

Food & Props:
This Page lists other items we have available a Second Wildlife (TM).
Whether it's food for your animals or landscaping props you will find
it listed here. Many of these items can only be found at the vending
huts on Second Wildlife Island.
Food, Props & Other Products:
Second Wildlife (TM) Cheese (food):

Don't
forget Fresh Food for your Rats! Place this
cheese out where Running Rats will pass by and they will be drawn to
it's cheesy aroma for a snack. Once they are full, they'll scurry off,
perhaps to return for another bite later.
Fresh Cheese can only be purchased at the main Second Wildlife (TM)
store for a low, low price and has 21 day expiration after it's first
rez. Once Cheese goes bad, Running Rats will no longer be interested in
consuming it. Moldy cheese may however still have a use as certain
undead rats prefer the sharp aroma of spoiled cheese. After 30 days
the moldy cheese will pass from this world and become Ethereal
Cheese... perhaps even this ghostly shadow has a use?
Details:
1 Prim
Transferable, no-copy.
Remains Fresh until first rezzed.
Attracts Running Rats, goes bad (becomes moldy cheese) after 21 days.
Moldy cheese attracts Gothic Rats (can be purchased
from Gothic Vendor as already moldy!) and becomes ethereal after 30
days.
Available only from the Garden Wildlife and Gothic
Wildlife vending machines at the Second Wildlife (TM) main store location
Second Wildlife (TM) Carrots (food):

Rabbits & Bunnies will Love these fresh Second Wildlife (TM)
carrots! Not only do fresh carrots increase your rabbits energy levels,
these vegetables will help reduce the sculpted prim ball issue your
rabbits may have. Simply rez the carrot near your bunnies & watch
them head toward it for a snack.
Fresh Carrots can only be purchased at the main Second Wildlife (TM)
store for a low, low price and will be nutritional to rabbits for 21
days after it's first
rez. Once the carrot becomes chewed up, rabbits will no longer be
interested in
consuming it. After 10 more days
the carrot will expire completely as decomposition sets in. Note that
even expired carrots will still provide sculpted prim assistance, so it
may be worthwhile to keep expired carrots in the vicinity to prevent
the bunny ball issue (see the FAQ entry on sculpted prim animals).
Details:
6 Prims
Transferable, no-copy.
Remains Fresh until first rezzed.
Sculpted Prim Support scripting lasts as long as the
carrot is rezzed regardless of it's current food properties.
Attracts Rabbits & Bunnies, goes bad (becomes a chewed carrot) after ~12 days.
Chewed carrot becomes a decomposing carrot after ~14 days.
Available only from the Garden Wildlife vending machine at the Second Wildlife (TM) main store location
Second Wildlife (TM) Shamrock (food):
Celebrate St Patrick's Day all month long with this lucky four-leaf
clover! Every March this Shamrock will come alive and any nearby
"Shamrock Bunnies" will come to nibble at the tasty morsel. Like
carrots this clover will increase your Shamrock Bunny energy levels
during the month of March. They will also help reduce the sculpted prim
ball issue for all nearby rabbits regardless of the time of year.
Shamrocks can only be purchased at the main Second Wildlife (TM)
store for a low, low price and will be nutritional to Shamrock Bunnies
for all of March. Shamrocks include flexi leaf pedals and when active
they emit small amounts of particles and are a beautiful addition to
your landscape.
Details:
6 Prims
Transferable, no-copy.
Becomes active (nutritional) every March.
Attracts Shamrock Bunnies when active.
Sculpted Prim Support scripting lasts as long as the Shamrock is rezzed
regardless of it's current food properties.
Available only from the Garden Wildlife vending machine at the Second Wildlife (TM) main store location
Second Wildlife (TM) Kelp (food):

Want to attract crabs to your beach? Place one of these nearby and
crabs will come to snip away at the fresh Kelp! Kelp remains fresh for
~18 days after which it becomes old Kelp. After ~ 8 days of being Old,
the Kelp will pass into Ethereal existence. Most crabs are only
interested in Fresh Kelp, so make sure they have fresh food available!
Details:
1 Prim
Transferable, no-copy.
Remains Fresh until first rezzed.
Attracts various crabs, goes bad (becomes old kelp) after ~18 days.
Old kelp becomes ethereal after ~8
days.
Available only from the Seaside Wildlife vending machine at the Second Wildlife (TM) main store location.
Second Wildlife (TM) Animal Finder (prop):

Animals
tend to enjoy hiding on their owners, but now you can beat them at
their own game! Simply rez this detector on the ground and touch it.
You will receive the names and locations of your nearby animals so that
you can track them down! The finder only works with certain animals
although more will be added to this list as time goes on.
Compatible with the following Second Wildlife (TM) animals:
* Lions, Lionesses, Lion Cubs
* Rabbits/Bunnies v0.20+
* Squirrels v4.20+
This detector is also Copyable and Transferable so you can share it
with your friends should they need to track down their pets as well.
Details:
7 Prims
Copy, Transfer
Simple Rez & Touch Operation
Returns Animal Names & Locations
Second Wildlife (TM) Grave Fogger (prop):

This atmospheric fog machine randomly generates approximately 90 fog
particles to create an eerie layer of mist. The fogger can be turned
on&off, can be set to create fog day&night or only at night. A
unique October override will create fog during the day&night even
if the machine is set to 'night fog only' for the month of October. The
machine is controlled by an easy to use touch menu. A 'Status' button
in the menu provides a status update so you can see the settings in
your chat log. When you're done, you can even make the fog generator
invisible (or bring it back to visible) with the View/Invis button!
These Grave Foggers are Copyable, no-Transfer and can only be purchased
from the Gothic Wildlife (TM) vending machine at Second Wildlife Island.
Details:
1 Prim
Copy, no-Transfer.
Rez & Place, Touch menu controlled.
On/Off
Daytime Fog On/Off
October Daytime Override On/Off
Status
View/Invisible
Only produces ~90 particles total.
Available only from the Gothic Wildlife vending machine at the Second Wildlife (TM) main store location.
Second Wildlife (TM) Jungle Bones (prop):

Jungle Bones can add a lived-in feeling to your jungle or grassy plains
build. This prop also provides sculpted prim support to a variety of
Jungle creatures (see the FAQ entry on sculpted prim animals). As a
support item these are priced very low and are both copy & trans so
that you may place them wherever you require. Supported animals are
listed in the details section.
Details:
1 Prim
Transferable & Copy.
Sculpted Prim Support scripting lasts as long as the bones are rezzed near the animals it's supporting:
- Supports Lions, Lionesses, Lion Cubs
Available from any vending machine that sells
supported Jungle Wildlife animals and from the Jungle Wildlife prop
vendor at Second Wildlife Island.
Second Wildlife (TM) Tiki Torches (prop):

These
torches add flickering light to your sim! They can be programmed to
"always on" or they can extinguish at sunrise & re-light at sunset.
When lit the torches emit a faint burning sound and light up the nearby
area with a gently flickering light. If set to extinguish in the
morning, smoke will be seen for a few minutes after they go out as the
tiki torch cools down! Available only from the Second Wildlife Seaside
vendor these torches are copyable/no-trans (torches placed out in the
Seaside Wildlife sim can also be bought and are no-copy, but are
transferable).
Details:
3 Prims
Copy, no-Transfer (no-Copy, Transferable versions
can be bought directly on the island paths for a lower price).
Fire Particles & Sound when Lit.
Particle Smoke in early morning.
Includes an "Always Lit" optional setting.
Available only from the Seaside Wildlife vending machine at the Second Wildlife (TM) main store location.
Second Wildlife (TM) Hodgepodge Drawbridge (prop):

Ever need a water crossing for pedestrians that won't block waterway
traffic? The Hodgepodge Drawbridge might be just what you need! Created
with sturdy bamboo shoots, this bridge opens with a touch (after
warning pedestrians to clear the way of course!) The bridge remains
open for nearly a half minute and plays the steel drum tune "Jump in
The Line" before warning boaters it is about to close. Boaters can keep
the drawbridge open for as many cycles as they need by touching the
bridge before it closes. Setup is simple - just rez
& place! Comes in it's standard size (6 meter span) plus a new XL version (10 meter span).
Details:
18 Prims
Transferable, no-Copy.
Rez & Place, Drawbridge opens with a Touch.
Plays the Steel-Drum melody 'Jump in the Line' while open.
Ideal for boat/pedestrian intersections.
Available only from the Seaside Wildlife vending machine at the Second Wildlife (TM) main store location.
Second Wildlife (TM) Summoning Wands (other):

Whether
looking for a fun party gift or if you want some bling that
can't be found elsewhere these wands attract attention with unique
particle and sound effects. Voice activated you only need to say the
wand's name to charge it, or "standby" to return to the standby state.
These wands remain charged unless unused for some length of time and
will then return to standby mode. If you are holding your wand in your
right hand simply say "x" to fire an elemental Crystal Shard. There are
currently five wands available each with its own unique ability!
Found in the Gothic Area:
* Shard Wand - Produces a Crystal Shard capable of
doing 20% damage on contact (land damage needs to be set to 'on').
Found in the Garden Area:
* Spider Wand - Produces a Crystal Shard that can Summon a scurrying spider.
* Grasshopper Wand - Produces a Crystal Shard that can Summon a hopping grasshopper.
* Cricket Wand - Produces a Crystal Shard that can Summon a jumping chirping cricket.
* Tiny Critter Wand - Summons Damaging Shards, Spiders, Grasshoppers, Crickets and it's own powerful spell!
Summoners wands can be worn as bling - they'll still respond to voice
commands (but won't fire unless attached to your right hand). Simply
touch the wand to turn on/off the wand scripts, for those times when
you want bling turned off.
The Tiny Critter wand is unique in that it can cast up to 5 spells.
Only the first (Shard) spell is available until the wand is used
enough, the help command "?" will tell you how far along you are in
unlocking the next spell. This wand has two damaging spells available
and three summoning spells. Your lifetime "stats" can also be obtained
from the wand on command.
Details:
8 Prims for standard wands, 10 Prims for the Tiny Critter Wand
Fires Crystal Projectiles when held in Right Hand and given "x" command (land Object Rez must be set to 'on')
Shard Wand Crystal causes 20% Damage, Critter Crystals cause 5% Damage (land Damage must be set to 'on')
Color Changing Surface & Particle Effects.
Discharge, Charge and Ready sound effects.
Tiny Critter wand must be taught - 10 uses of "shard" unlocks "spider", etc.
And more on the way...
- Cloud Insoo
Second Wildlife, CCO
Second Wildlife (73, 82, 26)