Foundry
Foundry | |||||
This industrial complex, in addition of being a foundry, also houses its workers, as well as a number of traders and the renowned Foundry Guard.
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Urban area information | |||||
Music | Machinationalized | ||||
Located in | Lower Underrail | ||||
Areas | railyard, main street, west Foundry, residential, rooftops, slums, tunnel, bunker, furnaces, Gloria Foundry Prison Foundry mines, Crystal Cave | ||||
Connections | Lower Underrail (south) Foundry mines (northeast) Foundry Prison | ||||
Fast Travel | Lower Underrail metro Rift (southwest rooftops) | ||||
NPCs | Mayor, Chief, Dan, Bernard, Leonie, Barkeeper, Kevin, Bryan, Estelle, Doc, Bobby, West, Messer, Nicolas, Olivia, Everard | ||||
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Foundry is the industrial heart of Lower Underrail.
Description
Foundry is famous and widely respected for its strong heavy industry. It has the only working metallurgical facility in the entire South Underrail. It produces all manner of metal components, including weapon and automaton parts. It's particularly famed for its TiChrome alloy. It covers the entire South Underrail market with these and also exports heavily to northern regions.
Foundry also ranks as the safest of all places in South Underrail, and perhaps the entire Underrail when it comes to outside threats. This is due to the station being heavily fortified and their guards highly trained, well equipped, and numerous. Their troops are also battle-hardened due to their frequent skirmishes with their hated enemies, the Ironheads. Foundry's justice system is also one of the more civilized ones in the relatively wild South Underrail.
Citizens of Foundry are quite wealthy in comparison to other Southerners and enjoy certain social benefits rarely seen in other places, such as life insurance, free health-care and pensions. Despite all this, Foundry is not a good place to live. The pollution levels are off the charts and working conditions are quite hazardous. People die regularly from cancer, heavy metal poisoning, and workplace mishaps.
It's ruled by the democratically elected Mayor who manages station internal affairs along with independently elected Chief of Security. They adopted isolationist political philosophy where they do not meddle in affairs of others or take part in inter-station events, but also reject all attempts by other stations to influence them. They do not hide their distrust of the Protectorate, but are willing to do business with them just as much as with any other station.
Map
Areas
Central Foundry
The main street of the town. Most shops and services are located in here.
- The south exit leads to Lower Underrail, area Lower Underrail B24
- The west exit leads to area West Foundry
- The north exit leads to area Furnaces
- Southwest area:
- Barkeeper is a food vendor
- The barrel near the counter contains a Foundry Plans oddity, 1 XP
- Southeast area:
- Bryan Honest — mechanical component store
- Kevin — Overseer of the foundry guards
- The ladder in Kevin's room leads to a locker room:
- The box requires 120 Hacking and contains money and ammo
- The footlocker requires 60 Lockpicking
- Claude the water chap in the center of the area
- The northeast building
- Bobby Bass owns the general store
- The barrel outside the store on the side contains an "ArenaNow" Broadcasting Schedule oddity, 1 XP
- The central building
- Estelle Stevenson — pharmacist
- Doctor Stevenson — doctor
- Doomsayer — a tchortist
West Foundry
West of the main street. A couple more shops, some residential buildings and the town hall are located here.
- The east exit leads to area Central Foundry
- The north exit leads to area Residential area
- The door of the house:
- The main door requires 40 Lockpicking
- The box in the bedroom requires 70 Hacking and contains a Blueprint: Combat Gloves
- The footlocker requires 50 Lockpicking
- Electronics store in the southeast:
- George West is an electronics vendor
- West can also sell an electronics workbench for Your House. Its price can be lowered to 800 with 50 Mercantile
- The central east house
- The main door requires 80 Lockpicking
- The eastern locker requires 50 Lockpicking
- The footlocker requires 50 Lockpicking
- The junk pile close to pigs in the northeast contains a Strange Comm Device oddity, 1 XP
- Kirk Messer owns the meat shop in the northeast building
- In the center is a locked building
- It requires 50 Lockpicking to open
- Inside is a footlocker requiring 45 Lockpicking
- On the west side is a locker room:
- One of the lockers requires 45 Lockpicking
- The back door requires 60 Lockpicking
- The southwest building:
- Its main door requires 60 Lockpicking
- The locker requires 30 Lockpicking
- The bedroom has a footlocker that requires 80 Lockpicking
- The back door requires 30 Lockpicking
- To the south (of the burning barrel) are some apartments:
- The west one requires 40 Lockpicking
- The south one requires 70 Lockpicking
- The footlocker inside requires 90 Lockpicking
- The northwest office:
- Martin Marshall is there.
- He gives you the quest Study the rock creatures, to learn about the creatures
- He gives you the quest Fix Gloria, to find a way to stop the big creature
- Chief Banner is also there
- He gives you the quest Kill Balor
- Martin Marshall is there.
- Dan Forte — Gorsky's old friend. Talking to him will eventually lead him to tell you that Kevin is dealing in weapons
- On the rooftop (can be accessed with the ladders in rooms to the southwest):
- Has the Abandoned Sniper Rifle (Foundry) on the ground
- Has a barrel containing a Foundry Plans oddity, 1 XP
Residential area
The northwest corner of the town.
- The south exit leads to area West Foundry
- The east exit leads to area Furnaces
- The barrel in the NE corner contains a Scrapture oddity, 1 XP
- The room west of the NE barrel:
- The main doorrequires 45 Lockpicking
- The locker inside requires 50 Lockpicking and contains some Boxing Gloves
- The central north room:
- The main door requires 80 Lockpicking
- The box requires 50 Hacking
- The locker requires 45 Lockpicking
- The NW building:
- The main door requires 45 Lockpicking
- The light switch... well it turns the light on and off
- The box in the courtyard requires 80 Hacking
- The barrel in the courtyard contains a Foundry Plans oddity, 1 XP
- The SW building:
- Is home to Evelyn Ingram
- Has a secret trap door (need Perception) in the SW corner leading to area Bunker (through the tunnel)
- The south room is home to Anna
- The SE room is home to Nicolas
- The central stairs:
- At the intermediate level is a barrel containing a Foundry Plans oddity, 1 XP
- At the top level is the Mysterious Man
Slums
Below the residential area are slums.
Tunnel
A tunnel connecting the bunker with Evelyn's home.
Bunker
A bunker located under Evelyn's home. Should you end up here one way or another, you can find Evidence of Murder for Foundry murders quest.
- Is accessed from the elevator in the tunnel under the secret trap door in Evelyn's house in the SW corner of the Residential Area
Furnaces
The main furnaces where ore and metal is smelted. North from main street, east from residential area.
- The south exit leads to area Central Foundry
- The west exit leads to area Residential area
- The east exit leads to areaVerify
- The barrel in the SE corner contains a Skeleton Visor oddity, 2 XP
- The cart near the E exit contains a Fertility Figurine oddity, 2 XP
- The consoleVerify
Gloria
Further north from the furnaces and further away from the residential area is a huge and powerful old electric arc furnace. You will need to fix Gloria in order to kill the Beast of Foundry.
- Bernard - Gloria's keeper
Prison
- Main article: Foundry Prison
Foundry has its own high security prison.
Mines
- Main article: Foundry mines
The mines where Foundry gets its ore. East from the furnaces.
Crystal Cave
- Main article: Crystal Cave
A cave deep within Foundry mines, filled with crystals and rock creatures which the locals call Borers, Bladelings and a huge one simply called the Beast of Foundry.
Map Gallery
Foundry Global Map
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