Hobo code binder, Marketplace and 20 glyphs (updated!)

This is where you spade, shovel and sickle. Or is it reap?
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Prestige
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Hobo code binder, Marketplace and 20 glyphs (updated!)

Post by Prestige » Wed Jun 18, 2008 8:54 am

There are several adventures that add codes to your binder, if you adventure there with one equipped.

KNOWN CODES ARE IN:
the sleazy back alley
belowdecks
the fun house
the poker room
limerick dungeon
menagerie 3
airship
lair of the ninja snowmen
Arid Desert, unhydrated
Noob Cave
Extreme Slope
Road to White Citadel

SIGN ZONES:
Bugbear Pens (pre-Felonia?)
camp logging camp
thugnderdome

MID-ASCENSION CONTENT:
Cola Battlefield Undisguised
The Misspelled Cemetary (Pre-Cyrpt)
defiled nook
The Enormous Greater-Than Sign
The Battlefield (Frat Uniform)

(It may take a while to show up unfortunately, like demon names. Some of mine took over 50 turns.)

Click the use link on your binder to check which codes you have.

With the new knowledge, the signs in the Marketplace maze and sewer tunnel adventures become decipherable.

This helps save turns in the sewer. Everyone should get a code binder and upgrade it!

THE MARKETPLACE
There's a ton of cool stuff you can buy in the Marketplace. However, (I think) your odds of successfully translating each sign are proportional to the number of codes in your binder. Without translation, the maze is randomized, and hard to navigate. I don't think it can be mapped like the violet fog.
Last edited by Prestige on Mon Jun 23, 2008 9:03 pm, edited 14 times in total.

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Post by greycat » Wed Jun 18, 2008 11:01 am

After picking up the Chalk White Pallor effect in the hobopolis marketplace (which I'm surmising is -combats based on the description), I went into the sleazy back alley with that, smooth, sonata, ring of conflict and fresh scent. And my hobo code binder.
  1. big creepy spider
  2. Harold's hammer/bell (accepted)
  3. Craps (declined)
  4. Sex change (declined)
  5. rushing bum
  6. completely different spider
  7. rushing bum
  8. big creepy spider
  9. Craps (declined)
  10. half-orc hobo (no special outcomes noted)
  11. Entertainer (declined)
  12. Hobo glyphs


Adventure Results wrote:Over in one corner of the Sleazy Back Alley, you find a row of cardboard boxes with little signs posted on them. The sign features a rough portrait of a grinning hobo, and a couple lines of hobo glyphs.

After a few minutes of work, you manage to translate them: "Bindlestiff Freddie's Low-Income Realty -- If You Lived Here, You'd Be Home By Now".

You jot down some notes in your binder.


code binder wrote:You flip through the hobo code binder. It contains a good overview of basic hobo code, plus notes you've gathered from your experiences in The Sleazy Back Alley.


This might be a once-per-day superlikely, like the sex change. We need more data.

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Post by Snakesauce » Wed Jun 18, 2008 11:10 am

I got it in 63 turns. No non-combat modifers
I woke up this morning with a case of stinky finger
Last night I must have been the designated drinker

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Post by greycat » Wed Jun 18, 2008 11:48 am

... except, when I looked again, I had Shanty instead of Sonata. Damn it.

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Post by Prestige » Wed Jun 18, 2008 11:40 pm

First post updated. Please read.

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Post by lostcalpolydude » Thu Jun 19, 2008 1:54 am

With varying amounts of +noncombat, I spent 50 adventures in the Spooky Forest and got nothing. I'll add other locations to this list as I try them.

No glyphs found after 50 adventures:
Spooky Forest (at least +10% noncombat the whole time, more later on)
Hidden Temple
Limerick Dungeon (apparently this was confirmed by someone else to have a glyph, so I guess my testing is fairly flawed)
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Post by Prestige » Thu Jun 19, 2008 2:58 am

They definitely can take more than 50 adventures. Unfortunately.

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Post by tbell30 » Thu Jun 19, 2008 3:22 am

these are areas that they most likely are not in
Airship
Black Forest
Castle
Cemetary
Cobb Knob Lab (x2)
Cobb Knob Menagerie Level 1
Cobb Knob Menagerie Level 2
Cobb Knob Shaft (x2)
Drunken Stupor
Dungeon of Doom
Haiku Dungeon
Haunted Ballroom
Haunted Bathroom
Haunted Bedroom
Haunted Billiards Room
Haunted Conservatory
Haunted Gallery
Haunted Kitchen
Haunted Library
Haunted Pantry
Itznotyerzitzmine
Spooky Forest
Temple
Vally of Rofl
Wine Racks

at least 20 turns were spent in these areas by myself and others.. if none are found, then they just might be found in here and just take longer or something.

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Post by brb » Thu Jun 19, 2008 8:33 am

There are 8 total so far and 1 is in the mox sign zone. I'm betting the last 2 are in the myst and musc zones.

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Post by lostcalpolydude » Thu Jun 19, 2008 11:56 am

brb wrote:There are 8 total so far and 1 is in the mox sign zone. I'm betting the last 2 are in the myst and musc zones.


At some point we need to test if they are saved across ascensions.

Edit: http://forums.kingdomofloathing.com:808 ... tcount=279 says they are saved.
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Post by tbell30 » Thu Jun 19, 2008 12:42 pm

ok. apparently the airship has one... i spent over 50 adventures there and nothing.. guess i juts didnt get it then .. gotta <3 the Rng

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Post by Flolle » Thu Jun 19, 2008 12:51 pm

If the appearance rate is anything like the demon names, we'll need something like 150 to 200 adventures before starting to consider an area as not having such an adventure.

50 are not enough in that case.

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Post by tbell30 » Thu Jun 19, 2008 1:01 pm

it's not that bad flolle... i got 4 of them in 60 adventures or so.. got the one in thunderdome in 15 adventures.. got the one in the poker room in 6

and didnt get shit in the airship in 50+.. so i guess i head back there tonight

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Post by tbell30 » Thu Jun 19, 2008 1:10 pm

probably one in the Logging camp or something..

is there a combat zone in the degrassi knoll thingy for muscle classes? (unless you are suggesting the bugbear pen)

i am gonna check out the hole in the sky.. might be a hobo glyph constellation or something :P

might be one in the wormwood for all we know.

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Post by greycat » Thu Jun 19, 2008 4:26 pm

I got the "Fun" house glyphs without having defeated Beelzebozo first, on greycat.

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Post by Prestige » Thu Jun 19, 2008 5:23 pm

According to IP forum: Lair of the Ninja Snowmen

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Post by Friederike » Thu Jun 19, 2008 6:15 pm

I found one in Camp Logging Camp.

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Post by lordhades15 » Thu Jun 19, 2008 6:27 pm

I was able to confirm the Ninja snowmen, although I din't find the specific adventure. I must have accidently double-clicked over it (unless it came from a specific monster?).
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Post by Prestige » Thu Jun 19, 2008 6:55 pm

So I'm guessing there will be one in the Spooky Gravy Barrow (or bugbear pens)

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Post by greycat » Thu Jun 19, 2008 7:43 pm

I hope it's the pens -- doesn't the barrow become inaccessible once Felonia's defeated?

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Post by lordhades15 » Thu Jun 19, 2008 8:54 pm

Not sure how the code proportion works exactly, but it should be noted that there appear to be 30 unique signs needing uncoded in the marketplace. Hopefully this isn't a straight one for one code :shock:
j12601 wrote: Turns are now sub-optimal. It is a brand new fucking day.

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Post by lordhades15 » Thu Jun 19, 2008 8:59 pm

Per IP:

Arid Desert, unhydrated
Noob Cave
Road to White Citadel
Extreme Slope
Bugbear Pens
j12601 wrote: Turns are now sub-optimal. It is a brand new fucking day.

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Post by Prestige » Fri Jun 20, 2008 4:36 am

This one sucks:
Cola Wars Battlefield (undisguised)

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Post by lordhades15 » Fri Jun 20, 2008 3:58 pm

I just confirmed the Defiled Nook as a glyph location.
j12601 wrote: Turns are now sub-optimal. It is a brand new fucking day.

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Post by lostcalpolydude » Fri Jun 20, 2008 11:49 pm

Prestige wrote:This one sucks:
Cola Wars Battlefield (undisguised)

Trivial Update wrote:The hobo code binder is now a free pull from Hagnk's. Happy hunting, hardcorers!
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Post by lordhades15 » Sat Jun 21, 2008 1:05 am

After spending quite some time in the marketplace, I have some interesting results:

The signs you can read randomly change. I suspect that as previously stated, it works on some proportion of the codes you've unlocked. I have to sort through my data, but with my 14 codes, I'd estimate a 25% (random number I'm throwing out there, to be modified by data later) chance of not being able to read the signs.

When I couldn't read the signs, it was all 3 I couldn't read. It was never, "I can read two but not the third sign."

Clicking on an uninterpreted sign gives a random choice of all three possible paths that are available to you. Previous reading of the signs does not make it follow a set path.

One final note: especially given the fact that the hobo binder is a free pull from Hagnk's, I wonder if this could become a new powerleveling zone?

P.S. - I'll try and post some of my marketplace data tomorrow.
j12601 wrote: Turns are now sub-optimal. It is a brand new fucking day.

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Post by greycat » Sat Jun 21, 2008 10:13 am

I was contemplating the sewers as an early-in-the-run hardcore leveling spot. If you can beat the monsters, they should give some awfully nice stats for, say, a level 5 hardcore player. That's independent of how good hobopolis itself might or might not be if you get through the sewer. Compare 5 turns fighting sewer monsters with an astral mushroom, for example.

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Post by lordhades15 » Sat Jun 21, 2008 10:17 am

I was thinking of the portal tech, as well here. If it's worth it to power level by pulling all the portal pieces for 250-450 ML, it has to be worth it to tackle 250~ ML with a free pull ;)
j12601 wrote: Turns are now sub-optimal. It is a brand new fucking day.

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Post by KujjieKujjieKoo » Sat Jun 21, 2008 10:35 am

A few things to keep in mind... the portal is so good because you can consistently get 400+ ML fights thanks to Olfaction. This works out to be about 100 stats per fight, or 50 mainstat alone from ML. Softcore also has the ability to kill these monsters. So point one... can you kill the monsters you're coming across in hardcore?

Second, the portal's main draw is allowing you to do the leveling up front, rather than waiting until stats are the bottleneck. A good powerleveling zone can net about 70 mainstat per turn, or late game absinthe can yield over 100 substats per turn. So unless those early stats are needed for a purpose, you're effectively wasting turns by powerleveling at 50 mainstat per turn instead of later via a higher yielding method.

Example: Portal's best uses thus far have been to get organ or air on daycount breaking pathed runs. In these cases, hitting the specific level milestone in order to reach consumption is critical to hitting the day markers. A similar use was trying to maximize a day 1 myst stat day. However, when analyzing the turns spent leveling via portal tech compared to a very similiar run without it, the net turns spent leveling with portals and without were nearly identical!

Third, are the tunnel adventures skippable, or can they be turned into combats? If you have effectively a handful of wasted turns, this greatly decreases the stats per adventure, and likelywise decreases the viability of this strategy.
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Post by lordhades15 » Sat Jun 21, 2008 11:58 am

Kujjie: The Fun Stealer :P
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Post by greycat » Sat Jun 21, 2008 12:25 pm

All sewer noncombats can be turned into combats except for the one where you get captured by CHUMs. And that can be prevented by having someone else caged.

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Post by ScorpionX » Sat Jun 21, 2008 3:12 pm

but imagine a HC run stopped by getting hit with the cage.
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Post by deusnoctum » Sat Jun 21, 2008 3:22 pm

ScorpionX wrote:but imagine a HC run stopped by getting hit with the cage.


That's why you ask a clannie or two to go down with you, and stop if they hit an adventure where they can go down the ladder.

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Post by ScorpionX » Sat Jun 21, 2008 4:18 pm

just informational, i decide to go for codes....

here are my turn couts for each one and a few places i tried to find new ones as well:

Back alley - 8
noob cave - 12
fun house - 15
belowdecks - 1
menag 3 - 26 turns
airship - 4
ninja lair - 26
slope - 8
road - 5
limerick - 21
desert - 52
poker room - 73
pens - 61



tried
outskirts - 45
treasury - 40
harem - 35
Haiku - 29
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Post by bizkut » Sun Jun 22, 2008 2:06 am

I can confirm you do not need to beat beelzebo to get the "fun" house glyph.

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Post by Mercenary9 » Sun Jun 22, 2008 3:00 am

So can you do the mispelled cemetary one if your currently doing the crypt quest?
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Post by lordhades15 » Mon Jun 23, 2008 8:42 am

yes, you can do cemetary if you haven't finished the crypt
j12601 wrote: Turns are now sub-optimal. It is a brand new fucking day.

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