The Foundry of Failed Creations (quest)

Overview
Summary
 * 1) Fight your way through the entrance chambers to gain entry to the foundry.
 * 2) Clear the first chamber of enemies.
 * 3) Clear the second chamber of enemies.
 * 4) Clear the third chamber of enemies.
 * 5) Clear the fourth chamber of enemies.
 * 6) See Tekliss for your reward.

Obtained from
 * Captain Jerazh in The Foundry of Failed Creations

Requirements
 * None

Reward
 * 10,000 XP

Dialogue
 * [Difficulty: Master] "Heroes! I require your aid to mount a rescue mission into the Foundry of Failed Creations. Bet you should know it is nearly impossible to gain entrance to the foundry. To reach those unfortunate enough to be taken inside this bastion of torture, you must pass through four chambers, each with its own challenge. If you somehow make it through the outer defenses, look for a Forgotten named Tekliss. He was one of my best soldiers. If anyone could survive in there it would be him."
 * Accept: "I shall give your regards to Tekliss"
 * Decline: "Isn't there...I don't know...a secret back entrance?"

Reward Dialogue
 * "You broke into the foundry through the front chambers? Amazing! You must be quite powerful to accomplish such a feat. Perhaps you could help me rescue some of my Forgotten brethren who are still locked away within this bastion."

Followup
 * Foundry Breakout

Walkthrough
The objective of this quest is to clear the four chambers leading to the foundry. The chambers all offer the same basic challenge: Once all party members step past the tentacles at the entrance of a chamber, the tentacles will close behind them and the party will be locked inside the chamber. A group (or more) of monsters will spawn and the tentacles will not open again until all the monsters in the chamber have been destroyed. Since the chambers are rather small, fighting space is limited and, worse, there is no "retreat" path. Three of the four chambers offer multiple spawns of monsters (i.e. after one spawn is destroyed, another emerges).

A simple tactic that is used to avoid the no-retreat condition is for one party member to go part ranger and bring a pet (Charm Animal) and the skill Comfort Animal. The party member keeps moving around outside the entrance until the pet dies (the environmental effect is Enduring Torment will will cause the pet to lose health as it walks). The other component to this tactic is a monk with a necromancer secondary profession. This monk has two essential skills: A corpse teleportation skill (Necrotic Traversal or Consume Corpse) and Rebirth. After the party gets locked into a chamber, this monk uses corpse teleportation to step back outside the chamber. As such the party now has a "safety valve" in case things go wrong. This monk needs to be careful with aggro so as not to get damaged by a spell caster while outside the gate. It is best if this monk is equipped with out-of-range healing skills like Heal Party and Light of Deliverance.

A very necessary component of this tactic is a tank of some sort who always stays inside the chamber, even if everyone else is pulled back out. This tank's job is to pull enemies to the gate and his most sacred duty is to NEVER die outside of resurrection range. A necessary skill (on some other party member) is Resurrect to be able to revive the tank on the other side of the gate with a long range resurrection skill.

With this basic tactic in place, the party can then follow a variety of different strategies to actually destroy the monsters in the chamber, however, the most convenient one is to rely on elementalists nuking the foes, because they can kill themselves before the fight (by moving around), then get pulled by the monk who's outside and then nuke from the safety of being behind the gate.

Finally, it is imperative that the party member with the pet never forgets to resurrect his/her pet after clearing each room and bringing it to die at the next door. Otherwise, the pet's corpse will be too far away for the monk to travel to it.

The following is a break down of the chambers:
 * Chamber 1: This room has a group of Margonite Anurs, when they are destroyed, a group of three Despair Titans and three Rage Titans will appear. These Titans will not spawn other Titans.
 * Chamber 2: This is the smallest of all the chambers and is nearly impossible to fight in. This room will first spawn a group of Margonite Anur mixed with Tortureweb Dryders, then after they are destroyed, Tortureweb Dryders mixed with Greater Dream Riders.
 * Chamber 3: The monsters in this chamber will all spawn at once, there will be no second wave of spawns. This chamber will have four patrols, one has three Anguish Titans, one has three Rage Titans and one has three Misery Titans. The fourth patrol will have three Tortureweb Dryders mixed with a single Greater Dream Rider. Unlike the previous chambers, the Titans in this chamber will spawn their lesser Titans upon their death. The Anguish Titans will spawn Despair Titans who will in turn spawn Fury Titans. The Misery Titans will spawn Rage Titans and those spawn Dementia Titans upon their death.
 * Chamber 4: This room will have three successive spawns. First spawn will be Tortureweb Dryders aided by a Margonite Anur Ki. After they are dismissed, the second spawn will be 6-15 Dementia Titans. After they die a mixed group of Despair Titan, Rage Titans, Dementia Titans and Fury Titans will appear that will contain one special Fury Titan who is larger than the rest. This titan drops a unique item. If you are having issues with getting this room to spawn, the whole party needs to be in the room at the same time.

After clearing the final chamber, players may advance to the Foundry itself. Tekliss will be just past the entrance.