Forgotten Dungeons [EN]

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Mattanja
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Part 10: "Brave Old World, Part II"
Minor Spoilers for the main quest and 'The brotherhood of Kor'!

First of all we pay a visit to the wonderful Thalgard, that can be seen in early discarded versions on old screenshots (here and there). None of those versions is still in the game, but in the release-version of the game, there are a cell and a worldspace, that contain another variant of the place:
We enter the 'Caves of Thalgard' either through a big gate or a small door in a tower and follow a rather large cave until we enter the main cavern through another gate.
[+] The Entrance
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Tha path leads us on a ledge around the huge rocky cavern, whose walls are studded with fortifications and columns. With the help of stairs and catwalks we reach the large gorge in the center of the cavern, that was eroded by a stream at its bottom.
[+] The Cavern
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Depending of the version, there is either a stone or wooden bridge leading over the gorge to the golden entrance of the fortress, that was built in the rock.
[+] The Bridge
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As there is nothing to be found behind the door, we leave Thalgard behind and head straight for the deeps of the Living Temple, to look for an alternative station of the undertrain.
Surprisingly the station does not look as old as we expected it to be, being a remain of the pyreans. Because after entering the waiting area from an icy cave, we realize that it is indeed completely abandoned, but still in a pretty good condition.
[+] Waiting Area
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So we enter through the door next to the deserted ticket counter and follow the hallway to the train platforms. Everything seems, as if people had just left and would return any second (nobody shows up though). A train seems to be ready for departure at platform 2, the room is lit by bright lights below the ceiling, there is a notice board with various notes and the balustrades on the upper floor are decorated with colourful cloth.
[+] The Platforms
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At last we visit the idyllic island of the Kor and examine an alternative cave beneath the village. The cave turns out to be a lot smaller than the one, we can actually find, because after entering it underwater and swimming around two corners, we already find ourselves in the occult chamber containing the huge demon statue, we know from the game.
[+] Cave of the Kor
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This marks the end of our small trip into a parallel universe of Enderal today, but you can look forward to the next chapter, where we are going to explore one of the most mysterious places of this series...
Mattanja
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Registriert: 17.04.2013 19:11
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Part 11: "A Gloomy Adventure"

So after a long break this series is back with hopefully more regular updates than every few months :) But as I was pretty occupied with work and uni, I did not really find the time to write something or play FS at all and was keeping away from the forum to avoid spoilers.

This trip takes us for one last time into a larger area that only existed in the release-version of the game and was removed from the game shortly after. It is maybe one of the most interesting and mysterious unfinished dungeons of the game...
We start our journey in the Gloomstonecave, a completely overgrown cave system, where we follow dim hallways full of bushes, moss and fern. Here and there we have to walk over rock bridges and ledges to move forward through the mist.
[+] The Gloomstonecave
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After hurrying through the green cave for some time and almost getting lost at some junctions, we end up in a larger room. There are huge moss curtains hanging from the ceiling, the ground is covered in puddles and there are several stone pillars spread around the cavern. At the other end we spot a wide staircase, lined with fires, that leads to an archway. On the other side of it behind a water curtain, we discover the corpse of a bandit and a few skeletons, that seemed to have had some form of quarrel with the former.
[+] The Room
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We continue around a few more corners and suddenly find ourselves at a dilapidated wooden bridge, leading over a deep pit. On the other side the path leads us further down until we end up below the bridge, that we can still spot above our head in the fog.
[+] The pit
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We follow a ledge down until we reach the bottom, where an archway in the wall leads us deeper through the caves to the "Valley of eternal Imprisonment".

The view is not much better here and the trees we can spot in the huge cavern start disappearing into a green-brown mist after a few meters. A wide stairway leads us down to a small creek, running around trees and rocks. Using some boards as a walkway we follow the course of the water to the left. After a few meters we end up at a small lake, where we see a small camp on the other shore. Having a closer look we discover that besides a simple tent, a few crates and a fireplace a safe chest is waiting for us to store our belongings in.
[+] In the Valley
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As the path seems to end here, we turn around and return to the entrance where we follow the trail to the right. We slowly reach more open terrain, that is dominated by bare trees. After a few steps, the way forks up and we decide to take the right path, that leads us into some sort of small village. A village is almost an overstatement, as it only consists of two houses, one seemingly inhabitated the other one just being a ruin, a well and a field.
[+] Settlement
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But as we do not find anything of interest there, we leave the small settlement and cross a small bridge to follow the path deeper into the mist. We almost miss a small path to the right, that we can hardly see because it is very overgrown, but decide to follow it. We pass though a coniferous forest and reach a stairway that feels reminiscent of the one at the valley's entrance. But the gateway on top is filled with rubble and not passable, so we return to the path and keep following it.
[+] Unpassable exit
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Soon there is another path on our right that we take and after a few meters a fortress slowly appears out of the fog. The gate is locked though and the drawbridge is pulled up. Luckily we find a weird sphere in front of the entrance that fits on a pedestal and opens the gate for us. Inside the walls we are welcomed by impaled skulls on spears.
[+] Fortress
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After unsuccessfully trying to open the gate to the castle's interior, we head back and hurry to leave this place behind.
The path continues through a dreary field until we spot some sort of camp to our right. Inside of it, there is nothing of interest besides a few secure chests and tents that seem to belong to us, as they are labeled 'My tent'. Supposedly the remains of the planned camping-system (Ch. 3.13), that was cut out before the release.
[+] Camp
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Moving on we discover a small graveyard with a few tombstones and an inscription saying "Cover the graves with large stones, so that the undead remain forever under the earth."
[+] Graves
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Next we find some sort of construction with four fire bowls and a grating on top of a shaft leading deep down.
[+] Altar
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Every bowl has a lever beneath it and after making sure, we stand on the bars (what could go wrong?) we activate each lever. The ground gives way and we fall into the depths of the 'temple of solitude'...


*Splat!* We dive into an underground lake and are lucky not to be impaled by some spears beneath the surface. Just like in the cave, moss and fern have conquered the area completely. In the adjacent chamber we stumble upon a few skewed archways, that lead the way through the cave.
[+] Underground Lake
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Leaving the last archway behind, we find ourselves on a ledge, above the gate to an old temple. The rooms and hallways we pass through on the other side could not stop the moss either and it seems at if it has been a long time since someone was here. Suddenly we find ourselves swimming underwater after entering through some sort of invisible wall. (Probably just a bug in a script that was never fixed, as there is a lot of torches and fires burning under water)
[+] The temple of Solitude
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We keep swimming and eventually reach a large hall with a locked gate. There is a passage on each side, where we find pressure plates that can be activated by placing an item on them. (At least in theory, as this puzzle relying on gravity is rather awkward under water :dumb:) But after a few tries, we can get to the other site where we can enter a shaft directly below the ceiling.
[+] Flooded area
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It leads us into an unbelievably large canal system in some sort of cavern. Unfortunately this is where our journey ends as this part of the dungeon was never completed.
[+] Canals
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(Minor spoilers for the main quest ahead)
As there is another water surface underwater I assume that the water was actually meant to rise after activating the pressure plates, but the scripts for that did not work in this version which resulted in both versions of the water being there from the beginning.
The whole place including cave, valley and the temple looks really promising and atmospheric and I really wonder what quest or story was supposed to take place here. The naming ("temple of solitude", "valley of eternal imprisonment") kind of reminds me of some sort of trial, that takes place in the player's mind, just like the one before the consecration. But this is merely speculation and unfortunately I did not find any real clue, that would explain what the purpose of the dungeon really was.
So we are pretty much done with the whole dungeon complex, even though there is still a few paths in the valley that we did not take. But all those are either dead ends or lead back to another part of the path, which makes the whole place really confusing in the beginning and one can get lost in the fog pretty easily. If anyone is interested in where which location was, I created a small map of the valley:
[+] Map of the valley
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As the dungeon only exists in the very first release version of Enderal, there are no Cell-Ids today.
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