Monthly Archives: August 2013

Not…

… much time tonight, Hucka D. I took Liquor out in the woods today and created some photos. Not very good ones, but still I’m out in the wood.

Hucka D.:

Maybe you should just talk to the reader tonight.

bb:

Okay, we can try that.

Well, today was a pretty decent hiking day for a change. The past two days, actually, I’ve been able to re-visit Lion’s Roar for the first time in probably 1/2 a year or so. Not much has changed there, which is exactly what I’d expect, given that it’s tucked away in the deep woods with probably no visitors except for me. Pots still there; bottles still there. I could reset up Lion’s Roar in a short time. However, the place is wetter than I remember — I don’t think that’s really a change per se, but just something to do with the seasons. I set up Lion’s Roar in the fall, and under dryer conditions when the leaves are off the trees and direct sunlight hits the place with greater frequency. But the bigger news today is finding a small but flat platform area a little above Lion’s Roar on the ridge directly west of it. A place for a tent or even small structure if I wished. This is the same ridge that Kentucky, a much larger (if not necessarily flatter) platform area, is situated upon further up. I also re-visted Kentucky both yesterday and today, and was able to eyeball the Bee Line again from various angles. It still seems to be a legitimate phenomenon.

Is it time to give up my virtual reality town? Not sure. I have about 2 weeks to decide whether to renew September’s tier. If I desert VWX Town, I most likely will not be able to recreate something that extensive in Second Life. What I’ll do if this happens is keep the Lama rental property that the Power Tower Gowlery exists upon, as well as Gallery Jack containing earlier collages. And just delete the rest.

Hucka D.:

You better call a town meeting before you pull the plug. What about The Table?

bb:

The Table in VWX Town is not the *real* Table. Thanks for showing back up again.

Hucka D.:

You’re welcome. Think long and hard about giving up VWX Town.

bb:

Herman and Frank Parks are opening up again. That has to be the focus now. The focus for this blog through me.

Hucka D.:

True (pause).

bb:

So back to the review — Hucka you can hang out still if you wish: Today I also went to Bill Mountain and hiked past the infamous Rust Spot. The road was wet, wet, wet — almost impassable up to the place. I wondered even if the aliens made it this way so they could have more privacy on their mountain.

Hucka D.:

Yes, that is what happened. You shouldn’t or don’t need to go up there for a while. You have the other side of the road.

bb:

That’s right. Today I also walked down TILE Road in Herman Park, which was fun. That was *early*. And then I’ve also visited Whitehead Crossing itself a couple of times in the last week, and plan to go back tomorrow, perhaps early once more.

Hucka D.:

Do that. So where are you going to set up the train tracks the next time?

bb:

Whitehead Crossing?

Hucka D.:

You’re asking me?

bb:

Um… maybe.

Hucka D.:

If you’re finally getting back to Frank and Herman Park mythology…

bb:

Uh oh.

Gone.

—–

I forgot to talk about the contemplation loop.

Hucka D.:

Take pictures tomorrow. Bye!

Leave a comment

Filed under Byng, Herman Park, Wealthy Mountain

Burnet — 8 points, 02

Perhaps strangely and synchily again, Burnet/192/192, the next point up on our Diagonal journey through Burnet, lies at the very tip top of the same cliff Baker stands at the bottom of at Burnet/160/160. The elevation is now 85 meters, a gain of 43 from Burnet/160/160. The elevation has thus *doubled* from 160/160/43 to 192/192/85. Just another observation. Once more step south and Baker starts to descend the cliff. In other words, moving to Burnet/191/191 finds Baker beginning down the steep bank again.

Snapshot1203_009

We are also on Second Life RR property once more — Linden-owned.

Snapshot1203_012

Burnet/224/224/103: Baker is on flat ground again. But in the meantime, we’ve climbed another, smaller bank from Burnet/192/192/85 to get to this location. Elevation change between the 2 points: 18 meters. The land is called Old Jaynestown, with no further explanation of the name origin. However, in checking the owner’s profile (Johanna Zerbino), it looks like she too has connections with Washtown, which according to that link I found last night, use to spread out over perhaps the whole sim of Burnet.

Snapshot1203_013

The northeast corner of Burnet (Burnet/256/256/99), where The Diagonal starts into the next sim up (Hooktip). The elevation remains similar to Burnet/224/224. The gazebo-like structure near Baker is located on a 512 parcel named “Idris’ Workshop”. I’ll have more to say about that later, perhaps.

Snapshot1203_017

Let’s now swing to the very other side of the sim: Burnet/00/00 — furthest possible location from where Baker is standing above — and see what’s there. We’re on the edge of the Shadowrim spaceport once more, but the western side now (Burnet/64/64, already visited, is on the east side of same). The Diagonal passes into the northeast corner of Cosmet just behind Baker here (background center of picture). The Blue Sun Corp. warehouse is to his right, just over the Burnet line in Bagworm. To his left and back are the flat plains of Lyonet. Baker’s elevation is basically identical to his spots in Burnet/32/32 and Burnet/64/64, and this makes sense because the spaceport exists on a flat platform area and all of these points lie within its boundaries.

Snapshot1203_021

As Baker was straddling Burnet/00/00/32, attempting to understand its meaning, a small fishing boat simply erupted from the ground *directly* in front of him, startling my poor avatar considerably. He just managed to take the picture below before the boat, after rocking a bit for position, disappeared before his eyes. Is this place a *vortex*? Seems to be so, and that might explain the other, seemingly stray vehicles found just back of Burnet/00/00 in a short but rather deep ditch called Morgaines Trench.

Snapshot1203_022

Certainly we have more cud to chew on now concerning The Diagonal subject.

Snapshot1203_023

Burnet locations we’ve been talking about:

http://slurl.com/secondlife/Burnet/00/00/32
http://slurl.com/secondlife/Burnet/32/32/32
http://slurl.com/secondlife/Burnet/64/64/31
http://slurl.com/secondlife/Burnet/96/96/44 (banned property)
http://slurl.com/secondlife/Burnet/128/128/43
http://slurl.com/secondlife/Burnet/160/160/42
http://slurl.com/secondlife/Burnet/192/192/85
http://slurl.com/secondlife/Burnet/224/224/103
http://slurl.com/secondlife/Burnet/256/256/99

3 Comments

Filed under **VIRTUAL SL, Heterocera

Burnet — 8 points, 01

I decided this night to explore more of The Diagonal as it passes through Burnet. Several days ago, I realized the master location of this sim, where the three coordinate numbers on The Diagonal become the same number, seems to be precisely 1/8th up the sim from the southeast corner, at Burnet/32/32/32. Given that there’s also a central octagon shaped structure near this point with the seemingly synchy name of Joe’s Garage (Zappa resonance, once more), I began to wonder what would be located or highlighted at the 1/4th point of The Diagonal in the sim (Burnet/64/64), the 3/8th point (Burnet/96/96), the 1/2 point (Burnet/128/128), the 5/8th point (Burnet/160/160), the 3/4th point (Burnet/192/192), the 7/8th point (Burnet/224/224), and then either corner of the sim southwest and northeast (Burnet/00/00 and Burnet/256/256). Soon, through Baker Bloch, I was to find out.

We begin at Burnet/64/64, and already things are starting to become interesting again. The elevation is the same as 32/32, which means it’s 32, of course. This is also 1/2 of 64 — we’ve speculated a bit before about the relative importance of these so-called half or double elevations. The point lies almost on the eastern edge of the spaceport’s property. But most interestingly, between Burnet/32/32 and Burnet/64/64 is traced a *diagonal white line*, basically following the progression of The Diagonal itself between these two points, then.

Snapshot1203_001

Baker Bloch stands at Burnet/32/32/32 for a comparison. The spaceship that lies atop the white line connecting 32/32/ and 64/64 here cannot be boarded by Baker Bloch. Its description reads “Calliope, Old Ancient Conversion”, which I assume, without checking, is some kind of Firefly related craft. I’ll have to remember to look up more on that later.

Snapshot1203_019

Continuing up The Diagonal, I found that Burnet/96/96 lies within banned territory. However, from the closest point Baker can come, we can still gauge the elevation to be about 44 meters. So in crossing Route 1 to get from 64/64/32 to 96/96/44, we’ve gained 12 meters in elevation.

Snapshot1203_005

At Burnet/128/128, which can be accessed by Baker Bloch, the elevation still stands at 43 meters, about the same as at 96/96. Baker is at the exact center of the sim now, 128 meters from all 4 corners.

Snapshot1203_006

At Burnet/160/160, the elevation still remains about the same as with 96/96 and 128/128 before it, but here Baker stands at the very bottom of a large, steep bank which he must ascend to reach 192/192.

Snapshot1203_007

(continued in Burnet — 8 points, 02)

3 Comments

Filed under **VIRTUAL SL, Heterocera

Burnet, Blue Sun, etc.

Another grey seal?

Snapshot1187_001

Actually it’s an AnneMarie Oleand “Bethillac Fleetwood V#1853” object, with additional description of “0, 66702, Route 1 Parking, 1”. Baker Bloch found it at the same location he saw conjoined, wheel spinning vehicles (school bus and trojan horse in that case) a couple of weeks before, at the northeast corner of Cosmet and basically on The Diagonal running across this sim.

Just north, over the Burnet line, is the Washburne/Washtown/Shadowrim spaceport Baker also re-visited this night, and also on The Diagonal. The master location of Burnet (Burnet/32/32/32) lies within this property as described before, and very near an octagon shaped building labeled Joe’s Garage we’ve speculated might be connected to Frank Zappa’s rock opera of the same name. Just a theory. As Baker is poking more around the property tonight, he finds a Blue Sun Corporation warehouse next door to the spaceport, which includes a secret underground lab.

Snapshot1187_002

This map in an above ground tower clued Baker (and me through Baker) into the Firefly-Blue Sun connection.

Snapshot1187_003

The top level (of 3) in the tower.

Snapshot1187_004

What type of person might Baker Bloch be talking to here across a desk if this were a real meeting?

Snapshot1187_005

Many Blue Sun products are vended on the bottom floor.

Snapshot1187_008

Snapshot1187_011

Related link:

http://firefly.wikia.com/wiki/Blue_Sun_Corporation

Hmmm…

http://firefly.wikia.com/wiki/Moses_Brothers_Firearms

I don’t know what this Miranda tragedy is but I’m assuming it also has something to do with the Firefly series, as does Blue Sun.

Snapshot1187_012

Snapshot1187_013

Baker goes back to the Cosmet car and attempts to ride it, with disastrous results.

Snapshot1187_016

Parting shot of the Blue Sun warehouse tower.

Snapshot1187_017

—–

Nice! Found a web page about Washtown:

http://nwn.blogs.com/nwn/2012/03/firefly-washtown-second-life-closes.html

1 Comment

Filed under **VIRTUAL SL, Heterocera

Extensions 02

https://bakerbloch.wordpress.com/2013/06/03/whitehead-x-ing-late-spring-01/

bb:

I’m convinced Z. has something to do with the master location of Burnet, Hucka D.*

Hucka D.:

Hucka D. is not here. Instead it’s Hucka B., Hucka The Bee. Burnet.

bb:

Are you not Hucka D., then? You sound like Hucka D. Not sure what you look like.

Hucka D.:

Here I am. In the background. Of Nowheresville.

bb:

Like the nothing background or backdrop for Jasper 07.

Hucka D.:

Yes. And, yeah, it’s Hucka D. Just making a point.

bb:

Thanks. So I think the octagonal shaped building next to the master location of Burnet — Joe’s Garage — is a Zappa reference pure and simple. A future Zappa tiling.

Hucka D.:

Yes. Better get to Jasper 08.

bb:

Thanks again. So in the Jasper 08 collage, we have a flag with a D inside a diamond that I believe stands for any sim along The Diagonal, starting with Dierle.* In this case, it stands for Burnet, the 10th sim up from Dierle if we count the latter as the first.

Hucka D.:

Yes.

bb:

That the octagon building Joe’s Garage is there beside the master location of this particular sim, and that it represents the main building of the associated spaceport, called *Washburne* or Washtown* in the land description [ but not the sign on the front], is no accident. This resonates with the flooding seen in Jasper 08 as well, a flood seeming to head straight for the octagon shape in *that* collage and the boy encased in such. The boy with the single, giant eyeball in place of a head. Don’t you think Hucka D.?**

Hucka D.:

Yes.

bb:

We know the orange octagon also stands for Billfork and its 8 major nodes, and also a 9th which has escaped, just as the hummingbird — which is the same as a martin according to collage interpretations — has escaped from the octagon and is flying against the tide of the flood in this collage.

Hucka D.:

Yes sir.

—–

“This is Jasper 08.”

Hucka D.:

This is Jasper 08.

—–

* We know this because the row of similar tiles in Jasper 07 has just been associated with the sims of this Diagonal, starting with Dierle. Also of note: the Burnet/32/32/32 master location is exactly one-*eighth* into the sim from the southwest corner, since 256/32 = 8. Another reference to 8, then. Reciprocal.

** A rainy day is sometimes referred to as “a wash” as well.

Leave a comment

Filed under **VIRTUAL SL, Frank Park, Heterocera, Whitehead Crossing

Extensions 01

The Diagonal seems to be predicted in the Jasper 07 collage from 2009 (“It’s up to us now”), presently hanging in Southside’s Gallery Jack.

Snapshot1183_001

Compare its central long, keyhole shaped image (tiles from the side of a Michigan building) with here:

https://bakerbloch.wordpress.com/2013/08/19/the-14-triplet-points-of-the-diagonal/

16x16grid09

Even the foreground tile of the picture is adorned with a “D” (the logo of the Detroit Tigers, seen on all subsequent tiles as well extending into the background), just as the first sim on The Diagonal is Dierle, and associated with the letter “D” in the above grid diagram and also in the the microcosmic replica of The Diagonal in Westside’s Church of The Diagonal (below pic; far left letter).

https://bakerbloch.wordpress.com/2013/08/02/vwx-town-stuff-02/

Snapshot1089_009

In looking further at Jasper 07, there’s no real doubt in my mind that this *is* a representation of the future, extended version of The Diagonal. Jasper 07 partially concerns — consciously, that is — the early version of The Diagonal, known only in its “Rubi exclusive” state then. See here for an interpretive post concerning Jasper 07, also from 2009.* And see here, once more, for my 2008 series about the Rubi aspect of The Diagonal if you wish.

—–

We switch subjects to VWX Town’s ties to the actual (*non*-virtual) Whitehead Crossing, or “WX” without the “V”, as it were. I see the link now mainly made through the big grey seal perched on a segment of the Power Tower Gowlery, an obvious and also conscious representation of WX’s pivotal Grey Seal (Grey Rock + Seal Stone). The stream below the virtual grey seal may also stand for WX’s Whitehead Brook, Little Whitehead, and No Name Spring one and all, as the Grey Seal rock formation lies relatively close to each.

Snapshot1169_003

Admittedly, there’s a tension between just giving up the virtual version of Whitehead Crossing — which actually has little to do with the real version except for the connections listed just above — and keeping it into October and perhaps beyond. On the one hand, I’m obviously going to be focusing more on the outdoors and Frank and Herman Parks for the next several months, taking time and energy away from Second Life. On the other hand, we have the growing story of The Diagonal, an exterior energy source for VWX Town that ties it to the whole continent of Heterocera and beyond. I’ll just have to play the two directions against each other for a while longer and see what happens. At any rate I’m certainly pleased about progress made on an interpretation of The Diagonal so far. It may even outstrip Jeogeot mysticism (Big E/Schwa, etc.) in the long run. And to close, I’d like to thank my virtual neighbor Veyot for testing out aspects of The Diagonal and calling it a very interesting theory. 🙂

—–

* In the post, I say of this collage and central image the following:

The overall shape of the orange tiled surface, in combination with the circular shape containing the keyhole at the top of the collage, is also keyhole shaped, Hucka D. The shape runs from the very top to the very bottom of the collage. This collage also happens to be 1024 pixels wide and 682 pixels high, making a relationship of 3:2 between the sides. 1024 is the size of the parcel I just rented in Klein, Hucka D [made up, as well, originally of 2 side-by-side 512 parcels]. The middle of the orange tile lies about 512 pixels from either side as well; exact center of the collage left-to-right, then…. This despite the fact that the overall shape of Jasper 07 is not based on any found photo this time, Hucka D. It is instead *tiled* from an edited picture of a toy, found in a search for Rookwood+tiles…

2 Comments

Filed under **VIRTUAL SL, Frank Park, Heterocera, Michigan, Rubi^, VHC City^, Whitehead Crossing

Announcement: VWX Town

With the new and exciting developments on Diagonal research, I’m pretty sure I’m going to keep VWX Town through September now and not destroy the great bulk of it September 6th or so, or just before my tier payment is due again. The destruction would necessarily include the eradication of all of Westside as well as Central, leaving only Southside basically intact. I know VWX Town’s time is limited in the big scheme of things, but I’m not ready to let go yet.

Coming up! Delving more into Floydada, which C. Derek Jones has complained should be re-edited for typos and such. I agree! But when to find the time? Make the time I can hear his voice barking in my mind. Is another town meeting in the works as well? At any rate, CDJ is extremely pleased about my new interest in The Diagonal, which also benefits his Westside of course. And House Greenup is back in Westside (!), albeit as a different structure than originally there. What will the next month to month and a half bring to the community?

MASTER NUMBERS (ABSOLUTE)

Dierle: 5
Tiretta: 292*
Rosieri: 592
Rubi: 865
Horisme: 1139
Miata: 1317
Biston: 1554
Hirtaria: 1807
Cosmet: 2071
Burnet: 2336
Hooktip: 2695
Lanestris: 2913
Philudoria: 3132
Scotopteryx: 3359

* Uses median master number of 3 found by Baker Bloch in this sim (35, 36, 37).

Snapshot1181_001
Karoz digging the scenery at an atoll continent lagoon.

Leave a comment

Filed under **VIRTUAL SL, Heterocera

The Diagonal in the Greenup Series of House Greenup

Snapshot227_003

Snapshot227_005
Baker searches for answers within Floydada, perhaps in vain or at least Washington, D.C.

10:51pm update:

I now think that the position of the 3 yellow submarines in Greenup 16 (and the parallel 3 burning cars of Greenup 15) might be related to the several successive master number locations on Tiretta’s Bank of Despair, as Hucka Doobie has dubbed it, perhaps specifically to Baker’s 3 expanded master number series there of 35, 36, and 37 all. See here for an illustration.

Snapshot1177_005

Snapshot1177_006

3 Comments

Filed under **VIRTUAL SL, collages 2d, Heterocera

The 14 triplet points of The Diagonal

All but 2 of the 14 sims along The Diagonal contains one and only one point where all 3 location coordinates become the same number. In addition, one sim has 2 that Baker Bloch can identify (Rosieri) and there’s even one Diagonal sim with 3 such points (Tiretta). Even given the exceptions, I’ve still decided to call these numbers the master numbers of any Diagonal sim.

Master numbers that are twinned or almost twinned (within one meter of each other) are bolded in the slurl listings below of each of these spots. Notice that with the exception of Hirtaria near the center of The Diagonal (Hirtaria 15/15/15), *every other* sim starting at the northeast end of it has a twinned master number. Again: interesting.

http://slurl.com/secondlife/Scotopteryx/31/31/31
http://slurl.com/secondlife/Philudoria/60/60/60
http://slurl.com/secondlife/Lanestris/97/97/97
http://slurl.com/secondlife/Hooktip/135/135/135
http://slurl.com/secondlife/Burnet/32/32/32
http://slurl.com/secondlife/Cosmet/23/23/23
http://slurl.com/secondlife/Hirtaria/15/15/15
http://slurl.com/secondlife/Biston/18/18/18
http://slurl.com/secondlife/Miata/37/37/37
http://slurl.com/secondlife/Horisme/115/115/115
http://slurl.com/secondlife/Rubi/97/97/97
http://slurl.com/secondlife/Rosieri/80/80/80
http://slurl.com/secondlife/Tiretta/36/36/36*
http://slurl.com/secondlife/Dierli/5/5/5

The twins are Scotopteryx/31/31/31 (1) and Burnet/32/32/32 (5); Lanestris/97/97/97 (3) and Rubi/97/97/97 (11); and Miata 37/37/37 (9) and Tiretta/37/37/37 (13). Early conclusion: The Rubi Diagonal, strong and sufficient in and of itself in 2008 (seeded by the fixed position of Rubi/97/97/97), has now extended itself across the whole continent in order to survive and thrive, with a major twinned “seed point” being Lanestris/97/97/97. In fact, Lanestris/97/97/97 might have been specifically crafted, as it were, to act as a twin to Rubi/97/97/97, and build upon its potential.

16x16grid09

The Diagonal twisted back upon itself. Profound implications here. The master numbers of each half of the central purple, red and orange sims (colors determined by height of sim, purple being the highest) add up to the same number (60+97+135=192; 80+97+115=192), with the two red sims (Rubi and Lanestris) having the same master number (97). Moreover, the change between the 3 numbers, on each side, is constant (37 between 60-97-135; 17 for 80-97-115). The master numbers of the yellow-green and lower yellow sims add up to the same number (32+23=55; 37+18=55). *And then* the overall number of, moving top to bottom, the orange, red, purple, lower yellow, and yellow-green sims add up to the same number (247). Could this tie into the meaning of the central diamond shapes in Enola Vaher’s desperate woman from “Don’t speak”? Could it relate to the string of yellow submarines Standing Baker is pulling out of the Greenup Gill landscape in Greenup 16? How about Kentucky’s Bee Line found in Herman Park last Fall? — I think that too has to factor in here.

16x16grid09d

* 9:58pm correction:
Baker Bloch was checking Tiretta/37/37/37 just a moment ago and noticed that there is a Tiretta/36/36/36 and also even a Tiretta/35/35/35 location he can position himself in. So Tiretta seems to have *3* master numbers: 35, 36, and 37. This comes about because the bank that the master number positions are on rises about a meter in elevation for every meter increased in both height and width within the sim. There’s almost a Tiretta 38/38/38, but Baker, despite several tries, cannot focus in on this number, nor Tiretta/34/34/34 in the other direction. I’ll make a close inspection of other master number locations along The Diagonal to see if Tiretta’s multiple master number situation is unique. My guess is that it will be. It would have to be a similar situation — a bank with similar qualities at the right location in any sim.

Oh fudge.
Snapshot1173_007

10:23pm update:

Hucka Doobie has very cleverly rezzed a row of cubes showing the progression of the triplet diagonal number on the Tiretta bank in question, one meter at a time. For him, the triple number appears at 34/34/34 (foreground cube), because of his lower stature. Baker Bloch is more a normal sized avatar, and for him he can manifest the master number of the sim now at 35, 36, and 37 positions. One can assume a taller avatar would have additional master numbers of 38 and 39 (back cubes in the below pic) and perhaps beyond.

Snapshot1175_004

Snapshot1175_005

Further notes:

For the considerably shorter Hucka Doobie, the master number of Philudoria appears to be 59 instead of 60, 96 instead of 97 for Lanestris, 31 instead of 32 in Burnet, 22 instead of 23 in Cosmet, 14 instead of 15 in Hirtaria, 79 instead of 80 in Rosieri (Baker Bloch has also discovered he can position himself at Rosieri/79/79/79 with some effort). We’ve already discussed the more complicated situation in Tiretta, where Hucka Doobie seems most stable at 34/34/34. Then in Dierli, we have another loss of a meter for the master number in terms of Hucka: 4/4/4 instead of the 5/5/5 for Baker Bloch.

6 Comments

Filed under **VIRTUAL SL, Heterocera, Rubi^, VHC City^

The Diagonal — More Studies 02

(Continued from The Diagonal — More Studies 01)

The next sim down from the north part of The Diagonal is Biston, whose triple coordinate number comes in at a low 18/18/18. This means it’s an underwater position once again like in the preceeding sim of Hirtaria, since the water level of all lagoon sims is 20 meters. This also means the depth of the water here is only 2 meters (as opposed to 5 meters for Hirtaria/15/15/15), with Baker’s perpetually hat topped head barely submerged beneath the surface.

http://slurl.com/secondlife/Biston/18/18/18

Snapshot1163_005

The master number of Miata is 37, but the attached spot (37/37/37) lies on blocked land. However, since the land is flat here, once can deduce that no elevation change would take place from the edge of the property Baker Bloch stands at below (30/30/37).

http://slurl.com/secondlife/Miata/37/37/37

Snapshot1163_007

Another shot of the frosty shack on adjacent property first pictured in the Rubi Diagonal (Extended) 03 post. The Diagonal passes directly through its front door, and I thought I’d include another photo here to reinforce the perhaps interesting coordinates here, where the elevation is *twice* that of the sim width and height coordinates: Miata/19/19/38.

Snapshot1163_008

And here’s a similar spot just up the hill in Horisme, but with the numbers flipped. The elevation is *half* that of the identical width/height numbers (198/198/99). May turn out to mean something sometime in the future.

Snapshot1163_010

The triple number location in Horisme. This is the second highest such location on The Diagonal after Hooktip/135/135/135. The Great Linden Wall looms in the background.

http://slurl.com/secondlife/Horisme/115/115/115

Snapshot1163_012

The famous Rubi/97/97/97 once more (as opposed to the twinned and *in*famous Lanestris/97/97/97). Again, this lies on the southern edge of the Great Rubi Forest, and can be seen as the seed position for the The Diagonal as a whole.

http://slurl.com/secondlife/Rubi/97/97/97

Snapshot1163_015

The master number location in Rosieri. Again, we’re just moving down The Diagonal sim by sim to identify these locations. More recently, Baker Bloch has found that he can also position himself at Rosieri/79/79/79, making this sim the first, for Baker at least, to have *2* master numbers (79 and 80).

http://slurl.com/secondlife/Rosieri/80/80/80

Snapshot1169_020

And then we come next to Tiretta, where a yet more complex situation has arisen. Upon a recheck, Baker, just by himself, has identified not 1 not 2 but 3 master locations (35, 36, and 37) on Hucka Doobie’s designated Bank of Despair. See more of this situation toward the end of this post just above. Hucka D. also believes that the various properties of this bank are symbolically represented in both the Greenup 15 and Greenup 16 collages, now hanging in Westside’s House Greenup.

http://slurl.com/secondlife/Tiretta/37/37/37

Snapshot1169_024

The final sim on the Diagonal: Dierle, with the lowest triple coordinate point at 5 meters. Baker is well underwater here. A note: you cannot teleport directly to this location either. The best way to reach it is to teleport into the southeast corner of neighboring Garuda and walk east.

http://slurl.com/secondlife/Dierli/5/5/5

Snapshot1169_026

Snapshot1169_028

Sitting on the southwest corner of the Costra Nostra urban mall and club just above.

Snapshot1167_001

—–

Diagonal Paradox:

http://mathworld.wolfram.com/DiagonalParadox.html

DiagonalParadox_1000

1 Comment

Filed under **VIRTUAL SL, Heterocera, Rubi^