Think of these like the zones in World of Warcraft (WoW) which were based on character/skill level brackets.

 

SexCraft has three main realms, each of which are divided into regions, with sub-divisions of those regions including smaller areas, such as ‘dungeons’ and ‘instances’, which are separated by loading-screen.

  1. inside Inisfree (within its Perimeter Orb, meaning that you can go outside Inisfree’s Perimeter Wall to the frozen ‘buffer zone’ doted with its hill-like Sentry Towers)
  2. inside Star-system Auzdein
  3. in/over (in the airspace of) cities, suburbs, and towns at a few dozen places in the Outlands thousands of miles north from Inisfree

If it is a place in the game your character can eventually go to and play in, it will be shown on the maps you can access while in-game.

 

AREA MAPS

There are multiple types of maps in this MMORPG:

  1. the mini-map in the top right corner of your screen while you are playing one of your characters. *THIS type of map is based on the Bitmap/Paint/AutoCAD precise map of Inisfree I made c.2009 (revised with the palaces-hood etc. in 2015)
  2. the pop-up style screen-covering map that is its larger version, showing sepia-colored areas where there is still fog-of-war for your character, blank areas where you have not yet explored, and fully-colored areas where you have explored and can still see. *THIS type of map is based on the cardboard-and-black-marker old-fashioned style/looking map of Inisfree I made c.2010 –but also looks like the maps in WoW.
  3. the pop-up style map that covers about half or just one-third of the computer screen, and which is the type of map you see in the scrolls/notes of library book pages and quest letters/papers from quest-givers (which stay in your inventory in most cases; you re-open them at will from the slots of your bag/ruck/pouches). *THIS type of map is based on the ones often seen in WoW.

GAME AREAS – MAP DIVISIONS SEPARATED BY LOADING-SCREEN BORDERS

While most games are ‘flat’ maps of a round world, or sections of a region, or wings of a dungeon or tomb, our equivalent is sections of our city, which is more like a vertical stack in a cross-section;

  1. our equiv. of Elwynn Forest (levels 1-10 starter region of WoW) is: Outer Orb; the approach to Inisfree, via MPHAs for free-person incoming first-time visitors/guests flying over the Antarctic surface, seeing the mist reveal the Perimeter Wall ‘ice cliff’ and ‘true Pearly Gate outline’ as it opens, or via WSs via the sub-glacial biolume river-ways if they are a kajirae training program candidate (and you can access these realms outSIDE those airships LATER once you level up into the 60s+)
  2. then there is the map for Inisfree’s public-access surface
  3. then the map/area (each map/area loads as you enter it) for Inisfree’s public-access subterranean; lower hemisphere; silos, their connecting tunnels, the subway, the under-dome/concavity, the subt’ prison, the quar’fac’, the halo maps, etc.
  4. then the map for Inisfree’s airspace; Cloud City, Crow’s Nest position, etc.
  5. then the map for Inisfree’s restricted-access subterranean; Underway Xenos area, Uber Hangars, Uber VTOLs
  6. then the map of Inisfree’s restricted-access surface; Governor’s Mansion, etc.
  7. then the map for Inisfree’s rare-access subterranean; Bat-cave 2, Magics Chambers, Keel Hatch
  8. then the map for the baby Space Whale‘s interior
  9. then the map for the hidden star-system, with each of its 205+ worlds (and SSBS, etc.) being their own maps; 250-ish vast-maps, showing the Inisfree-like cities only as Civilization-game style cities; some details, but not first-person; more like third-person fly-over with limited zoom-in to show overall themes of those cities, not the insides of buildings

Thus, our maps give you access up and down, and to inner space, rather than just out in all directions.

 

DIVISIONS OF THE GAME INTO MAPS AND SUB-MAPS

In WoW, the breakdown of the game into smaller and smaller areas was as follows:

  1. planets; Azeroth (Earth misspelled; spelled differently in another language of a previous Age), Argus, Draneor (destroyed), Fanlin’Deskor (also destroyed), K’aresh (homeworld of the ethereals), Mardum (occupied by the Burning Legion), Nathreza (saturated by the energies of the Burning Legion), Xandros (destroyed by the Burning Legion), Xerrath (also destroyed by the Burning Legion), Xoroth, 8 unknown homeworlds of some of the races in WoW, countless others hinted at by the wars of the Titans etc. –each planet you can actually GET to requires a loading screen, as it is via portals in WoW
  2. continents –which require a loading screen
  3. zones (including the larger caves) –which require a loading screen
  4. towns; you can walk in and out of these without a loading screen; intra-zone areas
  5. dungeons –which require a loading screen
  6. instances –areas inside dungeons which require a loading screen
  7. individual buildings & rooms; walk in and out, no loading screen for any reason

 

In THIS MMORPG, the above’s equivalents are:

  1. planets: Earth, the 205+ worlds of the hidden star system, and ‘Ideal World‘ (possibly to be named Auz Prime) in endgame –*with the following worlds as part of SOME of the 22 planned expansions of this MMORPG:  Moon, Gor, Sun, Hell (technically a full dimension; much more vast than one world), New Krypton, Erra (of the Pleiades), Illium, Vampiria, Dragonhome, and Craftworld (one of the several known of the Eldar)
  2. continents: Inisfree’s upper hemisphere, Inisfree’s lower hemisphere, Inisfree’s Perimeter Orb, the raid maps collectively, and the Space Whale
  3. zones: the regions/biomes of Inisfree’s upper hemisphere, such as the Underway (though technically that is part of the lower hemisphere), the different floors/stories of the ICGM, the Uber structures in Inisfree’s lower hemisphere, the Auzdome (it’s THAT big), silos network sections (whatever is under the zone you are in), etc.
  4. towns: Arch City, Cloud City II, GAH Cathedral, GAH Pyramid, GAH Sphinx, the Kathedrom, Meeris, the Venetian Lake Apartments, Waterfall City II, the neighborhoods, the Underway cave annexes, the Ceiling Mansions ‘hood, etc.
  5. dungeons: big buildings; inns (such as the Shire), hotels (such as Luxor II, Double Tree, Kapok Helix, The Palms, B&B Spire, Uber Baobab, X-2), theaters, the mall, the laser-tag arena, the grocery store, the food processing facility, the autos-fac’s, the cloning wombs, mansions, skyscrapers, hanging-sphere homes in Sotu, nightclubs, Halo maps, yachts, silo clusters (each cluster of 9), etc. (all ‘dungeons’ have a loading screen; you can’t just walk in and out of them like stand-alone turrets/watchtowers and small homes)
  6. instances: the VIP areas of the nightclubs, roller-coasters and other rides at the amusement park(s), the Cloning Wombs, the penthouse boardroom of WGI HQ Tower, the Observatory of Cloud City II‘s central spire, the Master Bed-and-bathroom of the ICGM, the pool of the Magics Chambers facility, the hidden bedroom above the sanctuary of the Spire Temple, etc.
  7. individual buildings & rooms: apartments (perhaps excepting those with NPCs for ADO events/quests), Earthships, sections of the Ceiling Mansions, all the tall rooms of the ICGM, etc.

 

How much leveling each of the above will get you:

  1. planets: most/all levels; technically, in this first release (pre-expansion) of the game, you do ALL your leveling on Earth
  2. continents: dozens of levels
  3. zones (including the larger caves): 10+ levels
  4. towns: enough quests for several levels
  5. dungeons: 2-4 levels
  6. instances: 1-2 levels
  7. individual buildings & rooms: quests and XP toward portions of a single level

 

Example of a sequence, progressing down into more and more specific divisions of this game’s total playable area:

  1. the game is set on Earth; the setting is modern Earth
  2. the first ‘continent’ of the game you get to see is a bit of the interior (of the surface map) of the Antarctic landmass, followed by the upper hemisphere of Inisfree (excepting being slightly below it, such as in the silos network if you start as a newborn ICV or as an incoming kajira candidate)
  3. the first zone you go to if you are a free-person is the Welcoming Lot/Square
  4. the first town you would notice is called Arch City; a town-sized bridge-like construct near one side of the Welcoming Lot
  5. the first dungeons at the Welcoming Lot are the Tri-har-mechs (because, though it is a secret you must discover beyond questing, you can get inside these three towering female ‘statues’)
  6. the closest instance to the Welcoming Lot is in the Performing Arts Center; during concerts inside it, players viewing or participating in those performances for quests are in an instance which is generated for that main room of that building (and games atop the Flower Towers are another example of instances nearby)
  7. individual buildings & rooms near the Welcoming Lot include the Asian Great Gate; you just drive or fly through it via one of the GAH sections

 

Pearly Gate 1 is a five-chambers sequence while functions as a ‘dungeon’; using it will result in a loading screen for entering and exiting, but the five chambers inside are seen by game logic to be a single long hallway, so you won’t have any loading screens when moving between those chambers, such as when the two sphere-encased rooms in this sequence rotate to align to their adjacent chambers.  This means that you will sometimes see other players, perhaps in small groups, going through the five chambers of this gate at the same time you are; think of it like a mildly-trafficked public area or big horizontal elevator room and progression.

*The OTHER 11 Pearly Gates (of Inisfree’s Perimeter Wall on the ground level of the city’s upper hemisphere), and the 16 Uber Gates (of Inisfree’s lower hemisphere), ARE instances, however; when you are in them, you will NOT see other player traffic (except the people on your raid team or questing party who went into them at the same time and for the same active quest that YOU just did).  The reason for this is that players should not be distracted by other players if they find the rare-drop items and ‘purchase-able’ offending kajirae located in some of these gates’ chambers.

 

LEVELING UP – GAME AREAS corresponding to LEVEL BRACKETS

Level-1 to Level-cap:

  1. start at level 1, like in any game; upon entry
  2. completing the city tour gets you to level 2, but you don’t have to do this if you are a returning player with a new/additional character
  3. quests introduce you to more of the details of each region of the city, helping you level more (levels: 2-9) (such as leveling slowly by getting XP making out and fingering in the Dropship Theater during playing of the movies on my list for that facility)
  4. more remote areas take more to reach, and you usually must level up more to do well in them (Cloud City, for example, or the Drow areas of the Underway, or the Faux Volcanoes, etc.)
  5. to go clubbing, you must know basic dance and sex moves, and demonstrate them in public for NPCs (such as the MFs managing the nightclubs) and other players, and to GET those basics, you must do some leveling in/as you complete the LHS courses, then TNA, etc. (level to enter any club: 10s)
  6. to get into the Halo maps, you must have completed TNA to get into NWO MIL TRNG (levels: 20s –*update:  now 50s, as it is after seeing some of the secret areas of Inisfree, and the final preparations for you before you take your character out on raids, which require a mid- to high level of competency with the game/controls)
  7. to get into nightclub VIP areas, you must level up into the 30s
  8. MFs (grade 20) is the 40s levels
  9. deployment (via IC ships, aerospaceport, etc., and maybe hidden star-system worlds access) is the 50s
  10. Governor’s Mansion access is 60s levels (just the 1st-floor rooms; not basements or upper floors)
  11. Bat-cave 2 access is 70s
  12. Magics Chambers is 80s
  13. Space Whale interior access is 90s (yes, we have levels inside the baby Space Whale dormant beneath Inisfree)
  14. level-cap in the 100s (Mandaloriday or AP use ONLY for ICV players) –110 is the top/highest you can attain in this game

 

You can level-up by playing as any of the races allowed in Inisfree as sexy-compatible, AND you can play along any of THREE story-lines;

  1. the life of a free-person guest becoming a resident
  2. the life of a captured potential kajira becoming a kajira
  3. the life of one of the daughters of Inisfree; an ICV born by song-based 3D-printing, growing up to be deemed perfect enough to please the King as a member of his MF SS entourage, etc.

 

STATIC TERRAIN in ALL AREAS

‘Terra-modding’:   There is NO terrain modification, such as by explosives (like in the Red Faction game), since nothing can get hurt in Inisfree –including Inisfree itself, as the city is a living thinking being, and all its parts are its body-parts, which are, technically, body-parts/extensions of its King.

 

MAP/AREA/ROOM MAXIMUM OCCUPANCY/IES

Pre endgame:  pleasing the king in the master suite

How many people fit in the mansion during galas?  I’m guessing in a house that big, with all its inner and outer balconies, and side yards and pools, that 200,000 people can comfortably fit in that house.  (Rooms are 150’x100′, there are four public stories, and outer areas are larger.)

How many on the beds of the master suite?  The main bed is 50’x80′, and all the beds up the walls are king-size or bigger (and there are ~100 of them; 5 staircase-like diagonal rows per side of this bedroom),

and it has double the floor-space of the normal 100×150 rooms,

so in that one room, during its biggest sleepover-orgies, probably 15,000 orgy participants at a time… maybe more.

So THAT is how ‘packed’ (still comfy spacing/dispersion, excepting ‘piles’ of playful girls ‘sandwiching’) it will be in the level-109 cinematic and in-game scenes of this MMORPG it will be!

 

THE KING’S PRIVATE MANSION – QUESTING-BASED ACCESS-INCREASES THERE

Each section/zone of this special residence in Inisfree is secured by the Inisfreean Secret Service ladies; the top MF agents of the Inisfreean kingdom.  They are cloaked and everywhere, and they, along with the doors and game-logic in this building, prevent anyone, no matter their techniques or magic or abilities, from getting into ANY area they are not yet ready to accept high-level quests in.

  1. 60s: Governor’s Mansion basic/initial/trial access; JUST THE FIRST FLOOR (please the King’s SS girls and top-kajira (Sarah Conrad, etc) as their assistants in the Governor’s Mansion (and help at the Husky House with cleanup and training, etc))
  2. level 60: allows you access inside this property’s outermost wall (but not to the King’s hidden off-the-grid ‘shanty’; just to the Husky House and the trail up to Snow-Dunes region/map)
  3. 61: inside the innermost perim’ wall of this property; access to the yards, pools, 1st helipad, the Cylinder Garage, and the Cliff Step-way (but only ICV MFs can enter the wall itself; its corner/interval-located mini guard turrets/towers)
  4. 62: foyer & indoor-tree room (but not the stairs up to the balcony of the foyer; that’s part of the 2nd story/floor)
  5. 63: dining-room 1 (formal; long-table)
  6. 64: hibachi-room (less formal but still very classy; galas)
  7. 65: breakfast-room (casual business brunches)
  8. 66: theater –but not the balcony (casual lounging but quiet) *if you make too much noise, or stand up and block others’ views of the movie screen wall, SS agents will quietly escort you back out into the adjacent Floor-stream Hallway
  9. 67: dining-room 2 (informal/casual, lounging, normal volume)
  10. 68: gym –but not its track balconies (dress-code: gym-wear for guys, females must be nude (so if you are playing a free-woman, you must have her doff her clothes and stow them in one of her bag/ruck slots while you are in this room, otherwise the ICV MF SS agents won’t let you enter, and if you are playing a MALE character then those same agents will only let you enter if you have on at least gym-shorts and sneakers –which might require sending a free-woman or kajira to the Mall on an errand for you)
  11. 69: library & kitchen –but not their balconies (the most protected and intimate of areas on this floor of the house) –quests include 1) reading about lore in the library, 2) helping serve food first, and 3) helping prepare food last; you have to prove you can SERVE it well FIRST
  12. 70s: Bat-cave II access; JUST THE 2ND BASEMENT; where the King, his male black-ops commanders, and the most esteemed Congresswomen meet to plan raids, etc.; everyone but the King requires an ICV MF escort (please Nyria during mission briefings in the rooms of the Bat-cave (and by doing well in its Armory; firing range, since the cleaning of weapons is handled by the stationary, statue-like, ICV-versions there)) –*The plaque for this facility mentions how it was named in honor of the first Bat-cave; the one near Gotham.
  13. 70: lobby
  14. 71: hallways
  15. 72: map-room (if you are playing a female Demon who has earned an invitation to become a Congresswoman in Inisfree, this is a great place to find ideal virgin volumes of Deep Space for your kind to get energized venturing out to and exploring, as that is one of the ways that race ‘eats’, heals, and advances/upgrades itself; they are pioneer-Angels; the Marines/Special-Ops of the Angel race)
  16. 73: clinic/quarantine room (not in the latest sketch/design?)
  17. 74: armory
  18. 75: prison/interrogation room (not in the latest sketch/design?)
  19. 76: briefing room (now the map room?)
  20. 77: restricted-access subway station (sometimes a faster way to get to/from this area of the game; bypassing King’s Drive, entering the perim’walls of the private mansion, entering the private mansion’s foyer, walking to the hidden turbo-lift, taking the turbo-lift down to the lobby, checking in with the ICV MF SS receptionist on duty there (our equiv’ of a Duty-NCO or OOD in this room/facility)
  21. 78: Ark II bay (& its tunnel to Inisfree’s main lake)
  22. 79: INSIDE the Ark II
  23. 80s: Magics Chambers access; JUST THE 3RD BASEMENT (whenever the High Queen, Ambi, (or, of course, the King of Inisfree) takes you with her down there); only the King can go to these facilities without an ICV MF escort.  (High Queen Ambi will always have a cloaked ICV MF escort with her, so when you go down there for quests with her, know that a cloaked ICV MF is somewhere in the facility to help stabilize the special portals there.) –please the queen/top-wife (Ambi) by helping as her assistant on quests in the Magics Chambers
  24. 80: turbo-lift
  25. 81: annex-womb 1 of 5; where the turbo-lift connects to this facility
  26. 82: lobby-womb –but not its central bulb-pool
  27. 83: annex-womb 2 of 5; Ark II tech secrets books (how our next-gen’ data-backup-&-recovery in the Rainbow Orbs works), and the quick-portal directly to Ark II Alpha (into the cockpit of the first Ark II built for Inisfree, which is the one docked in the Bat-cave II)
  28. 84: annex-womb 3 of 5; Angel race secrets books (how they were created, how their powers work, where they all are today, what all their plans are –including upcoming orders even THEY do not yet know about, etc.), and the portal to the throne-room of the god (in the dimension called Heaven) who sired that race –***but NO ONE is able to go through this portal except the King of Inisfree, and, on the RAREST of special occasions, perhaps the NPC-ed Angel member of his Council of Elders; Divinity Gottschalk (but we will show a cinematic for this; her creator-god will be in the throne-room when she, escorted by the King of Inisfree, arrives, and she will kneel in reverence, keeping her eyes downcast so as not to look directly upon her god/maker’s glowing face, but the King of Inisfree and her god/maker will look upon each other and bow to one another like Elven kings, and then Divinity and ‘God’ will have a tender dialogue with each other, and ‘He’ will restore her wings for her, and she will weep and thank ‘Him’, and then he will tell her that He was not punishing her by having her wake up wingless on Earth in 2012; she was handpicked as his finest, her mission in life to do what she has already succeeded in doing; to ‘become one’ with the King of Inisfree, who was tasked with making the Revelations prophecy about reuniting Heaven and Earth a reality, which was accomplished by designing, building, and managing Inisfree, and now Divinity represents her entire race; ALL the Angels, and is the link between God and the King of Inisfree, which is one of the highest honors any Angel in HISTORY has ever had, and tears stream down her face as Divinity shivers, overwhelmed, speechless, absentmindedly clinging to her own wings now that they are finally back after so long; after years, and He bids her rise, so she stands back up, keeping her eyes down and her head turned to the side out of respect, and God wraps his arms around her in a loving hug, and she weeps and wails even more, hugging Him back, and holds that hug for a long while, and then he lifts her chin to look down into her eyes, and His glow lights up her entire face –even in the softly white glowing throne-room of His realm, and she is scared to look upon His face, and she gulps, but then she realizes it is a great honor; she is the only Angel to ever do so; another highest honor saved all this time just for her, and He kisses her lips, and she kisses Him back, and He whisper-rumbles into her parted lips, just as the King of Inisfree often speaks to HIS loved ones, “Go now, my child; perfect lady, and be the best Angel wife of the King of Inisfree, whom I have Also chosen, and serve him well in all your ways, and know that he and I both love you with all our hearts, and will forevermore.  May your union with him be the union of All our realms, and a sign of only and all the good things to come.”  When their embrace slowly begins to end, he places one of her hands in mine, and she holds it firmly, her eyes moving to mine and then back up to His.  “You are his wife now, and you will bear him children when you both can tell the time is right.  Your family will be a wonderful one, full of love and light, and will live well through all of time.  You have my blessing, Divinity, and you have already made all of us so very proud of you.”  She rushes Him, throwing her arms around Him a second time, and weeps and wails still more, and He returns her tight hug, caressing her cheek with His glowing one.  “I grant you fully restored access to Heaven here, and you will no longer need to go through that portal in Inisfree; you may will yourself to and from here as you desire, and I will receive you.”  Divinity tries to say ‘Thank you!  Oh, thank you!’ but all that comes out is a little squeak, her whole being still so overwhelmed.  “I missed you so much, Father!” she finally cries.  “Words cannot express how much I missed you, too, my sweet child,” He whisper rumbles to her.  “I will bear him perfect children –for You; as per your command, Father,” she releases her second hug, bowing deeply to/before Him, and places her hand back in the closest hand of the King of Inisfree, then closing her Other hand around those joined hands once their fingers interlace.  “He is my husband forever, and I now live to make you Both proud.  I will be a perfect wife to him, and for you both.”  Few of the most devoted warriors in history have ever spoken with such conviction, or with such a set countenance; this woman’s heart was locked on, and for good.  Nothing would -or could- ever change her mind.  She spread her wings to their full height and then breadth, stretching them up and then out to her sides, VERY relieved they were back, VERY proud of them, AND showing them off for both Him and the King of Inisfree.  Her eyes then began to glow a bit, and the King had a knowing smile on his face, lips closed; he knew that, having looked upon His face, she had inherited some of his glow inside her, so now her eyes would sometimes glow (when she willed it, or was charged up for various reasons) just like the King’s ICVs’ eyes sometimes did, and if Divinity’s eyes were already visibly glowing in THIS well-lit throne-room, they would SURELY glow BEAUTIFULLY and BRILLIANTLY back outside. –When she, hand in hand with the King of Inisfree, step back through the portal, appearing in front of your character on this quest, it is a surprise to see her with wings, and the two of them seal their lips together for a kiss of the Ages, and then she reaches out without looking… and pulls your character in for the second Round of that Heavenly kiss, it now being made into a three-way; honoring the Inisfreean Way, and, thus, her husband; King of all the Inisfreeans.  [end cinematic] )
  29. 85: annex-womb 4 of 5; Jedi secrets books (how all their powers work, their history over the millions of years since the popularized events of their galaxy, which groups on Earth have been using the same types of powers, etc.), and the portal to Safe Room of the Jedi Temple on planet Coruscant
  30. 86: annex-womb 5 of 5; books about the Inisfreeans’ master/god-level terraforming, helioforming, and dimension-forming tech and history, and the portal to Star-system Auzdein (to the edge of its Space, just beyond the 16th planetary orbit; 205+ worlds, most of them as moons orbiting the 16 planets of this system)  *obviously:  LOTS of quests for non-ICV players who get to this point (which is a MUCH larger map –and SET of maps– even than the Space Whale for the next levels-bracket) –and THIS is the part of this MMORPG which honors the gameplay/look&feel of EVE-Online!
  31. 87: inside the pool in the middle of the central chamber of this facility; helping the High Queen with her private baths down here (but NOT yet her blood-play rituals and experiments) –once inside this pool, you are able to see that its bottom surface is not only kettle/bowl/cauldron-shaped… but also clear!; there is a hidden room down beneath it! (but you are not yet allowed to learn the secret of how to GET to it, and magic/portals don’t work here due to the game-logic)
  32. 88: the secret room beneath that pool; the viewing chamber which looks up at the bottom of that pool as its giant central light fixture (you have orgies with the ICV MFs down here, as well as the lucky-few kajirae who, like fresh fruits, the High Queen has picked based on the specific qualities of their blood –just like a super-taster selects a fine wine)
  33. 89: inside the pool, but THIS time to help with and participate in the High Queen’s most guarded Vampire practices; literal bloodbaths, etc. (while ICVs observing from the room beneath it have an orgy as they look up in awe at the High Queen and what she DOES in that pool (*no one dies in Inisfree, but NPC-ed kajira are let to bleed into this pool’s waters before being let out to heal and rest amongst their sisters down in the room below))
  34. 90s: Space Whale interior access via the Keel Hatch; JUST THIS LOWEST BASEMENT (please the Space Whale and elder gods by helping care for the Space Whale like a personified probiotic or cleaner-fish feeding by cleaning off the skin of sharks, etc. (but by cleaning the Space Whale in some way, or massaging its interior for some reason, etc))
  35. 90: Keel Hatch room
  36. 91: topmost tentacle mouth (keep in mind that the Space Whale is BIGGER THAN ALL OF INISFREE and by A LOT, so levels down here will be VAST and FULL of quests)
  37. 92: topmost tentacle innards (miles deep, subtly-moving cave-like interior, some bioluminescence like in the Uber Geode, but only an eerie deep green in most places, with a lighter lime green brightness to small areas/alcoves –which could be though of as living cul-de-sacs)
  38. 93: nexus/hub chamber/organ; connecting all the tentacles to the torso/core-bodypart (the hollow sphere which contains skyscraper-sized tendon-like tissues holding a town-sized solid sphere in its middle, thus making the nexus/hub AROUND that innermost sphere like a 3D rounded hallway –instead of a normal flat 2D hallway forming a circle, it forms a sphere layer/shell around that innermost sphere)
  39. 94: the other tentacles’ innards
  40. 95: the other tentacles’ mouths
  41. 96: the zigzag-ing caves around the outside of some of the tentacles which aren’t snug in the deep earth/rock this Space Whale is nested/nestling/hibernating in
  42. 97: the reproductive chamber/organ/s
  43. 98: brain-like chamber/organ
  44. 99: heart-like chamber/organ
  45. 100s: please the King of Inisfree himself; 2ND FLOOR, THEN roof, THEN 3rd FLOOR
  46. reaching level 100: allows you access to all the balconies of the 2nd story (via the large AIOWs) of this house; the balcony of the library, of both dining-rooms, of the gym, of the theater, of the foyer, the wrap-around outdoor walkway on this level/story/floor (and its two water-slides down into the two side-yard pools), and the outdoor patio atop the porte-cochère
  47. level 101: allows you access to the billiards room (and the memorabilia room up in one corner of its vast ceiling –*where more Lore Master quests/achievements are to be found!)
  48. 102: allows you access to the dojo and meditation room
  49. 103: allows you access inside the 1st basement (the nightclub called Club Cush; between the ground floor and the Bat-cave II –*this is the LAST nightclub you are able to gain access to; you hear about and have quests in the other 49 FIRST, get into their VIPs, and THEN get into this; the 50th and final nightclub in Inisfree –and the plaque of this club mentions how it was inspired by The Playboy Mansion and its Playboy Bunnies)
  50. 104: (having proved yourself to the King’s sled-team, then to his Secret Service agents, then to his guests while handling their food from this house’s great kitchen, then to vampiric High Queen, then to the monstrous Space Whale baby, THEN as a guest of his dojo, meditation room, and memorabilia room, and FINALLY as worthy of sharing in the pleasures of his most exclusive nightclub, you are now deemed worthy/ready to level-up into THIS inner sanctum of Inisfree)  you now have access to the top-third sections of the turrets this house’s AIOWs; that which connects the ground-floor and 2nd-floor to the 3rd-floor of this house, and, from there, you are allowed access to the hallways (but not yet the rooms up here; the guest suites or anything else, such as the outdoor areas)
  51. 105: access to the 3rd-floor’s guest suites‘ bedrooms (but not yet their vast patio-balconies)
  52. 106: access to the 3rd-floor’s guest suites’ bathrooms and closets; the intimate private inner rooms of the most distinguished visitors to the whole Inisfreean realm; those who live right down the hall from the King of Inisfree himself
  53. 107: having satisfied the most beloved guests and residents of Inisfree; those who live in this house’s guest suites (Guest Suite 1 is reserved for the First Girl of the King/Inisfree, Guest Suite 2 is reserved for Freyja, Guest Suite 3 and 4 are open to reservations approved by the King), you now have access to this house’s rooftop (via the tops of the AIOWs’ turrets –while the roof-cones atop those AIOWs remain restricted to only ICV MF SS girls on duty up there –so to SEE in those areas, you’ll have to play an ICV and level-up to this point; rooftop access of the King’s private house); the pool, rooftop patio-balcony, pool hut (restaurant), picnic area, aqueduct (feeding the pool), and helipad (the 2nd of the 2 helipads for this house –used for MPHAs, too –so there will be some quests up here for helping with the distinguished-guests and Inisfreean royalty taking those aircraft to/from the CIV Aerospaceport, or out over the Inisfreean landscape to survey the realm from the skies, etc.)
  54. 108: master bed-and-bathroom suite (and its horizontal-arch wrap-around balcony overlooking the city’s main lake, etc.)
  55. 109: (if you demonstrate you have learned, mastered, and memorized all the top-level techniques taught to the players of this game, performing them in the ultra-exclusive mega-orgies of this private residence) bonus area unlocked prior to endgame:  the off-the-grid ‘shanty’; the King’s private hideout hidden in the rearmost ‘pocket’ of the walled greenbelts of this house (it is usually just for the King of Inisfree, and his entourage of ICV MF SSs who are the 1st of their batches; Nyria, Vanessa, Piper, etc. –and not even his First Girl or Top Wives can go here!  This is his ‘man cave’ in the woods; his retreat within the retreat that is Inisfree, so your character may only get to go here two times; to get the quest, and to turn-in the completed quest.)
  56. 110: endgame; right before going into the Archives for stasis before waking up when Inisfree is entering the orbit of the Ideal World (with the 22 expansions of this MMORPG acting as prequels of that time; covering all the details of the millennia between this first game’s bulk and that distant-future “beyond paradise” moment/chapter; “To paradise (Inisfree) and beyond.”)

 

RESTRICTED AIRSPACE

Flying mounts are great, but they can be very annoying for low- and mid-level players who don’t have them, for high-level players working on things which should not have distractions, and any players in general who just want to sit back and enjoy the serene ambiance that Inisfree (a private resort community) was originally built for.  That being said, flying mounts are still allowed in this MMORPG (though not at all in the IRL city), but they can only be used in SOME parts of Inisfree;

  1. only military air-traffic is possible in the back-quarter of Inisfree’s topside; the NWO MIL TRNG Area (and this restricted airspace extends out over the MIL’s side of the main lake’s beach strip)
  2. only commercial air-traffic is possible over (and immediately adjacent to) Inisfree’s CIV Aerospaceport
  3. only mass-transit air-traffic (hover shuttles) is possible ‘downtown’ (in Sotu, as well as in the Under-concavity)
  4. NO air-traffic of ANY kind is possible in the underground/lower-hemisphere of Inisfree (excepting NPC-ed NWO-MIL air-traffic; the CPs from the Main Womb, and the WSs from the Uber Hangars to/from the Uber Gates out to the sub-glacial river-ways), so you won’t see anyone flying around in the silo tunnels, silos, or GAH subways
  5. NO air-traffic of ANY kind is possible inside buildings (whether that is an apartment, a house, a castle, a skyscraper, or a temple, etc.)
  6. only players at level 60+ can travel (by air OR land) inside the outermost mini-perimeter-wall of the ICGM (but not the Shanty or its surrounding section of the yard); the NPC-ed ICV MF SS agents (and the invisible walls of game-logic) ensure this
  7. only players at level 70+ can travel (by air OR land) to the Bat-cave II; the NPC-ed ICV MF SS agents (and the invisible walls of game-logic) ensure this
  8. only players at level 80+ can travel (by air OR land) to the Magics Chambers; the NPC-ed ICV MF SS agents (and the invisible walls of game-logic) ensure this
  9. only players at level 90+ can travel (by air OR land) to the Space Whale; the NPC-ed ICV MF SS agents (and the invisible walls of game-logic) ensure this
  10. only players at level 100+ can travel (by air OR land) to the ICGM 2nd floor; the NPC-ed ICV MF SS agents (and the invisible walls of game-logic) ensure this
  11. only players at level 103+ can travel (by air OR land) to the ICGM nightclub (Cush); the NPC-ed ICV MF SS agents (and the invisible walls of game-logic) ensure this
  12. only players at level 104+ can travel (by air OR land) to the ICGM 3rd floor hallways; the NPC-ed ICV MF SS agents (and the invisible walls of game-logic) ensure this
  13. only players at level 105+ can travel (by air OR land) to the ICGM 3rd floor guest bedrooms; the NPC-ed ICV MF SS agents (and the invisible walls of game-logic) ensure this
  14. only players at level 106+ can travel (by air OR land) to the ICGM 3rd floor guest suites’ bathrooms and closets; the NPC-ed ICV MF SS agents (and the invisible walls of game-logic) ensure this
  15. only players at level 107+ can travel (by air OR land) to the ICGM 3rd floor guest suites’ patio-balconies –&to the ICGM rooftop areas; the NPC-ed ICV MF SS agents (and the invisible walls of game-logic) ensure this
  16. only players at level 108+ can travel (by air OR land) to the ICGM Master-bed-and-bathroom & its perim’-balcony; the NPC-ed ICV MF SS agents (and the invisible walls of game-logic) ensure this
  17. only players at level 108+ can travel (by air OR land) to the ICGM Shanty; the NPC-ed ICV MF SS agents (and the invisible walls of game-logic) ensure this
  18. only players at level 110 can travel (by air OR land) to the endgame areas on Ideal World; the invisible walls of game-logic ensure this

 

You won’t be penalized by Inisfreean police-girls for attempting to fly into these restricted areas, but invisible walls of game-logic will prevent you from entering them while on a flying mount (which means you can use your character’s wings, telekinetic ability, S.T. suit, etc.).  When indoors, you will not be able to summon a flying mount, either; game-logic prevents that command from working.

 

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