Hal’s problems keep multiplying. So does his toolkit.
Phase One of the apocalypse is over for Hal Riley and his allies. They survived, advanced, and uplifted. They conquered the Seared Wilds Tower, a deadly dungeon with the hardest monsters in Chicago. They even beat the Fireborn Crusade’s surprise attack on their budding settlement.
Now, they’ll have to make it through Integration’s second phase. The Waypoint Beacons are out there, waiting for them. All they have to do is bring them back to Museumtown. Easy, right? But Earth is mid-merge with another world, powerful new monsters are taking over Phase One’s dungeons, and the Crusade isn’t even close to defeated.
Against threats old and new, Hal Riley has his hammer, the Principles of Voltsmithing he’s learned, and a newfound sixth sense that lets him feel the flow of Charge. With his new understanding of magical engineering, he’ll forge a path for his allies, create new weapons, and, maybe, start bringing Integration itself to its knees.
Genre: GameLit
Phase One of the apocalypse is over for Hal Riley and his allies. They survived, advanced, and uplifted. They conquered the Seared Wilds Tower, a deadly dungeon with the hardest monsters in Chicago. They even beat the Fireborn Crusade’s surprise attack on their budding settlement.
Now, they’ll have to make it through Integration’s second phase. The Waypoint Beacons are out there, waiting for them. All they have to do is bring them back to Museumtown. Easy, right? But Earth is mid-merge with another world, powerful new monsters are taking over Phase One’s dungeons, and the Crusade isn’t even close to defeated.
Against threats old and new, Hal Riley has his hammer, the Principles of Voltsmithing he’s learned, and a newfound sixth sense that lets him feel the flow of Charge. With his new understanding of magical engineering, he’ll forge a path for his allies, create new weapons, and, maybe, start bringing Integration itself to its knees.
Genre: GameLit
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