Carr, Paul and Graham Pond. The Unofficial Tourists’ Guide to Second Life. New York: 2007, St. Martin’s. ISBN 0312376480.
Tour guides are both a blessing and a curse. They can save you enormous amounts of time by suggesting high points to your trip that you must visit, directions, directions, rates and fees, and similar information. But they can also be subject to the whims of fashion, payola, or the personal tastes of the compiler. And, of course, they are never “complete.” They are published on a yearly or biennial basis, and ideally are good for that time; practically, rates and stores and hotels can change the day after the author leaves.
Now, imagine how quickly a tour guide about Second Life can go spare! Popular attractions can be torn down on a whim — witness the loss of the Opéra Populaire on Intemptesta Nox; or privacy barriers put in place, excluding all but group members. Hell, an entire region can change its name, rendering landmarks and SLurls obsolete instantly. A Second Life tour guide, then, should be regarded as a very general guide book to potential fun and enjoyment — but be prepared to spend some time in the Search as well.
Any tour guide should be readable. I always liked the AAA Tour Book for Michigan, because of its description of the (ahem) legendary street system of downtown Detroit. A sense of humor about your subject, where appropriate, can improve your book.
The Unofficial Tourists’ Guide to Second Life is the first of two tour guides I’ve seen for the Grid. Paul Carr and Graham Pond put this together for publication in 2007; their approach was to offer “an introduction to a new world, written more as a primer than as a comprehensive study.” And they tackle it with touches of that wry, dry British humor that can be so lovely if you can catch it. After the obligatory opening pages explaining SL and how to establish yourself, Carr and Pond take something of a hop-about approach to their subject. While the chapters are organized into linked themes (”Key Places to Visit,” “Sport, Leisure and Games,” “Shopping and Commerce,” etc.), occasional excursions are made into other paths. I first learned of the Tea Crate Rebellion from this book, when the authors described the old tax system vs. the current tier system.
Throughout, the authors keep an eye out for places to have fun, and maybe a secret wink or two. This book was where I learned about the First Second Life Church of Elvis (and the Ten Commandments of Elvis); this is the book that warns readers to stay away from the Jessie region if they don’t like pitched battles — “or at least make sure you’re packing serious heat.” You’re also warned if you’re headed for Samurai Island to join a fighting clan, “Watch out for ninjas — they creep up on ya.”
In the fast-moving world of Second Life, of course, some parts of this book are already dated (Pontiac has left the Grid, for instance). That’s no worse than RL tour guides, of course. It’s unknown if there are plans for a second edition. But this might still be worth a glance, especially if you find it in a library or a bargain bin.

This book, and the more recent Second Edition, is Linden Lab’s official user’s guide to the experience of life on the Grid. The review will focus on the First Edition, which may still be available in some areas.
No matter how much we immerse ourselves into the world of the Grid, Second Life is a computer program…indeed, a series of computer programs linked together that form the virtual world we inhabit at whim. And any good computer program requires both practice, and a manual…preferably a good manual.










