Содержание
Don’t Starve Together[]
In Don’t Starve Together the ruins were moved to the same level as the Caves. This was done to avoid the necessity of a third dedicated server to hold it on. There are also several new ways for entities to spawn.
In A New Reign the Atrium Biome was introduced. The Atrium Biome is completely separated from the main land so it is only accessible by killing a and jumping into the . Once the player makes it to the Atrium Biome they must pass the Obelisks which will be in a closed state unless the player has more than 15% Sanity. Players must be careful to never drop below 15% Sanity otherwise they will be trapped on the island.
Regeneration
If the Ancient Fuelweaver is killed the Ancient Gateway will start to destabilize. After 4 minutes, the gate will respawn , Splumonkey Pods, Slurpers, Depths Worms, Ancient Statues, Broken Clockworks and Ancient Pseudoscience Stations in their respective places in the Ruins, add new items to Ornate Chests and Cave Holes and replace the Large Ornate Chest with an Ancient Guardian.
Objects regenerated by the Ancient Gateway explosion. |
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Twenty days later, the Gateway will accept the Ancient Key to be placed again.
Trivia
- When solving the second «rock pushing puzzle,» does not want to be pushed (at first). If the protagonist ignores the other rocks required for the puzzle and instead keeps pushing the reluctant rock, the barrier still moves.
- In the room with three visible Froggits, the fourth Froggit, which is ant-sized, can be found inside of one of the wall cracks. This frog is found by inspecting the northern wall in the room.
- In the room with the three visible Froggits, talking to the third Froggit gives the option to make names of monsters no longer appear yellow when they can be spared in battle. After turning off yellow names, talking to the Froggit again gives the option to make the names pink instead.
- If the protagonist has killed Toriel or fled from her during her battle, then sleeping in the bed again triggers the message «<Name>, please… Wake up! You are the future of humans and monsters…» and they wake up.
- In the room with three visible Froggits, if the player does not skip through the first Froggit’s dialogue when interacting with it during the True Pacifist Route epilogue, the Froggit says «You’ve really matured, haven’t you?»
- Depending on the protagonist’s HP when finding her home, Toriel’s dialogue before telling the protagonist to enter her home varies.
- Full HP — «Not a scratch… Impressive! But still…«
- Less than full HP, but more than 2 — «There, there, I will heal you.«
- 2 HP or fewer — «Who did this to you? You will get an apology.«
Nightmare Cycle[]
Main article: Nightmare Cycle
The Ruins exist in a state of flux called the Nightmare Cycle, which can be measured by the Thulecite Medallion. As the magical state becomes more intense, the likelihood of earthquakes increases. Its current state will affect the state of objects within it. Nightmare Lights will begin to open up, the Runic Turf will glow red, and Ancient Statues will have a horrified look while Nightmare Fuel drops from their mouths and eyes. Shadow Creatures can attack the player regardless of their sanity level during the most intense stage. This is a great way to collect Nightmare Fuel, but is a bit overwhelming at an early stage in the game. The runes on the ground do not provide a light source despite glowing brightly.
Notes and trivia
- Despite being described as ruins, the zone has very little actually ruined in it. The city, while not pristine, is intact, and all major towns are untouched structurally beside Duskhaven. The only ruins in the entire zone are at the wall.
- The geography of the Ruins of Gilneas zone is identical to the instanced Gilneas after the flooding of Duskhaven. However, aside from phasing on a few quests, it is completely devoid of NPCs or mobs. The only mobs in the zone are some critters and beasts (including the uniquely colored Highlands Foxes, which are, oddly, absent in the instanced Gilneas zone).
- There are no mailboxes; even the ones that are interactable in the starting Gilneas zone are not clickable here. There are also no flight paths (except for one Horde flight path temporarily available in the Silverpine Forest questline); the only way in is by foot, swimming or flying mount. As such, reaching the Ruins of Gilneas is significantly easier for Horde players than Alliance players, whose nearest flight path is the far, far away Aerie Peak, while the Horde has flight paths in nearby Silverpine Forest and Hillsbrad Foothills. The fastest route for Alliance players is probably by flying mount from the northern coast of Dun Morogh or from Menethil Harbor; in both cases, the travel distance is just short enough to avoid fully depleting the fatigue bar with a 280% flying mount if flying in a straight line.
- On roleplaying realms, this zone is often repurposed as a roleplaying hub for Gilnean characters. The nearby Shadowfang Keep Meeting Stone can be used by both Alliance and Horde players as the fastest way of getting into the Ruins of Gilneas.
- After patch 3.1.0, the loading screen/ship route from Menethil Harbor to Theramore Isle no longer crosses Gilneas.
- At the launch of Battle for Azeroth, the zone was glitched and its zone map could not be uncovered. This was fixed with 8.1, though the map does not function the same way it used to.
- Previously, certain parts of the map would display subzone names when moving the pointer over the map. Now it only shows «Ruins of Gilneas», «Ruins of Gilneas City», and strangely «Emberstone Mine» which occupies much of the eastern portion of the map.
- Gilneas City could be clicked from the world-map as one could with a faction city. This is no longer possible.
Trivia
Name origin
The Japanese name is a portmanteau of シンオウ Shin’ō (Sinnoh) and ジョウト Jōto (Johto), as it is a place where the architecture and legends of both regions meet. The English name reflects this, though using the beginning of Johto rather than the end. The combination of the names of two regions alludes to the Tohjo Falls. It may also be a pun on the Japanese religion of Shinto, whose creation story is heavily referenced by the creation trio, Arceus, and the Spear Pillar.
Mystri Stage is a pun on mystery and the prefix tri- (three). Its Japanese name is a pun on 密 mitsu (secret) and 三つ mittsu (three).
In other languages
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Mystri Stage
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In the RPG
This section contains information from the Warcraft RPG which is considered non-canon.
Gilneas is a large peninsula that juts into the sea south of western Lordaeron. Silverpine Forest lies to the northeast, Kul Tiras awaits across the sea to the south, and Zul’Dare is found to the southeast. Gilneas is a cold, rainy place, mainly because the ocean surrounds the peninsula on three sides, making sea storms common. High cliffs on the shores protect the peninsula from sailors’ curious eyes. Greymane Wall is the only evident site in the region.
Gilneas does not allow anyone in or out, and none knows what has been transpiring there for the past ten years. Brann Bronzebeard once questioned everyone he came across, mainly refugees, but none could offer him anything more than curses and dark looks toward Gilneas.
History
Lord Genn Greymane, a brawny warrior who must be in his seventies, has ruled Gilneas for decades. He offered only token support to the Alliance of Lordaeron during the Second War. He never supported the Alliance and argued against its existence from beginning to end. Thus, after the war, he and his people constructed the Greymane Wall: a massive barrier spanning the entire northern border, and no one has heard anything from Gilneas since.
During the Third War, refugees from the north camped at Greymane Wall, pleading to be let inside. The gates remained closed, and undead patrols slaughtered the refugees.
Though nothing hostile has come out of the peninsula, some cannot resist the allure of mystery, as perhaps something dire has befallen Gilneas. Rumors of what was transpiring there became the subject of rumors throughout the Alliance — the renowned explorer Brann Bronzebeard theorized that the nation had fallen to the naga as one such example.
Ironforge dwarves, seeking allies to help drive the Scourge from Lordaeron, intended to send a diplomatic party to Gilneas. King Magni hired goblin zeppelins to ferry the diplomats and summoned Wildhammer gryphon riders as escorts. Yet, as no one knew what to expect in Gilneas, Magni hired a few trusted mercenaries to accompany his ambassadors.
In the manga
The Sinjoh Ruins in Pokémon Adventures
Mystri Stage in Pokémon Adventures
HeartGold & SoulSilver chapter
The Sinjoh Ruins were first mentioned in Fortunately for Feraligatr, when Proton mentioned that he was looking for them.
The Sinjoh Ruins first appeared in All About Arceus III, where Arceus transported Gold, Silver, Crystal, Archer, Ariana, Proton, and Petrel to it. The four Executives then forced Arceus onto the Mystri Stage, where Archer used the sixteen Plates gathered by Silver to control Arceus and force it to recreate Dialga, Palkia, and Giratina. However, everybody were taken aback by the sudden arrival of Giovanni, Lance, and Pryce, who engaged in a battle against the Legendary Pokémon. Pryce revealed that while he had been floating inside the crack of time, where he had been left at the end of the Gold, Silver & Crystal chapter, he had foreseen the destruction that the battle of these three Pokémon would cause. Because the Sinjoh Ruins existed in a pocket dimension connecting Johto and Sinnoh, its destruction would also destroy Johto and Sinnoh along with it. After Gold had opened up to Togebo, Arceus stepped in and stopped the battle, sending Giratina back to the Distortion World and Dialga and Palkia back to the Spear Pillar, as well as returning everybody back to their starting point at the Ruins of Alph.
Main Story
Before the events of Undertale, after the monster population was banished to the Underground by the humans, they made their first residence in what is now known as the Ruins. Asgore, King of the Monsters named this area «Home.» When the First Human fell into the Ruins, they were befriended by Asriel Dreemurr and were adopted by Asriel’s parents, Toriel and Asgore. Later, monsters began to head back to the barrier, where they set plans to create their new home. After the First Human’s and Asriel’s death and Asgore’s subsequent declaration of war against humanity, Toriel took the First Human’s body with her to the Ruins, where she buried the body.
Neutral Route
The game begins in the Ruins, with the protagonist standing on a sunlit bed of Golden Flowers.
The Ruins as seen in the intro.
After the protagonist is attacked by Flowey, Toriel takes the protagonist through the Ruins, which is made up of several connecting hallways and rooms, many of which have puzzles and monsters. Partway through, Toriel asks the protagonist to wait where they are, so she can go ahead and finish something. However, the protagonist continues through the Ruins, and traverses to the end of the Ruins to Toriel’s Home. While navigating the Ruins, the protagonist meets Napstablook for the first time and has the option of supporting the Spider Bake Sale. While they go through the Ruins, Toriel calls them multiple times.
At the end of the Ruins, the protagonist meets up again with Toriel. Toriel brings the protagonist to her home and introduces them to their own room. If the protagonist sleeps in the bed, Toriel leaves a Butterscotch-Cinnamon Pie at the foot of their bed. Afterward, she departs, telling the protagonist to «make at home!» However, the protagonist proceeds to pester Toriel about leaving, prompting Toriel to rush out of her armchair, and rush downstairs. Upon being followed, Toriel tells the protagonist that if they leave the Ruins, Asgore will kill them, and urges them to return. However, the protagonist continues to pursue Toriel, eventually having to fight Toriel to leave the Ruins.
After the protagonist deals with Toriel, the protagonist encounters Flowey, who judges the protagonist on their actions in the Ruins and/or from previous runs — excluding a Genocide Route — done without a True Reset. Afterward, a door behind Flowey becomes accessible, letting the protagonist proceed into the rest of the Underground.
After leaving the Ruins, the door becomes locked for the remainder of the game.
True Pacifist Route
After defeating Asriel, the door to the Ruins can be found unlocked and open. It is explained that Toriel opened the door from the inside in order to stop the fight against Asgore. Asriel can be found and interacted with at the very beginning of the Ruins.
Features[]
A Ruins pillar
Some of the ground and pillars in the Ruins are made out of a special material that starts to glow when light is shined upon it during the Nightmare Phase. The Military and Sacred biomes are mostly covered in this material. Also somewhere in the ruins there’s a labyrinth, filled with Dangling Depth Dwellers, Ornate Chests and dead ends. At the center of this labyrinth resides the Ancient Guardian, who most players will challenge to get its rare Horn.
Unlike Caves, surface plants like Evergreens, Saplings, Berry Bushes, Spiky Bushes, and Flowers are not found in Ruins, although the player can still plant these items. Plants will regenerate after a few days of being harvested (except for trees). The only plants that can be found naturally in the ruins are Light Flowers, Cave Banana Trees, and Ferns. Lichen is also exclusive to the ruins. Blue Mushrooms can be found here as well, usually in copious amounts.
An Ancient Statue during the Nightmare Phase
Objects found in the Ruins include Relics, Ancient Statues, Nightmare Lights and the Ancient Pseudoscience Station. Relics can be attacked and destroyed for various loot while Ancient Statues can be mined to yield Thulecite and various Gems. Nightmare Lights can emit light and spawn Shadow Creatures depending on the Nightmare Cycle, while the Ancient Station will be used to craft some of the best items in the game, found in the Ancient Tab. Also in the wilds, there are Splumonkey Pods and special Ponds. The ponds can be fished in to get Eels.
Within the entrance of the Ruins, corpses of the Chess Monsters can be found. When destroyed, they yield 1 Frazzled Wires, as well as potentially Gears and other trinkets.
Exploration[]
A fully explored Ruins map.
The ruins have six different Biomes: Abyss, Labyrinth, Military, Sacred, Village and Wilds. The Ruins can only be entered through a plugged Sinkhole found in the Caves. Upon mining the Thulecite plug, a rope will lead down to the Ruins through the Sinkhole, and Batilisks will be able to spawn from it into the Caves.
The initial starting area of the Ruins is surrounded by four massive pillars and four Broken Clockworks, with a rope leading up to the Caves. The Ruins are completely dark, causing a steady drain on Sanity. Unlike the caves, the ruins are considered to be in a state of perpetual night, creatures and plants will act accordingly. As the Ruins are explored, the map will show new icons and terrain specific to the Ruins.
Earthquakes will occur in the Ruins, dropping the same minerals as in the Caves. Although time continues to pass on the surface world, there is no indication of this while underground.
Features
- For the area’s puzzles, see Ruins/Puzzles.
- Flowey and Toriel make their first appearances in this area, with the latter saving the protagonist from the former.
- Napstablook is fought at the halfway point of the Ruins. If the protagonist cheers them up, they are also found in a later room.
- There are many in the Ruins, with one offering to change the yellow names for monsters that can be spared to pink, or turn them off entirely.
- The Faded Ribbon can be found in one of the Ruins’ many traps.
- The protagonist can donate to the Spider Bake Sale, a fundraiser that sells Spider Donuts and Spider Ciders.
- The protagonist can view the ancient city of Home on the Ruins balcony. This is also where the Toy Knife can be found.
- Toriel’s Home is situated at the end of the Ruins, and the Butterscotch Pie can be retrieved there.
Geography
Gilneas is a large peninsula located on the southwest of the continent of Lordaeron. It lies south of Silverpine Forest and southwest of Hillsbrad Foothills, with Baradin Bay to its south and east, and Tol Barad to the west across the Great Sea. Storms from over the Great Sea are common, and the sun rarely shines. During the Cataclysm, the southwestern part of the peninsula, which included the town of Duskhaven, was destroyed by an earthquake sinking the land into the sea.
Maps and subregions
Map of the Ruins of Gilneas.
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Adjacent regions
Zone Name | Faction | Level Range | Direction | Access |
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Silverpine Forest | 10 — 60 | North | By foot, or by flying methods. | |
Hillsbrad Foothills | 15 — 60 | Northeast | By swimming or flying to Purgation Isle. |
Speculation
This article or section includes speculation, observations or opinions possibly supported by lore or by Blizzard officials. It should not be taken as representing official lore. |
Belysra Starbreeze appears to claim the Druids of the Pack called Tal’doren home in ancient Gilneas. This is false.
- The Pack Form was not used until after the Sundering, which divided the continents. Tal’doren is on the Eastern Kingdoms, while the Druids of the Pack were on Kalimdor.
- The Pack Form was banned 9,300 years ago. Night elves did not appear on the Eastern Kingdoms until 4,500 years ago with Fandral Staghelm.
- The Druids of the Pack were banished against their will to Daral’nir, not Tal’doren, and did not call it «home».
- By the time Ralaar’s and his followers were imprisoned, they were no longer using pack form.
It is unknown why Belysra is lying about ancient Gilnean history.
- Belysra may have been knowingly lying. She was present in Ashenvale when the Druids of the Pack were banished to Daral’nir, so could not have been misinformed. She may be an unreliable narrator, as already shown when comparing the true story in Curse of the Worgen to what she tells the player. By claiming knowledge of Gilneas surpassing even the Gilneans, she asserts dominance and trustworthiness.
- Belysra may have misspoken. She may be referring to Daral’nir as Tal’doren, using ‘home’ instead of ‘prison’, and meaning wolf-man forms instead of ‘form of wolves’. Thus actually meaning «Tal’doren’s spiritual counterpart, Daral’nir, was once a prison to an order of druids who took a form akin to wolves.» which would be true.
- Belysra may be speaking the truth. There may have been an unrelated group of night elf druids using Pack Form in ancient Gilneas, separated from Belysra and the War of the Satyr by the Great Sea. However, Belysra would have no way of knowing, and there are no night elf ruins in Gilneas.