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Great Foundry 1 (AR0502)


Did we miss anything on this map? Is there something we didn't discover? Let us know!


 
 
This is the headquarters of the Godsmen. The foundry's a dirty sprawling complex of workshops, warehouses, storage yards, and furnaces. The Godsmen work it non-stop. By day it belches smoke and steam, and by night the district's lit by its fires. The products of the foundry, petty metal goods needed by everyone throughout Sigil and beyond, are the Godsmen’s major source of jink. They make tools, hinges, pots, nails, and anything else that can be fashioned out of iron. Their skills are not great; very little of their wares are fancy work, but it’s all strong and serviceable.


1 - Arrival

You'll enter the foundry from the Lower Ward through this doorway.


2 - Nadalin

A man by the name of Nadalin sits behind a desk in this room. There are a few different options you can take advantage of here.

First, if you have the receipt from your legacy (obtained from the Advocate's home), you can turn it in for the Unfolding Portal. The Unfolding Portal is used to access Ravel's Maze later on in the game.

Secondly, you can pickpocket another receipt from him, and then turn it in to claim a weapon called The Justifier.

Finally, Nadalin will supply you with equipment to run the forge (tongs, etc), as well as a disguise to sneak Bedai-Lihn out of the foundry (when you're helping her join the Anarchists).


3 - Exit

This exit leads to the Great Foundry 2 location.


4 - Secret Weapon

Once you've joined the Godsmen, you can obtain a token from Keldor that will get you through this door. Behind the door is a "secret weapon" that the Godsmen are building. If you are trying to join the Anarchists through Bedai-Lihn, she will have you sabotage the weapon. Simply break one of the levers off at the rear of the weapon and run like hell.


5 - Dream Machine

Behind this door lies the Dream Machine, but you can't enter until you have completed Nihl's tasks (the Godsman from area #3 in our Great Foundry 2 location).


6 - Murder Investigation

When Keldor asks you to investigate a murder, this is where you'll find the corpse. The first person you'll want to talk to is a Godsman named Alissa. She will explain that only Saros, Thildon, and Bedai-Lihn could be responsible for the murder and that she herself is innocent.

Talk with each of the three people Alissa mentioned, and you'll eventually arrive at the conclusion that Thildon is guilty. However, you'll also find out that Saros is part of the Anarchist faction. When you tell Keldor who is responsible for the murder, you have the choice to turn Saros in as well. Either way, you'll gain 10,000 experience points for solving the murder.


7 - Forge

This is where you can forge your first Godsman item. You'll have to see Nadalin at area #2 for some supplies first, however, and then ask Thildon for some ore. Make sure to forge the item using the necessary steps or you'll have to go get more ore. Once you've created something, bring it to Keldor for your next task.

Walkthrough
Beginning
Mortuary Level 1
Mortuary Level 2
Mortuary Level 3
The Hive
Northeast Hive
Gathering Dust Bar
Northwest Hive
Southeast Hive
Smoldering Corpse Bar
Southwest Hive
Ragpicker's Square
Alley of Dangerous Angls
Beyond the Hive
Mausoleum Level 1
Mausoleum Level 2
Trash Warrens
Buried Village
Pharod's Court
Pharod's Vault
Weeping Catacombs
Nameless One's Tomb
Dead Nations
Drowned Nations
Warrens of Thought
Tenement of Thugs
Alley of Lingering Sighs
Lower Ward
Lower Ward
Bones of the Night
Great Foundry 1
Great Foundry 2
Clerk's Ward
Clerk's Ward
Brothel
Brothel Cellar
Civic Festhall 1
Civic Festhall 2
Public Sensorium
Private Sensorium
Siege Tower
UnderSigil
The Mazes
Modron Maze
Player's Maze
Ravel's Maze
Curst
Outer Curst
Traitor's Gate Tavern
Inner Curst
Curst Underground
Curst Prison
Outlands / Baator
Outlands
Baator
Pillar of Skulls
Carceri
Curst Gone
Carceri
Curst Administration
Fortress of Regrets
Fortress of Regrets 1
Fortress of Regrets 2
Trial of Impulse
Maze of Reflections
Fortress Roof
 
 
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