The Fever Ward
A party dungeon in the old pier hospital on the Boardwalk: lights that go out, nurses who heal monsters, and a Night Doctor who traps you in a dream. Three depths on one map.
On this page: Before you go · How a run works · The lights and your fever · The Night Doctor · Rewards · Limits
Before you go
- Where: St. Fever's, at the Boardwalk's north-west corner by the Smokehouse.
- 2 to 8 of you sign in, the doors chain shut, and the night shift is yours.
| Depth | Door opens at | The Doctor wants | Ante each | A clear pays each |
|---|---|---|---|---|
| The Fever Ward | Combat 70 | about Combat 80 | 1,750 | 14,000 |
| The Night Ward | Combat 82 | about Combat 92 | 2,250 | 21,000 |
| The Long Night Shift | Combat 92 | about Combat 100 | 2,750 | 27,950 |
How a run works
- Four wards in a square: Admissions, Ward A, the Pharmacy (a chest to restock from, and the night-lock switch) and the Night Theatre.
- Each door opens when its ward is quiet. The theatre's opens at the switch, once everyone still alive is in the Pharmacy.
- Expect fevered patients, night orderlies, walking drips and night nurses.
- Stop the nurses first. Every 3 seconds a Night Nurse heals the most hurt monster within 4 tiles of her by 8% of its health.
The lights and your fever
- Every 35 seconds or so, the lights go out in the busiest ward for 9 seconds, and everything in it moves.
- Standing in the dark gives you a fever: a point a second, up to 10. Every point makes every hit you take 4% worse. It slowly drops again in the light. Step out of a dark ward if you can.
The Night Doctor
- At three quarters, half and a quarter of his health, he sends you into a dream: he stands in one of four places, and three copies of him stand in the others, health bars and all. Only one is real.
- A copy bursts at a touch and raises your fever by 3. Hitting the real one ends the dream. Split up and look.
- A dream nobody solves ends after 20 seconds.
Rewards
- When he falls, everyone who earned the clear opens their own safe: the clear's tickets, then two to six more things.
- The Sleepwalker, a pet: 0.5% of safes in the Fever Ward, 1% in the Night Ward, 2% on the Long Night Shift. Only the Long Night Shift can give its Legendary, the Dreamwalker, 0.25% of safes.
Night-shift robes come from this chest and nowhere else:
Night-shift cap,
Night-shift coat,
Night-shift trousers,
Night-shift gloves,
Night-shift clogs. Magic 95. Each piece has more defence than the outfitters' at its level; all five are +10% Magic damage and your spells reach a tile further, and a tenth of what they do heals you. A chest never gives you a piece you already have (worn, in your bag or in your bank); own all five and that roll is tickets.
Limits
- Three paid clears a Chicago day each. After that a clear pays 25% and three rolls with no gear, set or pet.
- The fastest clears are on the Hiscores.
More in Going further
Pets · The Long Night: Round Two · The Trailer Park · The Golden Sands · The Tower · The Carnival
EastScape Wikibuilt from the game itself