Talk:Hobopolis: Difference between revisions

From A KoL Wiki
imported>Gowain
Number of kills to unlock zones?
imported>BigBadBongo
Line 60: Line 60:
Anyone with a fresh dungeon and nobody else interfering can hopefully use these numbers to calculate the scarehobo effects.
Anyone with a fresh dungeon and nobody else interfering can hopefully use these numbers to calculate the scarehobo effects.
--[[User:BigBadBongo|BigBadBongo]] 04:12, 20 June 2008 (CDT)
--[[User:BigBadBongo|BigBadBongo]] 04:12, 20 June 2008 (CDT)
750 kills, image 6->7 --[[User:BigBadBongo|BigBadBongo]] 05:52, 24 June 2008 (CDT)


== Hodgeman ==
== Hodgeman ==

Revision as of 10:52, 24 June 2008

10m to buy with clan coffers, we need a LOT of work done.

How can I add a new adventure page? Here is text for one of the adventures in the Sewer after paying to get it unclogged:

Title: Despite All Your Rage

You're walking down one of the myriad sewer tunnels when you sense danger -- and not the danger that exists between your first and last names, but real, palpable danger.

All of a sudden, you hear a rattling of chains above you, and before you can even look upwards, a rusty cage drops from the ceiling and traps you. You look around for your captor, and see him -- it's one of the C. H. U. M.s, muttering and drooling as he inspects his latest catch (which is you, in case you haven't been paying attention.)

He drags you down a side tunnel and leaves you in a darkened alcove. You survey the situation, and the survey doesn't take very long, because the cage is pretty small. The results of your suvey: You're stuck in a cage. The bars don't seem to be particularly strong, but they're thick -- you think you could probably gnaw through them, but it would take a while (and you'd probably desperately need dental attention afterwards.) Barring that (ha ha, get it? barring?) you could wait and see if anybody in your clan comes to your rescue. Do you think you're popular enough for that to be a reasonable option?

Options: - Gnaw through the bars (10 Adventures) - Wait for rescue

-- Picking Wait options leads to the following text:

Results: You bang on the bars and yell for help, but nobody hears you. You're sad and lonely...

Despite All Your Rage

You're still trapped in this filthy cage.

Options: - Gnaw through the bars (10 Adventures) - Wait for rescue

While "waiting for rescue", you can't do anything, just like in the middle of a fight. --Zeviz 23:44, 16 June 2008 (CDT)

Any idea if we keep the hobo nickels/hobo parts/bandages/binder/etc across dungeon runs? I would hope so, 30 nickels is hard to get in one run... --Jimfromtx 18:33, 18 June 2008 (CDT)

---

Hobopolis is an actual adventuring area in the Clan Basement. After turning the valve in the sewer often enough, you can get a non-combat that lets you "go deeper" to Hobopolis. --CirclMastr 09:56, 17 June 2008 (CDT)

Hobo Names

  • All hobo names are randomly generated. We won't be able to make a page for all of them-- just a generic hobo page for each element with all the possibilities listed.. --TechSmurf 14:26, 17 June 2008 (CDT)
  • Also, the skill books aren't one-time, just incredibly rare. --TechSmurf 14:35, 17 June 2008 (CDT)

Reference

To me, this looks like a clear reference to Neil Gaiman's Neverwhere[1]. I couldn't find the term anywhere on the wiki. Am I the only one in thinking that? --Groli 20:33, 17 June 2008 (CDT) Possibly, but I'd consult the radio transcripts to find the first mention of Hobopolis first. Killerrabbit


This whole area seems to be a reference to John Hodgeman's (The humorist and PC dude actor in Apple commercials) book The Areas of My Expertise, in which he writes at great and often creepy length about the Great Hobo Conspiracy, Hobos' use of codes to communicate (as in the Sleazy Back Alley), etc., etc. The names generated in KOL are highly reminiscent of (but funnier than) those of Hodgeman's hobos.

--Arioso 02:19, 19 June 2008 (CDT)

Image Progression

1 person adventuring only. Precisely 50 defeated normal hobos (no other adventures except refusing the market, nothing made for richard, no scarehobos, no lost combats, 1 killed with 'excess' damage producing a skin) moves from image 0 to image 1.

Total 125 for image 2, Total 250 for image 3, 375 total for image 4, and as expected 500 total for image 5.

Anyone with a fresh dungeon and nobody else interfering can hopefully use these numbers to calculate the scarehobo effects. --BigBadBongo 04:12, 20 June 2008 (CDT)

750 kills, image 6->7 --BigBadBongo 05:52, 24 June 2008 (CDT)

Hodgeman

The boss' name is Hodgeman. He drops parts of an outfit with "Hobo Power" and a Journal, of which there are at least four. Uhhh...that's all I know.--Duty 07:24, 19 June 2008 (CDT)

He has 10,000 HP that you have to go through in 1 combat. He can deal up to 1000 damage of any element a turn. With 1200 Muscle I was able to hit him the first 7 turns, then I was no longer able to hit him consistently which implies he gets stronger as he gets weaker or as more rounds pass. Stun items/skills do not work on him. Hobo power is on each part of his outfit and on an accessory he drops. H--Darkwolf 09:05, 19 June 2008 (CDT)e also can drop various off-hands that turn that power to a specific stat. (The one I saw was +spell damage)

Special attacks that do extra damage?

"An as-yet-undetermined mechanism allows hobos to use special attacks. These attacks do a great deal more damage than normal attacks and don't seem to interact with defensive abilities."

This is on at least three of the elemental hobo pages, and I think it's only true for Hot Hobos. I think it's their gimmick. --Raijinili 22:25, 19 June 2008 (CDT)

Nope, even Normal Hobos can ignore defenses with some attacks. I've a level 49 clanmate who is consistently hit for 200 or so damage by hobos. At level 14, I'm taking about 50 on some attacks and 200-something on others. I'm pretty sure EVERY hobo has one or more special attacks that largely ignore defenses and do a fixed range of damage. --Flargen 22:30, 19 June 2008 (CDT)

Unlocking the elemental zones

I think we should probably have numbers on the page for how many kills it takes to unlock each elemental zone. My (very small) clan has started keeping track of the numbers today, and it looks like Burnbarrel unlocks at 250 kills, no Scarehobos. We aren't far enough in for anything else, yet, but I can't help but feel this would be useful information to have. Gowain 01:05, 21 June 2008 (CDT)