recursal/Fanatic-Fandom huggingface dataset:
Unused Private Sim

Along the nearly 20000 private-owned sims on the grid, there are a few categories easy to notice: Gorean Sims, Dark Sims, residential sims, Tropical Beach Paradise and many others. Probably the most rare category is represented by **unused sims**.

## Features

An unused sim is a sim that hosts nothing. There are no objects on it, land is undivided and it usually is flat as a perfect plain, with an altitude set at 20 meters. They are the most rare type of Unused Land and can be considered an unconventional type of Abandoned Land.

## Numbers

Estimations vary, depending on time. They cannot be found more then 1% in any given time, based on two researches, they were found to be 0.15% and 0.3% of all sims. This means they might be between 30 and 60 on the whole grid.

## Dynamics

An unused sim is created when the owner removes all objects from it (by owner or when land fee is not paid to estate owner) or when a new sim is created. This also comes with a reverse of terraforming. Since land tier is not small, estate owenrs must do something to an unused sim. It becomes used to support a new building, it can be set for sale or rent or it can be abandoned (deleted from grid). Usually, life existence of an unused sim is of only a few days. If we keep in mind that there ere a few tens of unused sims, the conclusion is that every day between one and 10 sims become or cease to be usused. This is the highest dynamic from all land categories.

## Useful trick

An unused sim is the perfect possible place to edit outfits, to open search menu or to work with world map, since lag is reduced to zero.

## See also

Second Life Geography

* Dark Sims
* Desert Sims
* Gorean Sims
* Private Land Geography Research
* Private Wilderness Sims
* Sex In Second Life
* Tropical Beach Paradise
* Unconventional Private Land Geography
South Nautilus

The South part of Nautilus dryland is a Subcontinent with distinct Geographic features. SLGI team gave it the transitory name **B091**.

## History

Built around 2008, the Southern part of Nautilus remained mostly unchanged.

## Structure

The subcontinent consists of 67 sims and has a rather grouped structure. It measures 8 sims from North to South and 10 sims from East to West. 29 sims have water on their surfaces, 14 sims have more then half of their surface covered with mountain ground texture and 16 sims don't have contact (even border contact) with a protected route.

## Geography

As revealed by the altitude map, this subcontinent has significant changes in elevation. The coastline, like most coasts of Nautilus, is dominated by long peninsulas and estuaries. There is not a too big altitude change along the shore, leaving enough room for beaches. There are many docks and beach houses close to the coast.

Away from the coast, as one would travel inland, altitudes gradually increase. Estuaries are continued with valleys and peninsulas with hill ranges. The valleys and hills created significant problems to road constructors in the area, when they built route 13 and route 14. Valleys become larger and hills smoother.

Unlike the Northern areas, the central part of the subcontinent is not a mountain range, but a more flat area, something between a plateau and a succession of hills. It has smooth surface, but not quite flat. There are higher areas, highest altitude reaching 154 m in Misto Presto, as well as lower passage ways. The new, private-owned *Angels N1 Airport Highway*, passes quite over the highest part of the plateau. In other places, like in Servo, altitude rises to 115 m and the dividing range between East and West looks like a giant hill.

## Land Status

Along the coast, most land is Inhabited Land, with significant parcels of Land With Restricted Access. However, deeper inland, there is plenty of Abandoned Land, which allows one to walk large distances. Protected Land is found in the form of roads.

Ground texture is sand (below 30 m), grass (40 to 70 m) and barren land (above 80 m), with a gradual change.

## Access

The subcontinent has two roads, route 13 and route 14. Many residents wanted to connect them one with the other or with route 12 in the North, passing through Central Nautilus, but the Linden officials refused. This was one important proposal of Nautilus Strait Project.

Recently, the *Angels N1 Airport Highway*, a private-owned road, connected the two roads one with the other and with the East coast, leading access to Dire Strait. The road passes over the highest point of the subcontinent.

Anyone can venture in the area using parcels of abandoned land.

Both the YavaScript pods and the SLGI Fleet visit the subcontinent using its roads.

## See Also

* Second Life Geography
* List Of Subcontinents
* Nautilus
South Islanders

The South Islanders is a Subcontinent located in South-East of Sansara. It is separated from the continent by a group of ocean buffer sims. The SLGI team gave this subcontinent the designation number B010.

## History

It is unclear when the South Islanders were built. They certainly came into existence before public-private partnerships developed private-owned sims connected to the mainland, like Blake Sea or Turara Fiji Subcontinent. The sims forming this subcontinent are Linden-owned (that is, mainland), but development was done by a land estate company.

## Geography

South Islanders is a subcontinent made of 30 sims and has a roughly rectangular shape. It is connected to mainland Sansara by a strait formed of four water buffer sims, not connected to Sansara's network of waterways.

The land appears to be a tropical beach paradise, with many square parcels separated by narrow waterways. There are also larger, sim-size islands, which often host mountains. The water network appears to be interconnected, even if unsuitable for navigation.

Lowlands are sandy beaches, while highlands, located on certain mountain islands, are covered with grass.

The subcontinent is rather homogenous and is hard to divide into smaller regions. However, it appears that most of the mountains are in North-West, while in South-East land is divided into square-sized parcels. The central sims have names related to renaissance artists.

## Land Status

It appears that most of the land is owned by land corporations (among them, one seems to have most of the land). Parcels of abandoned land might exist, but were not identified in a brief survey.

The only parcels of protected land appears to be the four buffer water sims. They are accessible for sailors from the subcontinent, but are not connected to Sansara's network of waterways.

Land parcels appear to be mostly residential.

## Access

There is no transport company reaching the shores of South Islanders. It is impossible to reach the subcontinent by boat (unless you have a dock on mainland Sansara with access to the buffer sims). Pilots can try to reach by air, but the subcontinent offers no place to land.

The best way to visit is to teleport on parcels designated for sale. At the moment of the survey, land for sale was available in sims like da Vinci or Chagall.

## See Also

* Sansara
* North Islanders
* Second Life Geography
* List Of Subcontinents
Circle

**Name** - Circle

**Developer** - Ketchapp

**Link** - https://play.google.com/store/apps/details?id=com.ketchapp.circle

**Category** - Arcade

**Type of game** - Survival

**Achievements** - 18

**Total points** - 52500

**2000 points**

1. 10 points - Get 10 points in one game
2. 25 points - Get 25 points in one game
3. 50 points - Get 50 points in one game
4. 100 points - Get 100 points in one game
5. 200 points - Get 200 points in one game
6. 5 circles unlocked - Unlock 5 circles
7. 10 circles unlocked - Unlock 10 circles
8. 15 circles unlocked - Unlock 15 circles
9. 20 circles unlocked - Unlock 20 circles
10. 30 circles unlocked - Unlock 30 circles
11. 40 circles unlocked - Unlock 40 circles
12. 25 challenges - Finish 25 challenges
13. 50 challenges - Finish 50 challenges
14. 75 challenges - Finish 75 challenges
15. 100 challenges - Finish 100 challenges

**5000 points**

1. 50 games - Play 50 games

**7500 points**

1. 500 games - Play 500 games

**10000 points**

1. 5000 games - Play 5k games
ShamRock Microcontinent

**As for November 2020, this microcontinent no longer exists.**

A210 (or ShamRock) is a Microcontinent located at Coordinates 561-563/1048-1050, Grid Sector E10, Far West Ocean. It is formed of 8 sims and has a compact shape. The name comes from the fact that almost all sims are named *ShamRock*.

## History

First included in Elven Sims, A210 was listed by SLGI team as an independent microcontinent.

## Structure

When zoomed, ShamRock is a distinct map feature, because of its square shape and the presence of a green flower drawn on the map.

## Geography

Land is usually divided into big parcels (or sometimes undivided), with water channels. There are lakes and small hills (not mountains). It looks like every sim has water access. There are a few biuldings, mainly residential ones. Central sim, ShamRock Ocean, is covered by water.

There are many greeter devices on land.

## Land Status

Land is owned by a single estate. No access restrictions were detected during our survey, but scripts are restricted.

## Sim Examples

* ShamRock Arausio
* ShamRock Celtica
* ShamRock Island
* ShamRock Seclusio

## See Also

* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* Second Life Geography
* Oceans
Willowdale Microcontinent

**Important:** The February 2023 survey could not identify the microcontinent. It has vanished.

Willowdale is a Microcontinent that has the transitory name A096, Coordinates 510-512/1228-1232 and can be found in Grid Sector E12, North - West Ocean. It is made of a few sims, sharing the name *Willowdale*.

## History

Since its discovery, Willowdale has decreased in size, from 9 sims in late 2013 to 7 sims in June 2015.

## Geography

This microcontinent is made of 5 sims. They are composed of many buildings and roads, water is also present. This is a family roleplay with severe rules.

## Notecard Info

**Places to go in Old Willowdale family sims:** Willowdale has changed a bit, so to help you get reacquainted with us I made you a map. Enjoy. Remember Willowdale accepts all avatars of a family nature.

*Hope Harbor School - Old Willowdale*: We have a tuition of 300 a month (free for residents), we have dedicated teachers.

*Willowdale point and camping spot:* It worth a hike around to see what ya find.

*New Willowdale - Mermaid Bay* There's a reason we call it this... it empties out to the sea and pizza boys have been known to mysteriously loose their deliveries near these waters.

*Lake Willowdale* scuba, water sky, boating hot air balloon, we offer much.

*Willowdale - Arcade* we have prize games and free games. have fun.

*Willowdale - Theater* have quick time enabled to enjoy our long list of movies. \*not all are completely pg but most are. enjoy

*Willowdale - Library* Lots of books on both nc and prim books.

*Willowdale Farms - St.Judes* Willowdale's favorite nun has a monastery for your spiritual needs.

*Willowdale Hope Harbor - Childrens' Home* an adoption agency and and children's home. rooms from to orphan children only. often has presents during the holidays.

*Willowdale Bowling, Family Bowling* great places for parties best of all its free to get in. stop by and have fun.

*Willowdale Willows - Cove Entrance* our sister sim. great place to visit

*Willowdale Medical Center* for your family's RP medical and dental needs

## Sim Examples

Except for *Corillian Bay*, all sims share the common name *Willowdale*.

## See Also

Second Life Geography

List Of Grid Sectors

List Of Microcontinents And Sim Clusters

Oceans
Templeton

Templeton is a Microcontinent located at Coordinates 1027-1030/1240-1242, inside Grid Sector J12, Northern Ocean. SLGI team gave it the transitory name **A502**

## History

Templeton was identified in February 2023.

## Structure

It consists of 9 sims and has an irregular shape. Two more sims in NW are inactive.

## Geography

Templeton is a place with scenic landscapes, with mountains, lakes, unpaved roads, farms and opened for visitors.

## Sim Examples

* Templeton Cove Estates
* Triple Trouble
* Amarantha Island
* Cove

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Sutherland Dam

The Sutherland Dam is a distinctive feature of Sansara Highlands. It is located at the border between *Sutherland* and *Wakeley* sims. The dam is crossed by an important road.

## Technical Data

* Length on crest: 63 m
* Crest Altitude: 87 m
* Reservoir altitude: 80 m
* Downstream water altitude: 20 m
* Altitude at base: 17 m
* Dam height: 70 m
* Hydraulic head: 60 m
* Concrete wall thickness: 17 m
* Spillways: none.

## Description

The dam is a concrete arch dam, built at the place where the valley gets narrower. The *Sutherland Dam Road*, which passes nearby, is not actually part of the dam, even if it is extremely close to it. The road passes through a bridge which is at the same elevation as the dam's crest.

The dam has a concrete structure downstream which might be hosting a power plant or might be used to divert water downstream.

Interestingly and uniquely, there is a chamber inside the dam, which is private-owned but allows visitors to come. This is so, despite dam's walls being owned by Governor Linden. It is a meeting room and anything you say is recorded.

## Reservoir

Behind the dam lies the *Sutherland Abyss*, which is a large body of water. As water level is 80 m and the bottom is sometimes at 1 or 0 m high, this is the deepest body of water in Second Life.

## Access

Since it has a road, access to the dam is very easy. The dam, depending on your viewer and its settings, might be visible from downstream, from the *Sutherland Bridge*, a large road bridge located at 200 m. The Sutherland River flows towards the Sea Of Fables. Sailing is extremely difficult as the river is very narrow, has shallow water and the trail of Protected Land often follows the shores and not the river itself. From upstream, the deep Sutherland Abyss is navigable for the largest ships and also for submarines.

The Yava Script Pods come on the road on a regular bases. The SLGI Trains have a dedicated vehicle, *SLGI Train Dams*, that link all three large Dams of Sansara.

## See Also

* Second Life Geography
* Dams
* Sansara Highlands
* Parks And Recreation Areas
* Sansara
Tweendeck

Tweendeck is a large island located in the sim with the same name, inside West Satori Coast. The island marks the point where coastline turns South.

The island is flat, with its surface elevation of 21 m. Surrounding sea is very deep and there is no beach, although ground texture resembles sand. The island is beautiful, with large trees and most of its surface covered with grass. There are some plants with glowing flowers or fruits.

The island has two large swamps, one in North and one ins South, partially covered with vegetation. Don't try to swim, they are very deep.

There are no docks and no rezz zones.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Satori
Western Ocean

The Western Ocean is an Ocean located mid-West from the mainland continents. It consists of 4 sims. Its borders are changed after two continents, used as landmarks, moved from the area. Sim density is high.

## Limits

The ocean borders North - West Ocean to North, Southern Ocean to South, Little Pacific Ocean to East and Far Western Ocean to West.

## Sectors

Coordinates: 700-899/900-1099

* Grid Sector G9, 700-799/900-999
* Grid Sector G10, 700-799/1000-1099
* Grid Sector H9, 800-899/900-999
* Grid Sector H10, 800-899/1000-1099

## See Also

* Second Life Geography
* List Of Oceans
* List Of Continents
* List Of Grid Sectors
Wardroom

Wardroom is a Sim located along the West Satori Coast. It hosts three islands.

**Central Island.** It is the largest one. It has a destroyed dock with a few stilts still standing. On a small coastal plain with two peninsulas, one can find a boat, a few crates and some fishing equipment. There is also a metal building in a bad shape. There is nothing inside the building and a tree has grown branches through it. Nearby, on a peninsula, there are two beach chairs. The island has some mountains that reach 49 m high. From there, if you are lucky, you can see birds flying nearby.

**Northern Island.** It is mountainous terrain, with highest elevation of 34 m. It has no buildings and no plants on.

**Southern Island.** It is the smallest and only rises to 25 m high. There are no buildings and no vegetation on its surface.

**Sea.** Divers that venture between the main and the Suthern island will have a shock. Apart from a small shipwreck, they can find a giant fish swimming. you can easily fit inside its mouth (and you will get there if you click it). The sea floor is very deep and hosts other giant fish, turtles, jellyfish and algae.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Satori
Angry Birds Transformers

**Name** - Angry Birds Transformers

**Developer** - Rovio Entertainment Ltd.

**Link** - https://play.google.com/store/apps/details?id=com.rovio.angrybirdstransformers

**Category** - Arcade

**Type of game** - Action

**Achievements** - 23

**Total points** - 36500

**500 points**

1. Ultimate Weapon - Upgrade a character to level 3
2. The Veteran - Complete 20 events
3. Incoming! - Shoot down 10 missiles before they hit you as an Autobird
4. Defending like Defensor - Block 10 missiles with Shield as an Autobird

**1000 points**

1. Brothers in Armor - Unlock your first teammate
2. Roll Out! - Travel 10 miles
3. Collectors Club - Customize 2 characters with accessories
4. Battle Squad - Complete 2 squads
5. Time Rift: Slow - Do 200 damage in slow motion as an Autobird
6. Time Rift: Fast - Do 100 damage in fast motion as an Autobird
7. Deceptihogs thank no-one - Dont thank 2 buddies after Deceptihogs events
8. Hunger - Collect 10 cubes as a Deceptihog in Pig City

**2000 points**

1. Got Your Back - Call in 5 different buddy characters to help you
2. This is for the eggs! - Pop 500 pigs
3. Skywarp...smash! - Cause 100 damage with Airstrikes as a Deceptihog
4. Not junk yet - Complete an event with 5% health left as a Deceptihog
5. Shouldve kept the instructions - Board Astrotrain while scrambled by a missile as a Deceptihog
6. Highway to Destruction! - Destroy 5k blocks as a Deceptihog

**2500 points**

1. Slow motion = cool - Dodge 50 falling monoliths as an Autobird

**3000 points**

1. Electromagnetic Pulse - Disable 100 Mortar Towers with EMP as an Autobird
2. Revenge! - Pop 50 pigs in a single event
3. Stop shooting at me! - Destroy 100 Mortar Towers as Deceptihog
4. Emperor of Destruction! - Destroy 500 blocks in a single event as a Deceptihog
Sharp Bay City Road Network

Sharp Bay City, like Bay City, has its own road network, like Bay City Road Network. Its total distance had not been measured exactly.

## Structure

* Roads: 2500 m
* Paths: 2500 m
* Total road and paths: 5000 m
* Trolley line: 1500 m.

Roads are large, designed for any types of vehicles. There is a central road, crossing the city from West to East and extending East to the infohub, which is similar to Route 66 in Nova Albilon (East Bay City).

Paths are narrower, designed for walking. They can be used by narrower vehicles too. They are usually made of concrete and reach road end points.

In addition, there is an extensive network of waterways, doubled by a network of narrow canals.

## Trolley

Similar with the Nova Albilon Tram, the Sharp Bay City trolley runs in part along a similar way. It has a second branch in North, which is rarely used.

## See Also

* Second Life Geography
* List Of Roads
* Nova Albilon Tram
* Bay City Road Network
* Sharp Bay City
* Sharp Continent
Themis

*Horizons Themis* is a Sim inside New Horizons, a Subcontinent built at the North of Zindra. It is a copy of Despina and an example of Cloned Geography. The name comes from Themis, an asteroid and a hypothetical moon of Saturn (most likely a passing asteroid that was seen as a moon through telescope at that time). Most sims of New Horizons are named after celestial bodies. The subcontinent was named after *New Horizons*, a spacecraft that has visited Pluto just a few months before the subcontinent was built. However, to avoid copyright problems, the Lindens just called the place *Horizons*.

The entire set of buildings is space-age themed.

The central place and landing point if you come by teleporting is a square with a fountain where water falls from a floating ball. The fountain is surrounded by vegetation placed on two concentric rows. From here, visitors have four directions to go as four paths open.

**Meeting Hall.** It looks like a flying saucer and in part resembles the houses from *The Jetsons* cartoons. Inside, there is a big set of blue crystals hanging on the roof. The building has many blue windows. There is a hologram displayer in front of one of them. In the middle, there is a glowing blue round table with many seats around it. There also are four access terminals, with many monitors each.

**Lounge.** This is also a building that looks like a flying saucer with a giant bucket of blue crystals hanging on the roof. It has a central white table surrounded by semi-circular blue sofas.

**H-Bar.** The bar is in another flying saucer type of building. It has four dance balls (click to dance). There are oval tables on the sides, with food and drinks. The bar is in the middle, with many chairs and with food and drinks on the table. The building has a central pillar. Around the bar, the floor is illuminated in blue.

**Rezz Zone.** This is the fourth exit and will take you through two stargate-like circles. At the end, there is a platform for rezzing spaceships close to open water for rezzing boats.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* New Horizons
* Zindra
Troyes Bay

Troyes Bay is a Subcontinent located in West of Zindra. SLGI team gave it the transitory name **B133**.

## History

Troyes Bay was built in 2009 and opened together with the rest of the continent. The Linden officials gave it the name from the beginning. Later, two extensions were added: the Arapaima safe hub in West and the adult sandboxes in North.

## Structure

The subcontinent consists of 22 sims, which can be grouped as follows:

* Troyes Bay Central: 15 sims
* Adult Sandboxes: 4 sims
* Arapaima & Zindra Ocean: 3 sims.

## Geography

As seen on the map, Troyes Bay has an interesting shape. The altitude shows another feature, that most of the land is shallow.

**Arapaima** is a safe hub, located far to West, being the Westernmost sim in Zindra. It is connected to the continent by two water sims, known as the *Zindra Ocean*. Along the way, there are buoys, showing the way to go between the safe hub and the continent. The sea floor along these sims is covered with dunes and has vegetation in Arapaima. The sim *Zindra Ocean* hosts a wrecked ship.

**Adult Sandboxes** are located in North-West and are accessible only to those with premium accounts. It consists of four flat sims, encircled by a narrow strip of land where scripts and objects are not allowed. Land surface is at 27 m.

**Troyes Bay Central** consists of 15 sims. Sea floor lacks dunes (unlike most of the seas of Nautilus) and have vegetation. Minimum altitude is located in Dermion sim (3 m), in a hole visible on the altitude map. Average ground elevation is 9 m. Close to the shores, altitude rises and one can find a submerged plain around Melisande sim (average elevation 14 m).

In South, there is a strait connecting Troyes Bay with Ursula Bay. In South-East, one can sail further on the river towards Kama City. There is another navigable waterway in North-East, along the North coast of Zindra.

## Land Status

All land is Protected Land, opened for sailing or flying. Unfortunately, rezz zones are very rare. Land does not allow objects entry.

## Access

The best way to travel along the bay is by flying your own avatar. In theory, sailing is possible, but rezz zones are hard to find. No transport company operates in the area, as land does not allow objects entry.

## See Also

* Second Life Geography
* List Of Subcontinents
* Zindra
Spello Pirate Radio Hut

Located inside *Spello* sim, Northwest Nautilus Sea, the radio station is a small building.

The hut is made of wood and is built on an island of boulders. A poster which said *old radio station* has been corrected to say *pirate radio station*. There is a dock with a pirate flag. Inside, there is a green rug and there are green sofas. There is a desk with radio equipment. Beyond the hut, there is a radio tower with a satellite antenna.

The pirate island is the furthest that Automated Transportation can go inside the Northwest Nautilus Sea. Beyond it, land does not allow objects entry.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Nautilus
Southern Ocean

The Southern Ocean is an Ocean located SW from Jeogeot. It is large and has a very low sim density.

## Limits

The ocean borders Western Ocean and Little Pacific Ocean to North, Void Ocean to South, South - East Ocean to East and South - West Ocean to West.

## Sectors

Coordinates: 700-999/700-899

* Grid Sector G7, 700-799/700-799
* Grid Sector G8, 700-799/800-899
* Grid Sector H8, 800-/899-899
* Grid Sector I6, 900-999/600-699
* Grid Sector I7, 900-999/700-799
* Grid Sector I8, 900-999/800-899

## See Also

* Second Life Geography
* List Of Oceans
* List Of Continents
* List Of Grid Sectors
The Labyrinth

The sim *Baltic* located inside Sea Of Fables hosts a huge maze of tunnels called *The Labyrinth*, which is almost completely hidden from visitors. One can notice, with the help of an altimeter, that the Altitude of the sim is zero, while the sea floor appears to be at 10 m (10 m depth also, since sea level is 20 m). The reason for this is that the entire sim hosts a vast network of tunnels and deserves to be ranked on the Caves & Mines page although tunnels are not caves and not mines.

The fact that the maze is beneath water makes it more difficult to explore, as visibility decreases more than it would do on dryland.

The main entrance to the Labyrinth is a submerged building located at the center of the sim. Inside, one can find a hole that leads directly downwards into a large central room with one tunnel leading to North. A second entrance exists in North, which is difficult to spot, close to the sim border. At the second entrance, one can find the *Labyrinth Ball Of Twine*, which can be purchased for 0 L$ and has the magical power to open a map in certain conditions.

The labyrinth consists of 5444 m of tunnels hidden in the same sim. The tunnels intersect in 14 points and are very twisted, but always oriented N-S or E-W, causing major orientation problems to anyone venturing inside. Three tunnels are dead-ends. Longest tunnel is 869 m. To make things more confusing, tunnels look all the same.

At intersections, usually, there is nothing to signal which way to go. Still, in some places, one can find objects like a sword, a bone, skeleton of a hand, a stone or a rusted metal cup. If someone wears the ball of twine and clicks on it, at those intersections hosting an object, a glowing yellow map will appear on the floor. The object is in the place of the map where you are located.

There are no treasures, no secret rooms and no monsters (aka minotaurs) inside. There are no dangers others than getting lost.

In the central chamber one will find an octopus (which is harmless) and a few bones.

Although there are no treasures or rewards, exploring the labyrinth is a good orientation exercise and takes time and patience.

The Labyrinth was, in ancient Greece, a place where the Minotaur (a beast looking half human and half bull) was kept hidden and where one would get easily lost, ending-up as food for the Minotaur. The Sea Of Fables is full with Greek and Roman themed places and myths. The fact that the sim is named *Baltic* symbolises that ancient Greek and Roman culture was assimilated into modern world. Both the Greeks and Romans have never ventured into the Baltic Sea, but the echo of their civilization did, in modern times.

## See Also

* Second Life Geography
* Caves & Mines
* Parks And Recreation Areas
* Sea Of Fables
* Sansara
Vortex Adult Sandbox

The Vortex Adult Sandbox might be considered an Isolated Sim very close to Zindra Continent. Its coordinates are 1797/1200, that corresponds to Grid Sector Q12. Its temporary name is **A206**. It is the only sim inside Zindra Ocean.

## History

Creation of this sim is linked to the history of Zindra itself. Gridsurvey shows that it was created in 2011. SLGI team decided to list it in autumn 2013.

## Structure & Geography

This sim is composed of a small landing area (a parcel where you can get informations about Zindra) and a large sandbox (rest of land). This sim is Linden-owned (mainland).

## Status update

Vortex Adust Sandbox is, as for 2023, located at the same coordinates.

## See Also

* List Of Microcontinents And Sim Clusters
* Second Life Geography
* List Of Grid Sectors
* List Of Oceans
Wallfles

Wallfles is a Sim Group consisting of only two sims, located at Coordinates 553/741-742, Grid Sector E7, South - West Ocean. SLGI team gave it the transitory name **A382**.

## History

This isolated sim was identified by SLGI team during the February 2023 survey. The area is prone to massive changes. Since the last survey in 2020, many subcontinents, sim clusters and unassociated sims have formed within the area and vanished from the grid. It appears that during December 2022 and January 2023 there were at least 8 microcontinents that formed and vanished. So, it would not be a surprise to also see Wallfles vanishing and being replaced by other structures in the future.

## Structure

The two sims forming Wallfles are both ranked *moderate* and are connected. Access is restricted, so there is no way to know more about local Geography.

## Sim names

* Wallfles 48
* Wallfles 84

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Taluna Continent

**Taluna Continent** is a Microcontinent identified at Coordinates 1097-1099/949-951, Grid Sector J9, South - East Ocean. Its transitory name is **A357**.

This microcontinent used to be called *Jungle*, until proof is found of its official name. [1]

(The suffix "Continent" is part of the official name, despite it being much smaller than the 30-region threshold to become a continent.)

## History

Data from Gridsurvey shows that this microcontinent is old and was built in 2008. It was added on the list of microcontinents and sim clusters by SLGI team in August 2015.

It used to be part of an ancient continent named *Iaomai* that dissolved a long time ago. [2]

## Structure

Taluna is made of 9 sims and has the shape of a square.

## Geography

This microcontinent is covered with dense forests. It is a jungle, hard to pass through, with a network of rivers and paths. It has hills and cliffs.

## Land Status

The 9 regions are Gorean Sims. So, visitors should dress and behave properly. Access is granted to all 9 sims, with restriction for flying.

## Region Examples

* Jungles of Gor
* Korat Cove
* TMP
* Jungles of O

## Status update

In February 2023, the microcontinent appears made of 9 sims and has a square shape.

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* List Of Oceans
Winter Wonderland

Winter Wonderland is a premium Microcontinent located at Coordinates 1186-1187/925-927, Grid Sector K9, South - East Ocean. SLGI team gave it the transitory name **A508**.

## History

The microcontinent was identified in February 2023.

## Structure & Geography

It consists of 5 sims.

The area is a place for christmas stories, with hanging lights, snow and buildings covered with snow.

## Sim examples

* Winter Wonderland 1
* Winter Wonderland 2
* Winter Wonderland 4
* Winter Wonderland 3

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Shermerville Central

Shermerville Central is the main sim of Shermerville. At its center one can find a large roundabout, encompassing the common area. Shermerville is built like a North-American suburbs, which often have a common area

The common area consists of a playground for kids (including a marry-go-around), a swimming pool with a trambuline and an arena. The area is flat and green. There are a few places near the pool where one can relax.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Bay City
* Shermerville
* Sansara
Spurt

Spurt is a Microcontinent located at Coordinates 874-876/1315-1316,Grid Sector H13, North - West Ocean. SLGI team gave it the transitory name **A484**.

## History

Madison is a new structure, identified on the map during February 2023 survey.

## Geography

Spurt is a residential Tropical Beach Paradise, with ground texture resembling sand, with low elevation and with less water than dryland.

## Sim examples

* Spurt Bay
* Spurt Beach
* South Beach Cove
* Spurt Beach Estates

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Sunrise Islands

The Sunrise Islands are mainly located inside *Gubbio* Sim, along the Eastern side of the *Sunrise Channel*, one of the Transcontinental Channels that link Nautilus and Corsica together.

The islands are low and sandy. They resemble a Tropical Beach Paradise. They are placed on the Eastern part of the transcontinental channel and are marked by buoys, allowing the Western part of the channel to be used by large boats. Still, small boats can pass through the narrow waterways that separate the islands. Airplanes have no problem flying above them as there are no obstacles.

The largest island is inside *Gubbio* sim and hosts a beach bar. Despite having many items displayed, you can only get a free cocktail or a vodka melon from there. Around it, there are a few palm trees and large stones. You can get an inner tube from the shore to swim around. If you go diving, there is a shipwreck further West.

To North, there are seven small islands, stretching into nearby *Foligno* sim. The largest of them has a wooden dock, a rezz zone where you can also get a beach ball, free swimsuits and beach chairs to relax. There are palm trees on some of the islands. Inner tubes and a floating lounger can be found too. There is a stretcher placed between two palm trees. It is a nice place to relax. Near it, on the ground, you can find mole travel cards, with link to other amazing places to visit. If you venture further North, you might find a shipwreck and some large stones reaching the surface.

To South, the main island in Gubbio is linked to two other islands through bridges. On the first island, there is a small gulf with a pipe where water flows to the surface. A free beach ball can be found there too. The second island has a dock and a rezz zone for boats. If you don't like boating, there are some inner tubes on the shore. Three small islands can be seen more to West. There is a stretcher on one of them.

More to South, inside *Lucca* sim, there is another island that has a few palm trees, a few beach chairs and two beach umbrellas.

The islands are a perfect place to sit and relax and sometimes watch the boats go by.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Transcontinental Channels
Tuulikki

Tuulikki is an island inside West Satori Coast. The island is small (70 m long), elongated like an olive and has an Altitude of 31 m.

Most islands have lower terrain and a place good for docking close to the main access point from the sea. Tuulikki is different. Sailors passing by will only notice a steep slope and a hill with some vegetation on. The hill protects the view. The island has a dock with a rezz zone, a central house, a fireplace with some tree stomps around, crates and a damaged boat, but they are all placed on the Western shore, while boats pass on the East. There is also a big *SOS* sign marked on the beach.

Sea vegetation is abundant around the island, including many large sea weeds, some of them glowing. A diver will certainly have what to see around.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Satori
Viterbo

Viterbo is a Sim along the Linden Pathway, an important waterway in Western Nautilus.

Sailors crossing this place will encounter some strange objects rising just above sea surface. They will only see some spiral-shaped objects and other things with a light on their top. Divers are the ones to reveal the secret of this place. Viterbo can be explored both by scuba diving or by submarine.

If you dive just where the strange objects reach surface, you will find a dark blue coral reef with glowing spots. The spots change over time. The strange structures appear to be columns that start on the sea floor. There are also algae that grow in this place. The place is of outstanding beauty.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Nautilus
TTU Libraries Microcontinent

**Important:** The February 2023 survey failed to identify A363 or any of its former sims.

**A363** is the transitory name for **TTU Libraries**, a Microcontinent discovered at Coordinates 1118-1119/1172-1173, Grid Sector K11, Eastern Ocean, A188 Sim Cluster.

## History

Data from Gridsurvey shows that this microcontinent was created in 2010. SLGI team noted the presence of tiny grid structures within the area, but did not list the microcontinent until August 2015.

## Structure

A363 is made of 4 sims and has a compact shape (square).

## Geography

Land is flat, with only a few ponds. There are some rare constructions and trees.

## Land Status

Land is owned by a single estate. Except for a few rare parcels, all is Land With Restricted Access.

## Sim Examples

* TTU Libraries 1
* TTU Libraries 2
* TTU Libraries 4
* TTU Libraries 3

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* Oceans
South Coast Pavillion

This is a good place to relax and watch the sea, located inside *Nautilus - Limmoth*, a Sim in the Southern part of Nautilus City.

The pavillion is a beautiful opened building without a roof. It is surrounded by water on 3 sides. To north, it is bordered by a high wall which separates a property. To South, a smaller wall protects it from the ocean. There are 10 columns along the sea shore that hold a stone structure full with vegetation. Inside, there are three benches. The only access way is through the stairs located at the Western end. The stairs will take you up on the wall.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Nautilus City
Tuarua Fiji - Corsica

*Seychelles Corsica* redirects here.

**Tuarua Fiji - Corsica** is a small Subcontinent, part of Tuarua Fiji estate (that is, private-owned), located inside Corsica continent, but linked by a transcontinental channel to Tuarua Fiji (formerly known as Seychelles) Subcontinent, part of Nautilus.

Coordinates are 1133-1139/1079-1081. SLGI team gave this subcontinent the transitory name **B004**.

## History

On August 27th 2014, the construction of Seychelles Transcontinental Channel was completed. This great achievement, the first of the Transcontinental Channels built from private initiative, revolutionized transportation in East Continents and made Nautilus Strait Project from a dream into a reality. Slowly, after this event, new sims were added at the border of Corsica. And because navigation channels were sometimes extremely narrow, a new, small sea (known as the *Aldabra Sea*), was put in place, to allow a better access to other parts of Corsica.

In November 2015, Seychelles Estate was sold, the new owner renamed it *Tuarua Fiji*. Therefore, the official name became **Tuarua Fiji**, although many residents still call it Seychelles.

## Structure

At this time (August 2th 2016), this micro-continent is made of 15 sims. 7 of them are in direct contact with the new opened waterways. From them, 14 sims resemble a Tropical Beach Paradise and host a total of 34 islands. The 15th one, *Cosmoledo Isle*, resembles an equatorial jungle and hosts the largest of all islands.

Ground texture usually resembles sand, with grass at higher elevation. The exception, *Cosmoledo Isle*, is covered with grass and brown-colored ground. It looks like all 15 sims have the same day length and the same settings for sky design.

As the altitude map reveals, there are a few distinct features of this subcontinent. Usually, dryland is not elevated, but there are a few exceptions. Sometimes, these tropical islands might host mountains. In Cosmoledo Isle, highest altitude was found to be 49 meters on a mountain. *Deder Isle* revealed to have small peaks, reaching 47 meters. The altitude record is achieved by *Coetivy Isle*, 70 meters. In Coetivy, the sim is divided in 4 large parcels and hosts 4 mountain islands, covered by jungle vegetation.

All the other islands revel small altitudes, large beaches with white sand and tropical vegetation.

Water is usually deep, very good for sailing. However, close to beaches there are places with shallow water, very good to take a bath or to relax for those who don't know how to swim.

## Transportation and accessibility

Waterways are opened for anyone. There are no ban lines, but a few security orbs with high action time can be found on some islands. Sailing and flying are encouraged. There are many docks along the way, but also airports, airfields and heliports.

## See Also

* Second Life Geography
* List Of Subcontinents
* Corsica
* Seychelles Subcontinent
* Transcontinental Channels
Vilania

Vilania is a safe hub. It is located inside South Zindra, Zindra continent, close to the Void Ocean and to South Zindra Coast.

## Location

Safe hubs are different from infohubs. They have land ranking as *adult*. They have info kiosks like infohubs and are visible on maps with the conventional sign of an infohub. They are designed mainly for residents with maturity rating set as *adult*. If such residents don't have a some set or the sim hosting their home goes through a sim restart process, they are teleported to a safe hub. The idea is that, if they are in bed (naked), they cannot be teleported to an infohub with maturity settings as *general* or *moderate*.

Vilania was the fourth and last safe hub built. Its architecture is copied from Arapaima. There are two differences. Firstly, Ungren is not built on water but on dryland. Secondly, while Arapaima points East, Ungren, like Nelsonia and Ungren, points North.

## Description

The safe hub, as seen on the map, is composed of two areas: a front (semi-circular) and a back (square).

**The Front.** It is basically where people meet. It has a central building with a beautiful glass roof. Inside, there are low glass walls that separate the area into smaller parcels. The overall layout is that of a metal and glass building, like in an expensive and modern hotel, an airport or a luxurious conference place. Inside, there are a few info kiosks that provide helpful links to useful pages about the Second Life world. There are **S** shaped benches where one can sit.

Specific to Vilania, the safe hub is built directly on ground and not on water.

The front also forms a beautiful arch and is 30 cm above ground. There are modern benches placed two together and with a tree in the middle. During night, the benches emanate light. Rainbow coloured windsocks (probably a mark to LGBT as some residents have suggested) are present along the shore too.

**The Back.** The part of the infohub that looks like a rectangle on the map is less visited. It is less visited and has stairs that allow you to go up. It has a front court with light poles aligned on sides which give red and blue light. There also are some high structures that look like plants but are artificial.

In the middle, there is an almost circular building with many info kiosks and a few benches. The building is well illuminated, made of modern materials and with a dome-shaped roof. On the roof, there are a few small and unconventional wind turbines.

## Significance

Vilania was built as a backup as Arapaima and Nelsonia were too crowded.

Vilania is an example of Cloned Geography. The nearest road is very far. Still, a waterway is close (although it does not have a rezz zone). If you travel South, you will reach South Zindra Coast. The SLGI Fleet almost reaches the safe hub, stopping at *Landat*, which is the next sim to South.

## See Also

* Second Life Geography
* Infohubs And Welcome Areas
* Zindra
Undine Microcontinent

Undine Microcontinent with transitory name **A103**. Its Coordinates are 691-694/904-909, Grid Sector F9, Western Ocean.

## History

This microcontinent was discovered by SLGI team in late 2013. At that time, it was made of 13 sims and it included places inspired from World War II. In fact, SLGI team named the microcontinent **Undine - WW II** at that time. There were both Soviet and American bases, together with Hitler's Afrika Korps. It was an interesting combat place.

## Geography

Unfortunately, the remaining 4 sims are not opened for public access, so there is no clear data about their Geographic features.

## Sim Examples

* Undine West
* Undine Camp
* Undine State
* Undine South

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* Oceans
Serendipity - Betson Microcontinent

**A324** is the transitory name for **Serendipity - Betson**, a Microcontinent located at Coordinates 971-974/1081-1083, Grid Sector I10, Little Northern Ocean.

## History

A324 was identified by SLGI team in July 2015. However, data from Gridsurvey confirms that the microcontinent was formed far earlier and suffered many changes.

## Structure

A324 is made of 7 sims. the Northern sims share the common name *Serendipity*, while the Southern ones share the name *Betson*. There is one sim in South, named *Black Velvet Bay*.

## Geography

There are no significant differences between Geography of the two parts of the microcontinent. All land is a plain, sometimes with smooth hills. In some places, land is perfectly flat. In others, there are a few rivers. A network of paths ensure access to many parcels.

Vegetation is present. There are trees and a few species of grass. Ground texture also resembles grass.

Buildings are usually middle-age themed, but this is not a rule. There are also a few shops, clubs and places to hang around.

## Land Status

Some land is Gorean. This means that residents visiting the microcontinent should have the needed clothes available. No Land With Restricted Access was detected. Also, there are many paths, but no Protected Land. Residents allow visitors to pass through.

## Sim Examples

* Serendipity Falls
* Betson Ranch
* Black Velvet Bay
* Serendipity West

## See Also

* Second Life Geography
* List Of Grid Sectors
* Oceans
* List Of Microcontinents And Sim Clusters
Spini Reservoir

The Spini Reservoir is a dam located inside Spini sim, Heterocera, close to route 1. It is Protected Land.

The dam is 7 m high and impounds a small lake behind it. A bit of water can be seen falling through the spillways. Unlike all other Dams, this one is not located at a sim border and does not hold classical Water. Within Spini, water level is set at 20 m, which is standard sea level in Second Life.

A sign tells visitors: *Moleford Muncipal Water Co. Spini Reservoir. Absolutely no fishing!* Life-rings can be seen along the dike, which encompasses the reservoir on 3 sides. A Bellisseria passport stamp device can also be found on the dike. Stairs leading to the water can be seen on one side. There is a small building to North-West with a wooden barrel in front of it. Pipes can be seen at the South-East end.

The lake is small compared to other reservoirs, about 25x25 m. No river flows into it. Beneath the surface, one can find algae and the wrecks of a boat, together with a crate, a barrel and a metal bin. Water is about 4 m deep. Access is easy to West, where the shore is accessible for climbing. Further West, on the mountain slope, there are many trees. More to West lies the railway.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Dams
* Heterocera