Navigating Natural Falls in Second Life

Sol Farm, Story of Infinite; Inara Pey, January 2017, on FlickrNatural Falls V

I was drawn to Natural Falls V in part after seeing Loverdag’s images of its predecessor, Natural Falls IV, at the end of last year. I didn’t get to see that iteration of the build. so when I saw the newest design in the Destination Guide, I took a rapid leap over to see for myself.

Natural Falls is the work of Dann (DannChris), who appears in Second Life as a highly industrious hamster with talent for, among other things, intriguingly descriptive prose. “Natural Falls,” he notes, “is located in an abandoned, flooded metropolis slowly decaying under a derelict, elevated railway.”  It’s an evocative description, and the build – which also sees Natural Falls located in a new sim – more than lives up to it while once again amply demonstrating Dann’s skill in increasing a captivating, atmospheric environment rich in content and potential narratives.

Sol Farm, Story of Infinite; Inara Pey, January 2017, on FlickrNatural Falls V

Visitors commence their time in the region at a boardwalk landing-point. This offers a variety of routes around the flooded setting, some of which end in stairways leading down to the water. Above this, seated on tall steel and concrete piers sits the elevated railway. From above, board walk and railway divide the region into an uneven grid-like pattern, as if sectioning this water-claimed city as it sits beneath a brooding sky complete with low-lying clouds.

Blocky, cement-like walls occasionally sit alongside the boardwalk, their many glass-less windows staring over the failing remnants of what was once a thriving urban hub, now reduced to deserted houses, shops and industrial units rising from the slow-moving waters. The detritus of a vanished community litters the flooded streets, and everything at first glance appears to be trapped in the gloom and grey of neglect and desertion.

Sol Farm, Story of Infinite; Inara Pey, January 2017, on FlickrNatural Falls V

But – look again, and you’ll realise there is more to see than you may have thought when arriving. Colour sparks across the region, be it from the broken windows of a long-empty shop, the bloom of flowers in a flooded garden, or the splash of graffiti on a wall. While in the distance sits the beckoning glow of many-hued lights. Once seen, this draws visitors to a mystical corner, a world of almost otherworldly allure, suggesting that that even amidst this urban decomposition, something  quite beautiful survives.

This blending of art and colour within the wider setting of decay and loss encourages exploration. Nor does everything reside outdoors as well. Thus, time and a careful eye are recommended as a part of any visit, lest something is overlooked along the way.

Sol Farm, Story of Infinite; Inara Pey, January 2017, on FlickrNatural Falls V

And when you feel you’ve toured the ground levels enough, remember to check the teleport mirror by the landing point. It’ll carry you up to a haven of light and colour above the clouds, a little island of cosiness to be enjoyed alone or with someone special.

Natural Falls V continues what has been – from the images I’ve seen on the Flickr stream – a fabulous unfolding story, rich in content and presentation, and most assuredly well worth a visit.

Sol Farm, Story of Infinite; Inara Pey, January 2017, on FlickrNatural Falls V

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7 thoughts on “Navigating Natural Falls in Second Life

  1. Having been there, I heartily agree with Ms. Pay. The build is both chilling and uplifting. There are sound emitters in some areas that at first seem disconnected with the build, but as you wander you will discover that these sounds provide this installation an increased depth and realism. You can wander for hours: this build evolves as you wander through it and the odd bit at the entry point begins to make sense.
    Where other dystopian builds can be chilling, this one is gently instructive and as you approach the cottage it begins to provide a measure of hope.


    1. Thank you Kyllien – very nice critique 🙂 Nice point about the emitters (they are in the walled garden area). Maybe I should subdivide the parcel to limit their range.

      Dann 🙂


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