The Purple Light District
Overview
The Purple Light District is the sleazy elemental zone of Hobopolis. It is the last (fifth) side-area to open, but should be completed fourth, after The Heap and before The Ancient Hobo Burial Ground.
Characters adventuring in this area suffer area-effect sleazy damage in addition to any damage caused in a combat adventure. Sleazy resistance is essential.
Unlike all other places in Hobopolis, maximizing combat adventures is a good strategy in this side-area.
Significant Non-Combat Adventures
The Furtivity of My City
If the odds of combat adventures are raised (as advised), this adventure will not occur.
- Eviscerate him. This will cause a standard fight with a sleaze hobo. If on a speed run, or after the Wait for him to leave has been selected ten times, this is the preferred option to select.
- Intimidate him. This will move trash to The Heap, increasing the number of stench hobos there. If The Heap has already been completed (as should happen), this will not be a problem, but it will expend an adventure to no purpose. There is never a good reason to select this option.
- Wait for him to leave. This will add an average of 5,000 Meat to the Clan Coffer and increase the number of sleaze hobos in this sub-area. If not on a speed run, select this option, as it helps a bit to pay for the run. This will provide the reward only ten times. After that it is a waste to select the option.
Getting Clubbed
This is the most useful of the non-combat adventures in this area. It will only occur if the character has increased the Combat Frequency.
- Try to get inside.
If the last sentence of the adventure text (begins with "There is a crowd of ...") includes:
- "a bunch" - The Club is open, and this will lead to the Exclusive! adventure.
- "dozens" - It is possible, but not guaranteed, that the Club is open.
- Anything else - The Club is not open.
- Try to bamboozle the crowd. This will cause some hobos to leave the line, thus making it easier to get into the Club.
- Try to flimflam the crowd. This will cause some hobos to leave the line, thus making it easier to get into the Club.
The object is to get inside the Club. To do this, the line must be shortened. The magic number to get into the Club is 21. This value is created and modified by five factors:
- (+1) In the Piping Cold adventure in Exposure Esplanade select the Turn the second valve option. Each time this is done counts for 1. This is also the best way to set up for this adventure, since the Club is open when this side-area opens.
- (+1) Using the Try to bamboozle the crowd option in this adventure counts for 1.
- (+1) Using the Try to flimflam the crowd option in this adventure counts for 1.
- (-1) The Turn the valve option in the Piping Hot adventure in Burnbarrel Blvd. will count as -1 (i.e., it makes it harder to get into the Club).
- (-1) Selecting the Pick your nose option while in the Club (the Exclusive! adventure) will count as -1 (except the first nose picking, which will have no effect).
Exclusive! This is the Club; the objective of the adventure.
- Pick a fight. This leads to a fight with a Sleaze Hobo. As this eliminates only a single hobo, it is not a good option to select.
- Pick several fights. This will eliminate approximately 10% of the remaining Sleaze Hobos in the side-area. It is the main reason for seeking out this adventure.
- Pick your nose. This gives the character a very large stat gain, but does not contribute to the completion of the area. After the first time it is selected, this option will make it harder to get into the Club. It is normally not a good selection.
The Boss - Chester
Special Ability
Combat Items cannot be used against Chester. Attempting to use one or more is a waste of a round of combat.
Boss Common Abilities
Damage Cap. Any attack which causes more than 500 damage will have the damage over 500 reduced. In effect, doing more than about 550 damage in any one attack is wasted effort.
Elemental Damage. The Boss's presence causes a base damage of 40 to 60 points of the related elemental damage. This may be reduced by the appropriate elemental resistance.
Stun Resistance. Like all the bosses, Chester cannot be Stunned (i.e., suffer from any effect which would stop him from acting over multiple rounds).
Fighting
Other than for his special and boss abilities, Chester is a fairly regular fight. Resist his elemental damage and do a lot of regular and elemental damage. Do not use combat items.