Nascence Training Grounds
Warning! The Training Grounds in Nascence are no longer accessible. For the current introductory experience for new characters, see Arete Landing.
The Nascence Training Grounds was one of the places that players can start the game in, the other being the ICC Shuttleport on Rubi-Ka and the Backyard. The Training Grounds are located in the Shadowlands in Jobe's Nascence Research area. Only those people who have the Shadowlands expansion can choose to start in this area, and if you choose Shade or Keeper as your profession you are required to start here.
The area contains many missions to help new players get used to the game as well as get some unique low level equipment that will help them on their way. Since the area is level locked to players level 50 or below, many peoplaoe who started on Rubi-Ka on 'newbie island' come here to do the additional missions.
While a player with the Shadowlands (SL) expansion can start their character at the Shuttleport, and then go to Nascense from Rubi-Ka, the reverse is not true; there is no way to get to the Shuttleport from Rubi-Ka. Players who wish to benefit from both areas must begin at the Shuttleport.
Getting to Jobe
Of course, to start having adventures in the Shadowlands you need to actually get there first, so we have constructed some maps to help you get from various starting cities to Jobe Research so you can take part in the missions there as well. All these maps assume though that you go directly from the place where you leave the ICC Shuttleport to Jobe. In each section there are maps to help you along, you can follow these maps with your own by hitting Crtl + 5 to open the minimap, and if you teleported to a faction's city you should have been given the starting maps for that faction. If you haven't uploaded them, look for the item in your inventory and right click on it, which will give you all the maps you need to follow this walkthrough.
Borealis is by far the easiest trip to Jobe you can make because the Whompah is actually located in the same city, so there is no zoning involved. When you zone in from the teleporter from the Island, you will want to enter the gates and hang a right, heading north. You will be following the main 'drag' through Borealis, so it might get a little laggy, but you keep following the road down a hill, past some shops, till you hit a dead end. At this point you turn right again and go down another hill, at which point the Whompah should be in sight! If you have the Shadowlands expansion you can just enter it to get to Jobe!
The trip through Rome is probably the hardest, simply because it is so long and involves zoning three times. When you leave the island as a Omni-Tek employee you start off here, you will be on a road that leads to Rome proper, you should follow it towards the big black walls, but veer a little north/right off the road and look for an archway with a big swirling, bubbling energy field in it. That is a zone boundary and you need to go through it, so just walk right into it.
Now you should have zoned into Rome Blue district, there should be large dark buildings and soldiers in black armor around. Once here you should head slightly north west and look for a path that goes under a walk way, you will head under that and one the road opens back up again you will take a right and head north. Once the road opens up more and there are no more buildings you will turn left and head towards another archway with a zone barrier, walk into it.
Here you will zone into Rome Red district, but you will just head straight west across it into another zone barrier.
Now you will be in Rome Green district, which is where our whompah is! When you zone in you will head west a little bit and take the first left you can and follow it south. you will go under a couple of walkways and the road will open up into an area with two planters with trees and the whompah! To get to Jobe, just walk into the door!
Clans members start off in West Athen after leaving the Island, and their trip is not as harrowing as their OT counterparts but not as breezy as the Neutrals.
From your starting point you should be slightly outside a set of brick walls, you will turn and head to the east towards a river type thing. When you get to the river head north enough to find the walk way continuing east towards a set of huge black walls and a ramp up into a sparkling, bubbling zone field and step into it.
You are now in Old Athens on another bridge, follow this one to its end near a white brick wall with arches through it; turn right and follow the wall south till you find a second set of arches going through the wall. Head through the arches and follow the wall on the other side till you come to a plaza in the south of Old Athens, near the south wall which has a strange blue obelisk in it on a platform. When you head into the plaza you should see the Jobe whompah opposite the obelisk to the north, and to get to Jobe you just step into the door!
When in Jobe...
Click on the Images to see a larger version.
After you step through the Whompah from your faction's city, you find yourself in Jobe the amazing flying city! You are currently on Jobe Platform, where all travelers from the surface of Rubi-Ka wind up, and the junction point for all the other areas of Jobe.
Right now, you want to head down the ramp to the far 'door' looking thing and step under the ring near it, this will teleport you to Jobe Harbor.
The teleporter will leave you on a small ledge in Jobe Harbor. Jobe Harbor serves the lowest level characters, has the equivalent of Basic Shops, and a portal to Nascence. Currently though, we want to find the entrance to Jobe Research, so head around the ledge to the left.
After you go around the corner you will head down the ramp and past a couple of shops on your right to a large, tall door on your right. This door will be labeled with a big orange sign saying 'Jobe Research', enter this door to head to the research outpost in Nascence.
Now you have landed in the lowest area of the Shadowlands. Take note of the position of the door behind you; it will take you back to Jobe proper when you need to go back, and you can retrace your steps to Rubi-Ka from there.
To continue onwards to Nascence, head right out the door (to the left when facing the door), to the big set of steps going through the middle of the outpost. Continue up the steps.
At the top of the steps you will see another tall door that is unmarked. This door will take you to the Training Ground. Players above the level of 50 will be unable to pass through this door.
First though, you may wish to stock up on some new Shadowlands medical supplies, since your normal Rubi-Ka ones will not work here. A vendor in white will sell those for reasonable prices in an area to the left of the stairs.
Once you enter the door, jump off the ledge and follow the laser bridge to find Drake.
After leaving the ICC Shuttleport we wandered about with Dravet for a while, looking for fun and profit, while some of that was vaigely successful after running around half of the world we got offered a strange job. This guy suggested that we go to this place called "Jobe" (whatever that is) and look for "Drake" (whoever that is...) and help him out. After Dravet stood there slack jawed for more than thirty seconds, the weird guy did... something and we blacked out.
After waking up on this platform we saw some pretty weird stuff! Strange swirling vortices of light in the air, tall white buildings... Clans and Omnis working together... we could only come to one conclusion for the unreal sights we were seeing: we were drugged. Dravet mentioned something about mushroom pizza but I was certain that there was some XXX-Plumbo Beer involved.
Keep in mind that we will be going through the missions as if you had started in the ICC Shuttleport since most professions have a choice to start there instead, and generally do so since you can pick up these missions a little latter. If you are a Keeper or a Shade, you must start in the Shadowlands, but the missions will be essentially the same but may require a little more leveling before you start them.
Drake is a major scientific mind in Jobe and has made significant advances in understanding how the weird environment of the shadowlands affects human DNA. When we approach him to ask him about how the heck we got here, he immediately turns to us and asks us if we are ready to participate in his experiments. Experiments!? We just get pulled through space and time in some sort of hallucinogenic adventure and now he wants to mess with us more!?
After a little bit of explanation, Drake says that there are significant rewards for participating in the tests, and that he has never had anybody refuse to participate. Well, with the thought of an ambiguously, undisclosed reward on the line I happily singed up Dravet, maybe the good doctor can find out what is wrong with him.
It seems that you need a special bracer to go through with the tests and when we arrived, we didn't have one, so we asked Drake for one to slap on Dravet. Drake further informs us that the bracer acts as some sort of 'teleport beacon' and with a simple click it will allow us to teleport straight back to him if we get lost. We figure this is also helpful since we started on Rubi-Ka, so if we die, we will respawn back there, but instead of having to find our way back, we can just right click to teleport ourselves back, but this ability will only work if you are level 15 or below.
After talking to a couple of the other 'test subjects' we found out that if you started here in the Shadowlands from the Morning Star Space Station (such as if you are a Shade or Keeper) drake will give you an experience boost and a standard equipment set like Brandon Thorn did for us.
Important Note: All of Drake's tests are timed, and if you take too long you will fail them. This is not so huge of a loss, but you will need to wait 10 minutes after failing a test to get another one. If this happens to you, don't fret, just spend the time killing monsters around so you have a higher level to try again.
Mission: Test of Strength
Objective: For Drake's first test you need to kill three monsters in order: a Deceitful Weaver, a Shining Coiler, and a Beit Gras. The extremely easy way to find these mobs is to simply jump off the platform that drake is standing on and you should find the mobs around the base of the tower pretty easily.
Otherwise, you can find a whole group of weavers and coilers back across the laser bridge near the guards. If you are a new character, this might be pretty tough for you, so you might want to spend a little time fighting the weavers and coilers before you take on the beits, but do not take two long though since you have a half an hour to finish the mission.
Healing in the Shadowlands
Mission: Test of Agility and Stamina
Reward: 360 credits, 195 XP
Objective: This mission can get a bit hairy, you need to extremely quickly find three monsters and tag them with the biomarker sensor that Drake hands to you. To do this you need to target the creature and than right click the sensor on them.
The main problem with this mission is that some of the creatures are very far apart. The Hungry Predators are located to the East of Drake on the plains, the Chimeras can be found to the South in the canyon, and the Dryads can be found to the North of Drake in the swamp. Once that is finished, the quickest way back to Drake is using the teleporting ability of the jobe bracer he gave you, and from there you will give him the biomarker sensor back.
The shirt you are given isn't the best shirt in the entire world, and it looks horrible, but the extra Run Speed it gives you will really help you get around in the lower levels, but if you find anything with significantly better AC (such as Sundance Armor) replace it.
Vehicles, Traveling, and the Shadowlands
|Ok, so maybe we don't have the money to drop on a super slick Yalmaha or other vehicle right now, but wandering around the Shadowlands is slow. I even tried slapping a saddle on Dravet, but his horse power was not impressive. So we decided to look into the idea of getting a vehicle to get around, but this idea was quickly shot down when we learned that they cannot be used in the Shadowlands! Apparently there is some strange whats-a-field or something having to do with Notum, nanobots, or novictum. Go figure, right? Looking on the bright side though, it gives us plenty of incentive to invest in more Runspeed skill though, and a chance to see some interesting scenery.
It should also be noted that anything grid based just doesn't work here, so doc and fixer digitalizing nanos, fixer grid based run buffs, Engineer beacon warps, and the all powerful grid armor are completely worthless. Fixers must find or purchase new runbuff nanos and engineers and MPs need new teleports that utilize the unique metaphysics of this weird place. This change does not influence the speed buffs of Adventurer morph nanos though, with one exception, which is the top adventurer bird morph which cannot fly in SL. Typical, huh?
Update: Through a quirk of the universe, it seems that the Phasefront hoverboards are able to be used in the Shadowlands, so if you need that extra speed (or just want to carve some great powder in Penumbra) you will have to drop some hard earned cash for Paid Points and get one of these flashy vehicles.
Mission: Test of Sense
"Where's My Credits!?"
Mission: Test of Psychic
|Objective: Drake wants to see how we react to testing our mind to the unknown, so we need to go talk to one of two representatives of the major Shadowlands factions and help them out with a problem they have. Clan should go help out the Redeemed, labeled as El Domo on the map. Omni should go help the Unredeemed, labeled as Celeth-El on the map. Neutrals can help anybody at their whim.
Realistically though, you can help both of the factions if you want, and there are good reasons to at least help the Unredeemed. Doing this does not affect your standing with either faction latter in the game. Which was great news for Dravet, since he always like double dipping on the people he's supposed to be helping... err. Something tells me that this will ultimately come to no good in the end...
Wrapping it up
The Shadowlands and Faction Points
For the full text, see Shadowlands Factions
Mission: Test of Intelligence
Mission: The Brink
|Objective: So the jig is up, and as it turns out, it seems like the Shadowlands are falling apart. Drake and company are extremely concerned about this, and after finding out that we were not complete morons (well, at least one of us) they want us to go out and look for some clues that will explain a little more about the situation. Lucky for us, Drake has no idea where he wants us to start looking, so Dravet figures we might as well just go out there and start shooting stuff, since it always seems to have worked out for him before.... and how can you argue with that?
We decided to travel to the east and southeast portions of the Brink area of the training grounds, and there we found hordes of Mortiigs, Cripplers, and Hecklers mobs all just waiting to pounce on us. After shooting around for a little while and gaining some experience, we moved closer to the edge of the Brink because Drake said that was the most problematic. Here we found a lot of big rocky looking things called Hecklers just sitting around and occasionally attacking and eating stray adventurers that wander past. We set about killing a lot of the Hecklers of Nature that were laying about and than decided to move around the brink region to see what we could see, and found a Heckler that was slightly different, called a Heckler of Evolution. Since we had killed all the other hecklers, we killed this one too, but upon attacking him, some Hecklers of Normality appeared out of no where and attacked us too.
After the tremendous beatdown, we found a Delicate Metal Device laying about in the ruins of the Heckler of Evolution. It seemed like the weird sort of thing that Drake might like, and we really didn't want Dravet using it as a coaster for his XXX-Plumbo Beer, so we took it back to Drake. Drake was overjoyed to have this little trinket and thought it might be a sign of an entire ancient civilization in the Shadowlands. Whoop-de-do. Drake does pay out though, and tells you to find Donna Red or Veronica Escobar if you want to continue your explorations into the Shadowlands.
Mission rewards: Delicate Metal Device
Reward: 235 Experience, 440 Credits, Smart Backpack
|While Jobe is thought to be a primarily scientific community, they need to get the money to keep their city flying from some where; and that money comes from JAME. JAME stands for the Jobe Association of Metaphysical Explorers and they do a lot more than explore, they also are a prolific manufacturer of arms, armor, and other equipment. Sundance Smith is a representative of JAME and can help you get some what outfitted for your challenges in the Training Grounds by offering NCU, Belts, Ammunition, some food, and the ever popular Sundance Armor. Like her counter part at the ICC Shuttleport, Sundance Smith can also help you liquidate your ill gotten earnings that you have pillaged from the bodies of your dead foes. Brilliant!
The major thing of interest that Sundance Smith offers adventurers that come to her is her Sundance Armor, which is some of the best armor that a newbie can get at the level (beyond the sided newcomers armor) by giving excellent AC and lots of NCU to boot! It is also amazingly cheap (we think they make it out of the skin of failed newbies) and worth looking into.
The Leaders in the Training Grounds are very similar to ones we saw in the ICC Shuttleport but in the Shadowlands they represent a special type of monster called a Dynamic Boss, or as they are commonly known: Dyna Bosses. A Dyna Boss usually spawns in a camp of similar typed monsters with a unique name and often a unique look for a monster of its type. This tell us that they have better loot than their more 'plain jane' cousins... and well, maybe they are also a little tougher. Maybe.
See the expanded article: Symbiants
Bosses in the Training grounds will commonly drop strange items called 'Symbiants'. Symbiants are wonderful, magical items that are a lot like Implants, just much. more. powerful. These items were apparently manufactured by the ancient inhabitants of the Shadowlands to make themselves completely unstoppable, because symbiants give HUGE arrays of skills that are generally far beyond the normal three that implants give, as well as buffing aspects of the character that most implants do not buff like add XP%, damage bonuses, or Nano Range.