recursal/Fanatic-Fandom huggingface dataset:
Yumix Microcontinent

Yumix (or A031 on its transitory name) is a Microcontinent and surrounding structures discovered at Coordinates 650-655/1147-1152, Grid Sector F12, Far North - West Ocean.

## History

When detected by SLGI team (2013), Yumix was 23 made of 23 sims. In June 2015, it decreased to 16. As for 2023, it has split into several small microcontinents. Now it can be ranked as a disintegrating Sim Cluster.

## Structure

This central microcontinent is made of 5 sims and has not a compact structure. To the right, two sims, fragmented from the initial microcontinent, share *Yumix* name.

## Geography

Land is usually flatm with rare hills, separated by water into large and small islands. Isolated mountains can be found in some places, but Altitude is low. An important surface is covered with Water. An important difference is that here water is very deep even near the shores. Ocean floor is not smooth.

Road system is complex and includes a lot of tunnels under the water, to connect the isolated islands. There are a few bus stations, so automated transportation might exist.

Majority of buildings are modern.

Many places are under Japanese influence. Airports exist and air transportation is possible throughout the land.

## Land Status

A single estate holds land here. There is land for rent. As for summer 2015, almost two sims are for sale.

## Sim Examples

* Yumix East Island
* YAMATO Memorial
* Sudare Gami Town
* Yumix Villa

## See Also

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

A152 is a Sim Cluster, also named **Mineral** because majority of its sims share this word in their names. Its Coordinates are 862-875/1217-1283, Grid Sector H12, North - West Ocean.

## History

According to Gridsurvey, this sim cluster dates back to 2011. It was identified by SLGI team in 2013.

## Structure

It is made of a main sim cluster of 11 sims in contact at their corners, surrounded by a second Sim Group with 4 sims. Other 7 sims can be seen nearby. However, the classic Mineral Sim Cluster is only the central one. Now, depending on each one's imagination, other nearby sims can be included into the sim cluster.

## Geography

Except for the name, there is no difference between this sim cluster and the other residential sim clusters. Land is divided by mountains, rivers or roads into smaller parcels that are Inhabited Land or land for sale.

This is not the case in Gourbiland Village, a French-themed community, in sim Uluru.

## Sim Examples

* Mineral Ridge
* Copper Mine
* Uluru
* Copper Mountain

## Status update

The sim cluster was confirmed to exist within its coordinates during February 2023 survey.

## See Also

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

The barge is located inside *Weiland* Sim, North Channel, Nautilus.

It is a construction barge with a crane on one side, with a mobile stairway and with supports made for a large and round object. The barge is extremely unstable and trembles on the waves. Be careful, if you walk on it you might fall into the sea. It appears to be built to lift something heavy and round-shaped. There is nothing on the sea floor.

The barge is off-shore from Nautilus City and is always at the same position, not moving, although trembling on the waves.

Because of its position on a busy waterway, the barge is often visited by sailors passing by. It is also a stop for the SLGI Fleet and the Yava Script Pods.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Nautilus
Sharp Sim Cluster

**A193** is the transitory name of **Sharp Sim Cluster**, a Sim Cluster located at Coordinates 1148-1166/965-1006 - Grid Sector K9 and Grid Sector K10, South - East Ocean, former *Sharp Sea*.

## History

When the old *Teen Grid* existed, separated from the main grid, it consisted of a small, central continent (Sharp Continent or TSL - Teen Second Life). Around that continent, a few estates created their own land (microcontinents and sim clusters).

When the teen grid merged with the main grid, teen estates, founded by various universities, created their own destinations for teens. At the same time, teens that once resided on the teen grid, grew up and moved to other parts of the grid. As a direct result, population density shrunk. In 2013, only one third of the former teen estate sims were still online, grouped in 3 grid structures: A193 *Sharp South Sim Cluster*, A194 *Seminole Island* and A195 *North Sim Group*.

In 2015, A195 vanished and A193 lost many sims, while A194 lost a sim. In these conditions, SLGI team decided to merge all 3 grid structures into a larger one.

## Structure

As for August 2015, Sharp Sim Cluster is made of:

* 15 Isolated Sims (14 of them private-owned, one is mainland)
* Sandbox Island TG (2 sims, mainland)
* A194 - Seminole Island (10 sims)
* A367 - Virtual New York Microcontinent (6 sims)

Total = 33 sims.

## Geography

Many of these places don't allow visitors to enter. Where access s granted and a survey was possible, mountains, plains, hills and plateaus were identified.

## Sim Examples

* Virtual Staten Island
* Seminole Island 7
* NNPS2
* Tutorial Island

## Status update

In February 2023, Sharp Sim Cluster is made of 16 sims:

* Sandbox Island TG: 2
* Virtual New York: 6
* Isolated sims: 8.

## See Also

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

Travertine is a rock, a type of limestone that forms usually around mineral springs. It varies in colour from white to dark brown and often has square-like shapes. The *Travertine Island*, located inside *Blake Sea - Travertine*, a Sim located in Central Blake Sea, is not made of travertine.

The island appears to be made of rocks that don't show the polyhedral shape of travertine. Except for small areas close to the shore, the island is covered with grass. It has no beach. The best place to start exploring is in South, where a coastal plain can be found. Around, the sea is very deep, so, if you don't know how to swim, please stay away from the shores. The coastal plain extends to East and a bit to North.

The inside of the island is surprising. It has a long central depression surrounded by hills. The highest point is at 40 m high. It hosts the usual signs found throughout Central Blake Sea, advertising not to click on boats and that Blake Sea is a partnership program between Linden Lab and the sailing organizations. A third sign reads *welcome to the Blake Sea*.

The central depression has an average elevation of 21 m, just 1 m above sea level. Land's definition is *cratered remains of the secret base*. As for 2023, most of historical records about this place are vanished or unaccessible through Google search. So, it becomes a mystery what happened here. There are two pieces of rubble nearby. Whatever was the secret base, it is long gone by now.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Blake Sea
Sharp Sandboxes

The Sharp Sandboxes form a Subcontinent located inside Sharp Continent. SLGI team gave it the transitory name **B127**.

## History

Sharp Continent, known by veteran residents as *TSL Continent* is the remnant of the former *TSL Grid* (Teen Second Life). It was built for teens, which were forbidden access into adult areas of the grid. Construction of Sharp Continent started almost simultaneously with Sansara, but on a much slower rate. Almost all regions in Sharp Continent correspond to similar areas in Sansara.

Initially, the Sharp Sandboxes were intended to be a place where the teens living in the Sharp Continent will be able to rezz and build. Later, as the old teen grid merged with the main Second Life grid, the sandboxes lost their purpose, as the continent became depopulated.

Since 2018, people became interested in owning or renting land on the Sharp Continent, as this is a more quiet place then the other continents and all land is ranked *general*, unsustainable for *adult* explicit content. The Linden officials started to sell land from the sandboxes. As for late 2019, the sandboxes ceased being what they were.

## Structure

The subcontinent consists of 13 sims. The central 6 sims in South-West are a replica of the *Vehicle Sandbox* in Sansara.

## Geography

The largest area, composed of 6 sims, is a replica of the *Vehicle Sandbox* in Sansara Sandboxes. It has a central lake with a canal. Both the lake and the canal are Protected Land. A small virgin trail survived from the old road infrastructure designed for testing vehicles.

Unlike the Vehicle Sandbox in Sansara, the Sharp Continent former sandbox is not surrounded by a wall, designed to block runaway objects from entering other parcels. The whole sandbox is elevated, but not surrounded by mountains.

To North, there is one sim, Oasis, which connects the former sandbox with the large infohub of Sharp Bay City. Oasis is a desert, mostly beneath sea level, in a large depression. Water level is 7 m, compared with 20, which is sea level of Second Life. There is one pond in North, fed by a stream coning from a nearby sim. To East, one can reach the Oasis Canyons. In South, the *Oasis Shopping Center* can be found. Despite the name, there is nothing to buy there, only a green terrain. Most of Oasis sim has an elevation of 11 m.

To East, there is a large waterway. Two docks exist, in Coelcanth and Delphinidae. There is also a small island in Crustacea sim. This coastal waterway is connected with the river network of Central Sharp Continent.

To South, Behemoth sim is a working sandbox. For most of land, scripts are not allowed, but auto-return is set to 3 hours. There is a small parcel in the middle, where scripts are allowed, but auto-return is set to 2 minutes.

## Access

The Eastern sims are Protected Land, like the Northern Oasis and the Southern Behemoth. Only the sandboxes host a lot of Inhabited Land, which, in many places, is Land With Restricted Access.

Both the YavaScript pods and the SLGI Fleet run along the coast.

## See Also

* Second Life Geography
* List Of Subcontinents
* Sharp Continent.
Temple Of The Prim

The temple of the prim is located inside *Kwaito* sim, on a high plateau, Mountains Of Corsica, inside Moles Island South, Corsica. It can be accessed via the South Moles Island Road Network, through a mountains path that climbs in a steep grade.

The entire sim is Protected Land.

The temple looks like a huge castle, with its entrance door located in North and its altar in South. Visitors first enter its forcourt, where a door is always opened and high walls surround it. Then, they can climb a ramp to a higher platform, where they can see vegetation and the main entrance. Once climbed the ramp, you need to pass over a trap which is not opening at all.

Inside the temple, there are three statues of a human made of light holding a cube prim in its hands, called *Ancient Prim Guardian Statue*. One statue is in front, the other two are to left and right. There is also a map to the left, showing the first sims that existed when Second Life was firstly opened in 2002. The roof is opened, one can fly out through it. To the left, there are stairs that lead to an underground level. There is nothing at the first level. The second one is where the *River Of Life* flows, with plenty of vegetation surrounding it. The river flows just under the temple and keeps all the plants alive there. Its water is white-blue.

There have been speculations that the Lindens have ended-up worshipping the prims.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Moles Island South
* Corsica
* Temple Of Iris Moth
Sim

A sim is a square of 256/256 m served by a simulator. The official name is *region*. However, the term *sim* is also largely used. Each sim shares a common environment and is operated by a simulator.

Sims are the building blocks of Second Life Geography. An active sim has a ground surface and might have Water. Objects and avatars can only exist inside a sim and cannot exist alone. If you ever see something outside a sim, it is because the root prim of that object is inside the sim and so the object *resides* inside, although parts of it are outside.

If you open the world map or the minimap. you can clearly see sims and how the map is divided into equal squares.

The land outside sims is called Void Ocean and is a place where nothing exists.

* A single sim surrounded by Void Ocean and isolated by long distances is an Isolated Sim.
* A group of less than 10 sims that are not connected is a Sim Group.
* A group of more than 2 but less than 30 sims that are connected in a way that an avatar can walk through them is a Microcontinent.
* A group of more than 10 sims that are close but not connected is a Sim Cluster.
* A group of more than 30 sims connected so that an avatar can walk through all of them is a Continent.
* A part of a continent is a Subcontinent.

## See Also

* Second Life Geography
* Introduction To Second Life Geography
* Isolated Sim
Sharp Crater

The Sharp Crater is a Geographic Structure and is located at the corner of two sims: *Snicket* and *Zaius*, inside Little Sansara. It is one of the oldest parts of the continent.

## History

The crater was built in 2005 or 2006, when this part of the continent was built. Soon after it, it got sold and inhabited. After 2010, when Second Life has reached its peak regarding the number of settlers, land started to get abandoned. This allowed many residents to see and explore the crater. This is a classic example of Cloned Geography. The identical **Sharp Crater** exists inside Sansara.

## Geography

The crater's diameter is 90 m. Its rim rises to 97 m high, while its floor is 85 m. Given what we know about similar craters on Earth, the object that created the crater must have been less than 10 m wide. For comparison, the Meteor Crater in the USA, which is over 1 km wide, was dug by an asteroid 50 m in diameter. Ground texture is of barren rock with no traces of vegetation, which gives the landscape a desert or Moon-like appearance.

There is no Protected Land within the crater, but access is very easy from nearby roads through parcels of Abandoned Land.

## See Also

* Second Life Geography
* List Of Geographic Structures
* Sansara
Turnbuckle Islands

There are a few small islands inside *Blake Sea - Turnbuckle*, Central Blake Sea. There is also a start-finish line inside the sim.

**Largest Island.** The largest island is about 60 m long and is made of sand. It hosts a few palm trees. It has an internal gulf which can only be explored by small boats. Highest point is 27 m high. There is a small tugboat nearby.

**North-West Island.** It is small, less than 20 m long and full of vegetation. The island is low and it is amazing how so much vegetation can survive there. The island also hosts some stones and crates.

**North Island.** It is very small (also less than 20 m) and sandy. It hosts a boat and the classical three signs found throughout Blake Sea, advising not to click on boats and the land status of Blake Sea. A blue buoy close to it marks the start or end point for boat races.

**North-East Island.** It is also sandy, long and narrow. The island has no vegetation or objects. It is a rezz zone. Surrounding water can be used to rezz boats.

The sea is deep, but there are a few sandbanks that can cause problems to large ships.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Blake Sea
Wengen

Wengen is a highly important strategic sim inside Snowlands Subcontinent, Sansara. Because of its strategic importance, it also hosts an infohub.

## Overall

There are a few major transport routes that merge at Wengen. They can be listed here:

* Okemo Nakiska Southern Railway, the longest railway inside Sansara, has its Northern end terminal at Wengen. From here, frequent trains allow passengers to travel South to *Smithers Bluff*.
* Snowlands River passes nearby. Even if it is frozen here and so it cannot be used by ships, the river is still an important transport route for Automated Transportation.
* Central Sansara Road Network, in the Snowlands, has a few roads that merge within *Zermatt* sim, just North from Wengen. In addition to this, there are many ski runs in South. Wengen is the connection point between the roads in North and the ski runs in South.
* Skilifts are present, to the left and to the right. They allow avatars to get fast on the mountains and from there to use the ski runs going back.
* The Alpine Trail is just behind the infohub, over the river.

The surrounding area is a large parf of Protected Land. It is among the Large Protected Land Areas and the largest dryland protected area. The beauty of surrounding landscape is amazing. There are forests and high mountains. Some of the highest Mountains Of Sansara can be found not far from here.

## The Infohub

The infohub is not on the road but connected through a short side road. Its location can be seen, as, from the road, one can see shiny snow stars changing colour. It is very clsoe to the Okemo Nakiska Southern Railway's Wengen station. At the end of the road, one can see two snowcats (machines designed to pull snow out of the road) on the right. One of them can be copied for free. To left, there are two info kiosks. Forward (actually inside *Voss* sim), close to a green sign, there are free skates. The frozen river is just forwards and beyond the river one can find the end of Alpine Trail and a skilift hidden in the forest.

To left, behind the kiosks, there is a large yard with other useful kiosks and a few benches. This is the welcome area of the infohub and also works as a rezz zone. Another rezz zone exists near the railway station. Behind it, one can see a building. The area appears to be owned by Chalet Linden.

## The Snow Lodge

The wood building is a two-level structure placed in front of the infohub. Land there has scripts disabled. There are various rooms inside, many of them offering plenty of space.

## See Also

* Second Life Geography
* Infohubs And Welcome Areas
* Sansara
Welsh Highland Railway

The Welsh Highland is a Microcontinent located at Coordinates 705-706/987-988, Grid Sector G9, inside Western Ocean. SLGI team gave it the transitory name **A431**.

## History

The microcontinent was identified during the February 2023 survey.

## Structure

The microcontinent consists of 5 sims. It hosts a complex narrow-gauge railway that stretches through difficult terrain. People are welcome to explore and rezz their own trains. Landscape is beautiful.

## Land status

Land is opened to anyone willing to come.

## Sims

* The Black Mountains
* Cloverdale
* Red Dragon
* Highland Island

## See also

* Second Life Geography
* List Of Railways
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Squall

Squall is the Westernmost sim with dryland of Gaeta 5. It is located inside West Gaeta 5. It hosts two points of interest: the *Squall Public Beach* and *Magellan Linden's Camp*.

## Squall Public Beach

It is located close to the North sim border. It is close to the sea and on a large beach. The place has three styled beach umbrellas with beach towels beneath them. Further from the shore, there are many palm trees that form a local forest. More to North, there is a road end, part of Gaeta 5 Road Network. It is a rezz zone where you can either rezz a road vehicle or a boat to sail along Gaeta 5 Waterways Network. The beach is separated from the camp by a fence.

## Magellan Linden's Camp

This is the place where the legendary discoverer and explorer Magellan Linden has crashed his airplane on the shores of Gaeta 5. Not much is left since then. An engine and a few debris are left on the sand. There is an improvised tent made of fuselage parts. Inside, there is a *Magellan Linden Bear*. A water tank is on top of a metal structure near the tent. There are also pieces of wood and a lot of debris. It looks like after landing (which mostly appears a crash than a soft landing) Magellan made a mess on the shore and forgot to clean after himself. There is also a small dock.

Further East, there is the Helfell Infohub, a castle built around a gulf.

## Access

The entire sim is Protected Land. It is a place visited both by the Yava Script Pods and SLGI Fleet and an important dock on the route between Corsica and Gaeta 5. The rezz zone is an ideal place to start exploring the continent, either by driving or by sailing.

With one of the Transcontinental Channels ending nearby, Squall is Gaeta 5's gateway to the other continents. Sailing is hard but not impossible towards all other continents.

It is also possible to rezz an airplane at the rezz zone and to carefully takeoff on the beach, then to fly West towards Corsica.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Gaeta 5
South Vulcyris

The Southern part of unfinished Vulcyris is a Subcontinent of West Zindra. SLGI team gave it the transitory name **B139**.

## History

Vulcyris appears on the frist maps of Zindra. It was initially intended to be a large island located West to the continent and separated by the Volcano Channel. The Northern part was built in 2009, together with the first part of Zindra created. Later, the Southern part was built.

In 2011, when land demand felt below available stocks and the grid started to be filled with abandoned land, the Linden officials decided to stop all land expansion projects. They stopped, at the same time, both the developments of Gaeta 1 and Zindra, even if in Zindra the land demand was and still is high.

## Structure

South Vulcyris consists of 10 sims. Actually, only two of them contain land situated over the Volcano Channel. However, the presence of a complex infrastructure and a coastal side helped develop a strong local economy and made the coastal sims be interconnected.

## Geography

The altitude map reveals the real shape of the area.

The Volcano Channel separates a few limited pieces of land from Zindra's Western coastal land. There are two pieces of land located West from the channel, one in Lierminster sim and one in Ixunda sim. Both should be part Vulcyris Island, which was never completed.

The coastal land is composed of a large peninsula. Most of the peninsula is a flat plateau, with altitudes not exceeding 50 m. The *Vulcyris Roundabout* connects four sim corners and is visible on the West end of the peninsula. It hosts a small park with a flower in the middle.

With the presence of three roads, a large part of the land can be visited easy. There are many things to see and explore.

## Land Status

There is Protected Land in the form of roads (which converge into Vulcyris Roundabout) and waterways Volcano Channel. Almost all land is Inhabited Land. There is almost no Abandoned Land.

## Access

There are three roads that converge into Vulcyris Roundabout, one of them crossing over a large bridge to reach what was intended to be Vulcyris Island. These roads further extend into South Zindra, but are not connected with Northern areas of the continent. Also, there is one navigable waterway, Volcano Channel, but it is unfinished and not connected to North Zindra waterways. Rezz zones are very rare.

No transport company operates in the area, as land does not allow objects entry.

## See Also

* Second Life Geography
* List Of Subcontinents
* Zindra
Woodcrest

Woodcrest is a Microcontinent identified at Coordinates 842-843/1057-1059, Grid Sector H10, Western Ocean. SLGI team gave it the transitory name **A451**.

## History

The microcontinent was identified during February 2023 survey.

## Structure

It consists of 4 sims. 3 of them share the common name *Woodcrest*.

Woodcrest is an Urban roleplay area where all visitors must have human avatars.

## Sim examples

* Woodcrest
* Woodcrest West
* London Docks
* Woodcrest Ocean

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Ursula Bay

Ursula Bay is a Subcontinent located in West Zindra. SLGI team gave it the transitory name **B135**.

## History

Ursula Bay was among the initial regions of Zindra when the continent was first opened in 2009. After its creation, Ursula Bay was left unchanged and maybe incomplete, as other subcontinents in South (North Vulcyris and South Vulcyris - which were meant to be a single island) were left unfinished.

## Structure

Ursula Bay consists of 12 entire sims and shares limited water in other nearby sims, especially in South. It can be divided into an Eastern basin (6 sims, shallow water) and a Western basin (6 sims, deep water).

## Geography

The subcontinent can be divided into an Eastern and a Western basin. Between the two, there is a gap between Cinyris to North and North Vulcyris to South.

**Western Basin** is deep (ground elevation - 9 m). It hosts plenty of sea weeds and banks of fish. Buoys also exist in the area. Land is simply named *Protected Land*, unlike in the Eastern Basin, which make some residents suspect that the Western Basin was initially meant to be a coastal waterway extending further South or West.

**Eastern Basin** is shallow (general elevation - 15 m). There is a deeper submerged valley, stretching through Linkous sim, but hardly visible on a close inspection. The Eastern Basin also hosts sea weeds.

There is one rezz zone in South, in Popke Tal (technically in North Vulcyris), the only one in the area. Also, there is a racing route, with two lines, one in Linkous and one in Trulan.

Ursula Bay is connected to Troyes Bay in North and to the river of South Ignyris in East. It should be connected to Zindra's Southern waterways through the unfinished Volcano Channel.

## Access

The entire surface of the bay is opened for visitors. Ursula Bay is the only place in Zindra developed for sailing, with race lines and a rezz zone. Unfortunately, land does not allow objects entry, so no transport company can operate in the area.

## See Also

* Second Life Geography
* List Of Subcontinents
* Zindra
Teleport

A *Teleport* is an instant change of your locations. Teleporting is probably the most frequent way of traveling. There are many ways to teleport to a specific location. Overall, there are many ways of teleporting.

## History

In the old times, teleporting was not possible. Later, when the world expanded, it was possible at a **telehub**, with cost. Later, when the world reached unexpected size, teleporting was allowed for everyone and for free.

## Inworld teleporting

The majority of teleporting is done with the help of inworld tools and commands:

### Avatar commanded teleports

These are well documented on the wiki, on the forums or on the knowledge base.

* By using the *World Map*
* By using a *Landmark*
* By using *Destination Guide*
* By using *Search* button
* By touching *Home* button or the landmarks on favorites tag
* By another avatar offering teleport
* By various scripts inside teleporters.

### Object commanded teleports

There are various objects named teleporters, used to move avatars from one place to another. Some of them work only in the same Sim and at a limited distance. Others have a large range, while others are even more powerful and work throughout the grid. Short-range teleporters are used to move people from a floor to another. Medium-range teleporters are good to connect a skybox to the ground. The long-range teleporters create a continuous link between two distant places on the grid. They are all actioned by a script.

#### Stargate System

The most advanced teleport system is done by the Stargate system. It looks realistic and is made of a central database that links multiple places. An avatar can teleport to many places if the code of the destination is known. Currently, there are stargates almost anywhere on the grid. Their number is for sure higher then 100.

Not all stargates are functional, some of them are only for decorative purposes. Also, please note that many stargates don't form a continuous network, many operate independently and link two or three exits.

## Outworld commanded teleport

Even if some people name them this way, they are in fact ways to login from a place. When such a command is received, you in fact open your Second Life browser to the specified location. The most used ways are by using sites that offer inworld links like the second life online map.

## Unwanted teleport

The grid is full of Land With Restricted Access. Some of these parcels don't allow teleport access, while others use varios tools to teleport unwanted visitors away. Also, the land owner has the power to eject unwanted people.
West Volcano Road Network

The West Volcano Subcontinent has its own network of roads, which, until february 2023, was not connected to the road network of Sansara.

## Features

The subcontinent has 5318 m of roads. The road network encircles the two main islands and extend along peninsulas for a better land coverage. Most of these roads are highly elevated, on bridges that stretch through the extremely difficult terrain encountered in the area. Of particular importance is a bridge connecting the two islands, which spans over a major waterway.

The road network also hosts two rezz zones, of particular interest for drivers. Being unconnected to the continental network, the West Volcano roads are rarely used by cars.

The bridge is an important connection spot between road and water transport network and is used by all SLGI Trains on their way to inner Sansara.

The Northermost point of the road network, in Hikuelo, comes very close to a private-owned infohub in Periwinkle, Color Sims, giving easy access to the GSLR railway and from there by ferry to Heterocera.

With the construction of Ku - Nakaa Bridge, a road link was built between West Volcano Subcontinent and East Volcano Subcontinent, linking West Volcano Road Network with Central Sansara Road Network.

## See Also

* Second Life Geography
* List Of Roads
* West Volcano Subcontinent
* Sansara.
Snowlands River

The Snowlands River is a river located in Snowlands Subcontinent, Sansara. It is an important feature of the area.

## Structure

The Snowlands River drains its water from the network of abysses in Sansara Highlands, at an altitude of 80 m. It flows towards West through a place without infrastructure. In Ohno, it reaches a tributary, the Benham River. From this point, the river flows North, along with a modern road and the Okemo Nakiska Southern Railway, through a deep valley. The canyon becomes narrower in Eagan, as the river passes through the Mountains Of Sansara. There is a depression around Valmorel and Oberstdorf. Further North, the valley becomes narrower again, then opens at Wengen, where one can find the end of the Okemo Nakiska Southern Railway and an infohub.

In Zermatt, the river is covered with ice and is not suitable for navigation. There is a large ice-covered lake in Zermatt, with an island. Further South, there is an island. After that, the river breaks in two.

The main branch flows West from here, through a narrow valley. It has two spectacular waterfalls, one in Grindenwald and one in Grouse. From here, there is no road along the river, which runs wild through a deep canyon. The river flows into the Void Ocean at Nonatola.

A second branch flows North through a deep gorge, followed by roads. There is a beautiful waterfall in Garmish. The river then exits the Snowlands and enters the Moons Subcontinent, where it reaches the deep gorge of Tethys. The highest peak in Sansara is located in Tethys sim. There, it splits again. To West, it forms the Ganymede River, which flows into the Ganymede Dam and then continues West to the sea. To East, it forms the Ross River, which almost returns back to the Snowlands, has a waterfall in Ross and then empties through a delta into the Ice Bay.

### Benham River

This is a short river located in South. It is continued with the Okemo Canyon, which is in turn used by the Okemo Nakiska Southern Railway. Altitude decreases fast along the canyon, reaching sea level in the end.

## Navigation

The river is not a good place for sailing (see Sansara Waterways Network for details). Along the river and its tributaries, there are five waterfalls, one dam and an area covered with ice. Still, convertible vehicles manage to go through.

## Points Of Interest

The Snowlands River is one of the main points of interest in Snowlands Subcontinent. It gives access to most of destinations. For most of its length, it is followed by roads. These roads cross the river and its branches in 8 places. In addition, it is possible to walk over the ice where the river is frozen. Also, the river is followed for part of its length by a railway.

Waterfalls add to the landscape of the area. They are usually placed within gorges.

Around the river, there are ski runs and ski lifts. Also, one would find forests.

## See Also

* Second Life Geography
* List Of Geographic Structures
* Sansara
South - East Ocean

The South - East Ocean is an Ocean located, as the name says, SE from the mainland continents. It spans over 13 sims (as for February 2023). Despite its huge size, it has a very low sim density.

## Limits

The construction of Bellisseria caused many Geographic changes in the area, forcing several sims from Central Ocean to move to other locations. This movement changed previous oceanic borders and forced SLGI team to split former Eastern Ocean into two areas, also decreasing the Southern Ocean in size.

The ocean is separated to North-West by the continuous continental landmass of the mainland continents. To West, the three Southern Premium Continents are good for orientation to separate South - East Ocean from Southern Ocean. To North, a line drawn from the Northern end of Gaeta 5 forms the border with Eastern Ocean. The Void Ocean forms the border to East and South, although, far to East lies Zindra Ocean.

## Structure

Sim density is very low in this ocean. Unassociated Sims are rare, most sims are grouped into large structures. There are a few continents inside this ocean, like the Premium Continents or Sharp Continent.

## Sectors

Coordinates: 1000-1399/400-1099

* Grid Sector J4, 1000-1999/400-499
* Grid Sector J5, 1000-1999/500-599
* Grid Sector J7, 1000-1999/700-799
* Grid Sector J8, 1000-1099/800-899
* Grid Sector J9, 1000-1099/900-999
* Grid Sector K9, 1100-1199/900-999
* Grid Sector K10, 1100-1199/1000-1099
* Grid Sector L6, 1200-1299/600-699
* Grid Sector L7, 1200-1299/700-799
* Grid Sector L9, 1200-1299/900-999
* Grid Sector L10, 1200-1299/1000-1099
* Grid Sector M10, 1300-1399/1000-1099

## See Also

* Second Life Geography
* List Of Oceans
* List Of Continents
* List Of Grid Sectors
Sim Group

A Sim Group is a Grid Structure that cannot be defined as a continent, subcontinent or sim cluster. It has between 2 and 9 sims. These formations are rare and usually very isolated. If they are found isolated, they are listed in the List Of Microcontinents And Sim Clusters Currently, the list contains 16 sim groups.. Many sim groups are common inside a Sim Cluster or in Unassociated Sims.

Total number of sim groups is unknown, it is estimated to be somewhere over 300 or 500.

## See Also

Continent

Subcontinent

Microcontinent

Sim Cluster

Isolated Sim

Unassociated Sims

List Of Continents

List Of Microcontinents And Sim Clusters

Oceans

Transcontinental Channels

Second Life Geography
Unassociated Sims

Unassociated sims are large groups of sims that cannot be grouped into a continent, microcontinent or sim cluster. They have an average sim density and the sims that form them are not disposed into a Geometrical pattern (square, diagonal, lines). These kind of structures form the space between sim clusters or microcontinents. They are a common feature of all Second Life oceans. An estimation is that the unassociated sims are about 30% of the total private-owned sims.

It is impossible to make a map or a list of unassociated sims. Also, it is very difficult to group these structures.

## Origins

Some unassociated sims are a result of degradation of a former sim cluster or microcontinent. This process is common when an estate is running out of money and needs to abandon part of its sims. Some of them are formed another way, by creation, deletion and movement of sims.

## Land

Unassociated sims may belong to larger estates that own microcontinents and sim clusters, but usually they are owned by small estates that own only one or a few sims. This is why they offer the highest variety. It is possible that near a dark vampire sim to find a large park with flowers and near an oasis of recreation to discover an adult erotic place.

Also, unassociated sims offer the highest diversity of Geographical features, that includes mountains, hills, plains, plateaus, submerged land, tunnels, caves, skyboxes and any possible thing. Vegetation varies up to unpredictable limits.

## Features

Unassociated sims are different from other structures on map. Private Land Geography Research shows important differences in percentage. For example, Gorean Sims are found more often, while the tropical beach paradise is more rare then on grouped map structures.

## Position

It is impossible to group all unassociated sims. Small grouping can be done into sim groups or sim cousters, but their borders are not clear and everybody might fix other borders. However, unassociated sims are a lot more frequent in some parts of the grid and cannot be found in other parts. See Oceans (and the links to each ocean) for more info.

## Number

They are 30% of all private-owned sims, that means about 6000 sims. This is comparable to all Linden-owned land. At such a great number, they should be treated with respect, but it will never be possible to make a complete article about them. Additional data can be obtained from Gridsurvey. Gridsurvey has information about all existing sims and even for vanished sims, including Coordinates that can help find the current position of that sim. From there, you can see pictuers token on almost every sim on *Snapzilla* (sometimes even from places with restricted access and also with useful information). Another useful link is SLuniverse.

## See also

Continent

Subcontinent

Microcontinent

Isolated Sim

Transcontinental Channels

Sim Cluster

Sim Group

### Lists

List Of Continents

List Of Microcontinents And Sim Clusters

Oceans

Second Life Geography
Second Norway Railway

This is a railway in Second Norway Subcontinent, Blake Sea.

## History

The first evidence we have about this railway comes from 2015. At that time, it was in reconstruction. Later it was extended and upgraded. As for late 2020, it is again in complete reconstruction.

## Design

This is a modern railway, built for high speed trains. Most of its length is built with concrete sleepers, as a modern railway should be. It is not compatible with classic Second Life Railroad trains, as it uses a completely different system of signals and guides.

As for 2020, the old, wooden sleepers, are being replaced with modern ones.

Trains are modern and travel at high speed, sometimes too fast for residents with low connections.

## Track

The railway consists of two lines, the last one with two branches:

* Listra - SNO Terminals: 1287 m long
* Listra - Uthaug: 1867 m
	+ Uthaug - Velde: 1172 m
	+ Uthaug - Second Norway: 1921 m

Total length: 6247 m.

All lines are single-track. There are no places where two trains can meet. There are many sectors built inside tunnels, especially in the airport area. There are spectacular bridges in some areas. Most bridges are designed so that they can raise if a boat is coming.

## Lines

Please keep in mind that the railway is being rebuilt. Many changes can happen, including new stations and new tracks.

### Listra - SNO Terminals

This line is (as for June 2020) partially removed and partially unchanged. New tracks are being laid. It runs in part under the airport, where it becomes a modern metro and gives access to all the terminals.

### Listra - Uthang

This railway is rebuilt. It runs most of its length beneath the airport, through tunnels. While outside, it passes over bridges that can be raised when a boat comes.

### Uthang - Velde

This section is being built. By the look of it, the line will be further extended.

## See Also

* Second Life Geography
* List Of Railways
* Blake Sea Passage\*Second Norway
Seabirds Microcontinent

A260 is the temporary name of a Microcontinent located at Coordinates 686-692/922-928, Grid Sector F9, Far Western Ocean. It is given the name **Seabirds** because most of the regions that comprise this microcontinent are named after seabirds.

## History

This microcontinent was detected by SLGI team in June 2015. Data from [www.gridsurvey.com Gridsurvey] proves that some sims are older, but still, the microcontinent, if it existed, it increased in size during late 2014 and early 2015.

## Structure

It is made of 25 sims, so it is one of the largest microcontinents on the grid. There are no void holes in its structure, but still some sims are flooded. Since water covers a large part, on the map, A260 can be confused with surrounding void spaces. Also, it is placed inside A102 Sim Cluster.

## Geography

A260 has 70% of its surface covered with water, but still it is not a Tropical Beach Paradise. Ground is covered with grass and vegetation is temperate. There are many buildings, including docks, but not beach resorts.

There is a larger mass of land in South, where parcels are connected with paths and bridges, but for the rest of the map, sailing is the best way to get across. Also, there are flooded sims and places for water races.

## Land Status

Land is owned by a single estate. There are many parcels for rent (majority are rented) and there is a lot of Protected Land in the form of tiny paths or large waterways.

## Sim Examples

* Petrel
* JadeSnake Island
* Oyster Cove
* Tobys Juke Joint

## Status update

The February 2023 survey found this microcontinent to be composed of 25 sims, making it 5 sims short of being ranked as a Continent.

## See Also

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

Seriphos is an island inside *Cortez* sim, Sea Of Fables, Sansara. It is entirely Protected Land and opened for visitors.

The island has a wooden dock on its Western side, where glowing jellyfish can sometimes be seen. It is an island with plenty of vegetation and Ancient Greek style buildings. One such building, with a few columns in front of it, stands in front of the dock, while vegetation can be seen both on left and on right. There are five similar houses, with columns in front and with some open space protected by a semi-circular wall behind. They have a bed and a fireplace inside.

The most interesting building is located on the highest point of the island (32 m high). It is taller than the other. Inside,one can find the statue of a Greek god sitting. It is not specified which diety it is. The statue is massive and made of white marble.

According to the legend, Seriphos is the point where Perseus set sail with his mother. This might explain why Perseus Island is nearby. Seriphos is a real place in Greece today.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Sansara
Ychibarcu

Nautilus - Ychibarcu is a Sim located at the South-East end of Nautilus City. This sim is undeveloped, with no Inhabited Land and no buildings. There are no stone walls along the shores and no ruins.

Along the Southern shore, there are two small gulfs. One hosts three fish traps that are full with fish. It seems that, apart from the food they import from overseas, the inhabitants of Nautilus also catch a significant amount of fish to supplement their diet.

The second gulf is empty but could host other fish traps. Little bit more to North, there is a hill rising to 31 m high. A peninsula extends to South-East. The peninsula is a good spot to see ships sailing along the Bingo Strait.

The ruins of a dock can be seen near the fish traps. Another former dock, also damaged, can be seen to East. Apart from this, there is a small pond to North-West. And from there, the first walls of the city can be seen.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Nautilus City
XCESS Microcontinent

**A286** is the transitory name for **XCESS**, a Microcontinent that was identified at Coordinates 756-759/908-909, Grid Sector G9, Western Ocean.

## History

According to [www.gridsurvey.com Gridsurvey], the microcontinent was formed around 2008. It often changed its shape.

## Structure

It is made of 5 sims and has a diffuse structure.

## Geography

There are many islands, separated by water channels. In some places, there are also mountains, to block the view. In some places, vegetation covers all land, but in others, buildings are found more often.

## Sim Examples

* Alysium
* XCESS Laguna
* XCESS Adventure
* XCESS Royana

## Status update

The microcontinent was confirmed to exist in February 2023.

## See Also

* List Of Microcontinents And Sim Clusters
* List Of Oceans
* List Of Grid Sectors
* Second Life Geography
PewDiePie: Legend of Brofist

**Name** - PewDiePie: Legend of Brofist

**Developer** - Outerminds Inc.

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

**Category** - Action

**Type of game** - Platformer

**Achievements** - 58

**Total points** - 52000

**Paid app**

**500 points**

1. N00b - Die once
2. This Game is Hard - Die 10 times
3. This Game is REALLY Hard - Die 25 times
4. Bromance - Share complicated love and affection with a straight male
5. FIRST!!! - Defeat 1 enemy
6. Freshman - Defeat 10 enemies
7. Killing me Softly with his Stomp - Defeat 100 enemies
8. Counter Stuck at 301+ - Defeat 301 enemies
9. Myth Buster - Defeat a Yeti
10. Conspiracy Eliminator - Defeat an Illuminati
11. Jurassik Hunter - Defeat a T-Rex
12. Kawaii Killer - Defeat a unicorn
13. Time to Spend some Money - Have 100 Brocoins
14. Proud to be a Low Life - Finish a stage with last heart and no companions
15. Amateur Bro - Defeat General Barel on Easy mode
16. Snow Easy - Defeat SnowBarel on Easy mode
17. 360 No Scope Slaughterer - Defeat Falcon Lover on Easy mode
18. GG EZ - Defeat Barrel King on Easy mode
19. We love you guys! - Watch the credits after beating the game
20. Super Combo - Jump on 3 enemies before landing
21. Day 1 patch - Collect 10 patches

**1000 points**

1. Y U SO HARD GAME!? - Die 100 times
2. The Expendables Apprentice - Defeat 1k enemies
3. The Widow Maker - Defeat 10k enemies
4. Extinction is Emminent - Defeat 25k enemies
5. JUST BUY SOMETHING!!! - Have 1k Brocoins
6. Marzia joins the party! - Buy Marzia
7. Markiplier joins the party! - Buy Markiplier
8. Jacksepticeye joins the party! - Buy Jacksepticeye
9. Cryaotic joins the party! - Buy Cryaotic
10. CinnamonToastKen joins the party! - Buy CinnamonToastKen
11. Duck joins the Party! - Buy Duck
12. Edgar and Maya are SO CUTE! - Complete 1 level on Pub mode
13. Hasta la Vista, Barrel! - Defeat General Barel on Hard mode
14. Brotastic - Defeat General Barel on Bro mode
15. Pure Pwnage - Defeat General Barel on Pug mode
16. Do a Barrel Roll! - Defeat SnowBarel on Hard mode
17. Snow Bro - Defeat SnowBarel on Bro mode
18. Snowtastic! - Defeat SnowBarel on Pug mode
19. Notice me Senpai!! - Defeat Falcon Lover on Hard mode
20. No Scope Bro - Defeat Falcon Lover on Bro mode
21. OMERRGAWD!! - Defeat Falcon Lover on Pug mode
22. Ground control to Major Tom - Defeat Barrel King on Hard mode
23. Alpha Bro - Defeat Barrel King on Bro mode
24. Im a level 80 Paladin. - Defeat Barrel King on Pug mode
25. Awesome Combo - Jump on 5 enemies before landing
26. The Duck is Coming - Complete Easy mode
27. Moar patches! - Collect 20 patches
28. Patch Kid - Collect 30 patches
29. The Collector - Collect 40 patches

**1500 points**

1. ITS OVER 9000!!!! - Have 9001 Brocoins
2. Ultra Combo - Jump on 7 enemies before landing
3. Duck, Stock and lots of Barrels - Complete Hard mode
4. All you need is Bro - Complete Bro mode
5. CHARGE!!! - Buy all attacks
6. 1-2 DEFENSE - Buy all defense
7. Gotta Patchem All - Collect all patches

**2000 points**

1. Spugtacular - Complete Pug mode