New Frontiers

I was scrolling through the SL Destination Guide and I was finding lots of seasonal places, quaint Christmas themed locations and the like. Then I saw New Frontiers which looked much more my kind of place.

The arrival point takes you to a raised platform with a number of Staff and Management online status boards as well as consoles which provided links to online resources.

It also has the regions HUD vendor, but unless you knew what you were looking for, you might miss it.

The HUD vendor is grey, surrounded by other grey stuff and lost in Hovetext everywhere.

It wasn’t til I read the Starter Guide which has an image of the vendor located in a past incarnation of their landing point that I spotted it.

Anyway I carried on exploring without the HUD on my first visit. Down the steps at the opposite side of the platform, thier lore is quite detailed and there are a number of Factions your character can join.

There are TP doors to either side of the staircase, I took the one to the left at random.

I head into town to have a look around, the usual things are to be found, a bar and some other buildings as well as paths out of town.

Since the bar was deserted at that hour I headed out of town, which took me onto a forest trail.

After a short walk I came across a building that was clearly the headquarters of one of the Factions mentioned at the arrival point. So proceeding with caution I went to explore.

The Faction complex entrance

To the side is another building I thought I’d check out first, this seems to be some kind of meeting room, so on into the main building I went.

Clicking the red square in the middle of the main door takes you inside to a cave-like tunnel, which leads to a 3-floor lift.

I hit the button for the 2nd level to begin my descent. Finding nothing of interest there I hit the button for level 1, which was more promising.

Down to Level 1..

On level 1 there’s a locked door that obviously lets you into the Factions HQ proper. I’ve seen these locks in SL before, presuming this one is the same,the combination pad is functional and you need the combination to proceed. So that brings this particular exploration to an abrupt end for now.

If you like Sci-Fi roleplay this looks like a very promising place to try, or just to explore and photograph. I only tried one of the TP doors from the arrival room, so there’s plenty more to explore that I haven’t covered.

Landing Point: http://maps.secondlife.com/secondlife/Caymen%20Shores/172/189/2126

Wiki: http://www.newfrontiers.co/wiki/index.php/New_Player_Guide#Visiting_the_sim

(Note: going to the Homepage newfrontiers.co prompted a warning from my security software so I didn’t visit that part of the site.)

Hellas Crater – Watchtower and Bunker

I have an update to share about the Hellas Platina Crater Roleplay set on Mars.

So what’s new? After the expansion I wrote about  (and was featured on Secondlife Community Blog) at the beginning of August,a new RP area has been added. This consists of an office, a watchtower and a security bunker. Penny, who I first met IC (In-Character) during The Unexpected Delivery RP, showed me the new additions.

Penny and I at the new RP area

The largest of these additions is the bunker.

The Bunker entrance

Having a dedicated security headquarters,will give my character more of a functional base to work from rather than a container crate home. It was decided my character with her history of dealing with weapons (see The AMZ Delivery Lady) should take on the role of handling crater security and the bunker is where that will be run from.

With these additions, there have also been removals. The cargo container accommodations previously mentioned have been removed.

The storage container homes have been removed

These container homes are all very well as being a known story element location to refer to, but since most people don’t usually RP in them much, they don’t actually need to exist.

Penny reworked the area with some greenhouses once they were removed.

I’m looking forward trying out theses new areas in an RP, maybe we’ll need a troublemaker that needs dealing with. Come along and join in!

Landing Point: http://maps.secondlife.com/secondlife/Kind/182/178/3001

Cocoon

Cocoon is a Cyberpunk Roleplay location, but with a slight difference, as you will see.

Arrival point
The story lore incorporates various races/beings
Don’t forget to collect a visitor tag before you leave the arrival point

Once you arrive in the RP area find the taxi, clicking it will give you a grid displaying various locations to visit.

The various locations are what you would normally expect to find in a place of this genre.

However if you choose the “Main Starport” option on the taxi board, this is where things get a little different. Because here you will find a couple of vehicles that transport you to slightly different themed places.

The Limo-style one takes you to a location referred to as “Luna” and is very clean and utopian in style:

The other transport takes you a considerably more run down location, apparently located on Mars:

There’s certainly a lot to explore here and plenty of scope for RP storylines with the various race and faction options to choose from. Drop by and have a look if Sci-Fi or Cyberpunk are your thing.

A note if you’re going along just to take pictures. The default windlight is quite dark as you can see, so choose a lighter outfit if you’re going to use it. You can see in the first pic my suit was black and found I had to change that as soon as I left landing area because I was pretty much invisible (good for roleplay maybe, not for pictures).

Arrival Point: http://maps.secondlife.com/secondlife/Esperia/236/163/4086

Website: https://cocooncorp.enjin.com/

Featured on SecondLife Community Blog 13th November 2020.

Halloween 2020: This is Halloween

“This is Halloween” quite a self confident name/claim for a location I thought when I saw it on the Destinations, so I had to have a look and see if it lived up to it.

It does certainly give you that kind of feel on arrival, the mandatoryhooded ghoulish figure, twisted trees and some pumpkins.

Behind you are some more trees with an inviting path, so that’s the way I headed

Through the trees and a dark hollow log tunnel, leads you to enchanging night view

and of course, the pumkin patch

Following the paths in any direction take you to a variety of spooky sights, I’ll include a few snaps here, but it’s worth having an explore to feel the spooky atmosphere yourself.

Does it live up to it’s namesake title? Well it has all the expected parts, the conclusion I leave you.

Landing point:http://maps.secondlife.com/secondlife/Bonaire03/112/129/22

Featured on SecondLife Community Blog 19th November 2020

Halloween 2020: Spellbound Academy

Update 16th November 2020:Spellbound Academy to Close!

It’s true. The Spellbound Academy of Sorcery will soon be closing it’s gates for the last time. [..] The main Spellbound game (estimated at around 8 hours of game-play) AND the special bonus game for Premium Peas will close on 31 December, so make sure you finish it soon!

Source: http://www.madpeagames.com/spellbound-to-close-the-magic-is-ending/

After visits to a few dark and spooky places, I thought a lighter feel and more fun one was needed. So I’m writing about Spellbound Academy, which has a very strong Harry Potter type feel to it.

The Academy isn’t just a place to wander around, it’s an interactive game with searching and tasks to do.

To start playing you need their HUD, which while the signs say you have to Buy it, all I had to do was join the (free) group and click the HUD vendor to get started.

You’ll need to click the various crates around the table as well to get a free wand  before you can get through the gates into the Academy.

The arrival point is like a quaint village centre ringed by stores selling in theme items. The stall holders/shop keepers are NPCs you can interact with.

These pets and wands are optional paid-for gameplay enhancements.

I think a wand is probably the most useful item to acquire if you chose because if you log out and come back another day..

[09:15:02] Spellbound Free Wand V3.3: You have a free wand, but if you leave Spellbound, you'll have to come back here to the donation crate for a new one unless you purchase a wand.

..you have to come back and get another one. But given the wands only cost 75L$ it’s not so bad. The pet owls on the other hand are 499L$ and help you locate crystals. At the time of writing, I’d bought neither item.

When you arrive in the main hall, have a bit of a wander, the layout is fairly simple, with a series of locked doors on two levels that you must collect sufficient crystals to pass through.

First couple of things you will need to do is collect the contents of the chest at the top of the stairs.

Then interact with the tree in the middle of the hall, where the collection of blue crystals shards are. (The tree isn’t pictured on account of it not being there when your first arrive and that I didn’t know it’d vanish later!) Once you’ve pressed all the dialog options, you can begin your search for crystals and start opening doors to other levels.

The first door you’ll be open takes you to a hall with a firey theme, the Ignis house.

In each corner there are boards you can interact with to learn spells, each requiring different amounts of Mana crystals.

Next up is the the Aqua house with watery theme and associated spells to learn.

So far I only explored these first two houses, but from the info at the arrival point, there’s two more to get to:

Its a fun game to spend some time on (potentially a Lot of time!) if you’re into witchy/wizardy type stuff of the Harry Potter style.

 

Landing point: http://maps.secondlife.com/secondlife/MadPea/154/114/3002

Game website: http://www.madpeagames.com/spellbound-play/

Halloween 2020: Forgotten Souls

Forgotten Souls is a “abandoned frontier town” type of place with some older and newer elements thrown in. The landing point drops you outside a cemetery, but you can’t enter directly from this side so I took a wander.

There appeared to be some lights in the other direction, so I headed that way and found what appeared to be an old store of some kind.

Place unsurprisingly a bit of a wreck, but some figures ehead so I headed in that direction

Which lead me to some of what must be the Lost Souls the place is named for.

I took some stairs outside a near building to give me a bit of a better view

Seeing that there appeared to just be wasteland beyond the living corpses I went back the other way to see what else the town had to offer.

First stop was obviously the Cemetery

Further along what could only be called the main street was a foreboding building on the opposite side, the Asylum.

I just had to have a peek inside..

At the end of the street there appears some kind of ruined train carriage

Seems someone was living in it for some time, but evidently now a long time ago.

following the road around I found the rear of the main street had some shop fronts

Looking at the decayed shop buildings, I almost missed a stone staircase hidden in the mist

So up I inevitably went to investigate

At the top I found a half collapsed columned structure and within it a rather disturbing scene.

I retraced my steps back out to the main street and decided to see if there was any mysteries behind the store I saw on arrival. Sure enough I found a lake behind it.

Along with a number of other buildings that I’ll leave you to explore!

Landing point: http://maps.secondlife.com/secondlife/Forgotten%20Souls/107/119/25

Featured on Secondlife Community Blog 8th October 2020.

Halloween 2020: Dead Mans Island

My next stop for this Halloween seasons wanderings is Dead Mans Island. The name couldn’t be more accurate, you can hardly turn anywhere without sight of a corpse, grave or some spooky sight. It’s fantastic!

I arrived in the hallway of the the regions spooky mansion, which I don’t think is the intended arrival point, but doesn’t really matter.

My view on first arrival arrival

Behind me is the main entrance leading outside

Entrance hallway

Rather than heading out, first I decided to have a look up the stairs

A creaky staircase with lights on upstairs, is that signs of life?

So I up I go and explore the rooms

Back down stairs I went through into the next room that turned out to be the kitchen, but I don’t think it’s regular food being cooked in this cauldron!

Don’t think I want to know what’s in the pot

Back the other way to the main doors outside, leading to a long pathway out into a dark forest.

Outside the gates I found this cute little night watchmen, although I expect they’d object to “cute”.

Then a glance the other way and ..uh..skeleton musicians?

Anyway straight ahead and uphill is where the path leads

At the top I find a solemn monk statue and some suggestions this is the intended Arrival point.

While I survey the forested and swampy landscape below, something unpleasant is surveying *me*.

So back down the hill to investigate what looked like a mine entrance to my left

Bones outside seem a bit foreboding but I go have a look anyway..more bodies!

Exiting the mine I cross very misty the swamp

On the far side I see a building at the top of the hill

I find it guarded by some fearsome creatures, a large Demon and some Hell Hounds.

Inside I find it was at some point a church, but I don’t think there’s been anything Holy about this place for a long time!

After a respectful moment at the altar I head out again and follow the coastline, when I stop to take a moment to look out across the water, I find a werewolf and his victim lying on the ground.

A werewolf and it’s prey

I move on hastily past so as not to interrupt it’s snack and become dessert. Just in case I duck inside a little mausoleum next to the cemetery gates

I wait inside for a few minutes to make sure he’s not followed me, it’s quite comfy!

Moving on into the cemetery it seems fairly empty, presumably because most of the dead are up and about! The main feature of the graveyard is a single large Angel statue…with no head!

Back out onto the coast path there’s a good view across to the spooky Mansion.

I wandered around the rear of the building to see if there was any more sppoks to be seen. Unsurprisingly there’s another graveyard.

Not so many here, maybe was just the homeowner personal cemetery perhaps? As I was about to head back around to the front door, I saw a light further along the coast

Maybe the houses former inhabitants aren’t at rest at all!

Even the nearby vegetation is looking far from healthy!

Dead Mans Island definitely should be on any Halloween fans list to visit.

Mansion hallway: http://maps.secondlife.com/secondlife/Forbidden%20Valley/130/201/33

Hilltop arrival point: http://maps.secondlife.com/secondlife/Forbidden%20Valley/114/18/35

Deadman’s Island Flickr

 

Halloween 2020: Pumpkin Town

It’s been a while since I posted anything about my SL adventures, mainly since I haven’t had time for much. So I thought now we’re into “Halloween Month” in SL I should start again with a seasonal wander. So I headed to “Pumpkin Town”.

This place has been going since 2010 but I don’t recall ever visiting before, certainly not since I started blogging my explorations.

So the arrival point is as pictured in various places and typical of a SL Halloween location..pumpkins everywhere of course!

then behind you is a little jetty and cabin the water, maybe I’ll come back to that.

The “what’s behind me” shot

Following the pathways take you through a shopping area:

Usually not my favourite aspect of SL Halloween, but I did actually buy something for a change!

Further along I find my kind of Halloween location, the creepy places!

The gateway to creepy town is a bridge over a murky swamp

I stopped to have a nosey in the house before crossing

On the other side of the swamp there’s the first of the spooky buildings to explore

Around the back there’s view across a misty lake

Then I had a look in the back door of a nearby place, seemed full of all kinds of curiosities:

Back out onto the path I pass another spook place

Before coming to the crest of a hill and overlooking this intriguing place:

So I go down and have a bit of an explore..

appears to be an abandoned old folks home? Walking out the patio doors at the end gives me a view of the green house..what are those?

I head back in and walk around til I find the door leading into the greenhouse and open it carefully..

Not wanting to become dinner, I close the doors again and make a hasty exit! As I wander the path some more I come to an inviting sigh..”Haunted House”

I followed the signs to this rather imposing building:

I won’t spoil any more surprises, you’ll have to come and check it out for yourself!

Landing point: http://maps.secondlife.com/secondlife/Pixeltrix/18/181/52

Pumpkin Town Blog

Oh..I did go back to the little jetty at the landing point..the boat tied up there is crewed by Skeletons!

Featured on SecondLife Community Blog on 5th October 2020

Sharke and the Doctor

As promised I approached the greenhouse area intending to visit Penny, as I said I would at our last meeting.

On arrival I see Seffy perched on top of the chicken coop and a couple strangers in the vicinity. There’s a man next to Penny outside the greenhouse and a woman by chicken coop.

The woman is talking about how roast chicken was appealing. Seffy pointed out that unfortunately despite wanting fried chicken, she’d been told they were more useful as a supply of eggs. I agreed with that after offering greetings to all.

Penny doesn’t make any introductions of the strangers to me,which seemed odd. However listening to their conversation I gathered she was still trying to find out the man’s name and he was being evasive.

I notice someone come up behind me and move towards the greenhouses so they’re not directly behind me. Not taking in their appearance at that point, just they were very large in stature.

Moving on into and through the greenhouse building, I had a look around while listening to the conversation between the first man I’d seen and Penny. By the time I’d emerged at the other end of the building it was revealed he wished to be addressed as “Sharke”.

Sharke

The unknown woman blurted out a barely understandable sentence before leaving the area hastily. Evidently not comfortable with the growing number of strangers around.

The unknown woman before she took flight

As I emerge from the greenhouse I’m now facing the stranger that had come from behind me, he’d come closer. I could see another reason the woman may have bolted. He.. presumed from stature, was not human. Humanoid in shape but his head was elongated and his skin appeared leathery.

Humanoid, but not Human..what *is* this thing I wonder.

So I ran a scan with my optical implant. Originally intended for detecting dangerous goods in packages, I’d had a few upgrades made to it. The result showed that the outlines of internal organs seemed to be in the right places for a human, so maybe he was once? I’d noticed his pistol with my regular eye already, the scan revealed just some spare ammo in his long jacket and random stuff in his bag.

Out of curiosity I did the same scan on the other guy, Sharke, talking to Penny. That brought some interesting results. I hadn’t noticed his hands weren’t completely flesh, he’d had quite a few augmented upgrades too. He noticed what I did and didn’t seem to comfortable about it, but made no verbal comment. The conversation revealed that both of them were in need of shelter and that Sharke was in need of a medic and a technician for his hands.

I told him we have a bot-shop so fixing his hands wouldn’t be an issue and we had private accommodation in old shipping containers. Penny chimed in with more information on a shelter and medical facilities. At this point the non-human announced that he was a medical doctor. It crossed my mind that may explain is current appearance, an experiment gone wrong perhaps…or right?

Penny took them over to the large building opposite, that she referred to as the “Church”. I’d just thought of it as a hall or barn, since it contained mostly medical and droid repair equipment.

The building Penny describes as the “Church”

I followed them over at a distance. Sharke made the gentlemanly gesture of indicating I enter ahead of him, but by the time I caught up he’d gone ahead. I slipped in quietly and leaned against the door frame briefly before taking a seat on an old folding chair, since I had not much to contribute to the discussion at the time.

Keeping to myself out the way

Penny was trying to get the Doctor to fill in some paperwork, which seemed a little ludicrous given the circumstances. But I figured this was Ellie’s domain and being an android it made sense she’d want everything orderly.

Penny then made her departure to go tend to the greenhouse and feed the chickens, I followed her out, leaving the Doctor and Sharke talking I bade them farewell.

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