Heterocera Inner Waters
The old continent of Heterocera hosts some unique Geographic places. It is a world of contrasts, from the high Mountains Of Heterocera to the complex maze of channels in the delta.
The wetlands in center are inhabited places, with enough Protected Land to allow access to almost all percels. They also host a huge biodiversity, not found in other places. Altitude is usually low, only 1 meter above sea level, while in the flooded area, Water is not deep. There are places with shallow water where a conventional avatar does not need to swim. By contrast, in the voids, altitude drops close to zero. The channels are not always in straight line. Lines of protected waterways exist anywhere, for example in Sansara or Nautilus, but they are never found so many and usually they are in sharp lines. These channels are not always in sharp lines and many times they are oriented to simple coordinates.
Unlike almost any other places, ground texture is that of a coral structure. Corals can be found anywhere. Vegetation is also present, with many algae below water level and trees and swamp plants above sea. Fauna is also present, with stocks of fish, dolphins and even sharks. This is important for any Geograph. Even if we name some parts of the wetlands Inner Delta or Outer Delta, they are not actually deltas. A rl delta is created by sediments carried by a river into a lake or an ocean. Ground is soft, muddy or sandy. Big stones are only carried by human activites, to stabilise waterways. Usually, water is not clean, it is also muddy and it's almost impossible to walk on water bottom, since you will find yourself trapped in mud. Heterocera deltas are of coral origin, with clean water and solid ground, not sedimentary origin.
Still, it is not clear if the water is salty or not. Is it sea water or not? There are no informations about the subject.
Abandoned Land is not often found, but land for sale can be found occasionally. Land With Restricted Access is rare. Majority of residents are friendly.
For exterior coastline and endorheic lakes, see Heterocera Outer Waters.
There is a lot of protected land, covering a complex network of navigable channels. The main way of transportation is by water. Heterocera is, however, not a recommended place giant ships. A transatlantic will not find its way through the sharp shwllow channels. There are also private-owned parcels where residents allow boats to enter their land. A high number of docks exist along the coast, the vast majority of them are private-owned. Still, there are not many connections over the coast line.
Road transportation is also developed. In South, there is a long wooden bridge over the inner delta, with passages for boats. The fact that this bridge crosses over many water channels and it also has a few rezz zonex boosted the local economy, so there are almost no parcels of abandoned land along it. Another bridge connects the inner atoll with the inner plain of the outer atoll. There are two important border roads, one close to the coast (accross the inner plain) and the other one creates the road system of the inner atoll.
Railway access is at border locations, in Tuliptree and Bhaga - Busiris. In past, the West Atoll Railroad gave access to Hera and Rustic sims, with their own docks, but currently this rail system no longer exists.
Automated transportation exists and is developed as follows:
- In the outer delta, the VRC ferry connects Tuliptree and Bhaga docks.
- Along the bridges and the border roads, there are automated vehicles (scheduled or roaming vehicles) like on all roads of Heterocera.
- There are a few Yava script pods in service, both along border roads, bridges or the inner channels. These high-tech convertable vehicles become boats while moving on water, pods on road and trains on rail. The most easy way to find them is in Tuliptree rail station.
- Two SLGI Trains fly above the delta every 6 hours.
Until now, it looks like other automated vehicles don't exist. second Life Geography team found two boats moving by themselves, close to tuliptree docks, but they crashed very soon.
The inner waters can be divided into a few distinct places: the inner lake, the outer lake, the inner delta, the outer delta and the multitude voids. Also, water surface has an important effect on coast communities. This is why the inner delta and the inner atoll must be described here too.
The Inner Lake (Zygaena) is small, the size of two sims. It is not connected to the ocean. The bigest part of the lake is inside Zygaena sim. The lake floor is smooth, gray and populated with a small number of sea plants. In the center of the lake, there is an abandoned notecard giver. Even if the lake is small, it has its own port and even submarines. Also, the inner lake is 40 meters above sea level. It looks like a lake with sweet water.
Inner Atoll has a circular shape and is formed of a ring of low mountains (or hills) around the inner lake. To the exterior, the mountains are smaller and are replaced with smaller hills. The inner atoll has two roads that form two rings, one close to the inner shore and one near the outer shore.
The Larger Lake has a circular shape, around the inner atoll. Water is not deep, but navigation is not a problem. The lake is usually one sim wide (in East), but expands up to more then two sims in some parts in West. The lake is full of polders (artificial islands). Also, there are many coral islands that usually don't rise more then 1 meter above sea level. To create an island is sometimes very easy, since in many places water is less then 4 meters deep, so an island could be easy created by terraform. The lake floor is covered with corals. The local fish and algae population is not high. The outer lake has many big and small ports.
The Inner Delta is the water structure that connects the outer lake with the ocean. Usually, the water is not deep (sometimes less then 4 meters). Many wooden bridges connect the shores with the parcels inside the delta. These bridges are usually about 50 cm above water, but sometimes they are higher, to allow ships to pass. The navigation ways are protected land. On the map, they are visible as channels inside the delta. There are some places called Void. These are protected waters and usually are deeper. The temple of Isis is the center of the delta.
The Voids are places with deep water, always protected land. They cover entire sims and separate inner and outer delta. They are good places for navigation.
Inner Plains are close to the shores of the atoll. They are a very good place to build. It is not a real plain. Altitude raises slowly from lake shore. There is a road that follows this plain at some distance to the shore. Since land has direct road and water access (and indirect railway access), the majority of parcels are busy. There are a lot of ports and other coast constructions, but there are only a few connections of protected land accross the shore.
The Outer Delta is at the continent exterior. Its waters are deeper then the inner delta. It consists of many low islands (coral islands) and submerged parcels, connected with protected waterways. It doesn't look like a classic sedimentary delta. The islands are made of corals and the sea floor is also of coral origin.
The following material is edited in the same way a touristic guide is usually made. Second Life Geography Team propose a few tourist routes that might be of interest. It is recommended that you have a boat and that the boat is small, to fit in the chanels and below the bridges.
- Tourist route 1: from Tuliptree to Bhaga along the VRC ferry
- Tourist route 2: from Tuliptree to Bhaga along the wooden bridge
- Tourist route 3: along road 1 (border route)
- Tourist route 4: the inner delta, temple of Isis
- Tourist route 5: the inner atoll
- Tourist route 6: from Tuliptree to Bhaga by water, around the inner atoll
- Tourist route 7: from tuliptree to Bhaga by water, more simple
Tourist Route 1
This is not an easy way to visit the outer delta, using the VRC ferry. Adventurers can use their own boats.
Like in a real delta, the entrance points are the nearby places with higher infrastructure. Railway terminals in Tuliptree and Bhaga are exactly what we need. The best place to start our expeditions is Tuliptree dock. When the train arrives to Tuliptree, the station is to left, while the dock is to right. Every 30 minutes, the ferry comes and takes passengers en route to Bhaga. There is an interactive pannel in the station where nearly all trains are visible and where you can see current ferry position. The journey to Bhaga takes 30 minutes. Since the ferry needs 15 minutes to reach its destination, it means that only one ferry is in service. The vehicle itself is yellow and large enough to host a car.
The ferry leavs Tuliptree dock after staying one minute. It finds its way around the shore through a few sharp channels. We enter the delta now. The change is almost instantly. First thing to observe is a multitude of islands. Altitude is much lower then at the railway station. Unlike rl, sea level is at 20 meters high, not at 0. Altitude zero is in fact 20 meters below sea level. Railway station is at 30 meters high, so 10 meters above sea.
We enter a maze of channels and islands that looks very confusing first. And it really is. Many protected waterways meet in this place. The ferry makes quick turns between channels. Now we can clearly see how sharp these passages are. Vegetation is anywhere around us. There are many small buildings on the islands and also unbuilt surfaces. Vegetation is present too, from palm trees to garden flowers.
The channel takes us to a larger open place, a void. Here, water is a bit more then 5 meters deep and water bottom is completely flat, unlike the channels where is anyhow but smooth. This is close to the border with Void Ocean, where nothing exists. Nothing can be seen here as far as the horison. Only on left side, we will see a few constructions, not islands.
The ferry takes us closer to a few islands. This is Hyles Swamp Infohub. This place has limited ground surface and is surrounded by water. It is almost impossible not to get wet here. The ferry stops one minute here, enough time to take a look. Then, we continue our journey along the void. For a few minutes, there will be nothing to see except endless waters. Then, we see again some islands in front of us. Another channel, this time wider, allows us to continue our trip. Buildings are on both sides, protected by a wall of vegetation. And again, we enter a void, this time smaller. For a long time, we will only see the ocean.
Then, in front of us a large ground surface is visible. This time it is the continent surface. It is a plain, but higher then any island and more compact. Ferry turns left along the coast. We are getting closer to the destination. Soon, we see a moving bridge. To left, there is Busiris sim, with its unconventional station, the only railway station beyond Bhaga. To right, we see Bhaga ferry terminal. Here if we leave the ferry and climb the stairs, we will find the railway station with its rezz zone for trains.
Ferry returns to Tuliptree on a different route, so it is a good iea to continue the trip by ferry. From Bhaga, we continue on a straingt line and enter another void (the third void entered). Main difference is that this time we follow border of the void. To left, we can see islands and buildings, some of them with elevated platforms and much vegetation. To right, we see nothing but the sea.
Then, we enter on a channel. The ferry moves much slower because of a double sim crossing. We turn right and enter the next channel, sharper. Again, we see a lot of islands and waterways between them. Main difference is that this time there are not so many turns left and right. We follow a single waterway to the continent shore, even if seen on a map, this channel is not in a straight line.
Then, we see a piece of high land. This is the continent, again. We arrived in Hera sim, on the Western side of Heterocera. Still, there is much way to tuliptree. Unlike all we seen until now, in front of us there is a massive dock, recently built. This place has suffered many changes. In past, there was a dock with railway access for WARR. Ferry stopped here. Now, it just turns left near the shore, to reach Tuliptree. To left, we see massive urban bildings, while on right there is a castle. We have entered one of the only straight-line channels in the delta. After a double sim crossing, we enter Tuliptree sim and reach back the dock. Our trip ends here.
Tourist Route 2
This route is made for those who don't want to get wet or don't want to get in direct contact with water. It includes only roads and so, it is a good alternative for those who love automobiles, motorbikes or even horses. Also, there are Yava script pods on this route.
We start our journey in Tuliptree sim, at the railway station. From here to Calleta sim, the railway is built on a paved road. So, we can drive a vehicle without problems. even more, we can take a train and rezz a car in Calleta. For this, we will pass over a few sims in the plain: Columbia and Sweetbay. Now, they are almost unpopulated, but it was not the same situation in spring 2013. Finally, we reach Calleta sim, the heart of Calleta City. Some trains enter the new railway station Calleta Sim, others continue to the old, abandoned, official station. From here, we take the first road we see on right. The road is visible near the end of the sim, where we enter Lebeau. A good orientation spot is the Lionheart Lebeau train depot, visible to right and connected to the main railway by a small rail.
If you know the place, you can take a shortcut. From Tuliptree, through the abandoned land of Sweetbay, you can get to Calleta without entering Columbia.
There are many buildings and gardens along the road. To left, we see hills and altitude rising, while to right we see water. Structures of the delta are not visible. Then, we enter Hera sim. In past, this was a railway maze that hosted a tunnel. Now, the rail is gone, but still the area remained populated. Next sim, Imperial, is less populated, but clearly not abandoned. Parcels to left communicate with the railway. Majority of residents allow us to visit their land. This is a good solution. If we continue by rail from Calleta, we can stop in Imperial station (unofficial station) and from there we can go down by stairs to the road.
Once we entered Didugua, we see a road to right, changing to Rustic sim. This is the way we must go. First thing we will see, is the abundence of vegetation on both sides of the road, together with sculpted rocks and a few homes. It looks like an endless exposition.
After a while, we enter the bridge. Gardens continue to be seen on both sides, but they are water gardens and the surface is not far from us. And then, we climb a bit. Below us, a waterway passes. It is clear that big boats cannot pass through, but there is enough room for a boat. Not far from here, we meet a second waterway and a third.
We are now in the middle of the delta. Residents here have built anything they could on every parcel of dryland or even directly on water. We can now see a lot of homes and even a sky-scrapper. Some of these houses are connected with bridges to the road. Vegetation is present under the form of a few palm trees. Then, finally, after a fourth crossing with a protected waterway, we see the end of the bridge. We are in sim Telea, with a double rezz zone, both for cars and boats. Unlike the lush vegetation from Rustic, Talea is a sim with less inhabited land and a plain covered with bushes. Not much to see here.
From Talea, we take the first road to right. This will take us closer to Bhaga. Main road turns left. If we go forward, between roads, we can reach the railway close to Aglia sim. We have left the delta. Water can no longer be seen. This place has much more abandoned land then the Western coast. Things then change when we enter Velox sim.
Almost at every point, the railway is left to us. If we want, we can leave the road, climb the hill and reach the railway in Celerio, Velox, Tenera or Crumbi.
In Tenera, the road is more elevated and we can see far. Water is not visible, but a large smooth plain with some vegetation. The road continues to climb a bit and takes us through some unconventional buildings. Finally, it enters Fishii sim. Here, if you know the place, you can go right by foot and take a shortcut to Bhaga over the plain. Then, finally in Mocis, we meet the railway.
To continue our journey, we must leave the road and go right, along the rails. We can do this by waiting a train, by walking or by rezzing a train in nearby sim, Zale. Some road vehicles can move without problems on the rialway. The most interesting point is in Zale, left to the railway, where we can see an unconventional art exposition, including a wish fountain with electroshocks in genital organs.
The railway takes us to Bhaga station (or Busiris if we continue), end of our journey.
Tourist Route 3
Road 1 connects Calleta and Mocis. Basically, it follows all the coastline and surrounds the inner waters. It does not have direct access to the delta, but allows us to see it from nearby. Since houses here have both road and water access (and indirect rail access), the area is highly populated.
We start our journey in Tuliptree railway station and follow the same path with tourist route 2, to didugua. There, we continue forward. Soon, we see a zebra crossing sign. To left, this sign takes us through a lovely garden to the railway. To right, after visiting another garden with a cental lake, we reach the inner lake. There are many gardens separated by walls. Next, we enter Achemon sim. Here, we can see to left the green Achemon Railway. This rail takes you to SLGI (Second Life Geography Institute) and to House Of Freedom, home of homeless agatars. This is a good place to visit Mountains Of Heterocera and to access the railway network. Next sim is Modest, with its forests and gardens.
Then, whwn we wnter Obscure sim, we see to left the inner low mountains and to right the inner lake. And again, in Miata sim, pavement changes. The road is guarded on both sides by a big number of trees. Behind them, depending on where, you can find abandoned land, rural landscapes and even multi-floor buildings. In Menophra sim, an unpaved road invites us to see a lovely landscape. Residents are friendly and even allow you to rezz staff on their land. Then, a small road is seen to left. It is continued with a slice of protected land to the railway. Next sim is Sociaria, with a natural spectacle of colors. Trees are anywhere near the road and behind the trees there are many other plants. Then, in Cleora, vegetation is not so dense and we can see the mountains far to left. Ribeata sim comes with other landscapes and with a large truck stop. To left, we can see a mountain of stone. Inside it, there is a mine with railway access and an underground railway station. Then, we enter Cryphia, another sim with many trees along the railway but with much abandoned land.
The following sims have more abandoned land. This allows us to clearly see the inner mountains to left. If we climb them, we will find the railway. To right, the outer lake is hardly visible. And soon we enter Spini sim without even noticing. Here, to left we will see the Spini reservoir, one of the Dams of our world. If we continue climbing, we get to the railway. And even more, if we continue climbing, we get to the great wall and start point of the central mountain range.
We enter Athetis sim. Here, land is much sharper. The mountains are closer to left and the lake is visible to right, closer then it was before. In Mormo, we find a statue, while in Parva, we get even closer to the mountains. A waterfall is visible to left.
Lunula sim comes with its forests. Here, we can forget for a while about the nearby waters and feel like in a mountain sim, but it also hosts a gay place. Next sim, Rivula, also covered with forests, is a large intersection with a round in its center (and a park for children). To left, we will climb up to the railway. To right, a bridge takes us th the inner atoll (see below for the tour giude). We continue forward and soon we see an amusament park.
The next sims we enter (Lunalis, spinosa, Concinna) are an alternance of vegetation (trees and other plants) with high buildings, all in an incredible harmony. There are trees with green and red leaves, but also trees with white leaves. There is almost no slice of Unused Land here. Things change when we enter Astarte sim, with almost no inhabited land. Now, we can clearly see that the lake is far from us, close to sim border, while the mountains are close. In this part, the road separates inner plain from inner mountains. And again, if we decide to climb, we soon get to the railway. And also, very interesting is that all the way, almost every sim has a rezz zone for vehicles. And again, in Tischeriidae sim, we see the lake and the mountains at the same time. There is more abandoned land here, partially masked by vegetation along the road. And finally we reach Immidae sim, where the lake is closest to the road and the inner plain is sharper. A sculpted mountain is on right, in simmetry with the mountains on left.
Leaving the mountains, we enter Peach sim, with a lot of vegetation and a restaurant to left. Vegetation continues through Sabre and Clearwing sims. Now we have a chance to stop and rest a bit at a wooden bench or have fun in another amusament park. And finally, we reach Leafminer sim. This place is important because it hosts an intersection, with Mole Mart in its center. To left, we can climb to Crenulate station on a slice of protected land (and from there to Pavonia and Bembecia City). To right, we can go to the lake (to a dock and a boat rezz zone). Or, we can stop at Mole Mart, a gas station that gives road construction freebies. Also, this is a place where we can find if we are lucky, one car of the Nowhere bus lines.
We leave Mole Mart behind. Then, soon after this, we enter Bagworm sim, with something completely unexpected: a giant space ship and a spaceport. In next sim, Lyonet, we can see to right, Arcadia Asylum, the living library, a great place to get freebies. This institution was built (and its freebies) to help people and brihg happiness to everybody. Next sims, Pini and Agirus, are inhabited only on land between the road and the lake. After Agirus, we enter Telea sim. Here, we meet tourist path 2. We will follow instructions from there to get to Bhaga railway station.
Even if we were at some distance from water surface, this route gave us incredible landscapes.
Tourist Route 4
This is a combination of walking and swiming. On limited sectors, we can use cars.
We will start on the Eastern side of the atoll. This way is more easy to find our way through. We can start from the railway, in Agirus sim, halfway between Pini and Zeuzera stations. From here, we go down, then forward, to reach road 1 (described at tourist route 3). A good orientation spot is a lightspot in front of us. This is not a lighthouse but a source of light on top of a commercial sign. We pass the road and keep going forward. There is an aurora in front of us. It is good to avoid it, it has an entity orb behind. Now, we reach the delta.
We entered a channel that goes East-West. There is another There are buildings on all islands around us, only a sharp slice of protected land covers a channel forward. This is our way through. We must swim forward to West, until we reach the end of Catax sim. There, the end of a wooden bridge awaits us.
Now, we enter Istar sim. This place looks like a giant wooden dock. The bridge coninues beyond horison and other smaller bridges can be seen on both sides. This is a maze of bridges, many of them illuminated with candles. Between them, we can see parcels of water, many of them navigable. We can also see an old ship and a lighthouse. And not only. While we continue forward, we find other interesting structures built in water and more bridges. And so, traveling forward on the main bridge, we reach Iris sim, with the temple of Isis. From here, if we go South, we can enter variation 1.
This temple is in fact an infohub. This is a multi-level structure, without stairs between floors. It is recommended that you have wings to climb on its top. The biulding is placen in an intersection. It is almost all made of wood, with many collumns of dark red color. On top, it has an endless-burning fire and a source of light. You will always find people here, not only on the first floor but also below water surface.
We continue following the bridge to West. This place looks like a swamp, with wooden bildings suspended above water and with many huge trees on tiny islands. The bridge continues to the end of Iris sim. Then, it vanishes. We enter now Biston Void. This is a place without any buildings or islands, only with 5 meters deep water. This is a good place for boats and even small ships, but it has no rezz zone nearby.
We leave Biston Void behind and enter once again a channel. This is Agriopis sim. It hosts a multitude of low islands and shallow waters, trees (partially submerged) and swamp buildings. It is good if we walk forward along the main channel, this way we reach finally the Western shore of the lake. Now, we must go a bit to left and climb on the shore, then we have to go forward to reach road 1 and meet touris route 3. We encount a multitude of parcels here. We reach the road in sim Menophra. If you wish, you can continue forward and climb to Rivata, to meet the railway.
1. From temple of Isis, we can follow a bridge that takes us to South-East and allows us to visit a few sims. At some point, the bridge ends, but we can continue forward with the help of a protected waterway, If we keep going the same direction, we will reach the wooden bridge described at tourist route 2.
Tourist Route 5
This is a border route that takes visitors to the inner atoll. It can be considered a border route. Almost all is made for vehicles. We can use own cars or the existing vehicles (including guided tours by Yava script pods) but not for all length of this path. We will also include a few variations, for those who love adventure.
We start from the railway, in Euclidia station. From here, if we go a bit to tuliptree to the end of the station, we can find a slice of protected land that allows an easy access to road 1 (see tourist route 3). This takes us to Rivula sim, to an intersection, where we go forward. After less then 100 meters, the road is replaced with a wooden bridge. Straight in front of us, the inner atoll can be seen. In this place, the outer lake is so sharp that it looks like a large river. Buildings and vegetation can be seen on the shores. Soon, the bridge ends and we reach the inner atoll. And after 100 meters, we reach an intersection.
Inner atoll is somehow similar to outer atoll. It has an inner lake surrounded by a ring of hills. There are two main roads, one along the inner shore and one along the outer shore an one road connecting both. The main differences are that the inner lake is not connected to the exterior (and is elevated) and also that Inner Atoll has hills, not mountains.
When we reach the intersection, we turn left (South) along the coast. The road first takes us through a place full with vegetation, a good destination to relax from the summer burning sun. For a moment, we can see the other shore between trees. Then, we start climbing over irregular hills. Higher altitude allows us to see far over the outer lake. Then, the road squeeses through hills and finds its way back down, to the plains near the shores. We can see two incredible things here. First, there is a river (or a lake) surrounded by massive stones that were once part of a road. Second, we will find a burning river of lava, in Murinata sim. Then, we enter a place with gay/lesbian communities and more abandined land. And finally, in Clanis sim, after passing through a forest, we arrive at an intersection. To left, a road goes to the inner laks. To right, we can continue along the shore. We will go left and describe the forward road as variation 1.
Now, we start walking on Traverse Road, slowly climbing to reach the inner lake. After we pass a few green collumns, ewe reach the high altitude of 76 meters. And then, we find another intersection. This is the inner road that circles around the lake. This is an isolated place, now with many vehicles except the Yava script pods.
We turn right. We climb to 82 meters, one of the highest peaks in the inner atoll. For a while, we can see far away the outer lake. then, at a point where buildings are more rare, we see the inner lake. It has a different color then theouter lake. At some point, while in sim Castaneae, we see a peak to right. It is in fact in neighbor sim Lupulinus. Main route is forward through Lupulinus, but it is highly recommended that we take a look at variations 2 and 3. When we climb it, we can see at the same time both inner and outer lakes.
From here, we continue forward, following as much as possible the top of the hill. This is a long parcel of abandoned land that takes us to SW and to the outer lake. Basically, we must follow sim border to Atropos. This way, we reach the road that follows the outer shore. Variation 1 describes this road. We don't stop here and continue forward, down to the outer lake. Now we have a clear image of how elevated the inner lake is. Finally, we reach the outer lake in Increta sim, border with Hepialus sim.
There is no rezz zone for boats nearby, so the only way through is to swim. We keep going East. A few small islands can be seen in front of us. There are not many orientation spots, so we must keep the direction to East, to get to destination. First, water is not deep, it only gets to our knees. Then, we fall into a channel and at some point altitude is only 12 meters. Without many problems, we get to Leafminer sim, close to the border with Bagworm. On the shore, there is a boat rezz zone, at a dock. This is also a good place to rezz a car, because from here we have a road. Yava script pods also use this route. We have arrived to the Eastern shore of the outer lake. The road takes us to Mole Mart, a place described at tourist route 3. We can continue forward and reach Crenulate railway station or Bembecia City.
1. From Clanis sim, we continue forward along the outer road. Immediately, we enter Lugubris sim. The road is not at the same altitude, finding a path over the hills. A small plain is near the coast. Buildings are more rare but larger, many of them completely unconventional. Almost all the way, the outer lake is visible. Then, we enter Atropos sim. The border to Lupulinus is the sign that we meet the main tourist route (in this part, it follows no road, just parcels that allow visitors to pass). Lupulinus sim is more flat and has more abandoned land, while next sim, Trifolii, hosts an amusament park. Loti sim is also more flat, like the plains visited by tourist route 3, with a lot of vegetation. Thetidia is also a sim with abandoned land. Putnami sim awaits us with vegetation even on the road and a river to left. And finally, we reach Berbera sim, to find the intersection where we can walk back to the outer atoll on the bridge.
2. From Lupulinus peak, we go back to the road and follow it. The road is built close to the shore of inner lake. A few buildings are above water, including a few docks. Sometimes, there are parcels between lake and the road, sometimes there are wooden bridges. Population density is much smller in here. Road slowly turns left, so we don't even notice when we turned around the lake and returned to the traverse road.
3. From almost any point on variation 2, when the lake is close to us, we can go directly into the water. We will get into Zaygena sim. Water level is 60 meters, 40 above sea level. It is called both Caldera and Zaygena (even if Caldera is official name). Many people just call it Inner Lake. Residents from its shores use the lake for sailing. In past, it even hosted submarines. Water is deep, lowest altitude is 35 meters, so higher then the South plains in Bhaga or Tuliptree. In past, there was an automated gift vendor in the center of the lake. It still exists, but it is not functional. From here, we can return back to the road by many ways, in almost any direction.
Tourist Route 6
This is a long and hard trip, made only for water vehicles. It is good if you have a little boat and not a big transatlantic, since there are many sharp channels and low bridges. It might be very difficult for untrained people, so it has been divided in a few sectors.
Tuliptree - Rustic is the first sector. For this, we need to go to Tuliptree raiway station. Close to it, we find the rezz zone where the ferry from Bhaga comes every 30 minutes. Almost all time, there is no ferry inside and we can rezz what we want. From here, we go forward (and a bit to left). We will enter one of the channels. To be sure that we are on the right direction, we must see a a green platform near water, with its border forming a zig-zag. We move then through a multitude of small islands.
This channel takes us to Catocala sim. In front of us (and a bit to right) we must see Smoky island, more elevated then all other pieces of land. This is the highest and the largest of all islands in entire delta, unfortunately it is not so inhabited. At the island, we turn left. This is a water intersection, with 6 channels, in almost all directions. The best way to find the right direction is to use a compass (minimap is very good for this) and go North-West. If we go straignt to North, we will enter a very sharp channel, where almost no boat can fit in. Now, we have to go forward. This channel will take us to North. It is not a straight line, but slightly turns left and right. Many waterways can be seen in any direction. It is a bit tricky to keep the boat moving forward.
Then, we see in front of us the great wooden bridge (described at tourist route 2). Most probably we will reach the bridge in Hagen sim, close to Rustic sim border. From here, we continue in the same direction and enter Haploa void. Just like in an instant, all islands vanish and we find ourselves alone between waves. From here, we must continue forward, to North and North-West, not West.
Rustic - Grait Void is the second sector, starting at the bridge. We enter the inner delta, with lower altitudes. Soon, we see again inhabited parcels. This time, main difference is that land is almost completely submerged. Constructions are in the middle of water. Sometimes, artificial islands can be seen. Vegetation is present. It is better to go more to right when avoiding constructions. Beyond this, we find other wooden bridges. This time, they are lot large enough for a car. We go along these bridges. It is not a good idea to go too far to West, there are parcels with restricted access that can desintegrate our boat. But even without a boat, we can continue by foot or by swiming.
We reach Biston sim. also known as Biston Void. This is a sign that we must go North. This structure belongs to the outer lake. It is a sigh that we have passed from the delta. We continue to North, to Cepphis sim. The inner atoll is in front of us. Here, we turn left. A few water sims, known as Atoll Waterways, continue the void further away to West, separating the inner atoll from the outer atoll. The last sim is named Lidgia.
Around Inner Atoll is the third step. Once we entered Lidgia sim, we go North-West. We reach another delta here. Yes, there are many island structures in North that look like the deltas. There are channels that allow us to go through. Most impressive is the vegetation here. If we lost our boat, there is no problem, since we can walk and discover that, below water, there is a lot of fish. Above water, residents tried to build bridges to improve access. There are also many submerged parcels, where residents tried (and many of them did) biulding an underwater world. There is not a clear way to go through, basically we must reach Marumba sim.
From here, there are almost no orientation points. A good idea is to open the map and click on the bridge that connects inner and outer atolls and go stright forward (avoiding unfriendly parcels if possible). There are a few biuldings in our way , but also a lot of navigable water. At the bridge, distance between the two atolls is minimum and we can see both coasts. This is the way to tourist route 5.
We leave the bridge behind and enter the North part of the lake. Islands are everywhere, but this time they are larger and more separated. Majority are not natural islands but prims, many with rectangular shapes. If we look below water, we can find a lot of tubes and glass passages, underwater tunnels. Since there is no clear path, the only orientation sources we have are the shores of inner and outer atoll. But even this is enough.
After visiting these islands, we reach Thyatira sim and a small void. This is a good sign, we have passed more then half of our journey. Since we crossed so many parcels, it is a probability higher then 70% that we lost our boat. Now, we must keep closer to the outer atoll shore to reach Leafminer sim. At border with Bagworm, this sim hosts a rezz zone and a road (described at tourist route 5).
From the rezz zone, with a new boat, we go South-West. This will take us very close to the inner atoll, then we will reach Cepphis void. From here, we will go stright South, on a similar path we used to get from Tuliptree. We arrive near Rustic sim, at the long bridge.
Rustic - Bhaga is the next sector. We start in rustic, close to the place we arrived when moving East. It is a bit tricky to find a navigable path. If we have no boat, no problem. But, once we leave Hagen sim, we find a channel large enough for any boat. This is our way to Bhaga. The atoll coast is nearby, we can see it at left, behind the islands. At the same time, to right, there are many low islands. Landscape worths a few snapshots. Then, we enter Maculata sim, with much abandoned land. This is a good opportunity for a Geograph, to have an idea how these islands really look like without any terraforming and any constructions or vegetation above. Vegetation is more dense in Vashti sim, where we can see something unusual: a fire made at the root of two palm trees. We are getting closer and closer to Bhaga. Then, at exit point from Cypa sim, a lighthouse is connected to a nearby island with a long and fragile bridge. From here, we enter Laelia sim, a large void. We are now very close to Bhaga. We keep going East, on the same route the ferry returns (see tourist route 1), until we reach the dock and the railway station.
Tourist Route 7
This is a more secure route then the previos one. It follows a channel close to the shore, also used by some of the Yava script pods. For this route, a boat is required. Unlike previos route, the rist of entering unfriendly parcels is lower, so there is a higher chance that we will make it with our boat in one piece.
We start in Tuliptree sim, following the coast to North, on the same route used by the ferry (see tourist route 1). This channel takes us North to rustic sim. Here we see the bridge (described at tourist route 1). We pass the bridge and turn left, following the coast as much as possible. The channel is less visible near Haploa sim, then we can see it very well. After going a bit to left, we turn North along the coast. We enter Colona and Modest sims, rich in vegetation mainly on the islands. The coast is close to us. We can see from place to place private docks. Then, we go again to North, throgh a very sharp channel. This is not a good way for large boats (but you can avoid this place if you go a bit to right). We turn again West, following the coast along a large channel.
All these channels take us to the great void, inside Chiasma sim. Here we turn North-East and go accross the void, to reach the shores of inner atoll. We enter another channel and continue forward (a common way described at tourist route 6). Now, we enter Increta sim, with rare islands and much water for boats. If we continue forward, we must reach the Eastern shore of outer atoll, in Leafminer sim. There is a rezz zone for boats, while a road allows access to main road network (see tourist route 3).
From Leafminer, we follow the Eastern coast (we must see it always on our left). We take a sharp turn to East in Bagworm sim, then continue forward along a large channel. After crossing many sims, we must reach the long bridge again, in sim Telea. There is a passage beneath the bridge. The channel here is at some distance from what should be the shore. A swampy low plain separates us from the continent. We must always go left, to avoid entering other channels. From here, we follow the same way with tourist route 6, all the way to Bhaga.
Other ways to visit
There are many other ways to visit Heterocera delta, even by random swiming. Any other tourist routes can be created. And also, an unconventional way to visit the delta is by flying at high altitude.