Perhaps Ancient extent of Philo, right to left. Philo is directly associated with name Hilo, and perhaps one evolved out of the other — not sure, if so, which came first. A chicken and egg dichotomy? Philo is first tangible evidence of Lemon Lab coming from the direction of neighboring Yd Island to the east? Are there more possible pockets of Lemony goodness on the Nautilus continent as a whole outside of Yd Island and Lower Austra? Whatever, it appears that this is the earliest identified “urban” area (like a Chilbo or Crabwoo) of Lemon Lab, and where it interacts and is strengthened by the hypertextual crossing with Linden or “Lime” Lab coming from the opposite direction. The name Hilo or Philo then penetrates all the way through to Sansara and the Solomon Sea or Sea of Solomon, the continent’s supposed “eye”. Reflections of this center appear in the hand-in-eye logo at the bottom of a neighboring sea (see also: Isle of Baker and Isle of Baker-Not in this blog), and also the Atlas Sea as birthplace of at least Azure Islands. Reflections also include the former Hilo Peak and paired Abomination in the se corner of the Federal sim to the north of the Solomon Sea. Also linked to this is perhaps the Uniko sea floor patterns of Okinu, likewise no longer around. Also perhaps sifting through this hole between Lemon and Lime origins is the Myst game, a kind of direct predecessor of Second Life especially through the Kahruvel channel, as surfaced or bubbled up on the other side as Mysten (sim; once grey like “mist”).*
Victorian village currently marking or seeming to mark the northern extent of the Philo Line, complete with mystery stone monument procurred from far away Sansara. I have a feeling this monument will factor into future speculations about the Philo Line, Hilo, Lemon Lab, Lime Lab, so forth.
*Perhaps appropriate wikipedia quote:
Apart from its predominantly nonverbal storytelling, Myst’s gameplay is unusual among adventuring computer games in several ways. The player is provided with very little backstory at the beginning of the game, and no obvious goals or objectives are laid out. This means that players must simply begin to explore. There are no obvious enemies, no physical violence, and no threat of “dying” at any point, although it is possible to reach a few “losing” endings. There is no time limit to complete the game. The game unfolds at its own pace and is solved through a combination of patience, observation, and logical thinking.
The game’s instruction manual explains that an unnamed person known as the Stranger stumbles across an unusual book titled “Myst”. The Stranger reads the book and discovers a detailed description of an island world called Myst. Placing his hand on the last page, the Stranger is whisked away to the world described, and is left with no choice but to explore the island. Myst contains a library where two additional books can be found, colored red and blue. These books are traps that hold Sirrus and Achenar, the sons of Atrus, who once lived on Myst island with his wife Catherine. Atrus writes special “linking books” that transport people to the worlds, or “Ages”, that the books describe. From the panels of their books, Sirrus and Achenar tell the Stranger that Atrus is dead, each claiming that the other brother murdered him, and plead for the Stranger to help them escape. However, the books are missing several pages, so the sons’ messages are at first unclear, and riddled with static.
As the Stranger continues to explore the island, more books linking to more Ages are discovered hidden behind complex mechanisms and puzzles. The Stranger must visit each Age, find the red and blue pages hidden there, and return to Myst Island. These pages can then be placed in the corresponding books. As the Stranger adds more pages to these books, the brothers can speak more clearly. Each brother maintains that the other brother cannot be trusted. After collecting four pages, the brothers can talk clearly enough to tell the Stranger where the fifth page is hidden. If the Stranger gives either brother their fifth page, they will be free. The Stranger is left with a choice to help Sirrus, Achenar, or neither.
Both brothers beg the Stranger not to touch the green book that is stored in the same location as their last pages. They claim that it is a book like their own that will trap the Stranger. In truth, it leads to D’ni, where Atrus is imprisoned. When the book is opened, Atrus asks the Stranger to bring him a final page that is hidden on Myst Island; without it, he cannot bring his sons to justice. The game has several endings, depending on the player’s actions. Giving either Sirrus or Achenar the final page of their book causes the Stranger to switch places with the son, leaving the player trapped inside the Prison book. Linking to D’ni without the page Atrus asks for leaves the Stranger and Atrus trapped on D’ni. Linking to D’ni with the page allows Atrus to complete his Myst book and return to the island. Upon returning to the library, the player finds the red and blue books gone, and burn marks on the shelves where they used to be.
I think of the red and blue greeting I received upon recently entering Lower Concreek’s The Flat region, and the two green mossy humps that seem to offer and median or middle way (Middlesboro theme again?).