Difference between revisions of "Haunted House"
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=== Traps === | === Traps === | ||
− | Traps are the main source of reducing your hobo's fear as you traverse the Haunted House. You can pick up traps inside coffins beginning at Section 3. Once you lay down a trap, anyone (including yourself) can set off the trap. Once someone else sets off your trap, your fear is reduced (and sometimes you gain stats). If you set off your own trap, you gain fear and feel | + | Traps are the main source of reducing your hobo's fear as you traverse the Haunted House. You can pick up traps inside coffins beginning at Section 3. Once you lay down a trap, anyone (including yourself) can set off the trap. Once someone else sets off your trap, your fear is reduced (and sometimes you gain stats). If you set off your own trap, you gain fear and feel incredibly stupid as traps you lay down turn that square to red on your mini-map. |
Once you set off a trap, you become immune to more traps for 10 moves. If you are immune and move onto a square that has a trap in place, you simple move as if the trap is not there. You can set off that trap if you move back onto the square once your immunity is gone. | Once you set off a trap, you become immune to more traps for 10 moves. If you are immune and move onto a square that has a trap in place, you simple move as if the trap is not there. You can set off that trap if you move back onto the square once your immunity is gone. |
Revision as of 04:08, 29 December 2012
You step inside the Haunted House and immediately soil yourself. Well, at least you got that out of the way.
Holy crap (pun intended)! The Haunted House at the Traveling Carnival is set to scare you until you are so scared, you are too afraid to move! Make it far enough into the Haunted House to face off with the boss creatures and claim your rewards, while gathering tidbits of stats, exp, money, and other assorted goodies along the way.
Contents
- 1 Haunted House Sections
- 1.1 Haunted Entryway (Section 0)
- 1.2 Haunted Entryway 2 (Section 1)
- 1.3 Haunted Halls (Section 2)
- 1.4 Haunted Ballroom (Section 3)
- 1.5 Haunted Halls 2 (Section 4)
- 1.6 Haunted Arena (Section 5)
- 1.7 Haunted Laboratory (Section 6)
- 1.8 Haunted Halls 3 (Section 7)
- 1.9 Haunted Arena 2 (Section 8)
- 1.10 Haunted Dungeons (Section 9)
- 2 Boss Rewards
- 3 Haunted House NPCs and Characters
- 4 Weapons & Armors
- 5 Coffin Foods & Money
Haunted House Sections
The Haunted House has 10 levels to traverse through. Some levels have unique obstacles to overcome, some levels change with each appearance, and some levels have mini-games that can be played. The final level holds all 4 final bosses and all 5 final rewards.
Haunted Entryway (Section 0)
Prepare to soil yourself. This place is spooky. Move around to find various chests and secret passageways that can arm yourself so you at least stand a chance of making it to the end.... Mwhahahahhahahahahha!!!!
Haunted Entryway 2 (Section 1)
3 long pathways out of the opening entryway that lead deeper into the Haunted House. Warning! Once you move beyond this room, you can no longer turn back!
Each exit out of 3 hallways leads to the same location in the next level, so it does not matter which pathway you take.
Haunted Halls (Section 2)
The first room that changes appearance with each appearance of the Traveling Carnival. You must traverse through the dark to find the single exit door. Beware the many dead end paths inside.
Haunted Ballroom (Section 3)
A wide open room! You can either dance around the room finding wealthy-looking apparitions to beg off of (if your hobo has no life, you receive 50% less money), or try and find the right exit door.
Haunted Halls 2 (Section 4)
A mirror of the Ballroom that changes pathway layouts with each appearance. Some pathways are dead ends and only lead back to the Ballroom. Also, the door back to the ballroom does not necessarily take you to the spot you came from.
Haunted Arena (Section 5)
This level allows you to fight other hobos that are in the Haunted House. You are only allowed to fight hobos that are on this level. You need to fight (and defeat) 5 hobos to unlock the hidden passageway to the next level. If there is insufficient hobos on this level, NPC fights can also unlock the passageway.
Haunted Laboratory (Section 6)
Contains the Lab Experiment mini-game. This mini-game allows you to alter various Haunted House stats including speed, power, strength, life, and fear based on the different vials you add. The number of vials you add affects how drastic a change you make.
The different variations of changes will NOT be included in the wiki or any public message board. You may be able to find them on your gang board if your gang has a Haunted House guide.
Haunted Halls 3 (Section 7)
Another changeable layout. Don't get lost now.
Haunted Arena 2 (Section 8)
Round two. Fight!
Haunted Dungeons (Section 9)
Home of the final bosses and the prizes they guard inside their respect locked cells. Only after opening all 4 cells is the 5th prize available.
Boss Rewards
The boss reward types are the same for Hobowars 1 and Facebook, however the amount of the rewards vary slightly. For this reason, we break up the rewards into the following sections:
Hobowars 1
Cell 1: Battle Stats! Open the chest to receive 0.5% of your current Haunted House Battle Stats (speed, power, and strength). Note: you can open this cell at any time, the amount of stats you gain is only calculated and gained when you open the chest!
Cell 2: Intelligence! Open the chest to receive intel points! Intel gains from this chest CAN break the 2500 intel cap.
The amount you receive is dependent on your current intelligence level:
- Intel < 1000 ⇒ +10 Intelligence
- Intel >= 1000 ⇒ +2 Intelligence
Cell 3: Max Life! Open the chest to receive a variable amount towards your hobo's maximum life capacity. The amount you gain is based on your hobo's level and your Haunted House life total. Note: you can open this cell at any time, the amount of points you gain is only calculated and gained when you open the chest! Note: The exact formula for calculating the amount you receive has not been determined yet.
Cell 4: Begging! Open the chest to receive points towards your beg stat value. Gains from this chest CAN break the 1200 beg stat cap.
Final Reward Upon fighting and defeating the 4th Eye-Gore boss, you receive the Gemini Ring automatically.
Facebook Hobowars
Cell 1: Battle Stats! Open the chest to receive 0.5% of your current Haunted House Battle Stats (speed, power, and strength). Note: you can open this cell at any time, the amount of stats you gain is only calculated and gained when you open the chest!
Cell 2: Intelligence! Open the chest to receive intel points! Intel gains from this chest CAN break the 150 intel cap.
The amount you receive is dependent on your current intelligence level:
- Intel < 100 ⇒ +5 Intelligence
- Intel >= 100 ⇒ +1 Intelligence
Cell 3: Max Life! Open the chest to receive a variable amount towards your hobo's maximum life capacity. The amount you gain is based on your hobo's level and your Haunted House life total. Note: you can open this cell at any time, the amount of points you gain is only calculated and gained when you open the chest! Note: The exact formula for calculating the amount you receive has not been determined yet.
Cell 4: Begging! Open the chest to receive points towards your beg stat value. Gains from this chest CAN break the 500 beg stat cap.
Final Reward Upon fighting and defeating the 4th Eye-Gore boss, you receive the Gemini Ring automatically.
Haunted House NPCs and Characters
There are a number of different "people" inside the Haunted House. Most of these monsters mean you harm, but occasionally, you might come across someone that's nice.
Fighting NPCs
The following is a list of the names of the NPCs that fight you in the Haunted House. Their battle stats are dependent on the Section area of the house you are in. Some NPCs are only found in the later sections of the house.
Event NPCs
The following people produce unique events that affect your hobo:
House Attackable NPCs | |||||||||||||||
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Weapons & Armors
The Haunted House has its own unique weapons and armor that can only be used inside the house. You cannot use them outside of the House, and you cannot use outside equipment inside the House.
Weapons
Weapons increase your damage amounts, exactly like Weapons increase your hobo damage during hobo fights.
House Weapons | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Armors
Armors increase your defensive and the amount capacity of damage you can absorb just like Armors can in hobo fights.
House Armors | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Traps
Traps are the main source of reducing your hobo's fear as you traverse the Haunted House. You can pick up traps inside coffins beginning at Section 3. Once you lay down a trap, anyone (including yourself) can set off the trap. Once someone else sets off your trap, your fear is reduced (and sometimes you gain stats). If you set off your own trap, you gain fear and feel incredibly stupid as traps you lay down turn that square to red on your mini-map.
Once you set off a trap, you become immune to more traps for 10 moves. If you are immune and move onto a square that has a trap in place, you simple move as if the trap is not there. You can set off that trap if you move back onto the square once your immunity is gone.
If you are wearing a No Fear shirt and set off a trap, you gain no fear, but the person that set the trap will lose the fear as if you did not wear the shirt.
House Traps | ||||||||||||||||||||||||||||||||
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- Note: Fear value is for person who set the trap. The positive value is what the person who sets the trap off receives.
Coffin Foods & Money
Inside the Haunted House, you can occasionally find Food items inside chests when you open them.
Food items you can find are:
You can also gain money when opening chests. The amount appears to be based similar to how begging amounts are calculated. These chests appear to only be available in the first two sections of the Haunted House.