Talk:The Foundry of Failed Creations

I am not usually one to complain...but can ANYBODY do this without using the "gate trick" with pets or fleshies... I can not imagine that arena-net would expect players to rely on a "trick" to make completing an area possible. I have a build that could complete ALL of Domain of Anguish on Hard Mode, EXCEPT THE SECOND ROOM OF FOUNDRY, but i need to either change someone's secondary to ranger, or have someone use up an elite on a fleshie... Like I said...I would expect that arena-net had expected teams to find a way to survive a bunch of high level torment creatures falling on everyone's heads, without teleporting through gates and using other cheap tricks like that. Just a rant i guessKiller Revan 18:24, 22 July 2007 (UTC)


 * An over a year responce, I think either The Deep or Urgoz's area require someone with a necro teleport to continue on. Some times its just by design--Justice 07:44, 20 October 2008 (UTC)


 * This is a very late response, but this entire zone can be beaten with no gimmicks (and no gate trick)—just careful tactics, lots of trial and error and plenty of consumables. The following is not an ideal party, but the important thing is that good tactics (and enough consumables) will still beat the missions. We didn't have ideal/perfect builds or equipment, either; caution and communication made up for that.
 * I tried this today with two friends and we beat it after a few tries. It took a few hours and a lot of deaths. We were: 1x Splinter/Barrage Ranger; 1x Visions of Regret Mesmer; 1x Searing Flames Elementalist; and Heroes (1x WoH Healer Monk, 1x Spirit Spammer Ritualist, 1x Ward Against Harm Elementalist; 1x Panic Interruption Mesmer; 1x SS/Prot Necro).
 * Room 1 is straightforward. In Room 2, first spawn the spirits where the enemies will appear (in the open space in front of the Room 2 gate) as decoys. Then run everyone else in to the far corner near Room 3. The spawned enemies will busy themselves with killing the decoy spirits. Pick off the Tortureweb Dryders first (this is where Panic comes in handy—they'll be bunched up when they spawn in). Also be mindful of how many foes you have left remaining. When you are down to the last foe and it is about to die, get ready to run/flag everyone away to the Room 3 gate and have a decoy (eg the Ranger) standing right on top of the next enemy spawn. This works for all rooms which will spawn new enemies: always be ready to run when the last enemy is near death, and know where to run.
 * Room 3 is the hardest. You need to run all 8 members of the party in far enough to trigger the spawns, then race everyone back to hug the gate. Temporarily disable spirits if you have to (eg. Life), as you don't want patrolling Titans going after them. Stay at the gate, watch and familiarise yourself with the patrols. You will notice that two patrols will come close to where you are: the Pain Titan patrol comes almost within aggro range, but not quite. The Misery Titan patrol (I think?) comes right up to the edge of your aggro bubble but does not enter it. So you can pick which group you want to pull because none of them will just randomly run right up to the gate and draw the other patrols towards you (as we first thought, before we were more careful and just watched). It means you have to kill the Misery Titan patrol very quickly (without the Pain Titan patrol in earshot, of course), before the Pain Titan patrol comes along and notices they're in trouble. It also allows you to gauge how much time you have to defeat the group and the little space in which you have to fight them. Keeping your party right up against the gate, wait for the Misery Titans to come back, then pull them in and pick them off. One or more party members might die; that's okay, make sure you have enough consumables to wipe out penalties if your party members get too squishy. Then do the same for the Pain Titans, then the Torturewebs, and finally the Anguish Titans.
 * Room 4 is hit and run. When you enter, you're in a little corridor that opens out into a larger area. Set up a wall of spirits at the end of the corridor, put your party behind the spirits (about the radius of earshot distance), run forward and pull the first group towards you, then pick them off. When you're down to the last enemy, try to make sure you're all in the corridor so that no one can accidentally pull the next group prematurely. You have enough room here to have the luxury of waiting until the whole party's recharged before pulling each consecutive group, so it's important to ensure that nothing prematurely pulls the next spawn towards you while you're recharging. The spawn groups here are bigger than previous rooms to prepare you for the silliness that is the Foundry.
 * By the time you get to the Foundry, you are probably rightly paranoid of every NPC you meet and can predict when enemies will suddenly appear right on top of you. Pick off all enemy groups in the entire Foundry first and trust no rescuable NPC. Before talking to rescuable NPCs, get ready for ten zillion enemies to appear (gah, what poor design) right on top of you, and make sure your runner/ranger has a hard res and consumables because you will probably die (a lot). If you don't have plenty of rock candy/speed boost consumables, then save them all for the Foundry. If you can't make it past the other 4 rooms without them, it may be time to consider new builds and new party members.
 * The Fury is the hardest group and our Mesmer worked out the trick to this one. Get your party safely out of range, over on the east side past the pillars. Set up a very spread-out wall of spirits just east of the pillar line. The Fury's group has a really big aggro range (beyond compass range), the boundary of which is those pillars. You will notice this if you keep running east-west and crossing the pillar line: the enemies run towards you and then run away, confused. You can use the spirits (or a player) to trigger aggroing the group, then keep trying to do this until you can pick them off one at a time, instead of as one big impossible group. Take out the dryders first, then the Margonite Anur Ki, then everything else, and finally The Fury.
 * So that was our attempt, and I think we beat it on the 3rd try after about 4 hours (including failed tries). Room 3 kept wiping us out the first few times, but once we were past that, we were just very cautious, very paranoid of those enemy-spawning Forgotten snakes (it's a conspiracy) and took no chances—so we beat Foundry Breakout on the first try, but the Foundry room alone was responsible for many, many near-party-wipes. I don't envision we will ever go back there because the design of the place is just frustratingly bad, but I hope that advice helps some people to get through it at least once.
 * One last thing: if you can do this with friends/guildies, consider using voice chat. You will be coordinating a lot of actions, and if you're anything like me, there's nothing more annoying than realising you've been typing 55555555555 into your chat box instead of spamming Barrage. Even if it's just one person talking/coordinating and everyone else listening, it helps.
 * --Fictrix 11:38, 3 October 2010 (UTC)

Original name?
Is there any information of an original name? I doubt it was always known as Foundy of Failed Creations (storywise).-- Cyberman 08:25, 13 June 2009 (UTC)
 * The Foundry of Partially Completed Creations?  --Saberhagen [[Image:User Saberhagen Wiki Sig5.png|19 px]] (My Talk) 16:46, 23 July 2009 (UTC)
 * The Foundry of Misusing the Equipment to Create Donuts, until the boss found out :( He was furious, and killed most of the employees :( :( | 72 {U|T|C} - 02:31, 14 September 2009 (UTC)
 * Yeah, it wasn't always the Foundy of Failed Creations. Initially, it was the Foundry of Failed Creations. --Aldarik 02:34, 14 September 2009 (UTC)
 * Maybe the Foundry of Unfinished Business. The gods finally realized that their to-do list had grown too long, so the name was changed to admit that it just wasn't going to happen. Or perhaps simply the Foundry of Creation, since they would transfer any successes to wherever they were supposed to go; when they were done, they just kept the rest of them in the Foundry and changed the name. --RoyHarmon 17:51, 24 April 2010 (UTC)

fail
Foundry of Failed Faggotry more like. Third room is a joke. I think the u should be able 2 go to ring of fire with the door of komalie like crystal overlook portal Hubbard The Dervish 16:05, 1 August 2009 (UTC)

7 hero's
Piece of cake. :) ( Jaxx Hammer )--69.97.94.151 00:59, 4 March 2011 (UTC)
 * I thought it would be ok, my setup seemed to have worked for the rest of it {ravenheart and veil no deaths}, then I walked into room 3 - got Panic, IV, Mistrust and Wastrel's Demise stolen and promptly got raped. :) --[[Image:User_Chieftain_Alex_Chieftain Signature.png]] Chieftain  Alex 01:00, 4 March 2011 (UTC)

The Name
any correlation to "The Island of Misfit Toys" --&quot;Get crazy with the cheese wiz&quot;  -Beck 08:43, 9 March 2011 (UTC)

Bug or what?
I was doing a NM run with guildies and a Ranger had to run out for a while so we said it's ok. We were doing it Veil->Gloom->Foundry->City. He left his toon afk at Veil right after completing it. We then cleared Gloom, and took the quest from Captain Jerazh, but no enemies spawned. It seems like everyone needs to be in the room for them to spawn. Is this normal, or should it be reported as a bug? -- Large 21:01, 22 April 2011 (UTC)
 * If everyone needs to be in the room for them to spawn, that's not a bug, that's a condition for the quest. Bugs are something that's not supposed to happen. -- Lustre Of Havoc 話 21:05, 22 April 2011 (UTC)
 * I know that, but it's not stated ANYWHERE on the quest; at least an Anomaly. --[[Image:User Large sig.png|talk]] Large 21:07, 22 April 2011 (UTC)
 * Why does it need to be stated? Shouldn't it be apparent that the whole group is active? Not exactly a smart move to go into DoA with less that the allotted 8 players. -- Lustre Of Havoc 話 21:13, 22 April 2011 (UTC)