The Ancient Hobo Burial Ground

From A KoL Wiki
The Ancient Hobo Burial Ground
Zone Num 171
Location Hobopolis
Unlocks 1000 Normal Hobos killed
Recom Stat 350
Combat % unknown
ML 350
Terrain underground
Special Adventures
Lucky Flowers for You
refreshedit data

The Ancient Hobo Burial Ground is the spooky zone in Hobopolis. Hobos in this zone are resistant to all elemental damage. A primary stat of 350 is suggested. If your main stat isn't high enough, you'll see the following message:

A skeleton hobo unshoulders his bindle and unwraps it to show that it contains a severed human head. You're not sure if skulking around fragrant undead vagrants at your skill level is a good idea.
(It is recommended that you have at least 350 <mainstat> to adventure here.)

Combat Adventures


Spooky hobo This monster is a Hobo -- (edit metadata)

Zombo This monster is Undead -- (edit metadata)

Non-combat Adventures


Returning to the Tomb
Returning to the Tomb
  • Pry open the door: 9,000-11,000 meat (goes to Clan Coffer). Increases Spooky Hobos by ~10. Increases spooky hobo ML.
  • Disturb not ye these bones: Nothing. Does not consume an adventure.
  • Note: After opening the tomb 10 times this adventure will no longer occur in the current instance of Hobopolis.

Ah, So That's Where They've All Gone
Ah, So That's Where They've All Gone
  • Send the flowers to The Heap: Reduces ambient stench level in The Heap, increases ambient spookiness and spooky hobo ML in Burial Ground.
  • Tiptoe through the tulips and leave: Skip adventure

A Chiller Night (1)
A Chiller Night (1)
  • Study the hobos' dance moves: Become more in-tune with dancers (must be done 3 times before you can successfully dance with the hobos, after which this adventure is replaced by the identically-named adventure below *without* the choice to study the moves.)
  • Dance with them: Try to sabotage the dance (kill multiple spooky hobos), but fail because you haven't finished studying their moves yet.
  • Duck out the back way: Skip adventure?
  • Note: Unlocked by choosing to flimflam in Getting Clubbed.

A Chiller Night (2)
A Chiller Night (2)
  • Dance with them: Kill hobos
  • Resist the temptation: Leave?
  • Note: Replaces A Chiller Night after studying moves 3 times
  • Note: Initially, each successive dance *by the same person* kills more spooky hobos. After about a dozen, the number starts to decrease instead of increase, finally coming back down to zero after 23 dances. Each person has a separate dance counter per instance, so if one person can no longer dance usefully, somebody else still can - provided they study the moves first.

Flowers for You
Flowers for You
  • Buy a flower: Obtain a deadly lampshade for 5 hobo nickels
  • Flee this creepy scene: Skip adventure
  • Note: This adventure is triggered whenever you adventure here while feeling Lucky!.

Welcome To You!
Welcome To You!
  • Enter the 'comb: Fight Zombo
  • Avoid this particular brush with death: Skip adventure

Take a Number
  • Note: Occurs when somebody else is already fighting Zombo.

Notes

  • 49-51 hobo kills are needed to advance each image file, depending on the total number of hobos in the zone.
  • Zombo will only appear when the location's image is on its 10th variation. After defeating Zombo this area can no longer be explored.
  • Attempting to adventure here after Zombo has been defeated yields the message:
There's nothing going on here anymore -- the tombs of the Ancient Hobo Burial Ground are all as silent as themselves.
Hobopolis
Advanced MechanicsA Maze of Sewer TunnelsRichard's RedoubtShoppingHobo Code
Hobopolis Town Square
Hodgman, The Hoboverlord
Burnbarrel Blvd.
Ol' Scratch
Exposure Esplanade
Frosty
The Heap
Oscus
The Ancient Hobo Burial Ground
Zombo
The Purple Light District
Chester