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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.
DepthDoor opens atThe Doctor wantsAnte eachA clear pays each
The Fever WardCombat 70about Combat 801,75014,000
The Night WardCombat 82about Combat 922,25021,000
The Long Night ShiftCombat 92about Combat 1002,75027,950

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