Yet again I’m called into a foundry to save the roguish Haywire, who repeats his M.O. of last time by hiding in a safe room and barking orders at me while I do all of the dangerous work and clean up his mess.
It does not endear me to this gentleman, let me tell you.
The last quest (for now?) in House K, Haywire’s Foundry is an incredibly long, truly frustrating, and occasionally brilliant dungeon that kept me on the edge of my seat for a straight hour. Inside its doors, I find that this warforged factory has gone bad as all of the golems have been infected by some sort of little slimy slug-things. My mission? Shut it all down and blow it up.
Easier said than done.
This is a “very long” dungeon, so you know you’re in for a slog. In this case, I had to explore…
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