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Wander Theater

From Whiteout Survival Wiki
Wander Theater
Event
TypeSolo
CadenceRecurring (5 days, no fixed schedule)

Wander Theater is a solo event in Whiteout Survival in which Chiefs climb a seven-floor Wonderland one random draw at a time, choosing on every floor between taking a reward and pressing on for a larger one. It lasts five days and returns on no fixed schedule.

How it works

Exploration begins on Floor 1. Each exploration draws one number at random among -2, -1, +1, +2 and +3: a positive number climbs that many floors, a negative one falls that many floors. On the floor reached, the Chief either claims one of that floor's rewards — which ends the round and sends the next exploration back to the first floor — or declines it and explores again from where they stand. The higher the floor, the larger its rewards.

Two kinds of exploration are offered, Regular and Protected.

Regular Exploration

Regular Exploration is not available on Floor 1. Climbing offers any one reward from the floor reached; taking it ends the round and resets the floor count, declining it allows another exploration. Falling offers any one reward from the floor landed on, then ends the round and resets the count in every case.

Protected Exploration

Protected Exploration is paid for in Talismans of Ice, and the higher the floor the more it costs. On Floor 1 it is a guaranteed climb. Above it, the talisman absorbs a negative draw and prevents the fall; once that has happened three times on the same floor, the next Protected Exploration climbs for certain. The counter resets on the next protected climb.

Draw rates

The first exploration of a round can only climb. Every later exploration in the same round can also fall.

Draw First exploration Later explorations
Ascend by 1 floor 80.000% 24.000%
Ascend by 2 floors 19.500% 5.900%
Ascend by 3 floors 0.500% 0.100%
Descend by 1 floor 60.000%
Descend by 2 floors 10.000%

Wonderstars and the Astral Wonderland

Reaching Floor 7 grants Wonderstars on top of that floor's rewards, between one and five of them. Five Wonderstars send the next exploration to the Astral Wonderland, where the rewards are larger still; entering it clears the Wonderstars from the bag.

Wonderstars Chance
1 72.000%
2 14.000%
3 8.000%
4 4.000%
5 2.000%

Floor rewards

Every floor pays Wonderstar Coins, and the higher the floor the larger the payment.

Floor Wonderstar Coins
1 24
2 75
3 180
4 750
5 2,160
6 2,980
7 5,960
8 11,920

The third floor adds one drawn reward, the five candidates equally likely at 20% apiece: 90 Polishing Solution, 9,000 Hardened Alloy, 18 Design Plans, 18 Charm Guides or 18 Charm Designs.

From the fourth floor onwards, two rewards are drawn instead of one, each from the same four at 25% apiece — Essence Stones, Chief Gear Materials Chests, Charm Guides and Charm Designs.

Floor Essence Stones Chief Gear Materials Chests Charm Guides Charm Designs
4 30 30 75 75
5 86 85 216 216
6 168 165 415 415
7 336 330 830 830
8 672 660 1,660 1,660

The Charm Guides and Charm Designs feed Chief Charms, and the gear materials feed Chief Gear.

Wanderer Missions

Four missions refresh every day at 00:00 UTC and pay Talismans of Ice. Rewards left unclaimed when the missions refresh — or when the event ends — arrive by mail.

Mission Talismans of Ice
Make any purchase once 20
Call a rally and hunt down one Polar Terror 5
Make five alliance contributions 5
Train or promote 30,000 troop power 10

Bizarre Bazaar

Wonderstar Coins are spent in the Bizarre Bazaar, the event's shop. Some of its goods carry a daily purchase limit and others a stock for the whole event. The shop tab stays open for twenty-four hours after the event ends, when nothing else can be done any more; coins left unspent stay in the bag until the next Wander Theater.

See also