Heterocera Outer Waters

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Heterocera outer waters

By far Heterocera has some of the most beautiful coasts, with breathtaking landscapes. Roads follow all coastline not far from the shores, while in some parts railways stretch and end into modern docks. Ground has a specific coral texture and vegetation is always present. With a single exception, land is accessible for sailing and there are many connections between ground transportation routes and external waterways.

And this is not all. Heterocera has its own river system. It is made of short mountain streams, with dams or waterfalls, sometimes continued with dry valleys. Some of these streams receive water from inner lakes, while other lakes are unconnected and endorheic (their water doesn't flow anywhere).

For the inner water system, including the inner atoll and the delta, see Heterocera Inner Waters.

Overall

The shore in Oakworm

The coast is not the same for its entire length. North coasts show a much higher declivity, while in South, they are more smooth. In North, you have the feeling that you are seeing some mountains. This is more visible in North-West, where are the most interesting landscapes. The East and West coasts have their own beauty.

A few islands might be seen along the coast. Some of them are larger, but the majority are smaller. Since ground is high and water is deep, terraforming has not removed much of the beauty of the land. Another feature is that islands are connected to continent by bridges.

Waterways are not the same at all. In some places, they are larger and might include entire flooded sims, while in other parts they are limited to a sharp slice of land. Following the navigation route is always a tricky job, but still is more easy then in other continents. Small coral deltas can still be found in some places.

Roads are closer to shores in North and North-West, while in East, there are many railway terminals close to water. On no other continent can be seen so much access to coastline. For example in Jeogeot there is no road that reaches the external coast of the continent.

Unlike the shores of other continents, Heterocera is not a Tropical Beach Paradise. Yes, in some places you will see palm trees and beaches, but also in other places temperate vegetation can be seen, mainly along the roads in North.

One of the best way to visit Heterocera is by using Yava Script Pods. There are two pod routes that follow the coastline and others that reach close to the shores. Second Life Transport Authority has its own cars roaming along the coast roads and sometimes even inside water. Also, some of these pods erach water surface and sail for small distances. SLGI Trains also reach the coast. One of them, SLGI Train WARRyucca, flies above water and for a part of its route under the water.

The following material is made like a tourist guide and it is an invitation for people who like to travel.

Proposed routes

  • Tourist route 1: along the coast roads, clockwise
  • Tourist route 2: along the coast waterways, clockwise
  • Alternative access 1: reach the coast by train
  • Alternative access 2: along the rivers
  • Alternative access 3: endorheic lakes
  • Alternative access 4: islands

Along the coast roads, clockwise

Welcome to Consular

This is probably the best way to visit the coastline. It will take up to a few hours. A car or a horse is recommended, If not, there are many Yava script pods along this way and also occasional SLTA cars that can be really useful. We will start our journey in Calleta, the sim that is placed strategic on map, with many roads, railways and waterways. This is the entry point to GSLR, the oldest railway, to Mountains Of Heterocera, to Heterocera Inner Waters and to outer coast. This is also the heart of Calleta City. Railway station is so damaged that trains stop at a pawn shop. Also, there is a bus station where you can find all transportation you need.

From here, we go to West, along the paved road 1. First steps will take us through Oculea, a sim part of Calleta City. To left, we will see industrial corporations and to right some uninhabited hills. The area suffered a lot after the death of West Atoll Railroad. Then, we enter suburbs and finally some parts that look rural. Water is nowhere to be seen until you reach Zephyr sim, the place where we walk on a bridge over a river (see below). To South, we can see the river flowing into the sea. From here, in some places we see more buildings and vegetation and in others, more abandoned or unused land. To left, from place to place, the sea is visible, while to right, we see the hills. Climbing them will take us deeper to the mountains. In Dierli sim, a road takes us closer to the shores. If we take it, we can reach the water. Landscape is not great, but it gives a good idea about coastal plains in South.

We return to the main road and follow it through the abandoned sim Bombyx. Nearly all sims is here have moth names. For example, Bomyx mori is the silkworm. And then, after passing a few more places not populated, we reach Andraca sim and another bridge. Here was also a station of West Atoll Railroad. A SLGI train comes by flying and stops here at every 6 hours, close to where the station was. Then, in Cristat, after we pass a few interesting buildings, we reach another road that goes South. If connects a large island with the mainland. And after 300 meters, we are close to the shores. This is the first place where water is so near. This is not for long, soon the road goes straight through a peninsula and a smaller road allows contact with water.

The shore in Notha

Next, we enter Bouraq sim, an urban sim with tall buildings. From here, water is nearby. We reach an intersection. Now we enter on the West atoll coast. Palm trees and temperate vegetation, many homes in alternance with beach buildings, urban constructions and vegetation, this is what a traveler will see. The road is paved and plants have grown on it, as a sign that it is not too used. Seen on the map, this road follows the coasts or each peninsula and gulf, turning left and right over and over. There is one important thing, in Galli sim, main road turns right. If we go forward, we will reach a dead end. And soon, we will reach Elpenor sim, where the old West Atoll Railroad had its terminal station. Its land has become Linden right of way and many people hoped of a new railway, buy nothing happened.

In Alcis sim, we reach the third river. Until here, we moved very close to the shores. From here, water is at some distance, but not too far. Landscape becomes more and more interesting. Then, in Emmelia, we reach the 4th river, the largest until now. From the bridge, water is good for sailing all the way to the ocean. It is a good place to relax and take a picture. After we passed the bridge, we go left (West), on road 2.

From Emmelia, first we walk on a plain. In Togata sim, we find the 5th river. And then, at the border between Togata and Tiger, a tunnel appears from nowhere. There are not many tunnels on mainland. Except for the underwater tunnel in Jeogeot, the rest are in Heterocera too, in Mountains Of Heterocera.

Once we exit the tunnel, all is different. The coast plain has vanished and has been replaced by a much higher shore. The road is always close to water and stretches along the shore. In some places, it is much sharper and made of wood. Vegetation is found to be more often. Trees, planted along the road, vary in shape and color. We cannot see too much to right, but to left, we can see a multitude of docks and ships along the coast. We have entered one of the most beautiful parts of the coast. For a while there is no road to right, but we can climb in some places to take a better view. Also, almost every sim has its own rezz zone. Then, in Girdler sim, road becomes a bit wider and is paved with colored stones. This is where those breathtaking landscapes start. Echo sim is a place where we have a dock and can rezz a boat.

What exactly makes this place so different? Maybe the answer is color alternance. We can see palm trees and then, like from nowhere, a tree preparing itself for autumn, with red leaves. There are many trees planted along the road and other that can be seen inside parcels, together with bushes. The fact that road itself is paved with colored stones also adds something to the landscape. But the most important part is that here we have at the same time mountain and sea, together. This is something rare, unseen in many other places. And even more rare is the presence of a road along the shore. There are entire continents where this is not seen. For example, roads in Satori are at a high distance and they don't reach the shores in any point. Then, in Sedge, we finally see a road turning to right. It is a good idea to climb along it, to see how high the shores are. We will reach altitudes close to 80 meters.

We enter Oakworm sim. This is the border between West and North coast. And soon, we enter Consular, where road is again paved with wood for a while (in fact, it is a long bridge). This is the best of the best. A good idea is to stop here and watch the cliffs and the sea. And if you want more, stop here and wait for sunrise or sunset. You can see them both. Here, in Consular, at some point, if we are lucky, we can see to right how altitude slowly grows and how high the shores really are.

The same landscapes can be seen along the coast, until we reach Pandorus. Here, a small plain separates us from the coast. And not far, in Hydrangea, at the end of a gulf, a road climbs hard to get to continent plateaus and to Yucca railway station.

Road continues along the coast, again paved with wood. Soon, we reach an intersection, where pavement is replaced with asphalt. Then, another road cross is in front of us. Landscape changes again and we enter a plain. We follow the main road, with trees on its center. This is Ranunculus sim, with a road mall. To our right we might see a tunnel, one of the few existing. It is private and opened to anyone. The other tunnels found on Heterocera are: mountain tunnel (on mountain road 6), the tiny railway tunnel at Epirrhoe, Tiger - Togata (we have seen it) and the tunnel on Achemon Railway.

Vegetation, parks and wilderness places, almost anywhere

After Ranunculus, the road separates oceanic plain from the hills. The sea is no longer visible, but we can see a lot of vegetation, creating some sort of green tunnel along the road. Then again, inside Buff sim, we find the ocean near us. A bridge passes over a dry valley. Then again we enter a forest and then again we see the ocean while passing a bridge over a dried valley. Rivers on North shore are dry. We are in a plain.

Stout is a place where we turn right. The road forward ends soon at a lighthouse. It worths exploring, anyway. From here, we can see ground texture changing and in some places old coral rock is exposed. In Sallow, a small road goes North to the coast. And then, we enter spectacle sim, with its railway terminal. Again, a road continues to left, to the shore. And once more, when we reach Satellite sim, the main road looks like going forward, but in fact it ends near the shore. We need to turn right, at a large market. All these roads are paved with colored stones. And so, we finally reach Spangle railway terminal. This is the place where we enter East coast.

From here, a car is useless. We need a train. Trains can be seen from time to time along these railways or you can rezz your own train. Or, you can drive a car on the tracks. Just follow the tracks. In Shipton, the railway is so close to the water, that it offers a rare view. Follow the railway to Melanthia station. There, behind the station, road 5 begins. We will follow it. This is a paved road, with colored stones. Landscape is that of a plain and vegetation is more rare. Buildings are a bit more rare then in other places. In Scotopteryx sim, a hardly visible road continues to left to the coast. Then, vegetation is seen more often. Land is something between a plain and a hill. Almost all the way water is not visible because of vegetation and buildings.

In Gibbosa sim, we see the first river from East coast. And then again, in Bedstraw, the second. And then, in Cisthene, we reach a railway. This is Maritime Railway and we will talk about it later. And then, in Cycnia, we pass the greatest bridge on coast road, over a third river. And once more, in Grahica sim, we cross the 5th river. This one has a very deep and dangerous valley. All the way, this road keeps some distance from the shore.

Finally, we reach the railway grade crossing in Mocis. If we keep following the road, we will get to Heterocera Inner Waters. To left, Bhaga and Zale stations await us. To right, we can reach Crumbi. This is the end of our long trip.

Along the coast waterways, clockwise

Close to Vicina

Many people will argue that the best way to visit the shores is by water. It is true. This can be much more difficult because waterway borders are not always visible, while road borders are. It is a completely different experience then visiting the coasts by road.

For this, we start from Tuliptree ferry dock. This is close to Tuliptree railway station. We are here in the inner waterways, in the outer delta. There are water channels in all directions. Which way to go? We follow the coast to right. It will not take long until we exit the delta and reach Cecropia sim. A railway connects this place to Calleta to right, while to left, ANWR channel allows access to Sansara.

Sailing route is sometimes very sharp, sometimes larger. Water is not too deep. In some parts, there is some available space that is owned by various residents, while in other places, land is far more sharp. Presence of some islands can be noted, usually there is a sailing route on both sides of each one.

Navigation is limited at Togata-Tiger tunnel. The only way through is to try somehow to move your boat on ground until you reach the other side. The coast in North-West is not as spectacular as seen from road, at least until you reach Consular. There, navigation channel is much larger and any sailor can take some distance from shores, to see the landscapes. Brindle is a big problem. Majority of land is private owned and an entity orb will remove any lost sailor. Then, in North-East, sailing is not a problem. Even more, there are many flooded sims in East. If we follow the coast, we will reach first Vicina railway terminal and then Bhaga. From here, we enter the delta.

Reach the water by train

By train to the North of the atoll

Heterocera has its continental railway system. There are railway terminal stations along the shores. Some of them are equipped with docking devices to transfer cargo from a ferry to a train.

From Calleta, a train can go in 3 directions to reach the shore: along the main line, to Tuliptree, along GSLR to Cecropia or along the new monorail line (from Calleta Sim Union Station) to Columbia. Also, an unused railway connects directly Calleta with the coast.

On East coast, from Crumbi, a train can go in two directions: on main line to Bhaga or along Maaritime Line to Cisthene and Vicina. Also, in North-East, in Shipton, Vainscot and Spangle, rail is close to water.

In North, there is not much to walk from Yucca station to the coast.

Along the rivers

A private-owned power plant

Heterocera rivers are not well known, even if they offer some unexpected landscapes and have a mountain origin. There are a few rivers along South, East and West coasts and a few others (dried) along North coast. This feature is unique on the grid. In no other place a dried river extends over more then one sim. Visiting their valleys worths the effort. We will start exploring them starting from the ocean. Additional information is found on Dams, a page that also includes lists of waterfalls.

South Rivers are longer unprotected waterways, flowing through south plain and hills.

The first one is Grote River, probably the only one that has a name. It flows into the ocean in Zephyr sim. It forms an estuary that is not good for sailing because water is not deep. While going upstream, first time we meet a bridge, made for road 1. Then, at 200 meters, we find a big waterfall. The best way to climb is to right. We take a snapshot and climb to the top. We enter Grote sim. The river is smaller here. A small bridge passes over it. We might see even ducks playing in water. Not far from here, we see lake Grote. In past, in days when WARR existed, this was a busy place and the railway was seen close to lake coast. Today, almost all land is abandoned. In the old days, there were ruins, fish and even a submarine on lake floor. From here, if we continue forward, we reach Mountains Of Heterocera.

The second river in South we encountered in Andraca sim. It is dry in its last part. It might be hard to find it from the ocean, more easy is to start from the road bridge. Right there, it splits in two. The branch to right (East) is smaller. It flows through a building. Then, we find it again in Pruni sim, where it flows through parcels of abandoned land, with signs of erosion. The other river is much longer and comes from Sesia sim, where it forms a swamp. Water surface is at 35 meters, but the deepest point is at 2 meters high, that means a lot below sea level. We keep on climbing along the river and reach at a building, where water flows from a big pipe. Even more upstream, we find a dam, where water flows through a sluice. This is the only private-owned dam on the grid. And so, we reach Tethea sim, following the river at an altitude of 65 meters. We meet Mock Heather Road and not far from it, the statue of Lenin. Then, we enter a place where water comes from under some bridges. And then, we enter Furvata sim. This is where this river comes from, its spring is at 92 meters high. But even from here, we can continue forward along a dry valley, heavily modified by terraforming. In the end, we reach a point at 101 meters high, in center of Furvata.

West Rivers are 3 waterways on West coast.

A fresh mountain spring

From South to North, many rivers and streams flow into the sea. The first one is Siona River. It flows into the ocean in Alcis sim, where it brings fresh water to a port. It We have encountered it at a bridge in Alcis. Not far from there, a waterfall was created by a concrete dam. We climb it on left side and find a place with many suspended bridges. We find ourselves in Siona sim, close to a road. The river is wider and becomes a lake stretching in sims Gnoma and Siona, always close to the road. Then, we can see a waterfall flowing in the lake. It is not one, but a succession of waterfalls, coming from the North-East sim corner and even from beyond. This is a mountain place, with forests and many paths, where the most distant spring comes from Falcaria sim, at 100 meters high.

Emmelia Bridge is the biggest bridge on West coast. The river flowing below it, is navigable for 100 meters. Upstream, it enters a deep canyon. Then, at sim border, a massive waterfall comes to our view. Upstream, the river is far more smaller and its valley is not so deep. Both its water and its valley come from Acontia sim, not too far from the waterfall.

Togata sim hosts the 3rd river on West coast. This one is not navigable and is accessible both from ocean and from the road bridge. Upstream, there is a bridge and close to it a waterfall. The place is named Togata Falls. Upstream from this, the river flows through a forest, slowly in its valley.

North Rivers are in fact dried valleys. Those in North-West are far deeper, while the others in North-east are small, sometimes less then 5 meters deep.

Deep, dangerous valley

These are dry rivers. The first and smallest of them all is found in Consular, in a place where the shore is smaller. Probably this was a valley, but after endless terraforming it lost its shape. It ends not far, in Huckleberry sim.

Hydrangea sim is the connection place between coast road, road 4 and Yucca railway station. But also here is the place where ends a deep valley. It is very deep, extremely sharp and very long, stretching through 3 sims. It ends in center of Cisseps sim. It is very hard to climb on its versances. In this place, you have the feeling that you are in the mountains. And if you keep on going, not far you will find road 3, with an intersection that is also a start point for a tourist route inside Mountains Of Heterocera.

Usually, it is good to find a valley from the ocean and climb upstream. There still is an exception. In Burnott, close to the railway station, there is an off-road that connects this station with the coast road. It has no sort of pavement, nothing. On half of its length, a small valley can be seen flowing away. It is not deep, but long. At some point it crosses road 2 (coastal road), vanishes in the multitude of buildings, then appears again, to flow in the ocean.

Another valley flows in the ocean at Buff sim. If we follow it upstream, it takes us to Knot sim, where it meets the railway. then we reach a large depression in Muslin sin, where it forms. This is its forming basin, highly affected by erosion and land abandoning. We are here very close to the high mountains and if we keep on going forward, for sure we will reach them.

And another valley is opening its mouth in Eggar' sim. Only that this one is not completely dry. A swamp exists close to the road bridge in Eggar. We are in a forest here and soon we meet another small swamp. Then, we cross some abandoned land and reach a third swamp, partially covered with buildings. And from here, there is not much to the railway, where two springs can be seen. It is, however, interesting that they don't flow into this valley, their water gets absorbed in ground.

Tawny sim hosts the mouth of another valley. This one has a spring right under the bridge. Upstream, land is highly eroded. Then, in engrailed, a big spring brings life to the place. This valley comes from the plateau upstream from the railway, at 82 meters high.

East Rivers are found on East coast.

The only ice cave on the grid

At Xanthorhoe, there is a bridge on the railway over a dried valley. Until June 2014, a river was flowing in here, but without reaching the coast. The smooth valley still exists, only that it ends at the coast road. Upstream, the river vanishes behind buildings, but not too far we find a swamp, in Lythria sim, at Simple's zoo. Water comes from a head-shaped statue. There is not a single lake, there are at least two. Water altitude is 35 meters.

Inside Gibbosa sim, while following coast road, we found a bridge. The river below us has still a lot to go until it reaches the ocean. There are not big obstacles, so feel free to try to reach the coast by walking or swimming downstream. But if we go upstream, we will find a swamp. A stream comes from South, following the road and receiving water from upstream. This is Gibbosa Community Park, a place with green platforms, terraformed with walls. Rivers flow here and create waterfalls. After exploring the park, we continue upstream, entering Poecila sim. We are in face of a wild stream, flowing through many tiny waterfalls. Soon we reach both the road and the railway. Land here is owned by D-lab, a place full of freebies, surprises and wonders. Your children will sure like here. Or if not, this is a good destination for the child in you. Just upstream from the bridge, an elephant is taking a bath. The stream flows here through stones. And then, at 88 meters high, a huge panda is sitting exactly on the place where water comes from... or more accurate, the piss of this panda is in fact creating the water. In the next sim, Owlet, we find a railway with no bridge. We cross it and find a small remnant of a valley, ending very soon, at 131 meters high, in Owlet Park.

At Cisthene, we found a third river. It meets coast road and flows a small distance to the ocean. On its Northern shore, there is a thermal plant firing radioactive coal. This makes sense, any thermal plant needs to be near a source of water, for cooling. From here, if we follow the stream, we enter a short garden and then we cross sim border. What we find here is a dry valley surrounded by Unused Land. A small airport is nearby. Then we cross a road and a railway, to enter Amella sim. Here, at 8 meters high, this valley is formed.

A bit to South, in Cycnia, a huge bridge allows coast road to pass over a wide river. It soon ends, at sim border. No dried valley can be found upstream. Anyway, the place is full with entity orbs, so it's not a good idea to visit.

The longest river is found more to South, flowing in the ocean at Grahica. This sure is a lovely place. The river creates a small delta and is surrounded by trees full of flowers. It's a small park. Upsteram, other colored trees await us, then we reach a waterfall powering a turbine. The river flows through a channel with roads on both sides, but access is restricted by any possible way (strange thing is to make a road and don't allow people to walk). So, we need to find another way. Water level is 54 meters. It is not a good idea even to visit the river in next two sims, Polia and Dubia, both have very aggeresive entity orbs. So, we only can see the river when it crosses the railway in Dubia. There, it flows beneath a building. Finally, we reach a lake stretching through Webworm sim. It is far more easy to get here from the railway in Webworm then from any other direction. Water comes from West, from Nerice sim, where we find another lake and wild life. Almost all this sim is occupied by Silver Bog Research. It is a mountain sim, with forests, with paths and a Small Railway, with streams and springs and even with a small snowland. And finally, at 84 meters high, we reach the most remote spring. Unlike all other rivers, this one receives water from melting snow. There is also a Cave of ice.

Endorheic lakes

Endorheic lakes in North

An endorheic lake loses its water only by evaporation and is unconnected to the ocean. Heterocera has many such lakes. The most important and well-known one is in center of inner atoll (see Heterocera Inner Waters). On the outer atoll, there are two lakes (Wasp and Azalea) located in North-West and one in South-West.

The lakes in North-West are not far from the coasts. They don't have road access, so we need to reach them by walking on other parcels. To visit them, we can also visit other beautiful nearby places. We will start at the coast, at border between Sedge and Oakworm sims. A road climbs from the shores, deeper inside the continent. And we keep on climbing until we reach Woolybear sim, at 87 meters high. Now we can see how high the shores really are. We take the road to right and walk until we reach Scape sim. Here, a slice of abandoned land allows access to West (left) between two buildings. We reach an altitude of 92 meters. Then, the lake appears in front of us. Water is at 70 meters high, while lake bottom is at 55 meters high. There are not many buildings on its shores and we can walk and swim without problems. Then, we continue walking to East and a bit to North. An orientation sign is a building close to water. We enter next sim, Polkadot, where we find a plateau with some small peaks reaching 100 meters. We cross a road and from here we should see forward and a bit to left the other lake, Azalea, much larger and in a more populated area. Its surface is at 65 meters high, lowest point was found to be at 45 meters. Part of this lake is protected land. The lake is split in two basins because in its center water is not too deep. Once we reach the other shore, we go North (left), to reach a road. Then, we continue a bit to East along the road and reach Hydrangea sim. From here, we will reach an intersection. A road to lefts goes down to the coast (and we can return along the coast). Forward, we reach Yucca railway station. To right, we can continue our trip along a deep dried valley.

Another lake, much larger, is Laothoe. in South-West. To get to it, it's really simple. Nearly all roads that reach the South West coast can take us up here. This lake clovers almost completely Laothoe sim and also parts of other 3 sims. Roads are encircling this it on almost all sides and in West, the road is very close to water. The surface is at 60 meters high. In its center, altitude drops to 38 meters. The roads climb up to 75 meters on the hills surrounding the lake. To North, altitude grows gradually up to 100 meters. When we reach near it, the lake is so big, that from one shore we don't see the opposite one. You can have the impression of an inland sea. Unfortunately, almost all land is abandoned. This happened soon after the death of WARR. Many residents still hoped for a miracle to bring the railway back to life, but after an year of waiting, they moved away.

Islands

In addition to the list, there are many small islands like this one.

There are a few large islands along the coast, together with many small ones. Since water is deep and shores are higher then in other places, terraforming has limited effect and did not result in creation of a big number of tiny islands along the shores. Islands are listed as found on a clockwise search, from Cecropia to Bhaga. Names listed here are in fact sim names.

  1. Parce (big island)
  2. Plano (artificial)
  3. Tecta (big island, many buildings)
  4. Lebeda (very big, road access)
  5. Trabala
  6. Bouraq (artificial)
  7. Sylvina (extended with two artificial islands)
  8. Notha (artificial, big)
  9. Crameri
  10. Humuli (big island)
  11. Pyrrhia
  12. Jota (small)
  13. Scoopwing (artificial)
  14. Oakworm (small, extended)
  15. Ambrosia
  16. Filip (big, road connection)
  17. Brindle (small)
  18. Seraphim (extended)
  19. Valerian (big island)
  20. Shipton 1 (natural)
  21. Shipton 2 (artificial)
  22. Vicina (small)
  23. Linda (two, artificial)
  24. Ufeus
  25. Grahica (small).

Notes: Artificial means a construction on water floor (sculpted prims). Extended means a natural island where new structures were added (sculpted prims).

See also

Second Life Geography

Heterocera

Heterocera Inner Waters

Mountains Of Heterocera