Baker Blinker Blog Book II: Pre-Jeogeot II 06b (Mar/Apr 2009 02 of 02)


Linden Memorial Island

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Ichalon Galleries, 1 (Ground)

So here we go again (!) — another tour of an ubertemple of sorts. ‘Cept this newest one is considerably less than 1/2 the size of the original Ubertemple in the Neith sim of Azure Islands (tour here), and then almost 1/2 the size of the reduced version of this Ubertemple in Otherland (tour here). But with a couple of exceptions, it contains exactly the same art pieces. The exceptions are: 1) the 8 or so Edwardston Sta. related photos, 2) Edna’s Pocahontas, Virginia related photos (existing in the attic space of above mentioned gallery spaces), 3) pre-10×10 collages by me, baker b., and, 4) chromagraphs. This makes about maybe 20 or so pictures absent from the new, combined galleries that were present in the old galleries. Conveniently, most of these omissions can now be found at the recently formed “Something To CHRO About” gallery in Yapland, along the walkway there. So, really, everything that was displayed in the Neith sim and then at the Otherland parcel is still displayed somewhere, and, in the case, of the 100 collages of the 10×10, they’re displayed in not one location but two locations currently, although that may change.

As I said in a recent post, the Ichalon galleries are composed of what were formerly two separate galleries, or the Gallery at the Temple of TILE and then the Edwardston Station Gallery. Or what I’m calling these galleries now. Both galleries are housed in 30 meter x 30 meter x 30 meter cubes, or what are essentially cubes (since the Gallery at the Temple of TILE now sticks out a little above the top of this cube, as we’ll see). It was a logical, nay, a necessary progression to place one on top of the other after the 2 had been refined as far as I can take them right now.

To give a little history of these galleries, and how they came to house the collections within them, would be a long story already. Let’s just stick to the main story here of how these collective galleries represent an edited down and also refined version of the Ubertemple at Neith and also the Otherland galleries. Remarkably, what I needed almost a 4096 plot for in Azure Islands has been reduced to half that amount. In other words, I can fit the combined galleries on the prim allowance of a 2046 plot. Moreover, the galleries can be separated, and each placed on a 1024 plot if needed. Basically, the equation is:

Gallery at the Temple of TILE (1024 parcel) + Edwardston Station Gallery (1024 parcel) =
Ichalon Galleries (2048 parcel).

But currently (4/7/09) I own a square 4096 parcel in Ichalon where the galleries are located. This might soon be reduced — still thinking about that option.

Let’s start with a couple pics of the parcel from the ground level. I did have that nice Victorian house sitting on the west line, but decided to delete it to reduce any lag problems it may be exacerbating. Just in case — knew I wouldn’t spend much time there anyways. For now all I have on the ground are a bunch of trees, most Linden pine trees of various sizes and shapes but also a couple of 1 prim Gardenworld trees mixed in, like I had at the same sized Otherland parcel. And then the full version of Arcadia Asylum’s Shop in a Box (12 prims total), that I used as the module for the new version of the Edwardston Station Gallery we’ll be touring in just a moment.

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Another view of the forest and shop from a higher, different angle. Still find it hard to understand why people don’t use these wonderful 1 prim trees and vegetation more often on their property, instead of either using just a handful of higher, sometimes much higher prim trees/plants, or, worse, just leaving their lots bare. The best way is a mixture of 1 prims and multiple prim plants, but I find my Gardenworld 1 prim creations work about as a well as a, say, Lillith Heart 3 prim vegetation, especially for the price and also prims i save. Coincidentally, there’s a large, 1 prim garden center just to my north that I want to shop at quite soon. πŸ™‚

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And then a snapshot of the combined galleries. I decided not to homogenize the textures of the two galleries (like I tested out in Nautilus City ), just the colors. This would symbolize that they are two different galleries (textures), united as one (colors). The can exist alone or together, then. This also goes along with the fact that, along with the ability to place both together on a 2048 parcel, each, separately, can be snugly placed on 1 1024 parcel, with a couple of prims left over in each case.

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Baker Bloch looks up at the temple from the ground. I decided to place the top of the combined galleries just at the top of the normal elevation an average avatar — like Mr. Bloch here — can fly up to. The ground is about 45 meters above SL sea level here, and floor 1 of the gallery is about 80 meters above this at 125. The top of the galleries is at 185 or so. Maybe it’s too close to the ground, but I’m just trying to fit into the “style” of the mainlands, or lack thereof. But I do like the fact that you can see it from the ground with a 96 meter or above draw distance setting.

I also thought I’d provide a night picture so you can see how the gallery lights up at those times.

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Ichalon Galleries, 2

Using the teleporter at the ground structure, we can beam into the bottom floor of the Edwardston Station Gallery. I’ve inserted teleporters on every 3rd floor of the overall structure, or floors 1, 4, 7, 10, and 13. The 2 galleries, stacked on top of each other, can be seen as having 13 floors, then, although the actual layout is a little more complex, at least for the top gallery (Gallery at the Temple of TILE).

We begin with floor 1, which is also the lowest floor of the 6 level Edwardston Station Gallery. Here visitors receive a general introduction to the ESG, as you can read for yourself in the snapshot below.

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The central courtyard, the newest addition to the ESG, duplicated also in the stand alone Healy version, as we can call it. It really helped the overall aesthetic of the gallery to open this central area up, as the ceilings are quite low in the rest of it.

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A look up from the courtyard to the top of this central shaft, 35 meters above…

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… and then a look down from near the top of same.

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Typical interior views of the remainder of floor 1 of the ESG, containing the entire Greenup series (oldest of the 6 10×10 series), are found below.

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Ichalon Galleries, 3

Ascending the ramp to floor 2, we find the promised map of the gallery mentioned in the intro sign from floor 1.

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Fences, transparent on the opposite sides, help guide the visitor through the series in the correct order. This particular fence “blocks off” the 1/2 empty side of floor 2. Of the 6 floors of the ESG, only floors 2 and 5 contain such empty sides, since the series (Rose Hill and Hidalgo respectively) on these floors are made up of 10 collages and not the usual 20.

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On floor 4, Baker Bloch stands in front of another provided teleporter, at the beginning/end of the Oblong series.

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Since the rest of the ESG looks basically the same as the pictures I’ve already provided, I’ll just skip quickly up to the bottom floor of the new and hopefully improved Temple of TILE and attached gallery. This would be floor 7 of the overall structure, again. In the new tour of the temple, we’ll see many things that might be familiar to loyal blog readers (you know who you are!), but a good amount of what will be new as well. I think it’s worth chronicling in some depth… as I was telling an SL (and RL) friend who likes to visit different versions of my galleries, the space seems considerably larger than all older version of the temple, although the physical volume remains relatively unchanged. I consider it much improved over older versions.

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On the bottom floor we find that TILE Mtn. triptych I’ve already mentioned several times in this blog…

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On the other side of the temple’s floor 1 from the ESG exit ramp exists the second gallery kiosk in the structure, this one for the Gallery at the Temple of TILE, obviously. As I’ll show in a second, I’ve made that ramp in front of Mr. Bloch here, present in all previous temple versions, a little easier to ascend through some tricks. I’ve also put up a sign with hover text advising ascenders to stay to the right when heading upwards and onwards.

All Edna Million photographs from the lowest floor of the temple are from Herman Park, where the TILE Creek is located. This includes the triptych just pictured.

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Ichalon Galleries, 4

The provided ramp quickly leads visitors to the 3rd floor of the temple (9th overall), temporarily skipping over the second floor, as have all versions of the temple so far. Currently on this level we find parkway pictures by Edna as a sort of continuation of local landscape pictures (for us) on the temple’s lowest floor (Herman Park). In an effort to reduce lag — I hope — I’ve spaced these pictures considerably apart from each other in the main, and also attempted to separate them more with walls in the newest version.

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Then, just as before, you have a view from this 3rd temple floor into the 10×10 central shaft containing the spinning Tyle Cube, now rotating at a considerably slowly speed — another effort to reduce lag.

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Let’s peer down into the shaft now along with Baker Bloch. Notice that the 11 rocks or rock colored objects are now gone. This was to save prims. The central tree is now a 1 prim Linden tree purchased from Gardenworld, where go on occasional shopping sprees for cheap, 1 prim vegetation. I thought it appropriate that a Linden tree substitutes for the original lemon tree found in the original version of the temple in Azure Isands’ Gliese sim last summer, since I associate lemons and limes together, usually. I may have more to say about that in a moment.

Notice I also added a ramp from floor 3 leading down to this central, grassy area, a quite necessary, new addition as I’ll explain in a moment.

Notice the new building in the temple, in fact, the crucial new element. In most former versions of the Temple of TILE I’ve created add-ons, starting with the pipes surrounding version 2 of the structure. Many of these additions consist of recombined Arcadia Asylum builds, including the pipes. So it’s not a totally unexpected turn to others, most likely, that another Asylum product figures largely in the newest version. It was to me, but perhaps I just dupe myself into being easily surprised about SL’s swift changes.

What I did for the newest version of the temple is to slide in not one but two similarly edited versions of Arcadia’s quite well known slum apartments within its 30x30x30 meter dimensions, just as I did before with the 2 edited versions of Fatima Ur’s Big Bayou Victorian house, a particular permutation of the temple last manifested in Otherland. But I think the slum apts. work considerably better in this dual role. For one thing, they act as a more direct aesthetic and thematic continuation of what is now the similarly sized “basement” of the temple — in other words, the 30x30x30 Edwardston Station Gallery As I said before, the ESG is composed entirely of edited modules of Arcadia Asylum’s 12 prim, 10×10 Shop in a Box, which you can find, along withe the slum apt., in this vendor advertised on SL’s XStreet.*

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I also attempted to make the ceiling of the central shaft more aesthetically pleasing to the eye.

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Shall we go up the provided ramp and inside now? Let’s.

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Exhibited in the first encountered room of the bottom apt. complex we have 3 of Edna Million’s more abstract photos.

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Baker Bloch finds a dead end walking through the door to the right of the main entrance. More on that in a minute.

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* Or you can just visit SL’s Arcadia Asylum library to purchase these and many more of her objects.


Ichalon Galleries, 5

Continuing, then, instead to the left, Baker Bloch rounds a corner to enter another small gallery room that exhibits 3 more abstract pieces.

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Another ramp allows exit from this room and the apt. complex overall back into the “older” part of the temple, namely the part of floor 2 that use to circle completely around the gallery’s center on the same level.

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Twin action of the ramps in this area. They actually share the same, central rail.

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One can still get glimpses down to the photos of floor 1 of the temple through windows, but these are not as numerous as in most older versions walking in this particular part.

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That’s because I decided to cut down on overlapping transparent textures (and the resulting phantom images) as much as possible by wallpapering most of the outer walls in this part.

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And, as I said, you can’t circle fully around the center of the temple now, but are instead greeted about 3/4ths the way around by this impassable wall. Here Baker Bloch just happens to be on the other side of the Cul-de-sac he ran into at the end of that last post (Ichalon Galleries, 4).

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Ichalon Galleries, 6

In order not to double back to places he’d already visited, Baker Bloch has no choice here but to drop back down to floor 1 through an opening in the wall next to the spiral ramp that runs north to south through the entire temple.

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He then ascends the spiral ramp once more to floor 3, passing the temple’s center on his right with the spinning Tyle cube, and rounding another corner to the right to once again enter unexplored territory. The next stage of the tour will involve more of Edna’s parkway related pictures, first encountered in the viewing area in front of the temple center pictured here.

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Rounding another corner, Blochs sees that he’s come back around to the edited slum apt. building, and, once again, access is gained by one of those ramps that are seen again and again in the new version temple.

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Baker Bloch looks down into the center of the temple again from the provided ramp.

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More parkway pictures inside.

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There’s the impass that Baker Bloch has already come across several times before. Walking down the stairs here just propels one back onto the spiral ramp for a quick ascent to floor 3 again. So that’s been 3 separate impasses total now connected to this one spot.

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In taking a closer look, Baker Bloch contemplates whether this impass represents a kink in time and space, or a masking of such. Such is the nature of his mind, though.

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Ichalon Galleries, 7

But Baker Bloch is not through yet with exploring floor 3, even. There’s still another walled passage leading to unknown areas found beyond the one just explored.

At the end of the 30 meter long straightaway here is another parkway related photo, this time from Herman Park once again, but in a different part of the park from TILE Mtn./TILE Creek.

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Another turn takes him up this longer ramp composed of 4 individual, shorter ramps, yet another module type construction within the temple/galleries.

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At the top Baker is confronted with an area whose floor is the same as the roof of the edited slum apt. here, and with quite low ceilings. Baker Bloch thinks that many avatars would not be able to walk through it, even, given that the ceiling prims are not phantom.

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A look under the next ramp. Nothing here.

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There’s even a small, unused gallery space off the ramp Baker Bloch just ascended. Room for some expansion if needed!

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Then a view down into the center of the cube from this particular level.

The low ceiling in this area is one reason I decided to insert this teleporter on near the edge of the roof here, where the ceiling is much higher. That way, if one cannot walk through this area at least they can go back down and find a teleporter to beam beyond this tighter spot.

Just for the record, this teleporter is marked as being on floor 13 of the overall structure.

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Baker rounding another corner to find another set of ramps. Onward and upward!

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Ichalon Galleries, 8

And at this level — floor 14 — we many of Edna’s sweet Land of Oz photographs as translated to SL prims. Most of these will be familiar to visitors of my galleries down through the months.

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Juxtaposition of 2 lions, both seemingly assuming the famous “put ’em up, put ’em up!” pose from the 1939 Oz classic.

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A look down into the temple center from this greater height. Once again, a rail protects avatars from falling to their possible death… well, falling anyway.

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Doppleganger Oz characters heading to their true homes at last after a weekend of being trapped in the Land of Oz.

Till next year!

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Ichalon Galleries, 9

I thought I might insert a couple of pictures of the spiral ramp here to show some updates to it, since Baker Bloch has begun to ascend it again after leaving the Land of Oz photographs behind. So I sent him down to about the 10 meter level. In older versions of the temple, the wall still protruding into the ramp here was much higher, and one had to go to the left in order to avoid being trapped to the right. Here one can go either right or left to keep ascending. A small but quite convenient improvement.

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A larger improvement is one I’m not sure why I didn’t think of before. Instead of just having the ramp spiral upwards without a break through each level, I simply turned the middle of the 3 identical prims making up this ramp around 90 degrees. Again, it may not seem much but it allowed access to levels before inaccessible, and also kept it from protruding more into the edited slum apt. on this side of the temple.

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So Baker Bloch then ascends the spiral ramp all the way to the roof and into another familiar Edna photograph collection for gallery regulars — Charleston, South Carolina. At the top of the ramp, Blochs is confronted by yet another edited slum apt. This is the double to the lower one, which is also aligned to the walls in the opposite corner of the 30x30x30 cube. Otherwise, as we’ll see, it’s essentially the same, and is in a very similar space within the temple as before.

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Baker takes another ramp into a now familiar room setting. I’m still working on the pictures in this one, though.

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Baker feigns relief at finding the stairway down to the lower level of the slum apt. unblocked in this second case. No kink in time and space here, apparently!

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And on the lower level, more Charleston photographs. I also decided to keep the original tile floor of the slum apt. in this area instead of retexturing it as wood paneling.

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A second, central courtyard directly above the first 20 meters below. This one only contains a 3 prim fountain, another AA creation.

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Ichalon Galleries, 10

TEXT SOON.
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We Better Chat, 11

Know I can’t get to sleep right away so I thought I’d come write on me blog, perhaps also chatting w/ the D. but perhaps not as well.

The two galleries are together in Ichalon, true enough. Must decide whether to reduce the 4096 I rent there to just the 2048 parcel the 2 galleries are on. Can keep both intact plus add some trees on the ground, but that’s about all — no ground house possible, I don’t believe. Then I must make a decision about the 1024 in Klein. Should I keep it for a sandbox, esp. if I give up the “extra” 2048 in Ichalon? Or has Klein run its course? Apalasta will go… I guess I’ll keep both Healy galleries for a spell. Thinking tonight about trading out the Edwardston Station Gallery with the Temple of TILE every 6 months or so if I decide to stay in Yapland. If I stay in Yapland, that probably means I should give up the 2048 in Ichalon, however.

Then also tonight I came up with the idea of moving back to Rubi with the now combined galleries (!). However, I have the feeling that Hucka D. doesn’t want me to do this. “Hucka D.?”

Hucka D.:

We will chat for a moment. Rubi is… (pause)

bb:

Yes?

Hucka D.:

Hold on. I’m tuning into extra information. Just came in.

bb:

How exciting. Tell me when you’re ready.

(3 minute pause)

Hucka D.:

I was tuning into Rubi: past, present, future.

bb:

Interesting. What did you see?

Hucka D.:

The gallery or galleries is already there in hypertime. You are happy there.

bb:

Interesting. That will take the place of the 2048 in Ichalon, then?

Hucka D.:

Right, only a 2048 needed now, where before you had 3064 in Rubi. It’s an option.

bb:

But there are others.

Hucka D.:

There are others. The 10×10 is beginning to dimensionalize itself. It is taking on extra layers.

bb:

Is the Nebraska Circle the same as the 10×10, Hucka D.?

Hucka D.:

Yes. It extends into that realm.

bb:

Redbird is at the center, then.

Hucka D.:

Redbird escapes from the 10×10 cage as the maps keep unrolling themselves beyond Nebraska.* It is beyond the 10×10.

bb:

Butte is the main keyword here.

Hucka D.:

Yes.

bb:

Butte is Seathwaite Fell.

Hucka D.:

Yes.

bb:

We should talk of that more, then.

Hucka D.:

Seathwaite Fell must go out of itself. It cannot contain the Lake District within itself. It must not fill in Sprinkling Tarn. It must remain married to this tarn. The fell must become an island, but in a good way. Sprinkling knows.

bb:

Should we talk to Sprinkling Tarn?

Hucka D.:

Diamond… graphite.

bb:

10… 1.

Hucka D.:

1 or 2. Hardness. Softness.

bb:

Tetratys. 10. Fulfillment. Whole. Culmination.

Hucka D.:

I must leave. Thank you.

“Interesting.” I think Sprinkling Tarn also represents Queen, as the fell itself Tull, or masculine. Man-Woman. Then the children are obviously the streams emitting from Sprinkling Tarn, birthed from her, one legitimate and one not, in a way. Styhead is legit, Grains — no. Hmmm… maybe Grains and the Tyle Waterfall (source of Grains if Sprinkling Tarn is the mother) come *first*. Didn’t think about that.

* Redbird may also be intertwined with Blackbird here, since Blackbird Creek is the primary tributary of Redbird Creek and both creeks have or had towns/population centers named for them (or visa versa). Black and red are the 2 colors of cards, 26 cards apiece, or 2 suits of 13 cards per color. Caged blackbird may refer, then, to American race relations, such as symbolized in Paul McCartney’s “Blackbird” track.


We Better Chat, 12 (Lambs are from Rams; Ants are from Pants)

Must make decision on Ichalon soon — probably will give up the extra 2048, as I’m now calling it. Sandbox in Klein. I don’t think renting or buying property in Rubi is an option now as well.

Hucka D.:

We must talk of SID soon. Maps and SID and RS7.

bb:

Hi…

Hucka D.:

1st Maps.

bb:

How about TILE?

Hucka D.:

10×10.

bb:

What is in the future for me, us, in SL?

Hucka D.:

You have found a place for the 10×10. You have found a spot for Edna’s photos. You have combined the two. You have your place.

bb:

I think it’s an endpoint. I’m working on the 10×10 blog — Baker Bloch’s Blog. Should be finished in a week or two. Then we will analyze more?

Hucka D.:

We can analyze now.

bb:

You are talking about yin-yang [the yin-yang nature of the two now superimposed galleries]?

Hucka D.:

Yes. Two in one. Foreign One. Four… two… one.

bb:

I also have the interviews coming up. I think I will ask HBA if he wants to do this in person, after reading his blog again in detail.

Hucka D.:

Yes. CK, HBA, KY, maybe ZL, and then don’t forget FL. And maybe even EB!

bb:

This glyph seems to be a key.

Hucka D.:

That’s when you first entered Jasper County. Yes.

bb:

Should we talk about Peter Dunne more? Dunne deal Peter?

Hucka D.:

The Head was found in a Newton library. He came back to his congregation with the news. St. Joseph’s became St. John’s. The Head was separated. St. Michigan.

bb:

1886? Cross of the Lamb?

Hucka D.:

Portals opened. 1886-1930-1974-2018-2062. Tronesis. You haven’t seen Sorcerer.

bb:

St. John’s was founded in 1886?

Hucka D.:

Dimensional shift. Holy Hermaphrodite reinstated.

bb:

There’s something about Rookwood.

Hucka D.:

Portal. Dimensionalized. 10×10. Eyeball. Doorpick. Bakers. (pause) Rael.

bb:

Yale Lambs, Hucka D.

Hucka D.:

Yes, correct.

bb:

Do you wish to analyze Tronesis? With Booker T. perhaps?

Hucka D.:

Yes.

bb:

St. Clair have anything to do with this?

Hucka D.:

Lambs… Peters… sees the future… Rael. Real. Lamb… Ram. RAM.

bb:

CHRO. Something To CHRO About… The CHRO creates the RO. R RO O YO Y YG G BG B BV V RV R. RO.

Hucka D.:

Yes. A Tom.

bb:

Yes, then the Atom.

Hucka D.:

Element… Plane… Cube. Jasper Cube, baker b. Your Jasper Cube.

bb:

Next step.

Hucka D.:

Thank you.


Linden Memorial Island, 2

More shots from what I’m calling, for lack of a better word, the Linden Memorial Island. I’ll try to dig up some links on the subject tomorrow, if any yet exist.

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Linden Memorial Island, 3

More shots from nearby. I believe this is still in the Rookwood sim, though.

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We Better Chat, 13

“Take TSGT production into the woods… let the woods listen to it again. They miss that music. The trees, vegetation.”

bb:

Could TILE Creek hear it?

Hucka D.:

On still and windless nights it could. But the creeks also talked with each other. Creeks and woods.

bb:

I don’t consider myself a true musician, Hucka D. I mean, I went up to that door but didn’t have the key.

Hucka D.:

CHRO is the key, baker b. You have the key now. You had it then, but you didn’t know how to use it, or how to get help. Now you do. CHRO.

bb:

What is the relationship of BROOK to CHRO? It’s interesting that we’ve described it as BROOK, since it probably has more water in it than CREEK… TILE Creek, that is.

Hucka D.:

The water goes in and the water comes out. In-between is transformation. You will create a Lost Valley Symphony.

bb:

Using CHRO?

Hucka D.:

Bakersworks. In the woods, as it should be.

bb:

I have something to latch onto now. Another musician, a truer musician.

Hucka D.;

You are a true musician, true enough, but you set that aside… the door.

bb:

How about a music 10×10, Hucka D.?

Hucka D.:

Would that be…

bb:

…10 albums? Dunno.

Hucka D.:

You would have to start over, from scratch. CHRO, as you intended to put front and forward when you purchased your first, true electric keyboard.

bb:

We must talk of CHRO, then. CHRO, the 13th and hidden at both the before and after, creates the RO in-between.

Hucka D.:

RO-DO-DEN-DRON.

bb:

The RO is 12, without the 13th seemingly. The RO also relates to SCHO. Schoenberg, which makes [delete name], Ant(hony)’s wife, physically sick.

Hucka D.:

SCHO must be dealt with, and that RO. The ROs are one. UR. RESTA… UR… ANT. Look back at that.

bb:

Thank you for that, Hucka D.

Hucka D.:

You’re welcome.

*****

“I believe that TILE Creek may have reported this music back to BROOK. What it knew about it.”

Hucka D.:

Word got back to brook.

*****

bb:

Obviously pictures are needed, Hucka D.

Hucka. D:

RO… you cannot really, physically experience this. CHRO lies before and after, hidden. CHRO is stronger than you thought, baker b.

*****

“What happened to Jasper the Crow, Hucka D.?

Hucka D.:

Jasper was needed for Jasper.

bb:

You mean I don’t need to talk to this Jasper since the Jasper series of collages is now done.

Hucka D.:

Correct. Nor Wilsonia.

bb:

I must become a better chanceller.

Hucka D.:

You must. Become.

bb:

I think I’ll go back tomorrow or Thursday and start taking pictures, Hucka D. Do you want to talk about Tronesis as well tonight?

Hucka D.:

Look at it after you’re finished here. Peter Dunne mechanism… must be created. That’s the only way to preserve Tronesis. Anthony Tronesis. 1886 and 1930.

bb:

You said you wanted to become a robot before, Hucka D. Peter Dunne mechanism, perhaps?

Hucka D.:

I will tell you more now, then. Oz needs to know about Peter; Lamb. And Yellow Submarine a bit, but especially Tronesis. Tronesis is the alternate movie made for the Lamb, you see. Once Peter Dunne the dunne deal reaches Ozma and gives her this news, then things change. POPE.

*****

“How so, Hucka D.?”

Hucka D.:

Ozma already knows about the Rainbow Sphere. And the whole Rainbow Complex. But she has trouble seeing things outside her own realm. Nowhereland, for example. The 4th, you see.

bb:

I think I see.

Hucka D.:

That’s the nature of the 4th. Hidden.

bb:

In SID’s 1st Oz, the 4th only appears after the 3 have been set. The 4th separates off from the 3rd.

Hucka D.:

Escape the Cage. Escape modernism… move into postmodern. Anything goes.

bb:

Cage and Schoenberg had disagreements at the beginning, Hucka D.

Hucka D.:

Ives links Cage and Schoenberg here. You remember.

bb:

That’s where the parrot flew into the screen. At the lines “opening dawn on her face”.*

*****

Hucka D.:

Maybe this is your “St. Clair”, baker b.**

bb:

Wow, Hucka D. I’d forgotten about the Universal Symphony.

Facinating, also, that both Ives and Genesis wrote “In The Cage”.

*****

“Ant(hony) must become a mechanism, [delete name].”

*****

* excerpted lyrics from Syd Barrett’s “Long Gone” referred to here:

And I borrowed the page
from a leopard’s cage
and I prowled in the evening sun’s glaze
her head lifted high to the light in the sky
the opening dawn on her face…

** In the wikipedia article on St. Clair County, Michigan that contains both Lambs and Peters (and Yale), it is briefly discussed how St. Clair is sometimes “wrongly” associated with the Sinclair name, particularly through British officer Patrick Sinclair.


We Better Chat, 14

“I can’t really fool myself and say I’m done with SL, Hucka D.”

Hucka D.:

No.

bb:

I need a “permanent” place for the galleries; I still have an urge for exploring; and that’s about it.

Hucka D.:

You lived in the prettiest place in SL [Otherland]. Now you don’t have that. You were happiest in Otherland and on the Azure Islands. At least when you first moved there. Think about it again.

bb:

Or Rubi. I could move back there.

Hucka D.:

You have the 10×10 done. Work on your database still. We’ll analyze more. Work on polishing up Floydada and Floydadada, and also gather posts about other series not covered in theses as well. You have enough work ahead of you. Good you read part of Paradox II.

bb:

I’m going to work in the basement more, Hucka D. Maybe on map stuff.

Hucka D.:

Maps gets energy from other fields now. Synching.

bb:

RS7?

[Hucka D. does not answer]

bb:

I want to keep Klein for another month or so.

Hucka D.:

Then you probably should get rid of the extra 2048 in Icahalon.

bb:

Should we talk about Rubi now?

Hucka D.:

Permanent home for the 10×10, I believe. Read over old notes. You will have a museum now, though, and not a living gallery, really. Both the galllery [Edwardston Station Gallery] and works are finished now. It’s all here.

bb:

CHRO is next?

Hucka D.:

That is the growing edge of SL creativity for ya now.

bb:

I may want to live near the Corsica Island, near Rookwood, Hucka D.

Hucka D.:

Stay in Ichalon.

bb:

I must begin to tap into CHRO. CHRO… RO. CHRO hidden before the beginning and after the end of RO. R RO O YO Y YG G BG B BV V RV R.

Hucka D.:

You must send the Anthony Tronesis mechanism into Oz, baker b. Memory. Analysis. Tronalysis. Into the cage.

*****

Hucka D.:

Keep Klein, then, and get rid of Ichalon, first the 2048 and then the other 2048 later on.

bb:

Permanent home?

Hucka D.:

No. That’s Rubi.

bb:

Thank you.


We Better Chat, 15

“Part 14 of this blog rolls along.”

Hucka D.:

On rocks. (smiles)

bb:

Great vacation Hucka D. What did you do while I was gone?

Hucka D.:

Threw rocks at things.

bb:

Fascinating. Care to elaborate?

Hucka D.:

Nah.

bb:

Well… have new property Hucka D. You like?

Hucka D.:

I like *very* much. You must open a Sansara mystery school.

bb:

Will this be TILE, then?

Hucka D:

Related.

bb:

An update to the reader about properties, etc. Still have 2048 in Ichalon that contains the combined galleries — Edwardston Station Gallery and Gallery at the Temple of TILE. However, gave up the second, “spare” 2048 beside it, as I was contemplating before the holiday. Also gave up the 1024 in Aplasta. This left me with the basically empty 1024 in Klein and the 2048 in Ichalon with the galleries, plus the 2 Yapland properties, one which contains “Something to CHRO about” and the other, an equivalent to a 1024, containing the entire Edwardston Station Gallery. After this purge thought I was done. But *then* in scouting around all my favorite haunts saw a 2048 parcel was for rent next to the Kerchal forest, which I’ve been quite fascinated with almost since the beginning of my involvement with SL. So I just had to rent it. Now what to put on it? And what this purchase means… what doors of psychic development have now swung open because of it? Door, Hucka D. Do you think so?

Hucka D.:

Most definitely. You tried to do something like this before with the Butler rental, but it never got off the ground, really. Now you are directly bordering the forest, and on the correct side. You are, in essence, extending the forest itself, like you did with Rubi [the Rubi Forest]. You must think carefully about what you want to do. The Victorian house on the property, in the meantime, would look quite nice, I think.

bb:

I think I’ll take it slow and easy on this one. After all, I already have the galleries set up, and even a duplicate ESG in Ichalon. What remains?

Hucka D.:

Bunches. You must review, especially, all your Sansara related posts. Especially, perhaps, part 8 of the blog, ending with those wonderful Nautilus City descriptions. You did not need to live in NC, though. But you can still live, part-time, in Klein if you wish.

bb:

I think I’ll walk around the Kerchal neighborhood tonight, Hucka D. Maybe Baker Blinker should walk around instead of Baker Bloch.

Hucka D.:

A link between Mythos and SL will take place there. And perhaps in Klein. Ichalon… not as much.

bb:

Might be interesting to run to the Healy gallery from there, Hucka D.

Hucka D.:

Baker Bloch and Baker Blinker, together, create Ozmo. Detroit in a way. Michigan. St. Two Bakers in one. Where do they come from? What is the shared source?

bb:

Hucka D., did *Wheeler* create us, by chance?

Hucka D.:

Cline… Klein… you must study.

bb:

This is about Mythos, then.

Hucka D.:

Partly. Carrcass-1.

bb:

Let’s see. When Carrcass-1 was completed, Baker Blinker’s curse was supposedly resolved. ESBUM Michigan was assimilated as well… united and then assimilated.

Hucka D.:

Edwardston. Alexandria. Assimilated.

bb:

Maybe ESBUM should return here.

Hucka D.:

Nah.

bb:

Oh. Maybe this is the permanent home of Wilsonia.

Hucka D.:

A possibility. She likes the winter country more, though.

bb:

That’s her new home, then? [after Otherland]

Hucka D.:

In a way.

bb:

Maybe she should explore tonight.

Hucka D.:

Send her over to Kerchal and see how she likes it. Or him.

bb:

OK. Logging off for now.


We Better Chat, 16

“Hucka D., phaze 14 of the blog is quickly coming to a close. Quite a month of activity, as usual.”

Hucka D.:

Kerchal was the prize, though. I think you stole that property from someone else as well, ha ha ha.

bb:

Now I’m thinking maybe something really different this time.

Hucka D.:

Kerchal is a key. Mythos-SL interface and all. Two Bakers in One. Britonia of Mythos and All. Twins. Anima and Animus. Baker Bloch was born right after Baker Blinker became absorbed into Shakenstein in that very forest, baker b. The true history of SL will be born in that place. Remember there’s a beanstalk in both SL and Mythos, to give an example. Wurmes.

bb:

I’m going to look up that keyword to see what we said at the time. Just a moment…

*****

This post from August is certainly an interesting one, Hucka D.

Hucka D.:

Most of that still holds.

*****

bb:

Hucka D., can I just ask some general questions about The Ancients, just to let you tell me what you can?

Hucka D.:

Fire away. But I know the first question is about Atlas and also Solomon. Seas of, that is.

bb:

Well, I was wondering if Atlas acted as a leaping off point for the mainland Ancients so that they could travel to Azure Islands.

Hucka D.:

Yes. Adam.

bb:

Is the Sea of Solomon, then, the same as the Sea of Atlas?

Hucka D.:

Atlas is, in one way, Atlantis. Past. Forgotten. Mythology now. Azure Islands was called Tyrone in Probable Reality #1. That connects it with New Mexico and the Rodeo portal as well.

bb:

What about the Sea of Solomon?

Hucka D.:

Baker’s Island is next to this sea. Baker’s Island, called… well I’ll have to look that up. But in the Hidalgo 10 Collage you merge SL Baker’s Island with RL Baker’s Island, also known as Henry Island off the coast of Cape Breton.

bb:

That’s the portal Baker Blinker opened up when she merged with Shakenstein.

Hucka D.:

Yes. That allowed the Ancient Mr. Low to manifest to Baker Bloch, or for Baker Bloch to manifest in the first place. Mr. Low and Shakenstein are related. Both are Ancients.

bb:

Pre-SL, or at least the Linden version.

Hucka D.:

Right. When Esbum Michigan was assimilated and her lakes united as one, this spell ended, basically. And the Ancients became even more Ancient. Neptune to Pluto. Ozmo.

bb:

Mr. Low and Shakenstein actually led to Ozmo.

Hucka D.:

That would be correct.

bb:

Ozmo is at Kerchal now?

Hucka D.:

Baker Bloch and also Baker Blinker are in Kerchal now. Or right next to it. Bordering it. (pause) 8 to 9.

bb:

In this blog we have spoken about how the first Goodmobile of the Mmmmmm’s came from Hades, which you have said is the same as Pluto. But then they forgot about that origin as well.

Hucka D.:

They come from Mythos. They come from Edwardston.

bb:

Well that’s a new twist at least. So let me see… Grassy, the most famous Mmmmmm ever, I suppose — a composite of Elvis, JFK, and, er, Clark Gable. He wants to steal or “borrow” the first Goodmobile and take it to Mythos, specifically Edwardston…

Hucka D.:

But maybe Britonia. Britonia in Bridee. Your mother’s house.

bb:

…but it’s really the other way around in real time. The Goodmobile came from Edwardston to TILE Creek, actually. Or maybe Britonia.

Hucka D.:

It came from the Temple of TILE. The original one. Bridee.

bb:

Or maybe this one.

Hucka D.:

We’ll get back to that one.

bb:

Quite close to the new temple next to Kerchal, Hucka D. Too close, perhaps. I mean, too close to be non-meaningful.

Hucka D.:

It’s also near the old Just Call Me Ernie Banks location. In Cub. Closer, in fact.

bb:

What about the Tethys Waterfall?

Hucka D.:

Another portal.

bb:

And the Ross Waterfall?

Hucka D.:

Same. RL to SL and done.

bb:

The Okinu glyphs?

Hucka D.:

Limitation of the Ancients’ stomping ground. Guardians. Like the Monster in LOST.

bb:

The glyphs are monsters?

Hucka D.:

They can be ordered [controlled] but only by one who knows what they are to begin with. So the heart shows up when Baker Bloch beams in that time. You should visit more often. It’s a way for the Ancients to still communicate through SL. But there are similar glyphs in other places in SL. Manifesting in different ways as well. But you have to know where to look. And you have to know that where you look is looking back. (smiles)

bb:

How about the Ross Sea?

Hucka D.:

An L shaped sea. Oz. Black. Lion. Dorothy. 2 Rosses in one. Gray. Cold, Antarctica. Ant. Arab found there. But a duplicate of the original Arab.

bb:

The Arab found in Sink Creek, Missouri?

Hucka D.:

Yes. Sink, sank, sunk. Foreign One. 4 in 1. Oyl. Fuel. Crosses. Energy source. Pure blue. Clean. Gas-like. Oyl… gas. Fossil.

bb:

Arab is a portal?

Hucka D.:

Yes. Mythos. Grassy. Gypsy Purse. You found a gypsy purse, coming from the Moon no less, on the Pluto island of Otherland. Then the island disappeared, like the Grassy end of the Appalachian Trail, Mt. Oglethorpe, disappeared in favor of Springer Mtn. Pluto was forgotten. Moon/Pluto. Neptune left on shore. Otherland I. #1 is Neptune again, like Nautilus City. The end of Otherland for you was already written when that happened.

bb:

Baker Bloch took a rocket to that Pluto island, Hucka D. One of the Cooper Islands, actually. I can say that now that I don’t live there.

Hucka D.:

That is another direct resonance of the 1st Goodmobile coming from Hades/Pluto. Another reversal as well. Grassy and Gypsy Purse actually comes from Hades/Pluto, which is the same as Edwardston. Grassy Knoll.

bb:

Pluto/Moon of Otherland was erased and Neptune left. Otherland Island #1. Satellite removed. Satellite reality.

Hucka D.:

All these are traces.

bb:

Uniko.

Hucka D.:

Uniko is order from chaos. Order is communication. Ancients. Uniko is the language of the Ancients.

bb:

OK, good stuff. I’ll think about that.

Hucka D.:

And about Hilo Peak and The Abomination, that’s another Neptune-Pluto relationship.

bb:

Which means the Ancients are like the Plutonians and also the Mooninites.

Hucka D.:

Since they worshipped Hilo Peak and not The Abomination, obviously. The Abomination stands for Linden ruled SL. After the Ancients were conveniently disposed of.

bb:

Otherland must have been Ancient territory at one time as well.

Hucka D:

In the past, yes. Wilsonia can answer more about that. She was there during The Transition.

bb:

Was she Wheeler before she, or he, was Wilson?

Hucka D.:

Yes. 1860-1880-1900.

bb:

Equal body of memory waters before and after?

Hucka D.:

Correct. Wheeler is an Ancient.

bb:

Wilsonia is a shell of what she was, then.

Hucka D.:

Sorta, kinda, not really.

bb:

What’s really in that cup she carries around?

Hucka D.:

Hookah juice.

bb:

Hucka D., I finally visited Wilsonia’s valley as Baker Bloch… nothing there.

Hucka D.:

The Ancients have left that place.

bb:

Have they left Azure Islands as well?

Hucka D.:

Yes. Sylver Forest… no more.

bb:

Have they left Rubi?

Hucka D.:

Yes. Traces remain, though. Zarek, Cocoa, and, most of all, Flynn. Your Flynn and not the Tron Flynn. But related to an extent.

bb:

What is Flynn’s role in SL?

Hucka D.:

She is creating tunnels and then walking through them.

bb:

Are you still interested in Tronesis, Hucka D.?

Hucka D.:

Yes. Robot. Peter Dunne, the Dunne deal Peter. Rabbit. Holes. Tunnels.

bb:

Cross of the Lamb?

Hucka D.:

You better end.

bb:

Thank you.


We Better Chat, 17

“Let’s chat a little, Hucka D., before I head back to bed.”

Hucka D.:

Nice.

bb:

Sansara obviously will remain a focus for some time now. I’m firmly established on this oldest of SL continents, with only, perhaps, the Klein 1024 remaining after next week elsewhere.

Hucka D.:

Good. Klein is a keeper.

bb:

What can you say about MessiaenSphere?

Hucka D.:

Reflection of Dark Side of the Rainbow. Last silver before gold. Mathematics. P… [delete name]. Tyrone. Spinning Cube. P. Last pea in the pod. Baker Bloch. Rainbow.

bb:

Sphere is the same as Rainbow Sphere?

Hucka D.:

Yes. Go inside.

bb:

I need to watch that one again.

Hucka D.:

Watch and watch.

bb:

Can you say more about Uniko?

Hucka D.:

Language of the Ancients. Centerville is Lemon World. Predates Lime World, or Linden World. Or exists at the same time, in a probable reality, perhaps Probable Reality #1. Centerville is 2:00 long, which is also the same as 200 seconds, or 3:20. Also 200 Motels. Also 2001. 9/11… 9-11-9-11-9-11-9-11…

bb:

10-10 leads to 9-11. In 2001.

Hucka D.:

And where does that happen?

bb:

Kerchal.

Hucka D.:

Kerchal, yes.

Hucka D.:

Portal opened. Lemon World. Predates Lime World, or exists at same time. Burning of Star series of 26 letters, er, stars. Blinkerton. Burning. Man. Shifted. Alpha to Beta. K.C. Life. Second Life. Centerville. Center. 200. Ancients. Sea of Solomon. Center. Manifestation. Baker’s Island. Lighthouse. Labyrinth. Azure Islands. Escape. Atlas and Solomon. Temple.

bb:

Thank you.