Trying to Figure Out Haywire

As our characters make their way through their adventuring and courageous careers they will come across so other intriguing adventuring parties.  One of these parties includes Marek Malcanus’ disbanded party known as the Laughing Knives.  The Laughing Knives were hired to test the weaknesses of the Vault of Night and in so doing the group’s failure to get past the security of the vault broke them and they disbanded.  Marek will ask for your assistance in pulling the party back together and one of these party members includes an interesting character named Haywire.

Haywire has an exceptional mind and is an extremely clever artificer.  He enjoys tinkering and working on constructs and in fact you will need to rescue him in two different quests (Haywire Foundry and Made to Order) because his tinkering with constructs has led him into some sticky situations.  However, the first instance wasn’t really his fault.  Especially since those from the Inspired Quarter have penetrated his foundry and sabotaged his constructs with mind altering parasites.  The second ordeal though, well he should have known better that trying to reanimate a Marut.

Haywire at the end of Haywire Foundry.

I always wondered what it would be like to have Haywire as a party member.  Marek comments on how Haywire had saved the Laughing Knives a number of times with his inventive gadets illustrating Haywire’s resourcefulness.  However, I have to wonder about the stress Haywire puts himself under.  My concern comes from the fact that Haywire has replaced his flesh and blood arm with a construct arm at the end of Made to Order.  Not to mention his obsessiveness with being “discovered.”  This last note can be illustrated when the Marut is destroyed in Made to Order and Haywire opens up his security measures to let you into his safety room.  I don’t think you will even see so many different doors activate and unlock.  Talk about being a little paranoid…

Being a dwarf, there is no doubt that Haywire would be a faithful and loyal companion  I don’t know of too many dwarves who would turn their backs on a trusted party member but it might take some time to garner that trust.  Haywire is also pretty stout.  I mean dang, he literally had his arm removed and replaced.  That had to take quite a bit of constitution to maintain that, even if it was magically enhanced.

Haywire would be an interesting party member.

As a party member, I bet you Haywire would be fun and complicated.  I think he would be good and capable of getting the party out of a tough spot but I also think he would be one of the reasons why a party got into a tough spot to begin with.  His ability to tinker and develop new gadgets would be extremely useful, especially with setting up traps and ambushes.  I wonder how he would be as a hireling :).

Thanks for reading everybody and happy hunting in Haywire Foundry.


Haywire and Made To Order

Way back in July I wrote about some of my experiences in the quest Made to Order.  I recently ran this quest once again with Erdrique (Level 16 Monk) and wanted to take a little more in depth in this quest and then to make some comments about one of the more intriguing non-player characters in the game, Phineaus Haywire.  As I mentioned in my previous post, the quest giver to Made to Order is Hazra d’Kundarak.  Hazra is located on the other side of the House Kundarak bank/pyramid with her position on the pyramid being just above the entrance to the Black Anvil Forest.  She is guarded by two huge iron golems.  When you talk to Hazra, you learn that Haywire has sent out a distress message indicating that he is in some serious trouble.  You learn that Haywire was contracted to build some golems for the House Kundarak and it appears something has gone wrong.

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Erdrique making his way across the rails in Made to Order.

The quest is located in the Black Anvil Forest.  This used to be a mini-explorer type area, where there used to be four or so duergar walking around the grounds.  Although the area is still a zone, the duergar that used to be located in here are no longer present.  However, their former presence is interesting. See, there is a second quest located in the Black Anvil Forest, A Relic of the Sovereign Past, and its primary enemy are more duergar.  This seems to suggest that the Black Anvil Forest might be home to a powerful duergar clan.  I mention this because Made to Order is also chalk full of duergar.  The storyline for Made to Order is primarily focused on rescuing Haywire from his failed attempt at rebuilding the Marut that he scavenged from his partner in the Laughing Knives, Veil.  The storyline makes no mention whatsoever of the duergar.  So what is there deal here?

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There are plenty of constructs in Made to Order.

I’m guessing that the duergar have made some type of pack or alliance with Haywire.  In fact, since we don’t know much about Haywire, it could be that he is part duergar and might be an “unofficial” member of this clan.  In the quest “A Relic of the Sovereign Past” we know that the duergar have acquired a great relic and that they are tremendous miners and crafters.  With these types of resources, Haywire could easily continue to experiment with artificer capabilities and the duergar could benefit from these experiments.  It also seems to suggest that not a lot of people know about this clan of duergar.  The quest giver for “A Relic of Sovereign Past” shows no indication of their presence and seems surprised to hear about them and Hazra never mentions them either.  They appear to be a mystery.

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Erdrique surveying the scene of battle.

In any case, you have to battle your way through them to get to Haywire.  The duergar forces primarily include melee combatants (guards, engineers, blacksmithes, laborers, surveyors) and divine casters (acolytes, apprenctices).  The other type of enemies you will encounter will be Haywire’s iron and clay golem constructs.  Some of these constructs are “tempered” and you have two optionals to destroy a fixed quantity of these constructs.  These tempered constructs are particularly tough and they are guarding the crests you need to collect to open the final pathway to Haywire’s saferoom.

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Erdrique battling one of the tempered clay golems.

The quest layout can be challenging at times.  First off, the everything is in the mines and over some shallow lava pools or flows.  A large challenge of this quest are the numerous mine traps, especially at the beginning of the quest.  The mines can be particularly potent on elite and they can be just about any type of elemental damage.  If you can make your way through the mines, you then get to navigate through a series of twisting tunnels that lead you further into the mountainside.  Some of these require you to walk across railway lines that are pretty narrow with some of them being disabled and sparking dangerous lighting traps.  This is one of the points that can be annoying because you can easily fall off of these rails and will have to travel back up the path and will have to try to avoid the mines once again.  There are two shrines in the quest, one is behind a locked door that can only be picked.  As you make your way through the tunnels you need to pick up four crests that will be used to unlock the final hallway.

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These mines can be extremely annoying and challenging.

The end fight is relatively simple as long as you have the appropriate, primarily an anarchic weapon.  As you enter the room you see the powerful Marut pounding on the door and you will also notice a number of other golems (clay and iron) in the room.  As you enter into the room, the golems will take notice of your and will attack.  The combination of the golems and the Marut can be challenging, it is best to try to control this aggro and work on the golems before gaining the attention of the Marut.  Overall though, the end fight is just a final beat down between you and the Marut.  Make sure you have buffs up and freedom of movement to keep from being stunned.

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Erdrique in the final room watching the Marut banging on the doors to Haywire’s safe room.

Upon the defeat of the Marut, Haywire opens up his plethora of doors, which is funny to watch.  As you enter the room, you see that our favorite artificer has been making some alternations to his physical form.  He has replaced his arm with a mechanical one and this was why the Marut turned against him (because Haywire was meddling with the laws of nature).  In any case, this made me wonder a little bit about Haywire.  I was thinking that he would be a very interesting member to a questing party and I bet his comrades in the Laughing Knives have some interesting stories about him.  Although he is definitely brilliant, he is also quite clueless in the aspects of many things.  This makes me wonder how he would handle the large variety of things we come across in our adventuring careers.  In any case, I bet he would be funny and interesting party member!!

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Looks like Haywire has been experimenting on himself!!

Thanks for reading everybody and happy hunting!!  Give Made to Order a shot and say “hi” to Haywire for me :).

Having an Interesting Time in Made to Order

One of the first quests I took a stab at when I got back home from my vacation and business trip was to run the quest Made to Order.  Made to Order is just one those quests that can make you cringe.  Made to Order is located in the Black Anvil Forest in House Kundarak behind the bank.  The quest giver is Hazra d’Kundarak.  The premise of the quest is to locate and find out what happened to our friend, Haywire, the same Haywire from the Vault of Night Series.  Evidently Hazra hadn’t received any reports from Haywire in some time and the last correspondence House Kundarak received seemed to be a distressful one.  Not to mention that Haywire was contracted to supply them with some golems.

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Erdrique and Sornea exploring Haywire’s Grotto.

The quest primarily contains three types of enemies: duergar, iron golems, and clay golems.  The quest layout is interesting as it contains a number of tunnels and rails/catwalks that can make things a little interesting.  But the most distinctive portion of the quest has to be the mine traps.  I believe this was the first quest to have these types of traps, which can be extremely deadly on elite if you don’t have a way to disarm them or to simply avoid them.  They tend to have a wide range of damage and area to be triggered.  They also occur in all types of elemental damage (fire, water, sonic, electricity, and acid).  This quest probably led the foundation for Undermine.

I do have a few questions about this particular quest.  First off, why are their duergar in Haywire’s Grotto.  This isn’t explained at all and makes me wonder what the gray dwarves involvement with Haywire actually is.  Second, why wouldn’t Haywire develop a way to turn down his constructs with some type of sequence of command words or something.  These two questions make me wonder, and let’s not forget that Haywire doesn’t bother to tell you about the mines…of course those may have been laid down by the duergar.

But the quest does have a pretty funny ending.  I find it hilarious to see the multitude of doors and gates to unravel and open up once the marut is defeated.  The term “overkill” definitely comes to mind, but then again I guess one can’t be too cautious!!

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Haywire using a multitude of doors for his panic room.

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Haywire and more of his doors.

Overall, Made to Order is a fun quest that can be quite challenging if you aren’t prepared for those mines and for the marut at the end.  When you get a chance, go explore Haywire’s Grotto and save his hide from his creations!!  Thanks for reading everybody and happy hunting!!