Talk:A Maze of Sewer Tunnels

From TheKolWiki
Jump to: navigation, search

This is the first part of the Hobopolis. The goal of the area is to explore the sewers long enough that you learn the layout and can find your way to the main area of Hobopolis. The basic game play mechanic is that... in the choice adventures if you chose to go down the tunnel, you face three different encounters. If you have the proper item or flag, you gain +x knowledge of the sewer. Once you have enough knowledge of the Sewer, you can pass.

The flags are mostly based on items which require a drop and a class specific skill to create. For instance using the mauls to create the sewer wad "gem", using the Nash Still to upgrade the booze, using weapon smithing to create the gator skin umbrella, making a slippery potion out of the goldfish liver, cooking the fish food, ect... There is also the choice adventure to open the gate from the other side, which allows everyone to gain at least some sewer knowledge without the items.

As the items can be traded, a single person can solo this using the mall as easily as a group working together (Though the group can help create the resources for each other, and store it all in the clan stash) The only thing you need multiple people to speed up this part for is to rescue anyone who falls into a CHUM trap (save 10 adventures). There is also a rare encounter with the CHUM chieftain that drops the cHUM knife and the first clan dungeon trophy. --Darkwolf 09:40, 17 June 2008 (CDT)

It seems that during the tunnel adventure, it tries to let you use the hobo code binder. Meaning subsequent runs will likely let you get through the sewer even faster. For some very bad spading numbers, only using the "open Gate" x12, about 3? "Sewer Gems", and 2 "Goat Umbrellas", I was able to get through the sewer on our second run. So it seems you need about between 15 and 20 Sewer quest to get to hobo-opolis. Meaning a minimum of 5-7 non combats if you have every single 'sewer tunnel item'. Guessing that the Hobo code binder will let you chose which sewer quest you encounter at the least...--Darkwolf 18:19, 17 June 2008 (CDT)

Hmmm. That explains why the game was saying I should be "better prepared" during the exploration of the sewers. I spent about a hundred adventures down there before I got to know them well enough. (Some number of those where chewing through cage bars.) My clan is very small, and I suspect I soloed this. The cheiftain seems to be a one time encounter. He beat me up, and I finished the tunnels without seeing him again. --Club (#66669) (Talk) 19:02, 17 June 2008 (CDT)

It took me 100 turns of combat adventures to get through the sewers. I never chose to go down the tunnel or open the grate, and my clan had already lowered the water level to the lowest point. --Dweasel 18:08, 25 June 2008 (CDT)

Tried it again, this time taking the tunnels whenever I could, but without a code binder or any of the items. I got past 5 of the grates, which shaved 15 turns off my run. So my theory is that each test you pass is worth 3 turns. --Dweasel 11:27, 29 June 2008 (CDT)
That theory didn't pan out. My new theory is that the number of tests you pass while walking down the tunnel determines how many "bonus" turns it's worth. My preliminary numbers point to 3 turns for passing one test, 5 turns for passing two tests, and 6 turns for passing three tests. --Dweasel 14:48, 3 July 2008 (CDT)

New Noncombat

today when I logged in I got a noncombat called "Pop!". It said something about the sewers being flooded and the only choice I had was to click "go with the flow". Then I ended up shooting out of the sewers and into my clan basement. I think "Pop!" resulted from me being the "sewer prison bitch" yesterday. And I forgot to get out of the sewer when my clan finished before rollover. I'll post anything else if it happens again. --Lemon-claw 11:53, 4 July 2008 (CDT)

Ok, I couldn't find really anything in my Kolmafia sessions folder. I was hoping to find the exact text that came up when I had that adventure. All I found was this.

Encounter: Pop! choice.php?pwd&whichchoice=296&option=1&choiceform1=Go+with+the+flow

I don't know if that's of any use or not but I thought I'd post that. --Lemon-claw 12:27, 4 July 2008 (CDT)

Yeah that is the adventure you get if the sewers are completed and you are still in the cage.--Alabit 19:07, 18 August 2008 (CDT)

Multiple Chums

I just discovered there are actually four different C.H.U.M. images...chum1, chum2, chum3, chum4. The four appear to have the same intro text and messages, but there's an apparent ML difference.--Foggy 14:34, 17 June 2008 (CDT)

There are at least 5 different C.H.U.M.'s, two that hold knives (different hands) one that holds a knife and something else (a head maybe?), one that holds a stick, and one with a spear in the left and a lantern in the right. --Devdogg 21:04, 17 June 2008 (CDT)

Is it really necessary to have a separate entry for all of them, though? The dungeon log treats them all as the same. I say we do just as we do for the hobos and group them all under one entry. Plus, all those red links on the page are angrying up my blood. --Flargen 22:16, 25 June 2008 (CDT)


I'm pretty sure these guys don't scale, but can someone confirm? There aren't any specific stats in the page. --Wavedash 16:48, 17 June 2008 (CDT)

I was a lvl9 SA, not buffing anything but moxie (314), and (after subtracting out from GSH bonuses) got 65 stats from a CHUM and a no-hit. Without buffs, I took 100 damage and died. So no scaling. I also estimate that they are around ML 260. --Soluphobe 07:35, 18 June 2008 (CDT)

With moxie buffed to around 260 or so, nothing hit me, other than the usual criticals. --Sarghi 11:19, 21 June 2008 (CDT)

Grates and Water level

So on two of the choice adventures, you can open the grate or lower the water level. These can be done a multiple number of times clan wide until they are finally maxed out (20?). The GRATE is a gate test you ALWAYS encounter last when exploring the dungeons. The water level I am guessing allows you to encounter more test when you explore the tunnels and I've also heard it has something to do with the CHUM cave.

While soloing, I tried to turn the grate crank three times. But when I explore the tunnels it is still closed for me. Im still not sure if changing the water levels effects the number of challenges you meet while exploring tunnels, or if the tunnels just keep going until you fail three test. Or maybe these non combats increase the %chance that you will get past the grate or encounters more challenges.

Going solo though... if it takes 20 turns to full open the grate, you may as well just explore the tunnels each time. As long as you can pass one other test you will have made it through the dungeon anyway so opening the grate only helps other people in the clan. (20 people all turn it once, and then they all get +1 explore point) Whether or not its worth turning with low people depends on how many of the other test you can pass (code binder + items) --Darkwolf 19:57, 22 June 2008 (CDT)


Does anyone know if after you ascend, you have to fight threw the sewers again to get down to the hobopolis? I'm assuming you do, can anyone confirm?

I can confirm that the maze of sewer tunnels resets when you ascend.--Kallmir2000 18:19, 13 August 2008 (CDT)

Combat Frequency

Combats Noncombats Combat Rate
Opened Grates
60 8 -15% 0

--TechSmurf 02:54, 4 October 2008 (UTC)

I'm still getting noncombat choice adventures with Carlweather's Cantata of Confrontation on. So either the combat rate isn't 95%, or something funny is going on. --thisisnotatest 07:22, 31 May 2012 (CEST)

I'm not getting any tunnels, but I'm still getting caught in the cage while running +10% combat frequency. I suspect that the likelihood of getting caged is not affected by the normal combat frequency modifiers.--MogamboRanger (talk) 16:31, 20 September 2013 (UTC)


Has anyone else EVER had the problem of having the maze of sewer tunnels resetting after rollover? I have to go through the entire maze multiple times! --Hughdo 15:35, 25 May 2011 (UTC)

  • Have you verified that your clan is not resetting Hobopolis? You were asked about this before. --Club (#66669) (Talk) 17:25, 25 May 2011 (UTC)

Anyone know if fighting a CLEESHed opponent can count to your fight count? RuneWarden 19:55, 7 June 2011 (UTC)