Hospital vs witch house
Both locations address health crises, but through different economy and risk models. Core gives you science at the hospital and occult commerce at the witch house.
Hospital
| Pros | Cons |
|---|---|
| See doctor action diagnoses all active diseases at once | Requires travel to hospital location |
| Enables daily cure rolls per disease after care | Cure is probabilistic — may take several days |
| Works in prison clinic identical action | Does not instantly wipe diseases |
Best for: early/mid game, steady income, role-play “normal” lives, and prisoners (clinic access).
tip
If you are danger (≤20 on a meter), detour to hospital before stacking risky actions — doctor flagging is free aside from travel time.
Witch house
| Pros | Cons |
|---|---|
| Potion item can instantly clear every disease | Expensive — money and/or gem listing |
| No waiting for nightly cure RNG | Requires witch location access + inventory space |
| Thematic stat / crafting hooks | Less integrated with insurance-like gameplay fantasy |
Best for: emergency clears before a fight, job interview day, or travel you cannot delay.
aviso
Relying on witch gems every illness is a hard-currency sink. Hospital care is cheaper long-term if you can afford the time.
Decision cheat sheet
| Situation | Pick |
|---|---|
| First disease, stable money | Hospital |
| Stacked diseases + low health | Witch potion if you can afford it |
| In prison + sick | Clinic doctor (same action) |
| Min-max frugality | Hospital + sleep/food to stabilize meters |
Pair this with Health overview for danger thresholds and Diseases for cure mechanics.