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Haywire Foundry
Haywire Foundry is the 4th quest in the Laughing Knives story arc![]() Completing everything in a story arc often yields a nice reward.. |
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The first four quests can be completed in any order to unlock The Vault of Night. |
Tharashk Arena • The Prisoner • The Jungle of Khyber • Haywire Foundry • The Vault of Night • Plane of Night |
Laws forbid the creation of new warforged. Unfortunately, Phineas Hayward was never known for his law-abiding ways.
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Haywire Foundry | |
Heroic level: | 9 |
Epic level: | 22 |
Duration: | Very Long |
Heroic XP: | ♣2,834Solo/Casual ♦4,996Normal ♥5,268Hard ♠5,540Elite |
Epic XP: | ♣14,124Solo/Casual ♦24,316Normal ♥25,091Hard ♠25,866Elite |
Takes place in: | The Haywire Foundry |
Bestowed by: | Arlsie Forr |
NPC contact: | Arlsie Forr |
Quest acquired in: | House Kundarak |
Patron: | House Kundarak |
Base favor: | 6 |
Purchase: | Vault of Night or VIP |
Extreme Challenge: | No |
Overview
A Warforged named Arlsie Forr has grown concerned about his master's whereabouts. He is located far from the Haywire Foundry entrance in the northern part of the Kundarak Enclave on the dock next to ship that takes you to Ataraxia. It asked you to check on Haywire, who was last seen heading back to his workshop, Haywire's Foundry in the House Kundarak Enclave.
Spoiler Warning: Spoiler material below this point!
Objectives
- Find Haywire
- Speak to the Foundry Assistant RC2
- Speak to Haywire via the Speaking Stone
- Unlock the North Wing
- Find a way into the Master Control room
- Defeat the Master Control room guards (Kill 7)
- Activate the Foundry's self-destruct
- Escape the doomed Foundry
- Take the Lightning Rod
- (Optional) Defeat the Elementals (Kill 3) — Bonus (3%): Heroic( ♣85 ♦150 ♥158 ♠166 ) Epic( ♣424 ♦729 ♥753 ♠776 )
- (Optional) Destroy the berserk Foundry Assistant RC2 — Bonus (10%): Heroic( ♣283 ♦500 ♥527 ♠554 ) Epic( ♣1,412 ♦2,432 ♥2,509 ♠2,587 )
- (Optional) Destroy the infected Foundry Overseer RC1 — Bonus (15%): Heroic( ♣425 ♦749 ♥790 ♠831 ) Epic( ♣2,119 ♦3,647 ♥3,764 ♠3,880 )
- (Optional) Disable the Assembly flame vents (Disable 6) — Bonus (15%): Heroic( ♣425 ♦749 ♥790 ♠831 ) Epic( ♣2,119 ♦3,647 ♥3,764 ♠3,880 )
- (Optional) Destroy 10 Mithral Defenders while escaping — Bonus (20%): Heroic( ♣567 ♦999 ♥1,054 ♠1,108 ) Epic( ♣2,825 ♦4,863 ♥5,018 ♠5,173 )
What to Expect
- Collapsible floors
- Overlapping floors
- Spawning/re-spawning monsters
- Puzzle (mandatory: puzzle wheels)
- Timed quest (you have 5 minutes to get to Haywire's vault above the entrance once you initiate the self-destruct)
- It's possible to render this quest incompletable after initiating the self-destruct sequence by using Dimension Door or falling off the drawbridge shortly before Haywire's vault, as the door to re-enter the foundry locks when the self-destruct timer starts.
Known Traps
In the western side there are numerous blade traps on the ramps.
On the eastern side the floor will collapse in two places. The first drops into a spike trap (disarmable) and the second is a very long drop into lava. After falling into the lava you will have to climb many pipes and go into a tunnel with a chest. After the chest there are a large number of acid traps.
In the next room on the east, there are many fire vents on the ramps (disabled with levers). At the start of the ramps is a spike trap (disarmable). The final lever at the top will set off about 6 spike traps that will hit for a great deal of damage unless you are successful with Reflex saves (disarmable).
Several spray traps are located in the escape tunnel.
Tips and Misc
- There is a soft lock-out for late entries (or laggers), who will need someone within the foundry to return and pull a lever inside a gate that closes after anyone speaks to RC2. If for some reason you need to recall from the quest, somebody will need to come back and let you back in.
- If you have a pet or hireling, you may also park it to flip the switch as soon as you pass the first gate, and then recall it back to you.
- Note that you can save some time (and a bit of fighting) with the two side wings if you leave someone at this lever and the party casts Dimension Door after pulling the two side levers.
Walk-through
This walk-through is slightly more thorough than most. It is possible to send solo runners to the two side levers and mitigate much of this dungeon.
Before you get moving, many of the warforged in this dungeon will cast Magic Missiles. Shield or Nightshield is a great defense in here.
Enter in through the lava tunnel. Pull the lever, talk to the warforged, get into the foundry. At the crossroads be sure to speak to the stone face. You will not be able to complete the quest if you do not do this simple step. Now pick a direction. Either one will do.
We will start with the right side passage. Watch out for dropping floors. Stay to the right wall as you move through. The first drop can be avoided if the trap is disabled, e.g. by a Rogue, the second cannot be avoided, so stay to the left, in the shadow, so that you fall onto the pipes and can walk across.
Optional: There is a chest about halfway down this huge pit. If you fall, hug the left wall, halfway down there is a tunnel leading to a room with a chest. Once down, you need to travel through some acid jets and hop some pipes to get back up. Many groups will skip this because of the time involved.
Head further up the hall and break through the doorway. Open the lever to the shrine room once you have a lull in the fighting.
On the north-east side of the room, there is a ramp leading up to the catwalks. There is a large area spike trap in front of the ramp; the trap control panel is underneath the ramp. Head up onto the bridge, but be ready for the fire jets. Use valves to turn them off. Working your way across the catwalks, picking off warforged casters as you go, you will eventually reach the top with a lever in a small alcove. The alcove is heavily trapped, and whoever pulls that thing is going to be a pincushion if you do not have a rogue with you. On Heroic Elite, a Reflex Save of at least 34 is required – and this is to save against each spike. There are two control panels that must be disarmed. The first is obvious, the second is around a narrow ledge to the right side.
Trick: after climbing the first ramp near the spikes, double back along the stone platform. With 20 or so Jump, you can jump to the pipe on the wall on your left, walk along to the cross pipe, and jump up. Follow the pipe along to your right and jump up onto the walkway. From there you can disable the upper set of flame jets. Once the upper set are disabled, you can go back and disable the lower set (whose levers were previously blocked by the flame jets). Note that each lever pulled activates a warforged down below.
Once done head on back down to the main crossroads and head up the other direction. Send the rogue first to disarm the three panels up the pillar for the blade traps. At the top break through the door, clear the area and open the door to the shrine room. You are now on the opposite side from the room you just pulled the first lever. Okay, back out into the new side, clear it out, work your way up the stairs and across the upper level. You will reach the lever at the end. This one is not trapped, but it will cause a freak power surge that will lower all the security fields. Insane warforged will come charging out and try to eat you.
Fight back down to the main hall, the gate is now open for you to go forward. Fight through, choosing a side to work around, they both lead to the same place. When you reach the other side, search out the secret door for an extra shrine, but be careful of the trap at the entrance. The two trap control panels are inside behind the shrine. Use it or lose it; unless you leave someone out here to let people back through the gate you are about to go through.
Heading through the gate you will reach a complex rune puzzle with 3 central wheels and 3 outer wheels.
The puzzle with the wheels in the north passage is solved as follows:
- Take note of the fact that there are three "inner" and three "outer" wheels.
- Also note that the inner wheels each have a symbol immediately above them.
- In order to unlock an inner wheel, the two adjacent outer wheels must be set to the symbol above it.
- Finally, note that inside the bars with the chest are three more symbols (which are always all identical).
- When you unlock a wheel, set it to the symbol you see inside the bars where the chest is.
- Repeat steps 3 and 4 for each of the three inner wheels and the bars will open.
Once you start hitting the wheels, various oozes will start plopping down all around you. Have your companions keep you clean of slime. Repeat this process with the other two inner wheels to get the key in the center chest.
Open the door to the next chamber. You need to defeat the foundry's metal guardians, several iron golems, mithral defenders and one really mean iron golem. Once they are dealt with you can get the key to the portcullis that blocks a lever to initiate the self-destruct. Don't pull that just yet. Do not use Dimension Door as this will leave you unable to complete the quest.
First buff up. If you have them available you will want Jump, resist fire, haste, resist acid, neutralize poison. Those buffs are listed in the order of importance. Once buffed up, hit the lever and begin the mad dash. First you have to jump up a series of broken pipes and bridges, then it's just run through acid and poison traps, breaking floors and fire spouts. When you reach the blast doors, wait for the party to catch up to you. Once everyone is there, or if you are running out of time, head through. Move through the hall to raised drawbridge. Hug the left wall before the fire spout from the exploding foundry hits you, and fight off the fire elementals. Do not fall down to the ground floor of the lava cave; there is no way back up, as the entrance gate lever is locked, and you won't be able to loot the end chest (or complete the quest, if everyone falls off.)
When the self-destruct goes off, anyone still in the foundry proper is instantly killed, and a blast door seals off any further entry to Haywire, rendering the quest incompletable if nobody made it in time.
Once the drawbridge lowers, go talk to Haywire and grab the lightning rod to complete the quest.
There is a purple mushroom on the west ledge in the last big room before Haywire. You can drop down and grab it after the quest is complete.
Bonus XP
- Devious bonus: 17 or fewer monsters killed +7% Bonus.( ♣198 ♦350 ♥369 ♠388 )
- Aggression bonus: 34 or more monsters killed +10% Bonus.( ♣283 ♦500 ♥527 ♠554 )
- Onslaught bonus: 67 or more monsters killed +15% Bonus.( ♣425 ♦749 ♥790 ♠831 )
- Conquest bonus: 100 or more monsters killed +25% Bonus.( ♣709 ♦1,249 ♥1,317 ♠1,385 )
- Tamper bonus: 5 or more traps disarmed +10% Bonus.( ♣283 ♦500 ♥527 ♠554 )
- Neutralization bonus: 6 or more traps disarmed +20% Bonus.( ♣567 ♦999 ♥1,054 ♠1,108 )
- Ingenious Debilitation bonus: 8 or more traps disarmed +30% Bonus.( ♣850 ♦1,499 ♥1,580 ♠1,662 )
- Mischief bonus: 63 or more breakables smashed +8% Bonus.( ♣227 ♦400 ♥421 ♠443 )
- Vandal bonus: 82 or more breakables smashed +10% Bonus.( ♣283 ♦500 ♥527 ♠554 )
- Ransack bonus: 101 or more breakables smashed +15% Bonus.( ♣425 ♦749 ♥790 ♠831 )
External Links
Loot
- Chests: 3
- One down the long shaft to the east, near the acid jet traps.
- One after defeating Control Unit (contains only a key.)
- One at the end.
- Collectables: 6
- Alchemy Table — in the east wing near Overseer RC1
- Bookshelf — in the west wing behind some crates
- Adventurer's Pack — in the west wing in one of the upper alcoves (not on map)
- Adventurer's Pack — in the north wing where the path splits into a ring
- Bookshelf — in the escape tunnel short before the drawbridge
- Mushroom — west down from the bridge; get it after finishing the quest
- Alchemy Table — in the east wing near Overseer RC1
NPC end rewards
Randomly generated loot, ML correlates with effective quest level.
Named Chest Drop
Last Edited | Item | Type | Enhancements | ML | Bind | Quests |
---|---|---|---|---|---|---|
|
Bloodrage Symbiont (edit) | Trinket |
|
7 | Bound to Character on Equip![]() |
Haywire Foundry, drops from a breakable |
|
Lightning Rod (edit) | Quarterstaff |
|
8 | Bound to Character on Equip![]() |
Haywire Foundry, 1 guaranteed at end of the quest |
Based on [[Category:Haywire Foundry loot]] ( t • e • h )
Monsters
Name ( picture ) | CR | Type | Race |
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Adamantine Defender ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite ●♦22Epic Normal ●♥26Epic Hard ●♠31Epic Elite | Construct | Iron Defender |
Arcane Ooze ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite ●♦22Epic Normal ●♥26Epic Hard ●♠31Epic Elite | Ooze | Arcane Ooze |
Assistant RC2 ( view • edit ) | ♦1.00Normal ♥2Hard ♠3Elite ●♦3Epic Normal ●♥3Epic Hard ●♠2Epic Elite | Living Construct | Warforged |
Black Pudding ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite ●♦20Epic Normal ●♥24Epic Hard ●♠29Epic Elite (split CRs: ♦7Normal ♥7Hard ♠7Elite ●♦11Epic Normal ●♥11Epic Hard ●♠9Epic Elite) | Ooze | Black Pudding |
Fire Hardened Earth Elemental ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♦22Epic Normal ●♥26Epic Hard ●♠31Epic Elite | Elemental | Earth Elemental |
Foundry Drone ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite ●♦20Epic Normal ●♥24Epic Hard ●♠29Epic Elite | Living Construct | Warforged |
Foundry Engineer ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite ●♦21Epic Normal ●♥25Epic Hard ●♠30Epic Elite | Living Construct | Warforged |
Foundry Surveyor ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite ●♦21Epic Normal ●♥25Epic Hard ●♠30Epic Elite | Living Construct | Warforged |
Foundry Troubleshooter ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite ●♦21Epic Normal ●♥25Epic Hard ●♠30Epic Elite | Living Construct | Warforged |
Greater Fire Elemental ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite ●♦21Epic Normal ●♥25Epic Hard ●♠30Epic Elite | Elemental | Fire Elemental |
Iron Golem ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♦23Epic Normal ●♥27Epic Hard ●♠33Epic Elite | Construct | Golem |
Lightning Guard Golem ( view • edit ) | ●♦22Epic Normal ●♥26Epic Hard ●♠31Epic Elite | Construct | Golem |
Master Control Unit ( view • edit ) | ♦13Normal ♥15Hard ♠18Elite ●♦25Epic Normal ●♥29Epic Hard ●♠36Epic Elite | Construct | Golem |
Mithral Defender ( view • edit ) | ♦8Normal ♥10Hard ♠13Elite ●♦21Epic Normal ●♥25Epic Hard ●♠30Epic Elite | Construct | Iron Defender |
Ochre Jelly ( view • edit ) | ♦6Normal ♥8Hard ♠11Elite ●♦19Epic Normal ●♥23Epic Hard ●♠27Epic Elite (split CRs: ♦5Normal ♥5Hard ♠5Elite ●♦10Epic Normal ●♥10Epic Hard ●♠8Epic Elite) | Ooze | Ochre Jelly |
Overseer RC1 ( view • edit ) | ♦11Normal ♥13Hard ♠16Elite ●♦21Epic Normal ●♥25Epic Hard ●♠34Epic Elite | Living Construct | Warforged |
- Laughing Knives chain quests
- Epic quests
- Very long quests
- The Haywire Foundry quests
- House Kundarak quests
- House Kundarak patron quests
- Pay to Play quests
- Pages sourced by DDO forums
- Links to YouTube
- Quests by name
- Quests with maps
- Level 22 quests
- Compendium:Level 9 (22 epic) quests
- Level 9 quests
- Quests with 6 base favor reward
- Vault of Night quests
- Quests with collectables/6