Travelling on Rubi-Ka

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1. The Whom-Pah Network

First note: The Whom-Pah gateway was called this way because of the sound you hear when you step through the door. Due to this reason there are some different ways of writing the name, most common are also Whompa and Whoom-Pah, others may exist as well.

The Whom-Pah Network is the most basic way of travelling on Rubi-Ka. It is a connection of gateways transferring you from one point to another simply by walking through the door. Due to the nature of requiring fixed connections, each door leads only to one place and back of course. A positive point is that you need no skill or ability, except the ability to walk actually, to use this transport device network. Most Whom-Pah points offer two to three possible destinations, to reach the one of your choice you only need to pass the according door.
Here is an example of Whom-Pahs you'll find in Borealis:

Whom-Pahs in Borealis

As you can see, the destination of each Whom-Pah can be seen over the according door; Newland City on the left and Stret West Bank on the right. Each faction, counting Neutral as faction, has its own Whom-Pah network connecting the major cities and some important or often used outposts.
Jobe Platform - 3168x865
connects all three Whom-Pah networks.

Now you may wonder how you should ever remember which Whom-Pah route leads to the place you want to go. Fortunately, most planet maps offer a view on the Whom-Pah network for planning, like this example taken from Saavick's Map of Rubi-Ka available in our downloads section:

Map of the Whom-Pah Network

Besides this standard Rubi-Ka Whom-Pah Network, another rather small Whom-Pah connection exists that connects Rubi-Ka to the city of Jobe, the entrance into the Shadowlands. It is only available to those with the Shadowlands Expansion. This small Whom-Pah network connects the three major hubs ICC HQ, Rome and Old Athen.

The Jobe Platform

2. The Grid

The Grid offers faster and more secure travelling through a digital connection than most Whom-Pah routes. While the Grid doesn't offer more exits, it is often preferred because you can directly travel to your destination, without intermediate jumps. To use this digital grid however, you need to have a sufficiently high Computer Literacy skill. For example to enter or exit to Omni-1 Trade, you need to have over 75 Computer Literacy. To enter or exit at the Sentinels HQ in Mort, you need over 450.

The Grid

After you have entered the grid by one of the Grid Access Terminals shown above you are "converted" into a digital being of a light blue upside down pyramid. Don't be afraid, this is just your appearance in the Grid. Once you leave, you look normal again. The Grid is basically a huge room with three different floors and many exits. The exits have a floating sign with the name of the destination. To get out of an exit, simply walk onto it.

Inside the Grid

As mentioned above, there are three floors in the grid. The lower one has the exits requiring the least amount of CL and connect the major cities of all faction and the ICC. Additionally the exit to the city and tower site of your organisation and an Emergency Exit which requires no skill to use and drops you out to a fixed city of your faction. Higher floors can be reached by stepping on one of the lifts located in the corners. The second floor requires 100 CL and the third floor 200.

Grid lift

Here are two bigger pictures to give you an idea of what the Grid looks like. Click on them to see the full size:

The full list of exits and their requirements can be seen here:

FloorExitComputer Literacy requirement
1Land Controller Exit0
1Omni-1 Trade75
1Old Athen80
1Coast of Peace90
1Coast of Tranquility90
1Unicorn Defence Hub90
2Omni-1 Entertainment75
2Lush Hills120
2West Athen130
24 Holes180
2Broken Shores250
3Omni-1 HQ150

3. The Fixer Grid

The Fixer Grid is an enhanced version of the Grid. It offers many more exits and leads to many areas, including some that are not included in the Whom-Pah Network or the normal Grid. There is a total of 10 floors with 8 exits each, except the top floor only has 6.

As the name indicates, you need to be a fixer or have a fixer friend to gain access. The fixer needs to have done the Fixer Grid Quest Part I to gain access for just himself or herself and Fixer Grid Quest Part II to give access to others. The fixer creates a Data Receptacle in the inventory that needs to be applied on a Grid Access Terminal within a short period of time. Alternatively, if you find an Empty Data Receptacle Container, you can give it to a fixer to fill for you, and you will get a Full Data Receptacle Container. When you right click on the full container, a Data Receptacle will appear in your inventory that you can use on a Grid Access Terminal to enter the fixer grid.

Once inside, you'll see a dark room with a high column in front of you (left picture):

The right pictures show the lifts between the floors. For a more detailed view on the Fixer Grid, click on the thumbnails below:

Note: Be careful where you walk. It's easy to fall off or to take a wrong exit. Once you've taken an exit, there's no easy way to get back in.

In many cases you'll find several exits with the same name on a floor. It's useful to know exactly which exit you have to head for. The exit leading you closest to your desired location is shown on most planet maps, for example Saavick's Map of Rubi-Ka from our downloads section. Let's break it down with this example: You want to head for Smuggler's Den in Southern Fouls Hills. On the planet map you see the light blue 7-L to the east of the Den, which is one of the Fixer Grid exits.

Southern Fouls Hills

This indicates that you'll find the Southern Fouls Hills exits on the 7th floor of the Fixer Grid and for the particular exit near the Den you have to take the left platform.

For the complete overview of all Fixer Grid exits, see this table:

Floor Exits
1 Borealis, Newland City, Old Athen, Omni-1 Entertainment, Omni-1 HQ, Omni-1 Trade, Tir, West Athen
2 Athen Shire, Holes in the Wall, Newland, Omni Forest, Rome Blue District, Rome Green District, Rome Red District, Tir County
3 Greater Omni Forest, Greater Tir County, Lush Fields, Mutant Domain, Newland Desert, Stret West Bank (2x), Wailing Wastes
4 Aegean, Clondyke (2x), Galway County, Galway Shire, Varmint Woods (2x), Wartorn Valley
5 4 Holes (3x), Andromeda (3x), Pleasant Meadows (2x)
6 Milky Way (2x), Stret East Bank (3x), The Longest Road (3x)
7 Southern Foul Hills (2x), Upper Stret East Bank (3x), Southern Artery Valley (3x)
8 Avalon (2x), Belial Forest (3x), Central Artery Valley (3x)
9 Broken Shores (2x), Deep Artery Valley (3x), Mort (3x)
10 Eastern Foul Plains (3x), Perpetual Wastelands (3x)

On a sidenote: On the 10th floor of the Fixer Grid you'll find an interesting person, Ted "Gridman" Johnson, feel free to have a chat with him. If you're a fixer, you can help out with a quest for Jack's ring

4. Special travelling options

Entering the Grid

Some professions can cast nanos to enter the Grid from anywhere on Rubi-Ka. First of all there is the fixer, who are able to enter the Grid fastest of all. On one side they have the comparably long cast Grid nanos allowing them to grid themself or the full team (different nanos!) within 30 to 90 seconds, depending on the quality of the nano. Additionally Fixer have nanos allowing to grid themself or the whole team in 3 to 6 seconds mostly for emergencies, but those reduce the fixer's health and nano to 1 point. Like all nanos, the casting time is reduced by NanoC Init.

Secondly doctors and traders are able to enter the Grid by nanos. These have a longer cast time of 30 to 60 seconds, again reduced by NanoC Init. Due to the faster transportation the fixer nanos are usually prefered in teams - when a fixer is part of the team of course.

Engineer's Beacon Warp

The engineer profession has a rather unique way to get other people to remote areas on Rubi-Ka. The downside first: the engineer has to be at the according location already. Engineers can warp everyone in the team one by one or all at once to their location. For this they have two nanos; the single Beacon Warp and the team Team Beacon Warp.

Nano-Technician Warp

Nano-Technicians have a Warp Time And Space nano line, allowing them to warp themselves (Warp Time and Space: Capital City) to their faction's capital. In the case of the team variant (Team Warp Time and Space: Capital City), each person is warped to their own faction's capital.

These are the capital cities the NT can warp to:

FactionCapital city
OmniRome Red

Personal Grid Converter

These little items are really useful when you want to get back home and you happen to be near a friendly tower site. The Personal Grid Converter can get you into the Grid simply by using it on the control tower of your organisation's field. Similarly, the more expensive Advanced Personal Grid Converter can be used on the control tower of any friendly organisation's field.

Last updated on 12.24.2019 by Saavick
Written by Niodemus
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