recursal/Fanatic-Fandom huggingface dataset:
Neva Microcontinent

**Important:** The February 2023 survey failed to identify Neva or its component sims.

**A290** is the transitory name for **Neva**, a Microcontinent located at Coordinates 851-854/1351-1354, Grid Sector H13, Northern Ocean.

## History

A290 was discovered by SLGI team in July 2015, but it appears to be much older.

## Structure

A290 is made of 8 sims and has a diffuse shape. Two of these sims share the common word *Neva*.

## Geography

Land is flat or almost flat, depending on what sim you visit. Water does exist, but usually is not deeper then 1m. So, the entire land is made of plains and low hills. Buildings are found everywhere and vary from modern glass buildings to roc castles.

Ground, sky and water textures are unique for each sim and create a unique landscape. In *Fall* sim, water has the same texture as the sky, so you might think that you are walking on floating isles.

There are many roads, considered protected land. Also, there are telegraph lines.

## Land Status

Protected Land is present, under the form of many roads. Land With Restricted Access also exists.

## Sim Examples

* Fall
* Isle of Serendipity
* Kartimar
* Neva Sky Villi

## See Also

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

**Important:** In 2023, this microcontinent has split into Unassociated Sims.

A213 (or Rainbow) is a Microcontinent discovered at Coordinates 788-791/1127-1131 Grid Sector G11, Western Ocean.

## Structure

It is formed of 7 sims, with an 8th one linked at one corner. The name comes from the fact that a few sims in South share the common name *Rainbow*.

The microcontinent is made of 9 sims and has not a compact shape. The sims in South are owned by the same estate and are opened for visitors.

## Geography

Geography is based of low plateaus, plains, ocean islands and rivers. There is a highly developed network of roads that allow access to every place. Access is also possible on water. For a nature lover, this microcontinent is a good place to admire some great landscapes.

The sims in North are Land With Restricted Access. Even on map, ground details are not always visible.

## Sim Examples

* Happy Dreams Water
* Rainbow Dream 2
* Rainbow Dream 3
* Perseus

## See Also

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

A protected route is a type of Land that is Protected Land and is used as a way of transport. Protected routes are both Linden-owned or private-owned. Protected routes include roads, trails, railways, waterways, monorails and other ways of transportation. They are designed to allow avatars and vehicles to travel around.

* **Mainland, public**. This includes most of roads, railways and waterways found on the Linden-owned continents and are listed at List Of Roads, List Of Railways or List Of Waterways.
* **Mainland, private**. Some estates owning large swaths of land allow a common path for access. It can be a common road or waterway. One example is Rollo Passage in North Nautilus.
* **Private Land**. Protected routes can often be found inside private-owned continents, microcontinents and other forms of land. They do two jobs: separate parcels and allow easy access.

## See Also

* Protected Land
* Second Life Geography
Mem Build

Mem build is a Microcontinent located at Coordinates 986-989/979-980, inside Grid Sector I9, Little Pacific Ocean. SLGI team gave it the transitory name **A438**.

## History

This structure appeared suddenly and looks like the Linden Memorial. It is Linden-owned. The most plausible explanation is that the Lindens are rebuilding the memorial. Once this is ready, Mem Build will vanish.

## Structure

Mem Build consists of 12 sims linked together. Access is denied for visitors.

## Sims

* Mem Build 1
* Mem Build 7
* Mem Build 12
* Mem Build 9

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Lovers - Whispers Microcontinent

This Microcontinent also has the transitory name **A104**. Its Coordinates are 676-681/986-989. It can be found in Grid Sector F9, inside Far West Ocean, at its Eastern border.

## History

When it was discovered by SLGI team (2013), it was made of 7 sims. A smaller part (Whispers sims) were connected only through corners. However, on July 2015, the Whispers sims have vanished and the Lovers part have lost a sim.

## Structure

The microcontinent is made of 6 sims, creating a rectangle.

## Geography

**Lovers Playground** is a large place with sex beds for testing and for sale. So, it is probably the largest multi-sim shop on the grid.

## Sim Examples

* Lovers PlayGround 1
* Lovers PlayGround
* Lovers Escapes
* Lovers PlayGround SexBed

## See Also

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

The Sim of *Blake Sea - Kranken*, situated in Central Blake Sea, hosts a few narrow islands placed around a central gulf. Compared with Windlass, which is an island located further North, the group of islands in Kranken look like the contour of a larger island that has exploded, leaving a large hole in the middle. However, if you decide to dive and explore the middle, you will find nothing except for some algae.

**North-West Island.** It is long and narrow, with a few flowers and palm trees. The inner part of the island is of low elevation, while the outer part is higher and hilly.

**South - East Island.** It is shorter and wider. It hosts a picnic table, a beach chair and an umbrella. There are a few palm trees too.

**South-East Islands.** There are three small islands separated by small straits. They have no vegetation or objects on and have steep shores with nothing to explore.

**North-East Islands.** There are two islands, also small. The smaller one has two flowers.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Blake Sea
Mare Secundus

Mare Secundus is a historical place of Sansara. Technically it is a Subcontinent, a group of interconnected sims, part of a continent, sharing common features.

## History

Mare Secundus appeared after Linden Lab realized that many residents are interested in sailing. Since waterways in The Old World became overcrowded, the Lindens decided to add a large place for sailing, a *second sea*. The sea was not built in an instant. Instead, sims were gradually added as the need for them increased. Later, new destinations, like new islands, were added.

## Structure

The sea is made of 17 sims. It does not have a rectangular shape and separates distinct regions of the continent. A sailor traveling from one end to another will pass through 14 sims.

The sea can be divided into four basins.

## Geography

The sea is composed of 17 flooded sims, with many islands. It can be divided in four basins.

**West Basin** consists of 3 sims: Gali-Gali, Falconi and Zaharik. Gali-Gali hosts 6 small sandy islands, uninhabited. The largest island has a central campfire. Another small island is located in Zaharik and hosts a place for rest. Ground texture resembles sand. A diver will find sea weed and a few reefs.

**Two Basin** is made of four sims, Thurston, Okinu, Zolezzi and Ohler. They host 11 small islands resembling the number **2**. These islands are partially covered by vegetation, have a few buildings and have rezz zones in small docks. There is also a small island in Thruston sim.

**Leipzig Basin** is composed of 6 sims, Leipzig sim being the central one. Sea floor is not uniform. Divers can find sea vegetation, fish and surprises. There are no islands. Except for Leipzig, the other sims are close to inhabited islands.

**East Basin** is made of three sims and hosts a few islands. Henshaw sim hosts a few islands, the largest one (43 m high) hosting an observatory. Elderbridge sim hosts two islands with interesting artefacts. The other two sims located to South have no islands.

The altitude map reveals that the sea floor is not smooth too.

## Access

The sea is connected to Sansara's waterway network. It has a few boat rezz zones. Sailors can use it as a transit way towards other regions. Pilots can use the sea as a bypass route for airplanes.

To the South, there is only one passage, leading through Lost Lakes Subcontinent towards Sea Of Fables. Many other navigable waterways can be found at West and North.

However, anyone should be aware that to East the sea ends abruptly into Void Ocean without a warning. Ships and planes cannot go there.

YavaScript pods and SLGI Trains do not cross the sea, as land does not allow objects to enter.

## See Also

* Second Life Geography
* List Of Subcontinents
* Sansara.
Meiji West

Meiji West is a Sim located inside Little Sansara, Sharp Continent. It is entirelly Protected Land and it has a lot of things to do and to see.

**Harry's GoKarts** is the place close to *Meiji East*. Nearby, there is a ledder that allows access from a parking area in *Meiji East* directly to the karts. The track for karts is isolated by walls. You can get a kart or rezz your own one. Winners are displayed on a large billboard. There is a podium behind what appears like a chess board.

**I-World Building Yard** is a piece of flat terrain just West from the carts track. It is a sandbox with auto-return time set to 3 hours. It usually has no visitors.

**Harry's Crash Site** is a replica of the pig-shaped spacecraft that has crashed within Bay Of Space Pigs. It appearently shows that the invasion was not limited to Sansara but it also happened within Sharp Continent, which at that time was the teen grid and was not connected to the grid as it is now. There are a few freebeis that can be collected from near the spaceship.

**The VTeam** consists of a building with a large radar antenna and a small stage. There is not much inside. Land description says *Blue, Amber, George, Lexie and Mia*. The purpose of this place is unknown.

**Blues** is a small waterfront parcel with a buoy. Nothing else is there.

**I-World Village** hosts a building with a yard on the waterfront. Land description says: *TG Offices of the I-World Team, your friendly neighbourhood in-world support Lindens!* It was something important during the days of the teen grid. Currently, it is only symbolical. There are a few info kiosks which give information in various languages (including Scottish, French and German), flags and a carousel with white, translucent horses. The building, which is *U* shaped, has a central alley and a lot of small shops that are mostly empty.

**Protected Land** is the name given to most of the land in the sim. While some land is empty, there still are a few things built on it like a wooden building in South-East.

## See Also

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

Perugia is a Water Sim located inside Northwest Nautilus Sea. The sim hosts no islands. However, divers will find plenty of surprises on the sea floor.

There is a Rezz Zone marked by a small dock on the surface. A sailor will see nothing, but a diver or a submarine pilot will see many surprises beneath surface.

**Spheric Habitat.** Just near the rezz zone, you can find a dome with an entrance. Get inside and you can sit on the benches. There is something like a crystal ball in the middle on a table that also hosts touristic guides about other islands.

**Power Generators.** Beneath the surface, close to the rezz zone, there are three turbines powered by water currents. A glowing cable can be seen going West, it vanishes in a ditch.

Apart from that, there is a coral reef with glowing algae and a giant shell with a pearl inside. Sea vegetation is present through the entire area. There are also some fish.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Nautilus
Kona

This is a Microcontinent identified at Coordinates 943-944/1246-1247, Grid Sector G12, Northern Ocean. SLGI team gave it the transitory name **A476**.

## History

The microcontinent was identified during 2023 survey.

## Structure

It consists of 4 sims and is square shaped.

## Geography

This is a Tropical Beach Paradise. The sim *Kona* is divided into equal parcels, while the other sims have more Water than dryland. Altitude is low and land is sand-covered with some vegetation. Land rating is *moderate*.

## Sim Examples

* Kona North Island
* Kona East Island
* Kona Beach
* Kona

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Mount Olympus

Mount Olympus is an important touristic destination and is located inside *Bohai* sim, Sea Of Fables. It is a mountain island.

## Access

To access Mount Olympus one can start exploring from its Northern end bordering *Tasman* sim, where ots road starts. An alternative way is to start the journey from North-East, where a path can be seen reaching the shores. The path, starting at a natural dock, will eventually reach the main road. The Yava Script Pods and sometimes SLGI Taxis arrive there as do many manned boats.

The route towards the summit is a scenic road, a long stairway that passes many arched gates and through vegetation. Candles illuminate the way at night. The trail, together with the side path, measures 331 m and takes you from sea level to an elevation of 106 m.

## Summit

At the top, there is a bit of flatland. There is a gold table holding a fruit plate, a gold jar and gold cups, placed in the middle. Gold chairs surround it (there are eight of them). A harp, also made of gold, can be seen nearby. There are 13 large arches surrounding the place, with an *Atlantis urn* between each of them. There are four large vases, each one with a tree inside. The area is of outstanding beauty and luxury.

The Sea Of Fables is themed on Greek and Roman mythology, so, a *Mount Olympus*, where ancient gods were said to live, had to exist.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Sea Of Fables
* Sansara
Meisterbastler-Kreis Microcontinent

Meisterbastler-Kreis (MBK) is a Microcontinent located near a Sim Group located inside Grid Sector K13, at Coordinates 1104-1110/1382-1388. It is placed inside Northern Ocean and has the temporary name A055 given by SLGI team. It is an isolated microcontinent and in the same time a Sim Group since there are a few distant sims, linked economically to the microcontinent.

This microcontinent is previously known as ***Austria Microcontinent***, until evidence is found of its more official name as given by the SL Aviation group. [1]

## History

When discovered by SLGI team (April 2013), it was made of 17 sims, while 6 other remote sims could be found nearby. Its shape has suffered massive changes until August 2015. It lost its Eastern lobe. That part hosted **Munich city** and was catalogued as a City.

## Structure

As of May 2023, the microcontinent is made of 15 sims. It forms an elongated North-South structure with 2 sim groups to the east.

The sim group is made of 3 sims, two of them being connected.

## Geography

This microcontinent can be divided into 2 main regions:

**Rural Land** is usually mountain land (low mountains or high hills). It can be found in sims like Goethe. There are rivers and forests.

**Snowlands** can be found in West part of the microcontinent, where ground has an incredible declivity. Altitude rises up to 130 meters, higher then many continents.

## Transportation

There is a large network of roads, one that would envy people on many continents. The road network is doubled by paths. Very important is the presence of the German Railway, that connects 10 sims and has even an underground sector. In West, there are even other snowland transportation devices.

## Sim Examples

* MBK Frankenhain
* Goethe
* Meisterbastler South

## Status update

MBK is confirmed to be active during the February 2023 survey.

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* List Of Oceans
Nova Albilon Infohub

The Nova Albilon Infohub is located inside *Miramare* sim, Nova Albion, which is a suburbs of Bay City. It is close to the Nova Albilon Tram, along Route 66, the main road of Bay City.

Close to the road, there are four info kiosks. They can be accessed both from road and from the infohub and they give links, notecards and landmarks to places like *Learning Island*, *The Portal Park* or *Linden Realms*. The area around the infohub looks a bit like a trolley station.

A mark on the wall says *Welcome to Nova Albilon. Discovered by Magellan Linden, March 23rd, 2004 AD.* Another mark gives notecards about how to advertise at the infohub.

There is an advertising station where you can advertise too. There is also an info kiosk about Second Life's hot spots. There is also another advertisment for Chamonix City.

One bridge passes over route 66 and the trolley line. Up on the bridge, there is a map of Nova Albilon and a few landmarks of the area.

## See Also

* Second Life Geography
* Infohubs And Welcome Areas
* Sansara
Mapple Chanels

The Mapple Channels are a group of 3 navigable channels located around the sim Mapple. They are Geographic Structures.

## Geography

There are 3 protected waterways that stretch from the South-East corner of Dire Strait. Two of them allow a faster and better access to Blake Sea. They stretch through 6 water sims. Two of the sims, *Mapple* and *Heckendor*, are entirely Protected Land and completely covered by water. The other 4 only have sharp protected waterways and host a limited surface of dryland. All 4 host many buildings, docks and even an airport.

## Channels

The largest of all is named simple as *The Channel*. It includes the sims Mapple and Heckendor as well as small parcels from nearby sims. A traveler along this way will have to go twice across sim corners. In order to do this, vehicles must move slow.

The second channel goes through Firespire and Empish Glee sims. It also has a connection to Mapple sim. It is a narrow passage that requires some sailing skills and is not made for large ships.

The third channel is very short and only goes through Bertaggia sim. It opens in Dire Strait at North and ends in South at sim border.

## Navigation

The channels have almost no importance for Nautilus Strait Project.

The first channel is used sometimes by ships and planes traveling from Dire Strait to Blake Sea. the second channel can be used by experimented sailors, while the third one has only importance for the local communities, as an access way.

Automated vehicles avoid using Mapple Channels because water to South East does not allow object entry. The only company that visits the area is SLGI Fleet that sends SLGI Ship Dawn along part of the second channel, to Mapple sim corner.

## See Also

* Second Life Geography
* Nautilus
* List Of Geographic Structures
Prosperity Microcontinent

Prosperity (or A173) is a small Microcontinent placed at Coordinates 902-905/1348-1349, Grid Sector I13, Northern Ocean.

## History

In spring 2014, it was made of 8 sims. At that time, a large surface was Unused Land. By contrast, in 2015, almost all land was inhabited.

## Structure

A173 is made of 10 sims (two rows of 5 sims).

## Geography

The entire microcontinenet is a plain, with rare slopes.There are a few deep rivers.

A high number of buildings can be seen here, they are an important objective for visitors. They include: ancient Egypt palaces and temples, ancient Greek and Roman constructions, even Colosseum and many other giant constructions.

There is an extensive network of roads and paths, used both to separate land and to allow an easy access.

## Land Status

There are no accesibility restrictions. More even, large surfaces of land can be considered sandboxes, since people are alllowed to rezz. This applies to parcels of Unused Land.

## Sim Examples

* Prosperity Far West
* Prosperity Wharftown
* Prosperity Ashram
* Prosperity Annex South

## Status update

In 2023, the microcontinent has two active sims but other 4 inactive sims can be seen surrounding it.

## See Also

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

**Important:** In February 2023, Sandbanks is formed of only 2 sims, one sim short to be listed as a microcontinent.

**A352** is the transitory name for **Sandbanks**, a Microcontinent located at Coordinates 1046-1047/1078-1079, Grid Sector J10, Little Northern Ocean.

## History

There is not much data available. Gridsurvey database have detected at least some of its sims in 2008. SLGI team identified it in August 2015.

## Structure

A352 is made of 4 sims and has a compact shape.

## Geography

Unfortunately, access is not granted for public. This means that no Geographic research can be done.

## Sim Examples

* Sandbanks Island
* Swanage Bay
* Studland Bay
* Sandbanks Bay

## See Also

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

A244 is a temporary name given to *Main Store Microcontinent*, a Microcontinent detected at Coordinates 690-1216/692-1918, inside Grid Sector F12, Northern Ocean.

## History

This microcontinent was detected by SLGI team in June 2015. Previous researches found no visible evidence of a large grid structure so close to Eden Continent.

## Structure

It is made of 7 sims, all connected. Nearly all parcels share the words *main store* in their names.

## Geography

The microcontinent is dominated by flat land. There are no hills. Open water exists, but is not made to resemble a tropical beach paradise.

There are a lot of roads (majority are like bazaar streets or like streets of the suburbs). Landscape is dominated by sub-urban buildings, but in some parts travelers will experience incredible nature landscapes.

A244 is a good destination not only for shopping, but mainly for those who enjoy traveling and taking pictures.

## Land Status

There are some parts that restrict scripts usage, but no ban lines or entity orbs have been detected.

## Sim Examples

* Le Quartier Francais
* AMERICAN BAZAAR
* Belita
* Sunset Ambiance Island

## Status update

The 2023 survey found the microcontinent in the same place, composed of 5 sims.

## See Also

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

**Important:** This microcontinent could not be identified as for February 2023. It has vanished.

A234, also known as **Lover Star**, is a Microcontinent discovered at Coordinates 560-563/1295-1297, Grid Sector E12, North - West Ocean.

## History

This grid structure was first noticed on May 30th, 2015, by SLGI team. It is not an old structure, or if it was, it was too small to be detected.

## Geography

The microcontinent is made of 9 sims (on first reconnaissance image, it was made of 10). It resembles a Tropical Beach Paradise. Therefore, altitudes are low and the largest part of its surface must be covered by Water.

## Accessibility

Only land that is for sale is opened for teleporting. All other kinds of land, including Protected Land (water channels used to separate parcels) or Inhabited Land is not opened for teleporting. The vast majority of parcels have ban lines, so visiting this microcontinent is a hard task.

## Sim Examples

* Lover Star (followed by a number)
* Livers Dreams
* Lovers Key

## See Also

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

Western Railway is located in Western Microcontinent. It is a single line railway with big rails and wooden slippers. Since it uses a *Guide*, any classic Heterocera train can ride along it.

## Overall

The railway starts from Utah sim, at sim border. Probably, in past, it was even longer. Then, it stretches South over the plain. After a small stop, the railway climbs over the mountains, finding its way over cliffs and bridges. Then, it reaches another plain. Finally, in Nebraska, it makes a large loop through a pine forest.

## Length

The numbers below are distances measured in km. Estimated error is 5% or 20 meters:

```
Utah End:                  0.00
Terminal Station:          0.11
Overlook Station:          0.33
Triple Creek Colorado:     0.69
Nebraska Junction:         1.03
Weels Fargo:               1.15
Nebraska Junction:         1.39

```

## Transportation

There is no automated transportation. A train is sitting close to Weels Fargo. Any Heterocera train can use this railway, since it uses a *guide*.

## See Also

* Second Life Geography
* List Of Railways
New Horizons Road Network

New Horizons has its own road network, unconnected to the rest of roads in Zindra.

## Structure

There are basically four road networks, located in North, South, East and West. They are not connected through direct roads. There are waterways connecting the roads.

## Technical Data

The roads are modern, covered with asphalt, without holes, with shoulders built for pedestrians. An unique feature in New Horizons is that the roads only go on straight lines, they have only 90 degrees turns and run only towards the cardinal points. This allows the roads to separate parcels into equal squares.

## Length

* North System: 7500 m
* South System: 4500 m
* East System: 7500 m
* West System: 7500 m

Total length: 27000 m.

The length of the road network was measured on map and the estimated percent of error is 25%. However, even at this value, the road network of Mew Horizons is above some continents and is comparable with the infrastructures of other cities.

## Efficiency

Land does not allow automated vehicles to enter, so no automated company can use them. The roads lack rezz zones, making them less efficient for vehicles. They can be used for walking by anyone. Residents owning land nearby can use the roads to drive their own vehicles.

## See Also

* Second Life Geography
* List Of Roads
* Zindra
Schwartzland Sim Cluster

**A170** is the transitory name of **Schwartzland**, a Sim Cluster located at Coordinates 988-996/1118-1127 - Grid Sector I11, Little Northern Ocean.

## History

In spring 2015, SLGI team identified A170 as a Sim Group made of 9 sims. It was small and surrounded by Unassociated Sims. Because it had (and still has) the shape of a crucifix, A170 is easy to recognize on the map.

## Structure

In July 2015, A170 was made of 11 sims and had a shape resembling somehow a crucifix.

## Geography

This place has something in common with Shopping Continent. Almost all land is full with shops and parcels that are not occupied by shops are for sale or for rent. Infrastructure is well developed, the road system allows you to travel along the central sims. Most populated sim is the central one, that looks like a mall. Land is flat, without mountains or water.

## Sim Examples

* WESTLAND
* OSTLAND
* Arrakis
* Sun Isle

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* Oceans
Nautilus City Channel

The canal crossing Nautilus City is a Geographic Structure and an important waterway for the city. It crosses the city from its Eastern end to its center inside the *Citadel*. It is built in a straight line and along sim borders. It is 6 sims long (that is, 1.28 km). It can be divided into two sections. The canal is 30 m wide and has a depth of 9 to 10 m, allowing most ships to pass through.

**Outer Section.** For one km, the canal is dug in a straight line and crosses lower terrain. Here, altitude rarely is above 25 m. To North, the area is a large park, while to South, it is a less developed part of the city (a suburb). From place to place, there are candles in the middle, placed on stone pillars. Their presence means that the canal was built for two ships to pass through.

**Citadel Gates.** Where the canal enters the citadel, central part of Nautilus City, huge gates can be seen. The gates can be opened or closed by clicking on them. Here, the walls surrounding the canal are very high, rising to 66 m.

**Inner Section.** After passing through the gates, we enter the citadel. From a boat's perspective, it is like entering a deep gorge, only that, instead of cliffs, there are manmade walls. The huge metal doors have a dolphin design.

**Inner Harbour.** The canal ends within a round space surrounded by high walls. The inner harbour is 100 m wide and placed at the junction of four sims. Because of its huge size, depending on what viewer you have, you might not see the walls entirely. There are wrecks of a small boat on the bottom. The inner harbour has no stairs or anything that would allow access between the upper citadel and a ship stationed here. It is unknown how goods were exchanged here.

## See Also

* Second Life Geography
* List Of Geographic Structures
* List Of Waterways
* Nautilus
Premium Continents Road Network

The Premium Continents have their own roads.

## Infrastructure

The most developed continent is Premium East. All the other continents are cloned after it. The road network consists of:

* One road in North East of Meadowbrook Premium, fragmented in two parts;
* One road in East of Meadowbrook Premium, reaching a dock;
* One road along the shores of a river in Eldergreen Premium;
* Two roads along Japanese Premium linked through a bridge, one of them extending South into Eldergreen Premium;
* One road in Sandboxes Premium, designed for testing vehicles;
* Endless small paths, running small distances through parks or in the space between houses.

Unlike in other continents, it is impossible to measure the length of these roads inworld, as most land does not allow scripts to operate.

## Measurements

Premium East:

* Total road network: 9500 m
* Sea connection: yes
* Unconnected road pieces: 5
* Continent surface: 23.27 square km
* Land coverage: 0.408

Premium South 1:

* Total road network: 180 m
* Sea connection: no
* Unconnected road pieces: 1
* Continent surface: 12.32 square km
* Land coverage: 0.015

Premium South 2:

* Total road network: 7900 m
* Sea connection: yes
* Unconnected road pieces: 4
* Continent surface: 20.19 square km
* Land coverage: 0.391

Premium South 3:

* Total road network: 79000 m
* Sea connection: yes
* Unconnected road pieces: 4
* Continent surface: 20.32 square km
* Land coverage: 0.389

## Restrictions

Usually, land in Premium Continents doesn't allow scripts to run, so vehicles cannot work properly. This makes most roads useless. Their main purpose is decorative.

## See Also

* Second Life Geography
* List Of Roads
* Premium Continents.
LH Test Microcontinent

**A226 - LH Test** is a Sim Group or a Microcontinent located at Coordinates 1293-1296/1363-1364, Grid Sector L13, Eastern Ocean.

## History

At the autumn 2013 survey, SLGI team found a dark spot on map, but it vanished soon. In spring 2014, the dark spot appeared again and was classified as a microcontinent. Since numbers are higher then 10, it is clear that there were more sims at some time.

## Structure

A226 is basically a Microcontinent formed of 3 sims. However, a 4th sim, invisible on the map, can be found further in North. All sims are named *LH Test*, with a number added.

## Geography

Land is flat. There are a few premium homes there, looking just like in the Premium Continents, only that they have no inhabitants.

## Land Status

Land is opened for visitors. There are many premium homes, just like in Premium Continents. Land is owned by Governor Linden, so it is mainland. Probably this is a place for testing premium homes.

## Sim Examples

* LH Test 9
* LH Test 13
* LH Test 14
* LH Test 2

## See Also

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

The *Orientation Island Public* is a Sim located inside Linden Village, North-East Sansara. It is entirely Protected Land. It is a place created for new avatars to learn their way around.

Visitors will arrive at the North-West end of the island. From there, they can follow a path towards learning points.

1. **Moving** is the first lesson. Avatars learn how to move around using keyboard keys.
2. **Appearence** is the second lesson. You can click on two boards, one representing a man and one of a woman. You need to take the given outfit and learn how to wear it.
3. **Appearence 2** teaches you how to adjust position of objects and body parts.
4. **Chat** is the next lesson, with a parrot that repeats what you say and can give you a kiss.
5. **Getting a closer look** is the next lesson, teaching you how to use a combination of keys for that purpose.
6. **Moving objects** is done with a ball that you have to put on a table.
7. **Flying** is the next challenge, you have to fly to arrive at the final point.

Once all is completed, you are at a temple. There, you have four options:

* Go to Help Island Public.
* Explore the *Residents Choice Awards* (built in 2009, gives you a notecard with a link).
* Go to mainland.
* Reach *Resident Help Network* (seems non-functional).

If you decide to go to mainland, you will likely be sent to Mount G'al at the infohub. There are other 11 possible destinations.

The island is a beautiful place in nature, full of vegetation, with ground resembling grass texture and with nice landscapes. It is a pleasant place to stay.

## See Also

* Second Life Geography
* Infohubs And Welcome Areas
* Sansara
Milandreya

Milandreya is a water sim part of *Gaeta Seas*, Gaeta 1 Waterways Network. It is the place where one virgin trail part of Gaeta 1 Road Network starts to venture inland. The entire sim is Protected Land.

In the South-East part of the sim, there is a large sandy beach that marks the beginning of the virgin trail. It is not known if the trail was intended to become a road or a path like the Sandy Beach Trail that exists in North. The area is extremely less visited, although all surrounding dryland is inhabited.

Water is very shallow, allowing only small boats to moor. There are no docks. There is a small island in West, which is separated from the coastline by a narrow strip of water which is not deep at all. In past, there was a campfire on the land. Currently, there is only one palm tree. Ground texture resembles fine-grain sand.

The area is periodically visited by the Yava Script Pods and SLGI Fleet in their venture South.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Gaeta 1
Scotland Microcontinent

**Important:** Do not confuse this microcontinent with Scotland in SL, a totally different microcontinent.

Scotland or A017 was a Microcontinent located in Grid Sector E10, Far West Ocean, at Coordinates 522-524/1035-1041.

It seems to have disappeared by June 2023 when a cartography update was performed.

## History

It was discovered by SLGI team in spring 2013, when it had 12 sims. Since then, it had slowly increased in size. At that time, there was a lot of land available for sale.

During the June 2023 cartography update, the SLGI team no longer see region anymore, though. It seemed to have disappeared completely.

## Structure

This microcontinent was formed of 17 sims. It was 7 sims long (North-South) and only 3 sims wide (East-West).

## Geography

Unlike real Scotland, the land was more flat, with a lot of water channels (channels exist in real Scotland too) and long hills along them. Buildings were Scottish-themed. There were not only homes, you could also find castles and a big port. Vegetation was also present, with a lot of trees.

Ground texture changed according to seasons.

Transportation could be done by water or by walking through parcels. There were no roads. A large teleport system was available to all sims.

## Land Status

Land was owned by a single estate. Land With Restricted Access was rare.

## Sim Examples

* Scotland Inchmurrin
* Scotland Inchcruin
* Scotland Ross Island
* Scotland Inverbeg

## See Also

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

Rosehaven is a Microcontinent located at Coordinates 906-909/1029-1034, Grid Sector I10, Little Pacific Ocean on the former Caledon - Winterfel continent. SLGI team gave it the transitory name **A440**.

## History

Rosehaven is the successor of Winterfel, which split from the Caledon - Winterfel continent. The continent split somewhere around 2019 into two microcontinents which could not have 30 sims to be ranked as continents.

## Structure & Geography

Rosehaven is a big microcontinent, consisting of 18 sims that resemble a fantastic medieval world full with mystery and worth exploring. There are waterways separating the landmass into a multitude of islands.

## Sims

* Rosehaven Absinthe
* Rosehaven Serenity
* Forest Floor
* Rosehaven Ebonshire

## See Also

* Caledon - Winterfel
* Caledon
* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Pfaffenthal Microcontinent

A248 is the temporary name for Pfaffenthal, a Microcontinent identified at Coordinates 612-615/1168-1170, Grid Sector F11, Far West Ocean.

## History

It was discovered by SLGI team in June 2015.

## Structure

This microcontinent is made of 8 sims and has a shape that would fit into a right-angle triangle.

## Geography

At a first look, this microcontinent has massive Geographic structures (mountains, plateaus and a few rivers), where Altitude climbs to 100 meters. Land looks undeveloped, there are not many constructions visible. However, in many places, mountains are just sculpted things, below them, other things might hide.

This place is intended to be a battlefield.

## Sim Examples

* Pfaffenthal Beenchen
* Kirchberg
* Pfaffenthal Muerbels
* Pfaffenthal Hiel

## See Also

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

Arapaima is a safe hub. It is located North of Kama City, Zindra, at the East end of North Shore.

Scripts are not allowed at Nelsonia.

## 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*.

Nelsonia was the second safe hub built. Its architecture is copied from Arapaima. The only difference between the two is that Arapaima points East and Nelsonia points North. Unlike Arapaima, which was built at some distance from the shore, Nelsonia is only one sim away.

## 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 Arapaima, water is just beneath the floor. The entire structure is built on water and some avatars accidentally get beneath. There are also a few small trees grown in vases.

The front also forms a beautiful promenade, where waves sometimes impact the structure and cause white particle effects. 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

Nelsonia was built as a backup as Arapaima was too crowded.

In past, there have been attempts to provide a ferry service between the coast and the infohub along the North Shore. However, because land on Zindra usually does not allow objects entry, such a project is impossible.

## See Also

* Second Life Geography
* Infohubs And Welcome Areas
* Zindra
Premium Eldergreen Infohub

Eldergreen are three identical infohubs inside the Eldergreen Premium subcontinents of the Premium Continents:
Elderglen (Premium East)
Eldervale (Premium South 2)
Elderdale (Premium South 3)

There is no infohub for Premium South 1, as this continent is less developed. Premium East is the most developed of all. The four premium continents are created through Cloned Geography, by copying sims from Premium East into the other three when needed, to host premium homes. So, by visiting one infohub, you can get an idea about the others. They are identical. Their purpose is to give information about premium homes. Unlike the other premium infohubs, the Eldergreen ones are unofficial (they don't have the conventional sign on the map), but they still exist and offer the same facilities as the other ones.

Eldergreen Premium is a more nature-oriented neighbourhood, with houses made inside tree trunks and immersed in vegetation. So, even the infohub is placed in a more nature-themed area, with giant mushrooms and trees, with green grass and rivers.

After crossing a bridge, you will arrive at the infohub's court, where four info kiosks are placed to display important info about the premium homes. A copy of the *premium homes* comic book is displayed and available for free. Textures are also available for free to visitors. The area inside is a large lounge with many chairs and a bar in a corner. There is a kitchen to left. To right, there is an alchemy room. Among the things that can be served here, there are some very unusual substances like bat juice or fish juice.

## See Also

* Second Life Geography
* Infohubs And Welcome Areas
* Premium Continents
Rivula Park

There is a small park with a childrens' playground located inside *Rivula* sim, at the junction of route 1 with the road leading to Inner Atoll. The park is a good place to rest especially after a long trip. The park was built by Sunny Mole.

## Location

Among Heterocera Road Network, route 1 is the longest and runs along the inner coastal plain of the outer atoll. The road is home to many parks and places to stop like Pit's Truck Stop or Mole Mart. Inside *Rivula* sim, route 1 meets a road heading East over a large bridge and reaching the Inner Atoll. Also, a side road separates towards West and is continued with a virgin trail that reaches the Second Life Railroad at *Lunalis* station. That trail is paved for a short distance, continued with a steep climb and also hosts a rezz zone.

The park is placed close to the junction and encompassed by a road on both sides.

## Description

The park has many attractions for kids: swings, a *molly* go around, a sandbox, benches for adults to relax while watching children playing, toys (including a toy train) and even a doll's pram. Instead of kids, there are moles playing (but this does not mean that adults cannot sit and play too).

The park is full of vegetation. There are many trees around which provide enough shadow during hot sunny days.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Heterocera
L - Shaped Lake

The L - Shaped Lake is a submerged Subcontinent located in central Sansara. SLGI team gave it the transitory name **B026**.

## History

The L - Shaped Lake was created to separate two distinct parts of the map, while Sansara was in the middle of construction. The name was transitory. Linden Lab wanted residents to suggest a better name (as it can still be seen in land description). However, even if more then 10 years passed since its creation, no other name was chosen. So, the subcontinent kept its temporary name up to this date.

## Structure

The lake is composed of 7 sims, 6 of them placed in a row. It forms a natural barrier between the Volcano sims (West Volcano Subcontinent and East Volcano Subcontinent) and the Southern lands.

## Geography

As the name suggests, the subcontinent is almost entirely submerged. Islands exist in 4 sims:

* Harvey - an island 37 m high, with a few houses and a dock, most of the island is covered by vegetation; there is also another, small island in that sim, which can be used as a sandbox.
* Dunlevie - altitude 33 m, an island mostly covered by forest, with a wooden house in the middle, another island can be found at South-East.
* Balkanski - 31 m high, an island covered by forest, with a wooden house in the middle.
* Beirne - a small island, 22 m high, with an interesting flower.

The lake floor has sandy texture. A diver will not find much vegetation there, but will find submerged boats and other wreckage. Sailors with big boats should be aware of sand dunes on the bottom of the lake.

## Land Status

The lake is entirely protected land and is opened for sailors. There are a few rezz zones for boats, usually located around docks.

## Transport

The lake is an important bypass way between East and West of Sansara. Both sailors and airplane pilots use it as an easy way to go around. The YavaScript pods often visit the lake. The SLGI Trains fly above it.

Despite being a good passage way, the lake is not used at its full potential. The number of boats and airplanes crossing its waterways is not significant.

## See Also

* Second Life Geography
* List Of Subcontinents
* Sansara
Maui Microcontinent

Maui is a Microcontinent located at Coordinates 548-551/1137-1140, Grid Sector E11. SLGI team gave it the transitory name **A371**.

## History

Maui appears to be a new microcontinent, located in a place where old grid structures vanished and were replaced by new ones.

## Structure

It forms a perfect square and it is made of 16 sims.

## Geography

Maui is a Tropical Beach Paradise. It is composed of a few islands, shallows and deep water.

## Sims

* Maui Waves
* Maui Dunes
* Maui Reef
* Maui Beach Club

## See Also

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