Entering Soulstone’s asylum in Second Life

Soulstone, October 2024 – click any image for full size

Valayra Asher (Valayra) has once again redressed her Full region of Soulstone, a region I’ve covered a number of times, and I’m always drawn back to it because Valayra tends to offer something very removed from the previous iteration, making any visit a entry into a new world and vision. This iteration is no exception, touching on Halloween to bring a theme of general horror and mystery mixed with a little post-apocalyptic or dystopian and flavoured with a very faint hint of Dark Knight stories.

Before getting into things, I will note that this is a location best viewed using a PBR-capable viewer or, if you’re still on an older viewer, then with Advanced Lighting Model (ALM: Preferences → Graphics) enabled.

Soulstone, October 2024

If your system can handle them, then proceeding with shadows enabled is recommended; if your system cannot handle this whilst exploring the region as a whole, give it a go whilst inside the asylum, where you can also potentially reduce Draw Distance to help lighten the load the viewer is handling. Do also make sure you’re using the Shared Environment and, finally, please note that the south-west quarter of the region appears to be given over to a private residence, and is separated from the rest via a mix of hills and building shells, so avoid trespass there.

Located on the north side of the region, the Landing Point gives the first hint of the post-apocalyptic / dystopian feel to the setting as it lies on a partially destroyed road bridge. It’s not clear what caused the literal downfall of the bridge, but the local flooding to be found suggests it may have been the result of a natural disaster such as an earthquake. At the foot of the bridge the mystery of the setting continues: it appears the road once linked with one running from the east side of the region – but where they presumably once met has been turned into a caged basketball court with the appearance of having been placed there after the roads had been largely destroyed.

Soulstone, October 2024

This basketball court with its razor wire, closed-circuit security cameras and the guard tower sitting next to it all give the setting a penitentiary feel; however, standing above them along the top of an eastern rise in the land is the foreboding bulk of an asylum. For me, it immediately brought to mind thoughts of the Elizabeth Arkham Asylum for the Criminally Insane. Whether this is intended or not, I’ve no idea, but a hospital for the criminally insane might account for the use of a guard tower, spotlights and the like.

The asylum sits as a the major focal point of the setting. The way to it is along the east-pointing section of road, littered as it is with the well-rusted wrecks of cars as they sit as the detritus of disaster. The asylum itself appears at first glance to be deserted – the main doors are wide open (as are other leading outside) and the windows smashed and broken, with further signs of chaos inside. Exploration here is best done with shadows enabled, so as to fully absorb the environment and the sense of stumbling around in the dark and coming across the unexpected.

Soulstone, October 2024

While it is fair to say the asylum dominates the landscape, its multiple broken eyes staring out over the devastation below the brow on which it sits; it is not alone; others sit on the flat plain it overlooks, some of which, like the asylum, have managed to retain some vestiges of electrical power despite whatever has befallen them.

Broken and empty, a forlorn and empty swimming pool sitting before one block, these high-rises bear silent, shattered witness to whatever anger was unleashed upon this land; not even the glimmering neon of an advertising hoarding can disguise the fact that civilisation here has passed, living behind only animals, birds, and the shuffling shells of those asylum inmates somehow left behind in whatever evacuation may have taken place.

Soulstone, October 2024

Yet amidst the ruin a little tram station sits, ostensibly in one piece, also sheltering under the dormant protection of the guard tower.  Where the trams arriving and departing this station might have come from or run to makes no difference now. Indeed, going on the signs hung from the pole of a working streetlight alongside the station, it would appear whoever survived whatever happened recognises this fact, given the destinations the signs list…

And speaking of signs / signage / graffiti, attention should be paid through any explorations, as there is a certain dark humour to be found throughout in the signage and scrawl, posters and adverts. Places to sit can be found scatters around, mostly in makeshift shelters out on the broken roads or alongside the fractured walls of buildings. They offer a chance for those who want to absorb the setting’s ambience and / or allow it to conjure stories of how it has come to be so devastated to do so in a measure of small comfort. Also to be found, large and small, are touches that might bring to mind a particular film about the aftermath of one calamitous event in human history – at least to me -, and others echoing the shuffling threat of horror from assorted films and televisions series (“Braiiins….”).

Soulstone, October 2024 (“You maniacs! You blew it up! Ahh! Damn you! God damn you all to hell!”)

Finished with a soundscape well suited to both its devastation and mystery, this iteration of Soulstone is, as with previous builds, well worth visiting.

SLurl Details

A Simurg Halloween and a trip underwater in Second Life

Simurg – Halloween + Autumn, October 2024 – click any image for full size

In June 2024, I dropped into Simurg, an engaging 4096 sq metre parcel seated within a Full region leveraging the Land Capacity bonus and designed by Lintu (KorppiLintu). Presented as a photogenic location, it offered an engaging mix of ancient history and a touch of fantasy mythology (see: Simurg’s mythical beauty in Second Life). Since then, Lintu has been busy expanding that build (of which more later), and is also presenting another setting specifically for the Halloween season.

Also located on a Full region (but entirely separate to Simurg), this is Simurg + Halloween in Autumn. Occupying a parcel roughly twice the size of Simurg, it offers an equally engaging location for photography in which there is more to be found than might meet the eye on first arrival.

The landing point sits on the east side of the setting, which is itself located in the south-east corner of the region, allowing it to to have, in keeping with Simrug, open water on two sides. Indeed, the landing point sits with its back to the sea as it sits in the shadow of two of the buildings within the setting. One of the latter is the Simurg Gothic Cottage, designed by Kwoone Oui (Kwoone), Lintu’s Second Life companion, and it is the first in a series of scenes suitable for the season that are awaiting discovery as one explores.

Simurg – Halloween + Autumn, October 2024

Spreading itself out before the landing point is something of a stone-flagged village square or street, the local chapel and graveyard to one side showing more signs of ghostly goings-on, edged with touches of humour via some of the tombstones, along with plenty of indications the dead are not entirely content to rest. A large house looms up over the back of the chapel, and while it is unfurnished within, its nature is such that it draws the eyes to it. More to the point, a walk up the steps leading to it will provide arched access to a back terrace where fortunes might be read, together with a bridge spanning the gap to another rocky plateau.

This second plateau is home to The Ruined Retreat by Marcus Inkpen, and here offered as what I take – from the cauldron bubbling away in the remnant’s of one of the building’s rooms – is potentially the home of one or more witches. This house overlooks the northern end of the village, where a street runs west from the cliffs, passing assorted places of business and residence (façades), with two of the former being the local apothecary’s abode, where potions and other magical items might be found, and the local music hall where the bare bones of entertainment might be enjoyed (in a manner of speaking 😀 ).

Simurg – Halloween + Autumn, October 2024

The western end of this street takes the form of the open maw of a cave which at first appears to be a rocky tunnel passing under the witches’ house. In fact a wander into it will bring one to the three witches gathered around their cauldron as if awaiting a certain Macbeth to come to them in much the same way as he found the three weyward Sisters (to use the description from Shakespeare’s First Folio) as he crossed the “blasted heath”. Beyond an encounter with the three, the cave will bring those walking through it to a ribbon-like meadow beyond, where horses peacefully graze and water tumbles down rock to fill a pond on which a leaf boat awaits those looking for a place to rest. More on this anon.

However, a look to the left as one reaches the three crones when entering this subterranean walk (or to the right, if coming from the meadow) will reveal a second passage downwards, lit by what first might seem like the flames of hell, given the denizens found along its length. However, allowing for the spider and the webs she has woven, it leads to a quite unexpected and hauntingly attractive setting sitting is a large cavern. With access also provided by  steps descending the cliff-face to the south of the Gothic Cottage mentioned above, the cavern also provides access to another little sitting area well away from the rest of the village for those who seek it on  the water.

Simurg – Halloween + Autumn, October 2024

Now, to return the to meadow, which can also be reached by walking through the village and passing under the bridge leading to the witches’ house. Follow the path meandering through it and past the pond, and you’ll come to both a further little seating area, and open against the rock wall a teleport portal that will carry you to Simurg, delivering you to one side of that setting. Here, a further portal directly behind you will take you up to the gardens, or a walk through one of the arches under the stone curtain and then across the stepping stones beyond, will bring you to the ruins.

Neither the gardens nor the ruins have significantly changed since my last visit (although some details have been added / removed), although they do now sit under a most dramatic sky. Two enormous craft hang in the sky above, their form perhaps vaguely reminiscent with Stargate SG-1’s ships of the Ori for those familiar with that show (a not entirely out-of-place line of thinking, given the show’s dives into mythologies and an ancient history, etc.).

Simurg – Ancient and Underwater City, October 2024

However, the most significant change is to be found by using a further teleport portal located within raised garden to carry you below the flagstoned and partially-flooded floor of the main structure. Here you will find the aquatic element of the setting that gives it its extended name:  Ancient & Underwater City. It is a place of flooded ruins where a trio of Roman deities – Venus, Mars and Saturn – are joined by the Romano-Hellenistic goddess Diana in poses of battle, as kraken-like tentacles rise from even greater depths below the submerged ruins, while sea plants and fish calmly go about their business.

I did not find a teleport portal linking Simurg back the the Halloween setting – which might be simply a case of lack of seeing on my part – so I’ll add the Simug link below as well, as if you’ve not visited either, both are more than worth the time, offering as they do compact settings with plenty to explore  and appreciate. I assume Simurg Halloween + Autumn will vanish some time after October 31st – so be sure to visit on or before then!

Simurg – Ancient and Underwater City, October 2024

SLurl Details

New Orleans with a Halloween Twist in Second Life

Witchcraft & Voodoo in New Orleans: The End, October 2024 – click any image for full size

In August, I wrote about New Deer Isle and the touch of America’s New England that Kaiden Glocke Tray (KaidenTray) had brought to Second Norway (see: Second Norway’s touch of New England in Second Life). Kaiden is a gifted Second Life landscaper and his work can be seen across the grid places large and small, some of which I’ve also covered in these pages over the years.

For Halloween 2024, Kaiden presents Witchcraft & Voodoo in New Orleans: The End, a region-wide build presented on a Full private region leveraging the Land Capacity bonus. It’s a setting with a lot packed into it, both in terms of what to see and what is happening there throughout the month of October.

Witchcraft & Voodoo in New Orleans: The End, October 2024
Welcome to the most haunted and realistic location of New Orleans. It is a post-apocalyptic and dystopian environment, which was left bare after the flooding of Hurricane Katrina, There is an abandoned but interactive theme park with rides that still work, but ride them at your own risk! Release your competitive side with bumper cars, become lost in the mystical swamp, challenge your courage in the haunted house, create some amazing memories with photos, or get a real life reading from tarot readers!

– Witchcraft & Voodoo in New Orleans: greeter message

Unless you are there simply to pose for very specific photos of yourself, this is a place best experienced as it is designed to be seen – using the Shared Environment (World → Environment → Use Shared Environment). As there is a lot in the region that is going to keep the viewer business, I’d suggest that having Shadows enabled is not vital to the overall experience, and some might find they will need to adjust draw distance if they have it to the upper end of the scale. Do make sure that if you’re running a pre-PBR viewer, that you have enabled Advanced Lighting Model (ALM: Preferences → Graphics make sure the appropriate check box is ticked, but not you do not also need to enable shadows), and enable local sounds if you have them off.

Witchcraft & Voodoo in New Orleans: The End, October 2024

So, with all that said, and in the words spoken by Benedict Cummerbatch, “Now, shall we begin?”†

The Landing Point sits towards the western side of the region, along the main street of a Section of New Orleans as it runs north-to-south cross the region, and which is in places flooded (with the tide being held at bay at one end by a wall thrown across the road). The town forms the greater part of the setting, and at its southern end, merges into swamplands crossed by wooden board walks, the waters around them heavy with crocodiles. Among the mangroves and the cabins scattered around are various ritualistic goings on, whilst on the far side of the swamp, what appears to have been an outburst of murderous mayhem has struck the little village there.

Witchcraft & Voodoo in New Orleans: The End, October 2024

Both the bayou/ wetlands and the town also connect with the abandoned theme park as it occupies the north-east portion of the region. Partially flooded, this is fast turning into a wilding of a place – although the rides are still working (if some of them manned by ghoulish characters!), so be ready to try them out. The Landing Point is not enforced, so it is possible to hop around, but explorations on foot are really the only way to go lest you risk missing out on some of the frights.

When arriving at the main Landing Point, a greeter will provide an invite to the local Group, and information on both tours and a special show being staged in the region. Visitors are also offered a flashlight, and ADDing it helps with explorations.

Exactly which path you choose to take when exploring is entirely up to you, and I do not want to give too much away here and possibly spoil things. I will say that the theatre for the stage production is neatly tucked away (if apparently still under construction at the time of my visit, going by the raw prims), so it can sit within the setting without interrupting the overall flow of exploration or seeming to break with the overall region design.

Not all of the buildings have interiors, but those that do should be entered and appreciated / explored. Surprises may await and objects may require touching. I particularly liked the Black Cat Inn offers a cosy and relatively spooky-free place in which to relax. I will admit to being a little confused by the reference to a haunted house; not sure if I simply missed it (or maybe a teleport to it…) due to a case of the Stupids on my part, or whether you have to join one of the tours in order to visit it.

The performances I referred to above feature Theatre 6 in The Witches of New Orleans, with shows at 12:00 noon SLT on Sunday, October 13th, 2024 and 13:00 SLT on Saturday, October 26th, 2024. Dates and times of tours, meanwhile, are per the poster, above right.

Witchcraft & Voodoo in New Orleans: The End, October 2024

I’m not a great fan of Halloween as we treat it in modern times – haunted houses, trick-or-treating as it is now, etc., – although the tapestry of Gaelic influences and the link to Gothic fiction which are tied to Halloween are a different matter. As such, I tend to be a stick-in-the-mud when it comes to the plethora of Halloween themed events and regions and so on which pop-up between late September and early October in Second Life.

However, there are exceptions to this – and Witchcraft & Voodoo in New Orleans: The End is one of them. The region is well-crafted, and explorations offer surprises and things to poke at or ride or enjoy. It offers fun and engagement over simply trying to shock or excite, offering plenty of opportunities for photography as well as offering something just that little bit different by way of events within its boundaries (and some nice (and occasionally lewd!) touches of humour present in some of the signs around the place). So why not head over an have a look?

Witchcraft & Voodoo in New Orleans: The End

SLurl Details

Yes, I know, another obscure film reference, and one not really connected to the subject of the piece. Kudos to those who get it, however.

Shadowfell: A short film from Second Life

Calas Galadhon Shadowfell  – click any image for full size

Every year, Tymus Tenk, Truck Meredith and the Calas team bring us worlds of wonder to explore in the form of their Halloween and Christmas wonderland builds as an adjunct to Calas Galadahon Park, and each year we are gifted with regions of mystical / seasonal delight. Mixing an atmospheric setting rich in places to explore, scenes to uncover, rides to enjoy and events to attend, all knitted together by the weave of environment settings, soundscape and supporting music, these builds are always and genuinely a highlight of Second Life.

For October / Halloween 2024, the Calas team once again present Shadowfell, a three region journey journey through a realm which although probably not modelled specifically after any element of Tolkien’s mythology, carries with it something of a sense of Middle Earth during the Second and Third Ages, mixed with hints of other franchises to offer an engaging potpourri of elements deserving of careful exploration. First presented in 2022 as The Gardens of Shadowfell, the setting was updated and expanded in 2023 (see: A journey through Shadowfell in Second Life), and it is this iteration – with some little tweaks and updates (including the use of PBR materials) – which opened at the start of October 2024 for people to enjoy.

The Shadowfell Pavilion schedule of entertainment for October 2024

As with all of the Calas themed builds, this is one in which it is very important visitors note at least some of the guidelines regarding a visit, all of which can be found at the landing point – with the most important perhaps being:

  • Make sure you Used Shared Environment (via World → Environment).
  • If you are not a PBR viewer, make sure Advanced Lighting Model is active via Preferences → Graphics).
  • Enable local sounds.
  • Make sure you have particles visible.

It also is suggested that those who can, should also enable Shadows via Preferences → Graphics. This is worthwhile if you can – and with the roll-out of the performance improvements within the viewer, this should be easier than it might have once been for a fair number of Second Life users – and I’d at least recommend it for photography.

This year, rather than blathering on and talking the four legs off a donkey describing the setting, I thought I’d offer a video instead – hope you enjoy it (best viewed in You Tube!)!

SLurl Details

Cherishville’s 2024 Autumn in Second Life

Cherishville, October 2024 – click any image for full size

Lam Erin’s Cherishville is a place that changes with the seasons, sometimes shifting location in the process; it’s also a place I do attempt to visit annually in order to catch one of its annual looks. The last time I did so was in winter (see Cherishville’s winter 2023 in Second Life) and I had intended to drop in during the summer during 2024; sadly, that didn’t happen for assorted reasons, so once again it is autumn that brought me back to the setting, and probably not too far ahead of winter once more taking over.

While the setting has at times dipped a toe into more tropical settings, for most of the iterations I’ve covered in these pages it has presented a look and feel of a location somewhere within the North American continent, and the same is true with this iteration. This is not to say they each look in any way similar as the seasons pass; each setting very much has its own unique look and feel. Rather, the general design and flora used within each of Cherishville’s iterations offers as a sense of loose theme for the settings presented, as if they are different locations along a journey.

Cherishville, October 2024

For Autumn 2024, there is also a further dimension to this idea of journeying: that of travelling through time. With a couple of exceptions, the road vehicles occupying the setting suggest the 1930s and 1940s (and even the exceptions suggest a not-too-distant leap from there to the 1950s). While there is nothing implicit to suggest the setting is intended to be from those decades – the buildings sandwiched between the north-side main road and the railway track paralleling it could be from almost any period of the last century and a half (or more) -,  the vehicles help to offer a sense of period to the setting.

But that said, there are anomalies to this feeling: the traffic lights serving the pedestrian crossings along the road seem to come from much later that the 1940s; whilst in terms of location, there are touches here and there that are perhaps more European in nature, such as a British telephone box and French-style advertising kiosk. Whilst these might be slightly anachronistic given the North American vibe noted above, they nevertheless work and remind us that SL can be anywhere we chose it to be.

Cherishville, October 2024

It is on the north side of the setting mentioned above that the designated (but unenforced) Landing Point has been set. It sits at the western extent of the road, which points towards the steeple of the local church sitting at its far end. A bridge with the promise of a botanic garden on its other side forms the local ending to the road, but the sign’s promise is false: across its pan is just a small spit of land. Street lamps along the road huddle under the boughs of tree from which the wind is pulling brown and gold leaves whilst the rain covers the cobble road’s surface in a patina of ripple-spreading splashes.

Set back from the road and behind the protection of a wrought iron fence, the miscellaneous houses and cottages seem to offer various retreats from the tumbling rain, both indoors and under the false shelter of a pergola, although it is perhaps the bakery-café alongside the railway platform which offers the warmest and cosiest welcome. Trains and tracks tend to be another motif in Lam’s build, and the presence of the track as it sits over the large, flagstone-paved expanse  behind the houses gives the setting a further link to past iterations of Cherishville.

Cherishville, October 2024

The train rail are further paralleled by a broad body of water entering the setting from its eastern end, where it passes under a low-slung bridge to flow through the landscape before making a right turn through boulders and shallows, making a turn to the north. Here it slips under the railway bridge and that of the one promising a walk through the botanic park, and from there exiting the region once.

South of the water and road bridge, the countryside of the setting becomes more rural and perhaps a little more mysterious. An old armchair sits out on the road just beyond the bridge, potentially hampering traffic whilst also maybe directing attention to the roofed cart with its lights and hay bails as possibly offering a slightly drier place for people to sit. Tall ranks of corn on the cob plants stand on parade to one side of the road here, apparently called to order by the slightly spooky scarecrow standing in their midst, his arms perches for local ravens.

Cherishville, October 2024

The local road sign here is not encouraging, offering directions to the likes of the Bates Motel, Amityville, Elm St., and Sleepy Hollow amongst other destinations; however it is in keeping with the time of year, so might have been raised by some local wag as a Halloween joke, particularly given the nature of the little barn sitting at the end of the track the road sign guards.

Another barn stands atop a low hill on the southern extent of the land, but this one appears to be far more for the purposes of farming. Certainly, the guard duty here has been taken over by rows of innocently-faced sunflowers, leaving the grasping fingers of the corn behind. The sunflowers are also marshalled by far less creepy scarecrow as the road loops past to make its way back to where it is crossed by the railway line, the bridge of which offering a way back to town.

Cherishville, October 2024

Caught under a leaden sky heavy with cloud and in keeping with the downpour, Cherishville offers numerous places to sit and – as one would expect – multiple opportunities for photography. I wasn’t too convinced by the little ball of a full Moon lurking at tree-top height and looking as if it might be looking for a place to land between the region’s eastern side and the outlying region surround – but a quick click with object derender meant it was no longer a distraction. Outside of this, meandering and camming through Cherishville came with its usual pleasure, and it was interesting to see someone else putting what appears to be Alex Bader’s PBR terrain materials to good use (as I’ve done on my home island).

SLurl Details

Lost in Space(: 1999) in Second Life

Space: 1999 – Moonbase Alpha

September 13th, 2024 marked the anniversary of a momentous and crippling event in Earth’s history. It was on that day that a nuclear waste disposal site on the far side of the Moon reached critical mass, causing a thermonuclear detonation of immeasurable force, shattering the Moon and hurling it from Earth’s orbit and into the depths of space, carrying with it the 311 surviving souls on Moonbase Alpha.

Passing beyond the range of their fleet of Eagle Transporters and making a full-scale evacuation evacuation, and with Earth unable to mount a rescue mission, the people of Moonbase Alpha could only signal their survival as they departed, never to be heard from again. 

– Extract from Pey’s Encyclopaedia of Space Exploration (2024 edition)

Of course, nothing like the above ever happened – but in 1974, the premise of the Moon being flung into interstellar space as a result of a massive chain reaction of thermonuclear events (and aided by the odd wormhole or two, amongst other things), carrying the 311 people trapped on Moonbase Alpha with it, lay at the heart of the Anglo-American television series Space: 1999.

Space: 1999 – Moonbase Alpha

I didn’t personally catch-up with Space:1999 until the 1990s, and while it struck me as perhaps and little too focused on the Alien of Week type of threat, providing disbelief was sufficiently suspended, it could be a fun watch – and it cannot be denied that considerable work went into making Moonbase Alpha a believable place and the Eagle Transporter perhaps one of the most well-conceived and “real world” space vehicle designs to be featured on television as coming from a near-future period in our development of spaceflight technology.

While the series was cancelled after just two seasons, the show lived on  – as with many sci-fi series – in the world of fandom, where continues to enjoy much support and popularity. This support and interest continues into Second Life,  where fans and role-players can take up a active role in operations within Moonbase Alpha, thanks to Mitch Charron. His Space: 1999 – Moonbase Alpha is an impressive representation of significant parts of Moonbase Alpha as seen in the first season of the series, bringing together familiar and iconic elementsfrom the show, including the commander’s desk, the comm-posts standing along the corridors, the station’s surface buggies and – of course – the Eagle Transporter.

Welcome to Moonbase Alpha! Inspired by the Space: 1999 70s SciFi TV series, MBA is an-going project of themed roleplay of space exploration and alien encounters, set a few years before Breakaway (and working our way there and beyond :). The Moonbase is still under construction, evolving and expanding but fully operational. We create multi-session ‘episodes’ which we play out over a period of time. While Alpha is our home base, our scenarios often involve multiple sims developed by members depending on the needs of our episodes.   

– From the information notecard available at any of the station’s comm posts.

Space: 1999 – Moonbase Alpha

And when I say impressive, I mean exactly that; it is clear that considerable effort has be put into the interior design, faithfully reproducing the aesthetics of the original sets and interiors and their signage / iconography. As well as Main Mission and the commanding officer’s expansive office space (complete with the large sliding doors to separate it from the bustle of Main Mission for conferences and the like), the interiors include a part of Doctor Helena Russell’s medical centre, a portion of the science facilities (one lab of which appears to be for Professor Victor Bergman), the station’s solarium and nuclear generation plant (both, I believe, seen in the episode Force of Life), a section of the travel tube network, and a series of corridors connecting all of these elements together and linking them to crew accommodation and recreation facilities.

Explorations of the facility start at a Landing Point neatly situated within the passenger pod of an Eagle Transporter. From here, the starboard doors from the pod (when facing towards the flight deck) open into a travel tube car, and its opening is accompanied by the initial fanfare of the show’s original (and best, I think) theme tune for those with local sounds enabled – and in this regard, having them enabled is recommended, as many of the sounds from the series can be heard throughout the facility, adding further depth.

Space: 1999 – Moonbase Alpha

Two exits are available from the travel tube car. One leads to the nuclear generating facility mentioned above, and the lifeblood of Alpha (just beware the warning beams!) or exit into Alpha itself via a security station and passing the airlock (surface EVA possible through the latter). Following the corridors from her will take visitors past all of the major facilities and to the elevator up to Main Mission. Here it is quite easy to imagine Paul Morrow overseeing operations with Sandra Benes dependably at his side, and perhaps Victor Bergman caught in a technical discussion with David Kano.

As noted in the introductory notecard, RP in the setting is intended to be relaxed and fun, with the station also forming a hang-out for those involved. In addition to Alpha, the setting currently also includes a part of the nuclear waste facilities and their monitoring station. During my visit, Mitch informed me he’s working on other elements such as the space station where the Ultra Probe has been constructed prior to the events of the series (and seen in flashbacks during Dragon’s Domain – an episode which utilised Tomaso Albinoni’s Adagio in G Minor so movingly and emotively to help drive the story, making it for me the best of Space: 1999).

Space: 1999 – Moonbase Alpha

Those wishing to join with the role-play are encouraged to read the introductory notecard for information on the likes of Alpha uniform sleeve colour, in-world availability of uniforms and Alpha spacesuits, etc.

With some gentle touches of humour mindful of how set builders oft utilised off-the-shelf items to dress sets (Commodore, anyone?), Space 1999 – Moonbase Alpha is an engaging build for visitors and RPers alike.

Slurl Details