Conditional Adventures

From TheKolWiki
(Redirected from Delay())
Jump to: navigation, search
Nopic.gif This page is in need of content.

[ Return to Game Mechanics ]

In addition to the general taxonomy of encounters, many encounters will only appear when a certain condition is met. Lucky Adventures are a well-known example of this type of game mechanic. In some cases there might be multiple versions of an encounter. As an example, consider Arboreal Respite -- it can be found as a regular noncombat or a superlikely adventure. Each version has a separate condition:

  • The regular noncombat will not appear until 5 turns have been started in the zone.
  • The superlikely is possible when 7 or 8 turns have passed since Arboreal Respite has been encountered. In a certain sense it will then occur 100% of the time, but encounters that have a higher priority (see the page for encounter) will still trump it.

This page will attempt to explain the various conditional mechanisms used in the game.

Delayed Adventures

  • Some encounters cannot appear until a certain number of adventures have been spent in the zone.
  • Everything but free non-combat encounters count as adventures spent in a zone, regardless of whether or not an adventure is actually spent on the encounter. This means all Free fights (free kills, free runaways, and fights vs. certain types of monsters that never cost an adventure to fight) that are spent in the zone count toward counting down the delay in that zone.
Zone Encounters Counter Notes
The Spooky Forest Arboreal Respite 5 Adventures
The Unquiet Garves Tomb of the Unknown Your Class Here 5 Adventures Also need to have started the Legendary Epic Weapon Quest
The Haunted Gallery Louvre It or Leave It 5 Adventures
The Haunted Bathroom Never Gonna Make You Up 5 Adventures
The Haunted Ballroom We'll All Be Flat 5 Adventures
The Haunted Bedroom Elegant animated nightstand 6 Adventures
An Oasis All Across the Sands 6 Adventures Also need to have encountered A Sietch in Time at the The Arid, Extra-Dry Desert
Cobb's Knob Harem A Stalker in the Locker 10 Adventures
The Valley Beyond The Orc Chasm rampaging adding machine 10 Adventures
The "Fun" House Adventurer, $1.99 10 Adventures
The Penultimate Fantasy Airship 5-25 Adventures Adventure counter is cumulative on all 5 Non-combat encounters.

First one can't be found before turn 5, second one can't be found before turn 10, etc.
But there's no cooldown period; they can be found back-to-back

The Secret Government Laboratory O Captain, My Captain 40 Adventures Drops Bottle-opener keycard
The Mansion of Dr. Weirdeaux Sh...a warma! 40 Adventures Drops SHAWARMA Initiative Keycard
The Deep Dark Jungle Hertz Locker 40 Adventures Drops Armory keycard

Forced Adventures

Some adventures can occur normally, or are forced after a certain number of adventures have been spent (or, in the case of free runs or kills, not spent).

Zone Encounters Counter Notes
The Haunted Ballroom Rotting Matilda 3 Adventures
  • Also need to have used Dance card.
  • Counter is not zone specific but 4th adventure must be spent in The Haunted Ballroom or it is lost.
The VERY Unquiet Garves Skelter Butleton, the Butler Skeleton 5 Adventures Also need to have used Half of a memo.
The Outskirts of Cobb's Knob Up In Their Grill 5 Adventures
  • Also need to have spoken to Gunther in The Brotherhood of the Smackdown (Muscle classes only).
  • Adventures spent in this location before starting the quest do not advance the counter.
The Haunted Pantry A Sandwich Appears! 5 Adventures
  • Also need to have spoken to Gorgonzola in The League of Chef-Magi (Mysticality classes only).
  • Adventures spent in this location before starting the quest do not advance the counter.
The Sleazy Back Alley Now's Your Pants! I Mean... Your Chance! 5 Adventures
The Hidden Office Building Working Holiday 5 Adventures
The Dark Neck of the Woods 5-15 Adventures
  • Each Non-combat encounter will be encountered after 5 Adventures have passed if not encountered earlier.
  • First unlocks the second which unlocks the third.
The Dark Heart of the Woods 5-15 Adventures
  • Each Non-combat encounter will be encountered after 5 Adventures have passed if not encountered earlier.
  • First unlocks the second which unlocks the third.
The Dark Elbow of the Woods 5-15 Adventures
  • Each Non-combat encounter will be encountered after 5 Adventures have passed if not encountered earlier.
  • First unlocks the second which unlocks the third.
The Hidden Park Dr. Henry "Dakota" Fanning, Ph.D., R.I.P. 7 Adventures Grants an antique machete, useful for the Hidden City's dense liana, as well as a cool whip. One time only.
The Neverending Party It Hasn't Ended, It's Just Paused 8 Adventures Counter resets after it has been encountered and at rollover.
The Hidden Apartment Building Action Elevator 9 Adventures
The Outskirts of Cobb's Knob Code Red 10 Adventures Will always occur on the 11th Adventure in the zone
The Castle in the Clouds in the Sky (Ground Floor) Top of the Castle, Ma 10 Adventures Will always occur on the 11th Adventure in the zone
The Upper Chamber Down Dooby-Doo Down Down 5 Adventures Will always occur on the 6th Adventure in the zone.
The Middle Chamber 5 & 9 adventures Counter is cumulative. The first occurs on your 6th Adventure in the zone, and the second unlocks on your 10th Adventure.
LavaCo™ Lamp Factory The Floor Is Yours 10 Adventures
The Secret Government Laboratory Paranormal Test Lab 20 Adventures Will only occur if you have accepted the 'Fake Medium at Large' quest from A Radio on a Beach
The Secret Government Laboratory The Containment Unit 20 Adventures Will only occur if you have accepted the 'Choking on the Rind' quest from A Radio on a Beach
Barf Mountain This Ride Is Like... A Rollercoaster Baby Baby 30 Adventures* Horrible tourist family advances the adventure counter by 3 while Garbage tourist and Angry tourist advance it by 1 (as do Wandering monsters).
Barf Mountain The Back Door 30 Adventures Unlocks Barf Mountain Breakdown in Maint Misbehavin'
Pirates of the Garbage Barges Behind the Scenes 30 Adventures Unlocks The Pirate Bay in Maint Misbehavin'
The Toxic Teacups Toxic Teacup Tunnel Time 30 Adventures Unlocks In Your Cups in Maint Misbehavin'
Uncle Gator's Country Fun-Time Liquid Waste Sluice Swamp Control 30 Adventures Unlocks Gator Gamer in Maint Misbehavin'
The Castle in the Clouds in the Sky (Basement) Arise! 35 Adventures Unlocks The Castle in the Clouds in the Sky (Ground Floor) if you haven't already.
The Castle in the Clouds in the Sky (Top Floor) Are you a Man or a Mouse? 35 Adventures Completes the Giant Trash Quest if you haven't already.
The SMOOCH Army HQ Back Room SMOOCHing 50 Adventures Only available once per day.
The Bubblin' Caldera Who You Gonna Caldera? 50 Adventures Only available once per day.
The Velvet / Gold Mine Tin Roof -- Melted 50 Adventures Only available once per day.
LavaCo™ Lamp Factory Re-Factory Period 50 Adventures Only available once per day.
Barf Mountain Getting Carded (alpha) 100 Adventures Drops Keycard α
Pirates of the Garbage Barges Getting Carded (beta) 100 Adventures Drops Keycard β
The Toxic Teacups Getting Carded (gamma) 100 Adventures Drops Keycard γ
Uncle Gator's Country Fun-Time Liquid Waste Sluice Getting Carded (delta) 100 Adventures Drops Keycard δ

See Also