THE FAÇADE
Some say that the gates of Paradise are hardly different than the doors
of a supermarket: equipped with light and temperature sensors, they will
open right up if you are standing before them. Others do not believe in
such nonsense, arguing that if the way up and the way down are nothing
if not the same, you must cross the Valley of the Dead before reaching
the final destination. In this case, Paradise wouldn’t be needing any
gates at all.
Room 1
As you look up, you see a blue
ceiling ornamented with what looks like repeated stars.
And then it hits you. They aren’t stars. You are actually in a tomb,
a very special tomb. You have already been here and you have seen this very ceiling,
just as you have seen the images covering the walls, and these images were telling
you a story.
Room 2
You read: “After a while, you see a pond, full of fish. But remember:
in each and every part of it, a fish is a fish but also a pond, and the garden
which envelops the pond, and the whole universum enveloping the garden which envelops
the pond, as this fish cannot but reflect all of it more or less precisely, like a
mirror that might be flat or curved, blurred or crystal clear.” You start to realize
that you are dealing with a puzzle here. Though it’s not a lottery that you are about
to play, nor tarot, but the noble game of Senet.
Room 3
Walls, walls, walls. Walls and dead ends. It’s a pinball game, and you are
starring as the ball. You suddenly think of that old friend who liked to play
with balls. But what was his name? Oh yes, Nicholas of Cusa. As the walls
multiply in number, try to do the opposite of what he would have advised you:
avoid moving in a straightforward manner. Remember, in a pinball game, the
more walls you touch, the more points you get.
Room 4
Stuck in a loading program as you wait for an image to appear. You do it
quite often – taking part in this new form of imperfect resurrection– each
time you turn on an old movie and stare at the glowing screen while this thing
that you are looking at keeps watching you in return. You start to think that
this space in which you have found yourself is a grey area between digital and
physical dimensions, balancing on the thin frontier separating the two worlds.
Room 5
Timaeus claimed that the universe is not eternal but was created out of triangles,
not out of circles (that leave too much of a void and cannot be properly glued together),
nor squares (that are not flexible enough). There are four types of triangles: those with
right angles, those with equally measured sides, and two others, but they are not that
important, really.
Room 6
Death itself (like eternity itself, or a table itself) is not bodily, but
more a very quick switch (mostly metaphysical) which turns something off. It is quite
eager to take part in a masquerade, a quid-pro-quo comic play passing for what it
is not (for example, for something that exists even if it doesn’t (cf. Epicurus)).
To render the game truly fantastic, towers, chapels, pyramids and tombs are constructed,
made of bronze, marble, wood, or other materials like bricks and stones, atoms and waves,
pearls and eyeballs. Some call them monuments, others – toys.
Room 7
History is a Book of the Dead (Chapter IX), written in the language of comics: a
story one should listen to with eyes rather than ears. Achilles never outruns the turtle,
as the space between them keeps dividing itself into smaller and smaller distances preventing
him from getting to his adversary. Likewise, History will never run out of stories, as it would
keep dividing itself into shorter and shorter narratives. After all, to testify or to invent,
are these any different?
Room 8
A trustworthy source mentions that the original armillary sphere was not destroyed
in the terrifying fire in the dark year of **A.D. but was kept hidden in what is told
to be “a fictional maze.”[1] In the footnote on the same page we read that the sphere in
question is the one and only truthful sphere, being both Ptolemaic and Copernican: “like
a two-faced Janus, it may manifest itself in one form or another – as a shadow of
the past or an icon of the present.”[2] Apparently, those who run only in mental circles,
taking the path of introspection as they turn around the axle of their inner voice, won’t
see the same thing as those who add a physical circular movement to their ritual.
[1]Kerfiled, P.129; [2] Comenius, P.64
Heterotopia I is an environment created within the Art Academy’s forty-meter-long exhibition space. Peter Halley has imagined a sequence of thematized rooms.
This videogame-like maze unfolds from room to room, combining classical architectural elements such as fluted columns, cenotaphs, and a broken pediment, with wall-size digital prints,
arrays of color-changing LEDs, and a large-scale sculpture.
Halley invited American artists Lauren Clay, R.M. Fischer, and Andrew Kuo to contribute to the installation.
Additionally, Paris-based writer Lena Sorokina has written the original wall texts and a map.