Talk:Hobo code binder

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  • I move that the Noob Cave be removed. Several people have adventured there for numerous turns without it dropping. Unless we have multiple confirmations of its existence, please remove. Can anyone confirm that the code for there exists besides the few people who have edited that page? User:silentounce 01:36, 11 July 2008 (EDT)
    • Myself and everyone in my clan will vouch for its existence. Welcome to the RNG. --TechSmurf 00:50, 11 July 2008 (CDT)
    • it does indeed exist Symian 15:21, 12 July 2008 (CDT)
    • It took me 120 adventures on two different days, but I finally got it. It's not a joke. Thirdmango 01:16, 13 July 2008 (CDT)
    • Just in case another voice is needed: it took me 70 adventures but I got it as did at least two of my clannies. --Kitsunegami 12:04, 18 July 2008 (CDT)
    • Also can confirm from my clan and myself that it took about 50 adventures but we've all got it now. --Arno 1:11, 21 July 2008 (CDT)
    • Can confirm. about 20 turns --Amlethus 16:58, 13 August 2008 (CDT)
  • Has anyone succeeded in locking in all twenty glyphs? I've received 19, but have failed to get the battlefield/frat glyph over about 100 adventures. I'll keep trying, but am hoping for someone to tell me it is possible. --Blastphemist 03:28, 7 July 2008 (CDT)
    • the battlefield one exists as well Symian 15:21, 12 July 2008 (CDT)
  • Anyone who has been through more of Hobopolis know if it starts to decypher code? --Sel Ibrix 01:17, 18 June 2008 (CDT)
  • Only useful thing it's done for me is allow me to get into the Marketplace.--Terrabull 01:50, 18 June 2008 (CDT)

There are many glyphs and symbols in the first area.--Patmo98 03:07, 18 June 2008 (CDT)

  • If you have it equipped in the tunnel adventures in the sewer, it acknowledges you have the binder, but says you still can't decode the glyphs. I think we'll need to get additional code pages to put into this binder. Then it may start helping us navigate in the sewer and in the Marketplace. --Prestige 04:34, 18 June 2008 (CDT)
  • HEY!! I got it!

EDIT: blah blah blah blah blah Of course, I'm only guessing. ;-) --StorellaDeville 04:48, 18 June 2008 (CDT)

Yeah, I was wrong. :D --StorellaDeville 13:59, 18 June 2008 (CDT)

I've added wiki pages for 4 hobo code encounters. I've also heard that there's an encouter in the airship, but I ran out of turns before I could confirm that and make a page for it. I'll leave that to another. --Bale 02:44, 19 June 2008 (CDT)

Ah. There are also supposed to be pages in the limerick dungeon and menagerie level 3. That's from a reliable source. --Bale 02:47, 19 June 2008 (CDT)

I got the four listed adventures (Alley, Fun House, Poker, Belowdecks), went back to the market and could read one sign, but not the rest. And it was a sign that I had previously been able to read with just the Alley notes. I think there'll be quite a few of these adventures.--Ernier 03:01, 19 June 2008 (CDT)

I found the one in the airship, can confirm that --Duzell 08:41, 19 June 2008 (CDT)

I have the seven codes currently listed. It changed the the text for one of the sewer non-coms (Former and the Ladder), but only the first one.--Langsuir 13:14, 19 June 2008 (CDT)

If there's a code adventure at the Thugnderdome, is it possible there are code adventures in the other moon sign areas? Anyone checked that yet? And are the codes kept across ascensions, or do they have to be reobtained (possibly meaning it is impossible for any one character to have every single code, unless it is still possible for teleportitis to take you to moon sign areas you can't normally get to)? --Flargen 14:20, 19 June 2008 (CDT)

I would expect that for the sake of balancing, each sign zone will have its own binder adventure. — SvdB 14:29, 19 June 2008 (CDT)

Another website mentions there's an adventure in the Ninja Snowmen, but I don't have text for it. --TedPro 18:20, 19 June 2008 (CDT)

  • What happens after ascension? Do your notes remain? I would hope so, given the sign-specific glyphs. --Southwest 18:47, 19 June 2008 (CDT)

Mys sign hobocode suspicion confirmed (Camp Logging Camp). But after finding 3 hobocode pages quickly, I spent 30-40 adventures in other areas fruitlessly. RNG or a diminishing egg/absinthe/gong mechanic? --BaronVonWurlitzer 22:10, 19 June 2008 (CDT)

Well, it's not confirmed since no one's found a hobo code in the gravy barrow or bugbear pens yet. And that's easily RNG as these aren't terribly common adventures. If you got the others faster than that you were probably lucky. --Flargen 22:14, 19 June 2008 (CDT)

I got a hobo code from the noob cave, but when I was trying make the adventure page I accidentally navigated away from the adventure. IsPeP1982 00:28, 20 June 2008 (CDT)

Discussion in the forums indicates there's one in the Cola Wars Battlefield and the Defiled Nook. --Shoptroll 12:48, 20 June 2008 (CDT)

I have heard there is one at the Enormous Greater Than Sign. This is from a reliable source. Also, I got three known adventures right in a row yesterday, and my next adventure took almost 50 turns to pop up, if anyone else has been seeing this. Total I got 5 yesterday, but I ran out of adventures. --Daron 7:25, 23 June 2008

  • I was lucky yesterday and managed to get all the known adventures that were available to me in a single day. A couple I got immediately, some took a few adventures, some took 40 or more. It appears to just be regular luck, nothing superlikely nor can you influence it with +non-combat. --Shoptroll 06:24, 24 June 2008 (CDT)

Today's radio show transcript suggests there are 50 glyph adventures (of which we have 19? 20?). Ow. Where would they be hiding? More areas that close with quests? --Flargen 23:06, 26 June 2008 (CDT)

Looking at Areas by Number, it seems that there are an estimated 130 areas which are currently accessible. It seems that there are plenty of places left to look. — SvdB 11:05, 27 June 2008 (CDT)

Based on gathering 15 glyphs over the course of a week or so, my data suggests that it takes an average of 30 tries in an area to get a glyph, and the standard deviation is about 30(!!) tries. --Dalgar 09:18, 2 July 2008 (CDT)

So any idea if the occurance of the glyph adventures are influenced by combat/noncombat rates or is this part of the continuing trend of "super" adventures that aren't affected by those? I guess it would be hard to spade since these are one time things though. --Loammi 00:38, 4 July 2008 (CDT)

  • I've been wondering the same thing. I frequently have +5 or 10 percent non-coms but it doesn't seem to have any effect on hobo codes. With no +non-com I've gotten codes in as few as 5 adventuring while having +non-coms can take 30 or more adventures. Of course, random number generators always act funny around me so it could just be RNG screwiness. --Kitsunegami 12:34, 18 July 2008 (CDT)

Well, my first couple hundred adventures in the desert have not been successful so far. This is f'in pathetic. --Valarauko 19:52, 9 July 2008 (CDT)

It doesn't always seem to be an average of 30 tries in every area, maybe The Arid Extra-Dry Desert has it's own set of rules. Considering Valarauko's experience there and the fact that I just spent 90 turns in a row there and did not get the Hobo code adventure. I also spent 80 turns at The eXtreme Slope without a hobo code adventure appearing. Maybe it has something to do w/ the high number of non-combat adventures there? The 30 turn average seems true everywhere else. --FauxReal 16:15, 16 July 2008 (CDT)

What a lot of people are describing is just standard RNG-screw. If it's a superlikely with a 1-in-30 chance, there's a 1-30 chance of getting it first time, and also a 1-in-30 chance it will take over 100 adventures. There's no reason to assume the chances are different for any particular code. —Yendor 11:40, 19 July 2008 (CDT)

I got my Hobo Code from The Arid Extra-Dry Desert in one adventure. RNG screwing with you, while it blesses me. I also got a few on my first five adventures, and others took around 40 to get. --Creamy 02:24, 9 August 2008 (CDT)

Slow is me. Is there anything about the occurrence rate of these adventures? It seems RNG based, but there must be some % chance. Does the likelihood increase with -combatfreq? --laparapa 11:17, 5 February 2009 (CDT)

Code Retention

I really hope that it retains code across ascensions, but I'd also like to know if it retains code through the dungeon getting reset. Also, I think this talk page should have a few sub-headings to keep things organized.--Yiab 09:45, 23 June 2008 (CDT)

  • Yes, codes get kept through resets. They wouldn't be much help in a speed-dungeon otherwise, would they? You kinda need 300+ adventures/person to get a leaderboard spot and re-farming codes wouldn't assist that. --AtroPhied 12:50, 23 June 2008 (CDT)
  • Not only that, but Jick made them free pull, which means that if they reset after asenscion, it'd be absolutely useless to be a free pull.--Argus 16:48, 23 June 2008 (CDT)
    • No it wouldn't - you'd still need to pull it early to get the codes that are only available in the early levels. Hypothetically, if they did reset, then for a speed hobo run you'd want your clan to all ascend, pull their hobo binders, collect all the codes, *then* you'd start hobopolis. Which would be pretty cool, but I gather the answer is "no they don't reset" so it's not relevant! --RavenBlack 08:33, 25 June 2008 (CDT)
  • Confirmed that the notes are retained. If they weren't it would be impossible to acquire all the notes, because each of the zodiac-specific areas has a piece of code.--Jett 09:07, 25 June 2008 (CDT)
  • Can you pull the binder even in a hardcore Ascension? --WesternActor 04:46, 28 June 2008 (CDT)
    • I don't see why it wouldn't act like other free pulls. --Bagatelle 22:46, 28 June 2008 (CDT)
      • Yes you can. -- Tenks 23:41, 28 June 2008 (CDT)

A theory

Some observations:

  • some glyphs you get wrong more often than others. The ones furtheron in the market "tree" go wrong more often than the ones at the beginning.
  • it is not consistent whether you can translate a glyph. Even if you can translate one at one time, you may not be able to the next time. Some chance seems to be involved.
  • once you found a certain number of binder adventures, decoding some glyphs never seems to fail.
  • most chances in the game are uniformly distributed.

This, combined with thoughts about how I would implement something like this, brings me to the following theory:

  • each glyph to be decoded has a difficulty number
  • if you encounter a glyph, a random number is rolled between 0 and that the difficulty number
  • if the number of binder adventures you have found is larger than the rolled number, you can translate the glyph.

If this theory is true, we may be able to spade the difficulty of each glyph in the game. — SvdB 12:15, 27 June 2008 (CDT)

I would write the algorithm in a different way:
  • you have a decoding skill based on the number of known codes
  • each code you encounter in hobopolis has a certain difficulty level
  • you check your ability by rolling a random number, than you add your ability to it, and subtract the difficulty.
  • if the final number is greater than zero (or another arbitrary threshold) you succeed, otherwise you fail
Grammar nazi 18:39, 27 June 2008 (CDT)
I am of the rather firm belief that this is not the case. I have done several runs with a character who has never ascended. This character has all the hob codes that someone who has never ascended, and had everything already finished, can unlock. I think that's about 10 or 11. In all my times going through the sewers, I have never decoded the second 3 ladder option in the noncom. The first one being the Long/short/crew cut. Therefore, I'm thinking it's either a hard and fast "This code unlocks this option" type thing for the sewers (or everywhere?) or it's a matter of "You have x codes currently, you need y codes to know this", I don't think the RNG plays a role in it. Now, the market, that could very well be different. --InvalidUser 00:49, 9 July 2008 (CDT)
I've observed with the sewer codes (specifically the middle one) that with a non-ascended binder (10 codes) sometimes I know it ("this leads you back in a big loop" message) and sometimes I don't ("Dangerous leopard ahead" message). There's definately some element of RNG in there. --Denarius 05:40, 9 July 2008 (CDT)
Think on that for a moment... It could very well be exactly as Invalid said, in that you need a specific code set for each one? Perhaps the 'dangerous leopard ahead' actually references where the code could be found? IE: The Road to White Citadel, perhaps? From what people have been saying, I think the only element of RNG is which specific code you need... But I think it probably always comes in sets. --Val 12:44, 9 July 2008 (CDT)
It's certainly not fixed. I'm in the same boat as InvalidUser, no ascensions and thus 11 codes. I pass the first sewer check every single time (of a whole lot of attempts) and the second sewer check most of the time. From this, it's pretty obvious that there is chance involved, but that I am over the amount needed for a certain (or near certain) pass on the first check. HippoKing 13:36, 27 July 2008 (CDT)
Indeed, it's chance based. I'm working on some data over here. --TechSmurf 15:11, 27 July 2008 (CDT)
Maybe it's a combination of the two. Like if you have a specific code you get it, but if not and you have a lot there's a chance you can get it?--ShikaMarana 01:42, 5 September 2008 (CDT)

All I know is that wasted over 200 turns searching for hobo code and only found 1. This sucks

It's an offhand

Do you have to have it equipped, for recognition to work (effectively blocking you from using you offhand slot, for better things like Dalas Shields or 2 hand weapons), or having it in bag is enought? --Navara 05:19, 6 July 2008 (CDT)

You have to have it equipped for it to work in my experience. --Lillith 04:01, 7 July 2008 (CDT)

Yes, anything to do with glyphs, finding them, reading them, having stuff be translated, all need to be done while the binder is equipped. --Thirdmango 01:37, 13 July 2008 (CDT)

Marketplace testing

Areas that are not translated are listed as [Nonsense (area name)]. A pipe (|) denotes an end choice that does not get confused. 11 Glyphs:

Market-> Food Court            -> Booze                 -> Squeezins            |
Market-> [Nonsense (Shopping)] -> [Nonsense(Housewares)]-> Muggers              |
Market-> Food Court            -> Booze                 -> Squeezins            |
Market-> Food Court            -> [Nonsense(Food)]      -> Weasel               | 
Market-> Food Court            -> Booze                 -> Squeezins            |
Market-> Food Court            -> Food                  -> Salad                | 
Market-> Shopping              -> [Nonsense(Garments)]  -> Accessories          |
Market-> [Nonsense (Health)]   -> Tanning Salon         |
Market-> Shopping              -> Garments              -> Pants                |
Market-> Shopping              -> [Nonsense(Garments)]  -> Accessories          |
Market-> [Nonsense (Health)    -> Self-Improvement      -> [Nonsense(Body Mods)]-> Muggers|
Market-> Food Court            -> Booze                 -> Squeezins            |
Market-> Food Court            -> [Nonsense(Food)]      -> Weasel               |
Market-> [Nonsense(Food Court)]-> Booze                 -> Squeezins            |
Market-> [Nonsense(Food Court)]-> [Nonsense(Food)]      -> Salad                |
Market-> [Nonsense(Food Court)]-> Muggers!              |
Market-> Food Court            -> [Nonsense(Booze)]     -> Gin                  |
Market-> [Nonsense(Food Court)]-> Food                  -> Salad                |

--TechSmurf 12:46, 13 July 2008 (CDT)

Drunken Stupor

  • So... Has anyone looked for a Drunken Stupor code adventure yet? Jacky T 03:47, 25 June 2008 (CDT)
    • I think I will give this a shot today, actually. I will have about 200 or so adventures to check. Eran of Arcadia 07:45, 28 July 2008 (CDT)
    • Make that 351 adventures, with no glyph. I think it is probably safe to say there isn't one. Eran of Arcadia 08:02, 28 July 2008 (CDT)

Areas in need of searching

  • Is there any way we could get a list going (within reason!) of which areas have (or have not) been searched and how many adventures have been used searching there? I'd like to volunteer my adventures for glyph-searching purposes, but it would help if I knew the best places to start looking. - Sirjeffreyofvistledorf 20:54, 28 July 2008 (CDT)
    • Anyone been using the binder in the Crimbo 2008 zones? --Sir Clement the Meek 00:56, 11 December 2008 (UTC)

glyphs сorrespondense to hobomarket signposts

first i thought that the exact glyphs from areas will unlock exact signposts in hobomarket. but more obvious theory is only the number of glyphs matters. Should we start spading how many glyphs you need to have for each signpost (and sewers challenges also)?.. But then something weird happenned. I was first able to read glyphs in market first stage, go to "shopping" and read those glyphs, but after some time i now (without changes in my code binder i think) cannot read glyphs on shopping signpost, though general marketplace are revealed. this leads to yet another theory that the number of glyphs you need is a bit randomised... thoughts? --Hrag 03:27, 2 August 2008 (CDT)

I'm guessing it's more along these lines: Each signpost has a certain "difficulty class", akin to D&D or something. You roll a die of X sides, where X is the number of glyphs you have in your binder. Roll greater than or equal to the DC of that sign, and you get it. If not, it's gibberish. So, having certain glyphs doesn't guarantee success at certain signs, but more that having more glyphs means more success in general. Maybe? --Jimfromtx 10:24, 15 January 2009 (UTC)

If you have all codes, then you will never fail. It is more likely you roll a d6 + number of codes and succeeding if the d6+X is over the difficulty rating of the signpost. With all codes your bonus is high enough that you will always succeed. --Bale 11:44, 15 January 2009 (UTC)

Not happening?

So, I've been adventuring at the battlefield, in the frat fatigues. But still no code adventure. Same for the Thugnderdome. Since both (apart from the "here's some stuff" initial frat adventure) have a 100% combat rate, does that mean you need a +noncombat to get the code adventure, like you do with the card exchanger at the portal? --Jimfromtx 10:27, 15 January 2009 (UTC)

Nope. All code adventures are just very unlikely "super-likelies" so no amount of +noncombat makes any difference at all. Just don't do any side-quests until you get the adventure, just in case it takes a LONG time. --Bale 11:41, 15 January 2009 (UTC)

On the battlefield, I got the binder adventure in 10 adventures with my only non-combat modifier being sonata. --Tiny Plastic Andalite (talk) 10:41, 25 December 2021 (UTC)

Code Threshold

What are the specific amounts of codes needed to "pass" tests, such as those in the sewer tunnels and the marketplace? It it a range that is randomly picked from? No page lists the amount needed for anything. This needs to be spaded out. --Aabattery 18:42, 22 January 2009 (UTC)


It isn't necessary to point out that the Belowdecks code isn't available before a certain point in the Level 11 quest, unless we are going to put a separate note for each and every area that isn't unlocked from the beginning. Which is most of them. Eran of Arcadia 18:33, 23 January 2009 (UTC)

  • My thoughts exactly.--Alabit 20:27, 23 January 2009 (UTC)
    • I don't see why the note about belowdecks was added back. It is unavailable until a certain point, and is then available until ascension. How is this different from nearly every other location? You can't get to the desert until level 11. You can't get to the extreme slope until you clear the goatlet. On and on the list goes, with most of those locations being unavailable until a certain point, and then available from then on. Why the special note? --Alabit 05:39, 24 January 2009 (UTC)
      • But the Belowdecks is different; as part of the Pirate's Cove, it is unavailable during the War, aside from the standard unlocking mechanisms. [Edit: Looking at it again, yeah... Raijinili put the wrong level in his version. I'd assume he intended to say that Belowdecks is not available during most of the Level 12 quest, which would be correct.] --Terion 05:06, 27 January 2009 (UTC)

Theory 2

I have noticed a very clear trend as I begin to get hobo codes. I got the binder, ascended immediately, and equipped it for Noob Cave. I got the code on the very first adventure. Afterward, I got the Sleazy Back Alley one on my third adventure there (level 1), Misspelled Cemetary on my seventh adventure (level 5), and Road to White Citadel on my twelfth adventure (level 6). This brings to mind at least three possible factors I guess might be directly proportional to # of adventures before finding a code: Character level, # of codes already found, and # of turns spent looking for codes with binder equipped. (I always unequipped the binder when in areas without adventures.) To note, I spent eight or nine adventures in A Battlefield before the area closed and didn't get that code. --maharito 15:05, 2 October 2009 (UTC)

Got > Sign (while Level 7) within seven turns, and Defiled Nook (while Level 7) within twelve turns. Clearly it doesn't have to take 100 turns to get some of these under the right circumstances. (By the way, I am doing a Black Cat run at the same time--does this or Bad Moon/Hardcore play a role?) That's six hobo codes with each taking less than 15 turns...... I wonder if # of ascensions is a factor??? (only ascended twice) --maharito 15:54, 4 October 2009 (UTC)

raw data point 17th code 77 adv


If you've put your binder in your DC, can you get a new one? --Notsupposedtobehere (talk) 15:36, 27 February 2013 (UTC)