The Dark Tower, all interdimensional travel seems to work like this, with the caveat that the two most primary worlds (Roland's world and the real world) don't allow for Time Travel; you can enter those worlds at any point in history you want, but once you have, even if you leave and come back, it's absolutely impossible to get to an earlier point in time.
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Place Beyond Time
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The Nexus in Star Trek: Generations. Kirk is trapped inside it and presumed dead, but when Jean-Luc Picard enters it decades later he meets up with Kirk who from his own point of view had just arrived there. Told that they can go anywhere in time and space should they choose to leave the Nexus, they stop the villain Soran before he can even execute his plan to blow up a star.
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1.0
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Place Beyond Time
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Risk of Rain 2 features several hidden zones in which time, which is a core game mechanic that influences difficulty, does not pass. One of them is even called the Bazaar Between Time.
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1.0
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Place Beyond Time
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Parodied in Hades, where Zagreus believes it's eternally 7:48 in the Underworld after having a sundial installed in the very sunless House of Hades.
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Place Beyond Time
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Ben 10: Omniverse has such a place as an important plot point: Maltruant wants to go to when time didn't exist yet to shape the universe in his own image, but it's easier said than done, as not even Professor Paradox can journey there.
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Place Beyond Time
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Irem in Fallen London and Sunless Sea is an example. Was an example. Will be an example. It's the result of someone founding a city right where reality ends and the world of dreams begins, in a way that makes it possible for you to visit it and return with zero problem when it hasn't even been founded yet, but will be (and you will have been there). Time's grasp on the place is iffy, to say the least, and when you bring port reports from Irem back to London, the clerk taking them gets someone else to listen and goes to have a headache in the next room rather than deal with the Time-Travel Tense Trouble. In fact, writing the port report involves you finding the report then trying to work out where it came from and when you wrote it. In Fallen London, once the Evolution storyline is completed, a bold player character can directly dive into the threads of destiny and start both exploring, altering and even profiting off the many possible futures London can hold; navigating between them is a lot like navigating dreams. Granted, one can come apart in the process and need to be pulled back to Irem without one's treasures from another time, and not all of those futures are pleasant; they go from a simple, ruinous Bad Future, to the great indistinguishable morass of threads that end in your various ignominious deaths, to no future at all, where everything is gone and the Law has been passed: "No Thing Shall Be".
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Place Beyond Time
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The Metal Island in Test of Metal, where it is somehow always Now.
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1.0
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Place Beyond Time
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Wizard with a Gun has the Tower, a place that's safe from the apocalypse that the world experiences over and over again, where those trying to prevent it can rest, prepare, and reset the world for another try.
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1.0
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Place Beyond Time
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After winning the final battle against evil in the last book of The Dark is Rising series, Silver on the Tree, most of the Old Ones go outside of time.
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Place Beyond Time
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The Time Police in Paperinik New Adventures is headquartered in Time Ø, a "location" outside the timestream. There's no ground there, so the headquarters and prison itself is a massive space station. For a bit of a Bilingual Bonus, Ø is a letter that only exists in four closely related languagesnote Norwegian, Danish, Faroese, and some Sámi dialects, making it "outside" the normal alphabet.
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Place Beyond Time
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Doctor Fate's headquarters, the Tower of Fate, is a nexus of parallel realities and exists outside of conventional space and time.
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1.0
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This occurs in one episode of Family Guy when Stewie's time travel device malfunctions and places both him and Brian outside of Space and Time. In this location, they are able to break all of the rules of physics, even becoming literal musical notes at one point.
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Place Beyond Time
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Twice Upon a Time: Most of the denizens outside Din have no concept of time, because the Cosmic Clock doesn't affect them. Synonamess has to explain to Ralph exactly what time is.
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Place Beyond Time
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In Legends of Tomorrow, both the Temporal Zone and the Vanishing Point are said to exist "outside of time and space", where the effects of changing history aren't always felt. The Temporal Zone appears to be a naturally occurring green void, while the Vanishing Point appears to be an artificial pocket dimension created by the Time Masters.
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Place Beyond Time
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Feng Shui's Netherworld is a lot like this, with Innerwalkers heading there for the first time getting Ripple Effect Proof Memories, as well as a bit of Time-Travel Tense Trouble. Time (such as it is) in the Netherworld tends to pass normally though.
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The Realm of Darkness in Kingdom Hearts has no time in comparison to the Realm of Light. Aqua is trapped there at the end of Kingdom Hearts: Birth by Sleep, and Kingdom Hearts 0.2: Birth by Sleep -A fragmentary passage- has her experience ten years in what seems like mere hours. Notably, 0.2 has her take advantage of this — in the remains of the Castle of Dreams, she manipulates the "time" in the clock tower to rebuild a broken bridge.
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The following is a list of statements referring to the current page from other pages.

 Place Beyond Time
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Metaphysical Place
 Place Beyond Time
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Settings
 Place Beyond Time
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Speculative Fiction Tropes
 Place Beyond Time
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Time Travel Tropes
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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type
Place Beyond Time
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Place Beyond Time
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Place Beyond Time
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Place Beyond Time