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| Foundry
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"This once abandoned factory is now occupied by the Horzine blue-collar workforce. For years Horzine has kept this facility a secret and kept it off public records. They've been producing chemicals and weaponry for their private military and stock piling for something evil - more evil than what they've already unleashed on the world."
The Foundry was released as a part of the Free Heavy Metal DLC for Killing Floor. The Outbreak character pack has a player skin which resembles the various dead workers poised around the location.
Map layout
The map is built around an open main floor accompanied by smaller, tight catwalks and rooms which overlook onto the first floor. There is a lower floor, but it has no purpose other then for a location for the trader.
Trader locations
Defensive positions
There are 4 major defensive positions:
- The start is an easy position to defend because the specimens can only come from the front, however it has a large space for them to move so you should try to pick out Fleshpounds, Scrakes and Sirens as soon as possible, another downside is that it's a dead end.
- In the control room above the Trader (Green light), this is one of the best positions in the map. For Sharpshooters there is a long and open corridor for them to pick everything out. Everyone else can pick out specimens from the windows or take care of the smaller ones that spawn on the right side of the control room entrance. This position is not a dead end because you can run out of the windows at a cost of around 20 - 40 health, if you have the team you don't even have to move away from there.
- At the top, if you leave the trader. A Sharpshooter can easily defend the stairs and the small path on the right by his own, so there is no reason to weld the door. Everyone else can position themselves behind the door on the more open corridor, most specimens will attack the squad instead of the Sharpshooter, so if the Sharpshooter has a bit of spare time he can pick out some of the specimens to make it easier for his team.
- This position works best if you've got coordinated teamwork and the right perks in the Squad, it is above the lowest trader in a room with three entry points. One entry point has a long corridor which suits the Sharpshooter. The other 2 entry points can be shut down by welding the doors but this is not recommended, the team should leave one entry point open so that any possibilities of both doors being broke down at the same time won't happen. If you've got a capable team nothing will will be a serious threat to your team except Husks.
Tactics
Gallery
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Screenshots