THE GREAT FOUNDRY
To gain access to the Foundry, you must have a legitimate errand; otherwise the guards at the gate in the Lower Ward won't open the gate for you. The only errands the guards will accept as legitimate are to deliver Giltspur's message to Keldor, or that you have a Receipt for an item – you will get such a receipt from the Advocate in Clerk's Ward when you ask him for your legacy (see the Find Ravel quest on the Overview page for this act).
The Foundry consists of the following four areas:
Most of the action in the Foundry takes place in the two halls.
This is where you first arrive when you enter the Foundry from the Lower Ward. It is the place where the Godsmen create their works.
Map Key
At 1 you can exit back out to the Lower Ward.
The entrance to the Armoury is at 2. To open the door you need to speak to the guards and show them a token. You can get a token by joining the Godsmen by speaking to Keldor in the Godsman Hall. After joining, tell Keldor you would like to see the secret project.
To open the closed door at 3 you will have to complete the Dreambuilder quest for Nihl Xander in the Godsman Hall. You can then open the door to see your dreams.
You will find Thildon at 4 the first time you enter. Later he will be walking around the room, supervising and terrorizing the workers. You need to speak to him to get ore for the forge. When you speak to him you will also learn that he is a very hard boss to please and that he puts a lot of value in himself. Maybe too much.
Alissa Tield will be at 5 the first time you enter, later she will also be doing her rounds, encouraging the workers. She can tell you where to buy gear for the forge, who to speak to, etc.
The cauldron at 6 is empty. This is the cauldron you will be using if you have to forge an item, which you will do if you plan to join the Godsmen.
7 is where the body of the smith Avildon was found, if you get the quest to solve a murder case – one of the quests you have to perform to join the Godsmen.
Nadilin at 8 is the Foundry clerk. He remembers seeing you once, but doesn't remember where. If you have a foundry receipt, you need to speak to him to get the item corresponding to the receipt.
You can pickpocket Nadilin for a receipt (save your game first, in case he catches you!). If you hand in this receipt, he will give you The Justifier, one of the best weapons in the game. You can speak to the mace to learn that you have wielded it before. It also has comments on some of your companions.
The door at 9 leads to the Godsman Hall.
This is the meeting hall of the Godsmen. You can gain some interesting quests here and will have the opportunity to join the Godsmen.
Map Key
The door at 1 leads back to the Main Hall.
At 2 you find stairs to and from the gallery.
Bedai-Linn at 3 is one of the Foundry's engineers. She can offer you a bit of information on the other engineers but has little respect for them. If you join the Godsmen, you can speak to her to learn that she is really an Anarchist plotting to sabotage the Godsmen's work. You can then either turn her in to Keldor or decide to help her. If you wish to help her and the Anarchists, please see the overview page for this act under Joining the Anarchists.
The three doors at 4 lead into the sleeping quarters. The rooms behind the doors are uninteresting.
Sarossa at 5 is the daughter of Sandoz, sister of Saros and a devout Godsman. You can learn from Saros that she has a special talent; that she can look into a person's mind and "change" something to make people wiser. If you join the Godsmen, talk to her and ask her about her talent. Tell her you believe in the tenets of the Godsmen and she will give you a +1 to your Wisdom.
A most annoying bug: After Sarossa has raised your Wisdom, check your statistics page. You may find that none of your stat-enhancing items work any longer. To fix the problem, simply go to the inventory screen and remove and re-equip one of these items.
At 6 you will meet Saros, Sarossa's younger and less mature brother. Speak to him to learn that he likes the Sensates and really hates Thildon. If, after solving the murder case (see below), you decide not to incriminate Saros, you can ask him about the Anarchists and suggest that he is going the wrong way about being an Anarchist (500 XP).
Keldor at 7 is one of the factols of the Godsmen. If you have agreed to deliver Giltspur's note to him, do so. You can ask him at great length about the Foundry and the Godsmen.
If you ask Keldor to let you join the Godsmen, he will assign you three tasks:
After joining the Godsmen, you can buy healing and items from Keldor, and he will let you rest in the Foundry. The Foundry is the best resting place in the game, and it's free for Godsmen! Among the items you can buy from Keldor, the most interesting are three Godsmen weapons that are among the best weapons in the game: The axe Ascension, the dagger Enlightenment, and the hammer Reason.
Joining the Godsmen also makes the Tattoo of the Source available in Fell's Tattoo Parlor.
Nihl Xander at 8 is the Godsmen's brilliant smith. He will recognize you as the man his grandfather undertook a great quest for: To create a Dreambuilder. Here's how to help Nihl Xander finish the Dreambuilder:
After enjoying your dreams, you will find that your party members have left your party. But they are still standing where they were when you entered the dreambuilder, so just speak to them to get them back into the party.
Some users have had problems with finding their former party members after leaving the dreambuilder. If you experience this bug, you can download Platter's Lost Party Members Fix to solve the problem.
At 9 you can find the stairs up to the Godsman Quarters.
This is where you come to save (or not) the Godsman factol Sandoz. If you want to join the Anarchists, you will have to come here again to kill Sandoz.
Map Key
At 1 you will find the stairs back down to the Godsman Hall.
There are two Godsman Guards at the locked door at 2. Speak to one of them to speak to Sandoz at 3. Tell him what his daughter Sarossa said, or (if your Wisdom is at least 15) convince him in your own words not to commit suicide. If you wish to be evil, tell him to kill himself, or you can even tell him that Sarossa said he might as well kill himself. ;-)
You can enter here to see the great war machine the Godsmen are building for a contractor. If you are planning to join the Anarchists, Bedai-Linn sends you here to sabotage the machine.
Map Key
The Githzerai woman Kel'lera at 2 is one of the engineers on the project. She is not very fond of the other engineers. Neither is she fond of humans asking too many questions but she will be polite to you if Dak'kon is in your company. She will even tell you about the machine's greatest weakness: The controls.
Since Kel'lera and all the workers are magically bound to the machine and will die if the machine is destroyed, destroying it is an Evil act.
You can fiddle with the controls at 3 but if you wish to use them to sabotage the machine, you must have gotten the quest to join the Anarchists from Bedai-Linn and the information on how to do so from Kel'lera. Once you sabotage the machine you will be transported out of the Armoury. You can enter again to see the results of your handiwork: