Yold Ruins: Difference between revisions

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The '''Yold Ruins''' are the setting of Chapter 1-4 in ''[[Super Paper Mario]]''.  
The '''Yold Ruins''' are the setting of Chapter 1-4 in ''[[Super Paper Mario]]''. They are the ruins of a fortress found in [[Yold Desert]].


==Chapter 1-4: Monster of the Ruins==
==Chapter 1-4: Monster of the Ruins==
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''What dangers lurked in the shady corridors ahead?''</blockquote>
''What dangers lurked in the shady corridors ahead?''</blockquote>
[[File:SPM-Firebar.png|thumb|left|Fire Bars.]]
[[File:Yold Ruins entrance.PNG|thumb|left|200px|The entrance to Yold Ruins.]]
[[Mario]] reaches the ruins after his trek through the [[Yold Desert]]. [[Tippi]] says that she senses the [[Pure Heart]] close ahead, but also senses something else and warns Mario to be careful. The first room is a small staircase going down, with a door and a [[Squiglet]] at the bottom. The next room is a hallway, filled with quicksand pits and [[Buzzy Beetle]]s some of which are crawling on the ceiling. There is a platform with a [[Firebar]] and a [[? Block]] containing a [[Mushroom]]. Above this platform are two Hard Blocks, which Mario can use to get to two hidden areas around the room and collect a [[Life Shroom]]. The following room has many Firebars and a locked door between two small Firebars. To the far left of the room is a door in midair. [[Flip]]ping reveals two yellow blocks underneath it. When Mario hits them, they flip to 2D, allowing him to enter the door. It leads to a small room with two [[Spiky Tromp]]s and a ladder leading to platform and the [[Ruins Key|key]] to the locked door. Beyond that door is a room with a large pit of quicksand. Above it is a platform of blocks, traversed by a Squiglet. Above that platform is a group of blocks in a square shape. Continuing on past here, Mario will find two Spiky Tromps, a [[Squig]] and two doors, one of which is locked. The room behind the unlocked door has a switch on the ceiling and pipe dropping Squiglets. Mario must throw the Squiglets at the switch with [[Thoreau]]. Upon leaving the room, he will find that the blocks mentioned before have rearranged, opening up to reveal a key that can be collected with Thoreau.
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{{multiple image
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|caption2=A big red switch to dump a bunch of Spiky Tromps into a pit.
|caption2=A big red switch to dump a bunch of Spiky Tromps into a pit.
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}}
[[Mario]] reaches the ruins after his trek through the [[Yold Desert]]. They serve as the dungeon for Chapter 1, and house numerous puzzles that can only be solved by [[Flip]]ping. The player must also use [[Thoreau]] on a select few occasions to grab out-of-reach objects and activate [[switches]]. At the ruins' end, [[Mario]] encounters [[Fracktail]], the robotic guardian of the complex, who initially agrees to let him pass - however, he malfunctions due to [[Dimentio]]'s interference, and the hero is forced to battle and ultimately destroy him.
The next room is small, with a door in midair. Tippi's ability reveals a platform underneath it. The next room has some Firebars and Buzzy Beetles, as well as another locked door. A key can be found surrounded by blocks, but if Mario flips, he finds that the key is actually behind the cage of blocks up a tiny staircase. He can flip in this room to find a hidden path to a small room with a Buzzy Beetle [[Catch Card]]. In the next room, Mario starts at the bottom of a large pit. There is a floating door at the top of the pit. There is a trampoline to the left that Mario can use to spring to an alcove at the top of the pit. Flipping reveals a ladder to another area. Mario will find a small blue switch. When hit, the blue switch reveals a large red switch, while also causing many Spiky Tromps to pour out of the wall. Mario must press the big switch to open up the floor, dropping the Spiny Tromps into the pit and crushing them. Mario can then walk on the crushed Tromps and enter the door. The next room has four red switches. Flipping reveals numbers 1-4 on the sides of them. Hitting the blocks in order causes a staircase to appear. At the top is a pipe, a [[Save Block]], and a ? Block containing a [[Super Shroom]].
 
{{multiple image
Following the dragon's defeat, the player is granted access to the chamber of [[Merlumina]], who explains to [[Mario]], in a very long and drawn out story, the direness of the situation at hand before granting him the second [[Pure Heart]].
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|image1=FracktailPreBattle.png
|caption1=Fracktail appears
|image2=FracktailMalfunction.PNG
|caption2=Dimentio short-circuits Fracktail
}}
The pipe leads up to the desert. A large robot guardian called [[Fracktail]] rises up from the sand and scans Mario, identifying him as the hero of the prophecy. He is about to let Mario pass, but [[Dimentio]] appears and shoots Fracktail's antenna, causing him to go haywire. Mario is forced to fight Fracktail. By attacking his antenna, Mario destroys the robot. A door appears, leading into one last room. There, Mario finds [[Merlumina]], the ghost of one of the [[Tribe of Ancients|Ancients]]. She tells Mario a story that starts out as the origin of the Pure Hearts, but soon turns into a rambling tale about Merlumina's life as a young adult, during which Mario falls asleep. After the story, Merlumina entrusts Mario with the second Pure Heart.
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'''Storyline text'''
'''Storyline text'''
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''The weight of every world's fate once again rested on Mario's shoulders...''</blockquote>
''The weight of every world's fate once again rested on Mario's shoulders...''</blockquote>
Like the [[Yold Desert|desert]] before them, the ruins are riddled with numerous quicksand pits, as well as [[Firebar]]s and [[Spiky Tromp]]s.
   
   
===Enemies===
===Enemies===

Revision as of 13:06, October 11, 2016

Template:Level The Yold Ruins are the setting of Chapter 1-4 in Super Paper Mario. They are the ruins of a fortress found in Yold Desert.

Chapter 1-4: Monster of the Ruins

Storyline text

Somehow, Mario had found the strength to cross the desert's sweltering dunes.

Ahead was a sprawling complex of ruins rising out of the sand.

Thankful for the shade, Mario and Tippi ventured deeper inside.

They were the very ruins Old Man Watchitt had warned them about.

What dangers lurked in the shady corridors ahead?

The entrance to Yold Ruins, prior to being opened.
The entrance to Yold Ruins.

Mario reaches the ruins after his trek through the Yold Desert. Tippi says that she senses the Pure Heart close ahead, but also senses something else and warns Mario to be careful. The first room is a small staircase going down, with a door and a Squiglet at the bottom. The next room is a hallway, filled with quicksand pits and Buzzy Beetles some of which are crawling on the ceiling. There is a platform with a Firebar and a ? Block containing a Mushroom. Above this platform are two Hard Blocks, which Mario can use to get to two hidden areas around the room and collect a Life Shroom. The following room has many Firebars and a locked door between two small Firebars. To the far left of the room is a door in midair. Flipping reveals two yellow blocks underneath it. When Mario hits them, they flip to 2D, allowing him to enter the door. It leads to a small room with two Spiky Tromps and a ladder leading to platform and the key to the locked door. Beyond that door is a room with a large pit of quicksand. Above it is a platform of blocks, traversed by a Squiglet. Above that platform is a group of blocks in a square shape. Continuing on past here, Mario will find two Spiky Tromps, a Squig and two doors, one of which is locked. The room behind the unlocked door has a switch on the ceiling and pipe dropping Squiglets. Mario must throw the Squiglets at the switch with Thoreau. Upon leaving the room, he will find that the blocks mentioned before have rearranged, opening up to reveal a key that can be collected with Thoreau.

Blue ! Switch
This blue switch reveals a big red switch.
SPM Yold Ruins Big Red Switch.png
A big red switch to dump a bunch of Spiky Tromps into a pit.

The next room is small, with a door in midair. Tippi's ability reveals a platform underneath it. The next room has some Firebars and Buzzy Beetles, as well as another locked door. A key can be found surrounded by blocks, but if Mario flips, he finds that the key is actually behind the cage of blocks up a tiny staircase. He can flip in this room to find a hidden path to a small room with a Buzzy Beetle Catch Card. In the next room, Mario starts at the bottom of a large pit. There is a floating door at the top of the pit. There is a trampoline to the left that Mario can use to spring to an alcove at the top of the pit. Flipping reveals a ladder to another area. Mario will find a small blue switch. When hit, the blue switch reveals a large red switch, while also causing many Spiky Tromps to pour out of the wall. Mario must press the big switch to open up the floor, dropping the Spiny Tromps into the pit and crushing them. Mario can then walk on the crushed Tromps and enter the door. The next room has four red switches. Flipping reveals numbers 1-4 on the sides of them. Hitting the blocks in order causes a staircase to appear. At the top is a pipe, a Save Block, and a ? Block containing a Super Shroom.

FracktailPreBattle.png
Fracktail appears
Dimentio short-circuits Fracktail

The pipe leads up to the desert. A large robot guardian called Fracktail rises up from the sand and scans Mario, identifying him as the hero of the prophecy. He is about to let Mario pass, but Dimentio appears and shoots Fracktail's antenna, causing him to go haywire. Mario is forced to fight Fracktail. By attacking his antenna, Mario destroys the robot. A door appears, leading into one last room. There, Mario finds Merlumina, the ghost of one of the Ancients. She tells Mario a story that starts out as the origin of the Pure Hearts, but soon turns into a rambling tale about Merlumina's life as a young adult, during which Mario falls asleep. After the story, Merlumina entrusts Mario with the second Pure Heart.

Storyline text

Before disappearing, Merlumina had entrusted Mario to save every world.

She had waited 1,500 years to deliver the message to the legendary hero.

With the second Pure Heart at hand, Mario was in great spirits.

But six Pure Hearts still remained to be found, and the journey had just begun.

With a flutter, Tippi said, "I think we'd better return to Flipside..."

The weight of every world's fate once again rested on Mario's shoulders...

Enemies

Names in other languages

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Trivia

  • Its name comes from the archaic phrase "ye old".

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