After taking this quest, it is best if the party does not try to do it right away, but instead clear the entire Foundry of enemy patrols. At this point, the party should be very familiar with fighting Titans, Margonite Anurs, Greater Dream Riders and Tortureweb Dryders. One useful geographic element is a small gap to right of the entrance. This gap is between the wall and a large cylindrical vat. The party should always try and bottleneck any foes that will follow that far into this gap. Unlike previous rooms, the Foundry itself is spacious and allows for kiting and evading enemies.
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