Talk:Advanced Hobopolis Mechanics
Huge thank-yous to everyone who has contributed to Hobopolis spading and information collection. I cleared the bosses with about +1050% item drop. Got 10 "personal" items (like voodoo snuff) from each sub-boss, and 7 tin cups of mulligan stew from Hodgman. I forgot who taught me to use a wound Jack-in-the-box. Thank you, thank you. --StorellaDeville 14:23, 20 November 2010 (UTC)
Oen point of interest (That, and I'm not sure where else to put this), something worth researching about the two skill books the hobos of each zone drop- One might be mysticality-based, the other might be muscle-based?--Rikmach 12:19, 20 June 2008 (CDT)
Am I the only one here... but what is "Hot Potential Damage"??... and the other descriptions are hard to intrepret as well... did only one person make this page? --Jael 18:13, 24 June 2008 (CDT)
- Yes Jael, most of this page's contents were put here by me; but it is a work in progress and I posted it fairly soon after Hobopolis came out. "Potential Damage" was meant as a mechanic which explains when you choose adventures that don't do damage immediately; but choosing that adventure builds the damage that will be done if another choice adventure is chosen. For example putting tires on the fire gently builds up a lot of tires; but does no damage until you choose to put a tire on the fire violently. Thus it is a building potential of damage. - Rahmuss 22:09, 26 June 2008 (CDT)
Yeah - I think the person who originally edited this page jumped the gun a little... I can't really speak about most of the claims (except to say that in every case except the per-round stench damage in the heap, I didn't notice any adventure having an effect on the damage of the hobos' attacks). I do think, however, that the yodeling adventure kills a scaling number of hobos (depending on the option) and increases the *frequency* at which the icicles fall in combat (by weakening the icicles on the ceiling), while CLUEing the third pipe either reduces that frequency (by solidifying the ceiling) or perhaps causes the yodeling adventure to return if you've previously chosen one of the second two "never yodel again" options. I was doing fine when only yodeling a little, but after I yodeled my heart out, I was being hit with icicles every other attack. It seems like the yodel options translate to: don't raise frequency (a little), raise the frequency incrementally (a lot), raise frequency to the max (yodel your heart out). I don't have hard data, but I had killed 50 or so hobos without difficulty before going yodel-crazy, then I suddenly found myself needing to heal 3-4 times per fight, nearly every combat. --Kirk Douglas 11:34, 25 June 2008 (CDT)
- Kirk, we did jump the gun on this for sure; but we wanted to start getting peoples responses and this was a good way to do it. About the yodelling adventures, we have found (so far) that if you yodel your heart out, that the yodel adventure does not seem to occur again. It could be that yodelling just a lot may allow it to occur again; but less frequently. This of course needs to be spaded. - Rahmuss 22:09, 26 June 2008 (CDT)
I have discovered from personal experience that "Yodel a lot" is not a one-time adventure. I'm removing that note.--Al Khowarizmi 14:12, 26 June 2008 (CDT)
- Thanks. And as Kirk said, maybe that adventure returns once you go CLUE on the pipes. Do you remember if you did that before getting the adventure again? - Rahmuss 09:12, 5 July 2008 (CDT)
Side Area Mechanics
So taking a tour around some forums, it seems the follow are the most likely guesses for the Mechanics required to speed up each area.
Hot: Stack -Combat%, Stack Tires, topple a high pile. (Tire encounter likelihood reduces each time a tire is stacked until it is toppled.)
Cold: Have lots of people adventure here until they get to Yodel their heart out. Then those people move somewhere else.
Stinky: Kick stuff into the trash volcano...
Sleaze: Stack +Combat% to get the club adventure, reduce the line, start bar fights
Spooky: Wait till someone flimflams in the Sleaze zone. Then have few or only one person adventure here for the Dance adventure. Watch Zombie dancers 3 times (to learn steps. This is why fewer people is better to reduce this pre-req) then Dance with zombies for increasing kills each time.
Bar fights and Dancing increase kills each time; tires increase kills with stacks; Yodel does the most damage with the Your Heart Out but can only be done once per person. Don't know what improves the kick stuff in stink. --Darkwolf 22:44, 2 July 2008 (CDT)
- Wait, you have to INCREASE combat adventures to get the club in the sleaze zone? Or is that a typo? I never once encountered the adventure last time, and I was the only one to adventure there. I guess having to increase combat adventures would explain that, but really? --Flargen 22:52, 2 July 2008 (CDT)
A Maze of Sewer Tunnels Mechanics
I've been looking for information on the exact mechanics for the Sewers and couldn't find any. The most appropriate place to put it would probably be on here and a link created on the "A Maze of Sewer Tunnels" page. It should include the outcomes of the actions taken in the sewer and all the appropriate sewer items and their recipes and what they do. --Urutsini 08:12, 6 July 2008 (CDT)
A massive block of text
Apologies for the great length of this, but I had written up an overview of Hobopolis on my clan's in-game message board, and it seems like putting it here may be useful. I make no guarantees for anything being correct, and I may have missed some stuff. I'd also like to credit the Iocaine Powder forums for a good deal of this info, although I've also been reading the wiki, the forums, listening to chat, and reading HCO's forums as well (not to mention running through Hobopolis with my clan).
A General Overview of Known Hobopolis Mechanics
The Sewers
To clear the sewers you must "explore" 100 times. Each time you defeat an enemy counts as one exploration. Choice adventures that involve a tunnel allow you to explore at least six times, due to the fact that the tunnel choice has six different encounters (only successful encounters count).
Sewer "gear" - To properly explore the tunnels you'll want the following: Ooze-O, Unfortunate Dumplings, Sewer Wads, 3x Oil of Oiliness for each bars encounter, an equipped Gatorskin Umbrella, and an equipped Hobo Binder.
The C.H.U.M. cage - Only one person can be trapped in the cage at any one time. If we had a large number of clan members one person could sacrifice themselves to allow everyone else to pass unimpeded. As it stands, however, this tactic is going to have a minimal effect due to the amount of people we have. If you get caged, you have two choices - spend 10 turns, or wait for someone to free you. Only people that haven't cleared the sewers can free you, and they need to encounter the noncombat that involves a Ladder as a choice. The ladder leads to the cage room, where they can free you for the cost of one adventure, instead of 10. TPTB are working on some way of having Richard free trapped clan members, but that's only an FYI at this point.
The tunnel adventures - Tunnel noncombats have three choices. Two will always be to explore the tunnels or go back into the water (encounter a normal enemy). The third choice can either be a ladder (free someone in a Cage), turn a valve to lower the water level (may increase noncombats in the sewers), and open a grate (which can be encountered in the Tunnels and adds to the exploration counter if they happen to be open).
Town Square
Town Square is populated with roughly 3000 hobos. The image file will start at 0, and the boss is at 25, with image 26 being a cleared dungeon. At image "125" (12.5 - this is really image13, but there is no image13 due to Jick's number 13 schtick) the tent in the center opens, allowing people to play instruments and other people to mosh (kill) or busk (get nickels) hobos. At first you will occasionally encounter a noncombat to buy a Hobo Binder for 30 nickels, once that has been bought that adventure will instead be a Marketplace where you can buy things, but it's a bit like a Violet Fog until your binder is filled out.
The hobos in the central area have roughly 400 hps. If you deal 500+ damage of the same type to them (it doesn't have to be one hit) you will "overkill" them, leaving behind hobo parts. There are six hobo parts, which allows Richard to use a scarehobo, which apparently kills 8 hobos, meaning that overkilling hobos effectively allows you to kill slightly more than 2 hobos at a time. It should be noted that it *is* technically possible to overkill hobos in the side zones, but that the damage is much, much higher (I haven't seen it, and have done 900 or more damage). There is a drawback, however - if you overkill hobos you will get no normal drops, including Nickels. So scarehobos are a choice between speed and loot.
General Side Area info --- Every Side Area has a varied, but similar, structure. Every Side Area has 500 hobos to kill before encountering a Boss. There will tend to be a noncombat which adds meat to the clan stash - these adventures also tend to add between 5 and 10 hobos back to the side area. There will tend to be a noncombat which diverts the "strength" of the zone somewhere else ("strength" in this case has nothing to do with the kill count, it just means that the elemental damage done ends up being higher). There will tend to be a noncombat which kills a number of the hobos in the zone. Every side area also has a semi-rare which allows you to buy something fairly powerful for 5 nickels. All side zone bosses have an "aura" which does their element's damage every combat round, usually on the order of 40-60 damage. I believe all Hobopolis bosses also have some form of damage cap and some resistance or immunity to stuns with duration, or "entangles". All hobos in all zones, including town square, have the ability to hit you for 200+ damage, ignoring moxie and defensive abilities.
Hot Zone
Boss - Ol' Scratch. Debuffs you if you have more than 5 active buffs. Best strategy is to use very powerful buffs (+200% stat) and perhaps SPF451, the Hot Resistance Semirare.
Hobos - Hot. Nothing especially remarkable.
Hobo Killing noncombat - a pile of tires. You can gently pile tires or you can violently put a tire on the pile. As you gently pile tires the hot strength in the zone increases, and when you violently place a tire it kills X number of hobos. At around 10 tires or so you'll only be killing around 10 hobos, whereas once you get up to 30-40 tires you'll be killing many (maybe 100?) hobos.
Diversion noncombat - steam pipe. Lowers the hot strength of the zone and increases the sleaze strength of the sleaze zone.
Meat noncombat - hot door. The heat strength of the zone will either cause the door to be so hot that it burns you, or not. If you can open the door you'll add 10k meat to the clan stash, but also add 10 hobos to the zone to kill. For speed runs this is not recommended (you can choose not to open the door at all).
Cold zone
Boss - Frosty. Frosty reduces all damage dealt to him to 1, except elements which he is weak against, which deal 3 damage to him. He only has roughly 350hps. The strategy is to use a "prismatic" weapon in combination with either Gremlin Juice or chalk dust (to eliminate fumbles). Then wear three accessories which deal damage in combat. Boost your cold resistance and your muscle so that your HPs are high, and weaken your moxie so that Frosty can hit you, to trigger the accessories as well as buffs such as the saucespheres, scarysauce, and Psalm of Pointiness. An attack familiar with a Plastic Pumpkin Bucket or some sort of Ant Sickle type gear will help as well.
Hobos - Cold. Every time a cold hobo gets hurt he "cries out". One feature of this zone is that there are icicles hanging from the ceiling, and if conditions are right the icicles will fall from the "crying" dealing about 250 cold damage. High cold resistance, high hps, and something like Cannelloni Cocoon or a good stock of Drastic Healing scrolls are recommended, as well as the ability to one-shot them.
Hobo Killing noncombat - Yodelling. You can "yodel a little" all you like, killing "dozens" of hobos. You can "yodel a lot" but this might cause the adventure to become unavailable until tomorrow. Kills maybe upwards of fifty hobos. You can "yodel your heart out", killing upwards of over 100 hobos, but definitely locking you out from yodelling again until tomorrow. The game keeps stock of how many icicles are on the ceiling, and the more icicles there are, the more effective each level of yodelling becomes. Each time you yodel it subtracts from the stock of icicles, causing the further yodels to become weaker. Once you've yodelled at least once at any level, the hobos "crying out" can cause icicles to hit you, causing massive damage, although weaker yodels will cause this to happen much less frequently than heavier yodels.
Diversion noncombat - three pipes. You can divert cold water to the sleaze zone or the hot zone, presumably weakening the strength of either zone, or you can "go CLUE on" (break) a pipe, adding icicles to this zone. Once the hot zone is at Image9 or more, going CLUE will find the pipe empty and add no icicles, but won't cause you to spend an adventure. Diverting cold water to the PLD may be part of the mechanism for gaining access to the Club, to be discussed in the sleaze section.
Meat noncombat - Fridge or Freezer. You can choose to open neither, spending no adventures. You can open the fridge, this adds 5k meat to the clan stash but adds around 5 hobos to the zone. If you open the Freezer, however, you can aquire a frozen banquet, one of the best foods in the game. There is no known drawback to the Freezer option, except that there may be a limited number of them, so go wild.
Stench Zone
Boss - Oscus. His damage aura gets stronger each round. Nothing special for this fight, just buff your stench resistance and beat the stuffing out of him.
Hobos - Stench. Hobos in the stench zone get an aura similar to what the bosses of other zones have. It's not a lot of damage, and as long as you can kill them quickly it won't be much of an issue.
Hobo Killing noncombat - "Trashcano". You'll have the opportunity to kick some boxes into a hole. If you don't, nothing happens and you don't spend a turn. If you do, you cause a "trashcano" killing 5-6 hobos and increasing the stench strength of the zone.
Diversion noncombat - diverts stench strength away from this zone and does something to the spooky zone (it might lower the spooky strength, but it's not entirely clear yet).
Special noncombat - trash/treasure hunting. There is no Meat noncombat in this zone, but this zone does have a special noncombat that becomes available as the stench strength of the zone increases to a certain (unknown) level. You can search through some trash and gain random items from anywhere in the game, especially trash type items, and including items which are no longer normally available. There are also two special drops - a bottle of Cognac and two-sided tape. The Cognac is good booze, and the tape allows you to make a Dead Guy's Memento, an accessory which gives +5% to all stats and 5 rollover adventures. It's not clear from the text, because not searching seems to do the same thing, but searching for treasure seems to lower the stench level of the zone, meaning that you want to keep firing trashcanos and raising the stench strength so you can search as much as possible.
Sleaze zone
Boss - Chester. He disallows the use of combat items. Just buff up and beat or blast the grease out of him.
Hobos - Sleaze. Nothing special known about these.
Hobo Killing noncombat - Getting Clubbed. To get this adventure to appear at all, you have to do something which seems wrong - you have to boost the "combat percentage" in the zone, via things like Monster Bait and Cantata of Confrontation. You can then bamboozle, flimflam, or attempt to get in the club. Gaining access to the club is not entirely understood, but seems to involve bamboozling some number of times, and possibly diverting water from the cold zone as well. When you get in you can pick a fight to fight a hobo as normal, cause a barfight which kills a large number of hobos, or pick your nose which gives upwards of 1000 substats to each stat. Bamboozling seems to add hobos (or maybe only 1 hobo) to the sleaze zone, but also seems like it might be necessary to gain access to the club, and since barfights apparently cause a huge amount of hobo damage, it's worthwhile. Flimflamming appears to unlock the spooky zone's hobo killing noncombat, with 5 encounters of the noncombat becoming available for each flimflam. It seems that around 15 of the spooky noncombat will help to clear out the spooky zone, so flimflamming a total of 3-4 times would be useful for overall speed in Hobopolis.
Diversion / Meat noncombat - The sleaze zone strength diverting and Meat/hobo adding noncombat are combined into an adventure called The Furtivity of My City. You can either choose to fight one hobo normally, to weaken sleaze strength and add to stench strength, or to add 10k meat to the clan stash and 10 hobos to the subzone. The first choice (fight one hobo as normal) is the most obvious "good" option, although the strength diversion option may assist people that are trying to treasure hunt in the stench zone.
Spooky
Boss - Zombo. Zombo's first successful hit will unequip your pants, the second will unequip your hat, and the third will unequip your shirt. He does not unequip anything else. You want to buff yourself up and use Divine items or melee attacks to beat him, basically.
Hobos - Spooky. Spooky Hobos (including Zombo) are effectively immune to elemental damage. They have to be killed with physical damage, meaning you want to use Weapon of the Pastalord, Divine items, or strong melee with things like a Brimstone Bludgeon or Stainless Steel Shilly.
Hobo Killing noncombat - as mentioned in the sleaze section, this only becomes available at 5 "charges" per flimflam of the sleaze noncombat. You get the choice to watch zombies dancing (a Thriller parody), dance along, or leave. If you watch the zombies 3 times then the next time you encounter the noncombat you will no longer be able to watch, but you will be able to successfully dance (it is unknown if you can successfully dance prior to watching 3 times). The dance seems to kill 3 hobos the first time, and doubles in strength each subsequent time. Since a dancer will be required to spend 3 turns watching, it is probably recommended that one person work on clearing the zombies via dancing, so as to minimize adventures wasted watching.
Diversion noncombat - causes the strength of the spooky zone to *increase* while weakening the stench zone. Not recommended, until such time as spooky strength being higher is determined to be useful for something (whereas we already know that we want stench strength to increase).
Meat noncombat - Adds 10k meat to the clan coffers and 10 hobos to the kill count.
Hobo Boss
Hodgman. He has 25000 hps, but by himself has no other especially remarkable abilities. All of his attacks can be any of the five elements or physical damage. If you leave sidebosses up, however, he gains extra "abilities". Frosty seems to add 95% damage resistance, Oscus gives him an Aura that starts at 10 damage (5 stench and 5 physical) and triples every round, Ol' Scratch debuffs everything, Zombo unequips everything except your weapon and offhand, and Chester allows Hodgman to ignore your elemental and physical damage resistances. Bakapyrite 13:26, 10 July 2008 (CDT)
That's some awesome material Bakapyrite, it's exactly what I was looking for. I've taken the liberty of incorporating what you have written into the main document. All credit for this goes to you. --Urutsini 03:46, 11 July 2008 (CDT)
Moving trash from the PLD does not decrease the hobo count. Our log showed 37 loads of trash moved, 499 hobos killed, 1 chester killed. 0 club adventures and 0 "wait for hobo to leave". Moving trash does not kill hobos, correcting the wiki page accordingly.
Eventually add group or farming based strategies? Group speed strats: Hot zone should be done after cold zone so you can still go all Clue. Sleaze should be done after Cold. Spooky should be done after Sleaze.
Hot zone should only be done by people with -29% combat (Whats rate of noncombat vs tires stacked efficiency?). Sleaze should only be done by people with +25% combat. Spooky should only be done by 1 person for dances with 3-4 flimflam prepped. Cold should be done by everyone. (One person yodels heart out then prep Clue on pipe for next person to yodel heart out) Ect... --Darkwolf 10:34, 15 July 2008 (CDT)
This information for diversion in the Spooky zone seems to contradict the information on the diversion wiki page (Ah, So That's Where They've All Gone). Can someone determine which is right (I'm assuming that it's this page but have no evidence) and align the pages?--TiCaudata 02:03, 28 January 2009 (UTC)
Potential Damage = ML?
I'm pretty sure that increasing potential damage such as in the spooky zone when sending flowers to the heap will cause the ML of the enemies to increase. Before doing that, I could hit the enemies there, but after doing it a few times I was forced to use shield butt. Wasn't really paying attention to most other factors, but if this is true it should be pretty easy to test. --Melon 12:39, 19 July 2008 (CDT)
- I've removed the term "potential damage" from the article as it is obviously unclear and potentially misleading. It seems to have been a way for the original author to express the idea that adding icicles and tires to the zone would eventually lead to more hobos being killed - nothing much beyond that. As far as the "zone strength" adding to ML, I think I had heard initial reports that adding to the elemental strength of a zone didn't add HPs to the hobos, but perhaps it does certainly seem to boost the offensive abilities (after a number of Cold zone PLD diversions, hobos in the Hot zone were doing 700+ damage attacks to my clanmates). It seems reasonable it could boost defense as well, and perhaps the initial spading about HPs wasn't conclusive. Bakapyrite 18:32, 19 July 2008 (CDT)
Item drop mechanic for Hodgman different?
I'm talking about the item drop / 100 floored. Today I killed Hodgman, and here are my +s. Buffs: Lavender (10) eyeballs (15) cyclops (100) raven (60) cupcake + snowcone (60) fat leon (20) and three unknowns (ESP, egg, friar). Without the three unknowns, +265%. Equipment: I wore the Hodgman's outfit for kicks. Didn't do much. Duck (5) booze sign (30) A Jr. (25) soft shoes (30) = 90%. Familiar: 40 lb. fairy = 84%. Total = 438. That's without the three unknowns. And contrary to what I thought I would get, I only got three Hodgman's blankets.
Spade plz? --MrAndersonMan 05:43, 23 July 2008 (CDT)
I suspect that the old soft shoes and WILL WORK FOR BOOZE sign didn't contribute. That would explain it. Someone go with +10% items and those two, then go with +100% items. My hunch is that they will be different. --Killerrabbit 16:00, 23 July 2008 (CDT)
I found that it didn't work right for me, either. Buffs: Lavender(10), Ermine(5), Peeled(15), Cyclops(100), Fat Leon(20), Detection(5), Melon(30). Total: +185 Equipment: Wossnam(11), Monocle(10). Total: +21 Familiar: 50 lb Fairy-type(99.4) Total total: +305.4%(assuming that 99.4% is correct, which it probably is) Acquired: 2 Tin Cups of stew
Perhaps it's a variable range up to a maximum of floor(Item+/100)?--MTPockets 17:12, 18 October 2008 (UTC)
I have no possibility now to check for myself, but maybe it helps putting my ideas here so others can try them: Has anyone tried whether the Hobo code binder makes a difference on item drops, especially non-oufit item drops? This could also be interesting to try for the Side Zone Bosses. I would assume there'd be a difference between a Code Binder with more signs in it and one with only a few signs. My other idea was to spade the effect of the elemental level of a given Side Zone on the drops of that Boss: I would expect it to be more rewarding the more dangerous you allow your zone to be? --Longlegged Jack 12:02, 21 June 2010 (UTC)
Tirevalanches
There are a couple notes about tirevalanches. First, adding 49th tire to the pile started an immediate tirevalanche, but I was too far into the zone to see if it did more than expected 265 damage.
Another note is that amount of boss loot we get from Scratch seems to be proportional to the number of tires on fire when we fight him. (That's the theory I was testing when I stacked 49 tires.) To be more specific, we got 3 items with about 40 tires on fire, 1 item with 0 tires, 2 items with some tires on fire, and 1 or 2 items before we started keeping track. --Zeviz 23:41, 5 August 2008 (CDT)
Exposure Esplanade Question
I've noticed that, if you deal enough damage to a hobo here to take them out, but if their counterattack (the icicle drops) kill you, you still get the "You lose" message and get beaten up. Can anyone confirm if this does or does not affect the number of hobos killed?--Garlyle 19:26, 1 September 2008 (CDT)
It counts as a loss in the hobopolis raid log, so it almost certainly does not count as a killed hobo. --Bale 22:33, 1 September 2008 (CDT)
Cage Rumours
I have absolutely no way to confirm this at present, but this was brought up. Supposedly, if a member gets trapped in the cage, the clan head can boot then re-invite that member. The member will be freed from the cage without using any adventures, and more than that, the instance of the dungeon will still think there's someone in the cage, so nobody else will get caught. Might be worth looking into -Garlyle 00:02, 23 September 2008 (UTC)
- This bug was fixed. You can no longer boot someone who is in a choice noncombat in a dungeon.-QuantumNightmare 02:02, 23 September 2008 (UTC)
Getting Clubbed/Nose Picking
I've determined that picking your nose does have a chance of making you lose club access in the sense that it reduces the count of actions taken to get club access by 1, just like piping hot water in. I'll update the article accordingly. --EEpiccolo 12:26, 2 October 2008 (UTC)
The article's section on the Purple Light District says this: "•Decreases the count of the number of actions needed to get inside the club by one, just like piping in hot steam from Burnbarrel Blvd." However, just above that, it says piping in steam from Burnbarrel Blvd increases the number of actions needed. Increase is correct, right? --StorellaDeville 07:24, 12 November 2010 (UTC) OH! I just understood the wording there. Decreases the COUNT of the NUMBER. Man, is there another way to say that? I would probably say, "Decrements the counter..." but I think a lot of people would have no idea what that means. How about this: "Adds 1 to the number of actions needed to get inside the club, just like...." --StorellaDeville 09:35, 12 November 2010 (UTC)
Effect of trashcano eruption in The Heap
According to my data (404 hobo kills + 23 trashcano eruptions to clear the area), the effect a trashcano eruption kills slightly over 4 hobos on average. So I suspect the number of hobos killed might be 3-5 as opposed to 4-6. --Poochy 05:42, 14 November 2008 (UTC)
Elemental Stregnths
It appears that the door in Burnbarrel Blvd. can be opened either by diverting (1) water from Exposure Esplanade, or by diverting (2) steam. This allows the door to be opened all 5x. --Notech 19:10, 4 February 2009 (UTC)
Image file number not always accurate?
During our last dive, we reached Oscus in The Heap, but the Heap's image file was only at 9. I submitted a bug report, and got the following response:
"The number of hobos are slightly variable, and the way the image is calculated means that sometimes a boss will show up at a slightly earlier image."
I don't know to what extent this is relevant to the wiki's information, or whether this is already, in general, known, but I figured I'd post it here just in case. Mixie 17:20, 18 February 2009 (UTC)
PLD Choice Adventures Access/Frequency
I spent 661 adventures in PLD running +25% combat frequency and did not see the "Furtivity" adventure. I'm assuming that the +combat made the adventure inaccessible, so that the base combat rate is at least 75%. During the first 568 adventures in this zone, "Getting Clubbed" came up 159 times (~28%) and I killed 409 sleaze hobos. However, both choice adventures seemed inaccessible at that point, and I killed the remaining 93 sleaze hobos without seeing either one. On a side note, I had diverted water from Exposure Esplanade 49 times, but only got into the club 20 times before having to flimflam to get back in. Might there be a limit on the counter for club access? --MogamboRanger 20:01, 21 March 2012 (CET)