Part 13: The shards of the forest"
Now that I've finally played through FS after ages, I can say that I was very happy to find some formerly not included dungeons in the game (like the "Forgotten Temple" from part 9 or the Theater of the Lower City)!
Today we take a look at and into a few dungeons, which all probably would be located in the Dark Valley, as one can conclude from some parallels in the naming (see the end).
Somewhere deep in the Dark Valley we first come across an abandoned battery tower, which looks quite inconspicuous at first. The way up to the roof is filled up and guarded by an undead and one floor below we only come across hanging laundry.
- [+] tower

At the foot of the tower, however, we realize that we are probably in a larger fortified complex that seems to be buried or at least overgrown by now. Through the collapsed ceiling, light shines into a big hall, at the end of which we stand in front of a closed door. In order to get deeper into it, we first have to push some buttons in the right order. We descend further down a narrow corridor fastened with wooden planks and after a short while we come across another vault supported by columns and arches. Unfortunately, the path doesn't really lead any further here and we have to turn to the next remnant of the forest.
- [+] old structure

Starting from the monastery Westgard we come across some ancient caves whose entrance was lost over time. The underground passages, which were built either by the Pyraeans or the Starlings, are mostly illuminated by huge metal chandeliers, giving off an almost violet light and emiting steam.
- [+] The first halls

Guided by the unusual light sources, we pass a vast number of pipes and walk through natural and artificially constructed passages, until a wide cavern opens up in front of us. This one too is illuminated by a chandelier of enormous dimensions, hanging diagonally from the ceiling on a long pole and looks as if it would start swinging like a big pendulum at any moment.
- [+] Cavern

The next two large caves are also dominated by similar light sources, and wooden platforms above the abyss allow us to admire the intricate mechanics of the machines on the walls. After that we slowly return to more natural underground areas and possibly closer to the surface, as we slowly ascend again over wooden walkways.
- [+] More lights

(The dungeon doesn't really have any design similarities to the monastery (except for the end), but due to the naming of the cells 'WaldKlosterUebergang' (= Forest-monastery-transition) and 'WaldKloster1' (= Forest-monastery) for Westgard, a connection is quite likely. Alternatively, it could refer to another monastery, e.g. the lost Academy of Apothecaries in the North Wind Mountains.
At last we turn to the largest undiscovered complex, that we start to discover by entering the glimmershaft. We can easily see where its name stems from, as many blue crystals subtly illuminate the entrance of the cave. After a few metres, we are already standing in a bigger partially collapsed cave, with beams and pieces of wall scattered all over the floor. On the other side of the cave, which probably once served as a storage area, is the buried entrance of some kind of tower, to our right is an old loading crane and in a large rock niche to the left we find green crystals.
- [+] Glimmershaft

Over a few steps we climb up to a door that leads us into the so-called connecting shaft. Some green crystals light our way through dark corridors and again we find ourselves in a small cave that resembles the previous one a bit.
- [+] Connecting Shaft
-
We go on and pass through some rooms with low hanging ceilings that look as if the rotten beams can't really hold them anymore and their collapse seems to be only a matter of time.
- [+] Hurry up
So we do not stay long at all but hurry to get further and finally reach a bigger hall in the middle of which there is a hole in the ground leading further into the deep. Through a barred shaft in the ceiling, supported by columns, a little light falls in and next to an old cart with a barrel there is an artfully made statue. It seems that the way down is our only option and so we start to descend into the shaft.
- [+] Deeper down

(At this point there is no real connection between the dungeons, but the cave with the statue just described can be found almost identically both at the end of the Glimmershaft and the beginning of the Dark Water Cave)
After a few meters in the dark water cave we are at a fork in the road. The right passage quickly turns out to be a dead end with a crucified skeleton and some raw meat. It seems that we are now in the ruins of an old branched temple of the Pyreans.
- [+] Ruine in the dark water cave

The narrow corridors bifurcate again and again, but most of the times, the path merges again after a few metres or ends in a room marking a dead end. The ruin is partly rock-hewn and partly made out of bricks and reinforced by columns and arches. From the walls of the temple, huge stone faces are staring at us, which are painted with curious patterns and forms.
- [+] Narrow passages




We eventually enter a larger cave room where a waterfall falls from an opening in the ceiling where some light shines through. After walking up a wide stone staircase we enter the next part of the temple complex through a massive wooden gate. After passing through a few more rooms, we reach a rocky gorge that is spanned by a bridge.
- [+] Deeper inside


On the other side we are standing in front of three corridors: The middle one is blocked by several lattice doors, the other two lead into a room with a metal chain. If you pull on both of them several times in the right order, the path in the middle opens up and we descend a little deeper, leaving the temple to end up in an old mine.
- [+] Puzzle


The rock on the walls and ceiling is secured by massive beams and we approach a large cavern where the path spectacularly leads over some planks and rock needles that are protruding out of the abyss below. We continue to follow the rails of the mine railway and finally enter a small natural cave where a ladder in the ground seemingly leads us further. As this is not connected to anything, the exploration of the cave ends at this point. (Not quite true, just wait for the next part

)
- [+] The Mine
There is another part that belongs to the same complex, but is also not connected, and consists only of a huge hall with columns, as we are familiar with from some other pyraeic ruins. I suspect that this is an old version of the second part, as the entrance seems to be optically the exact counterpart of the gate at the waterfall.
- [+] The cloister

What almost all of today's locations have in common is the lighting mood that prevails here, which makes the dungeons look much darker than most in the game due to a much higher contrast and sometimes stronger bloom. Since such high-contrast locations don't really fit the rather pale current state of the Dark Valley, I suspect that they may have been designed at a time, when the forest itself had a different name and design. I don't have any real proof of this, but I suspect these two old screenshots of the
"Dark Forest" and the
"Forest of the Lost Ones" to be possible predecessors, both looking much darker.
Why of all places so many ruins are unfinished at this place, I can't quite explain either. Maybe it's just another designer who's dropped out. In any case, they look interesting and are all beautifully designed. Maybe some of them are also connected to the
abandoned alchemist camp in the Dark Valley (german link :/ ). At least the last dungeon I can imagine is the ruin mentioned in the
mysterious note (at the bottom) and a monastery is also mentioned that may be related to the monastery crossing. Ultimately, however, the purpose of the dungeons remains unclear and it is difficult to say exactly what they were about.
- [+] Cell-IDs
-
(No longer accessible in the current version)
- WaldBanditenTurm
- WaldKlosterUebergang
- WaldGlimmerschacht
- WaldOldTempleRuin