Once the camera has given you a quick overview of the room you’re about to not spend much time at all in, the focus shifts to Fiora, who has stopped just inside the large door at the edge of the Ruins. Stunned a bit by what she’s seeing, the knife-wielder asks what these ruins are.
Shulk, being something of a scientist, answers the question with a question, not an answer- inquiring if Fiona has been here before, which she admits she has not. The craftsman mentions that the area is frequently used by the Defence Force for training purposes, in addition to his use of the place as a source of interesting scrap and research materials. Reyn, probably unnecessarily, backs up Shulk’s statement, pointing out that many of the monsters in the area wear Mechon parts for armor, which makes the Ruins rather unpopular. The obvious question is asked by Fiona- was this ruin built by Mechon?
Shulk does his best to preclude thoughts of the possibility, pointing out the path to get in and the shape of the ruins. He also suggests that the Mag Mell Ruins may be the remains of a single vehicle, which puts both Fiora and Reyn in awe- Reyn suggesting that the Ruins bear some similarity to the Defence Force troop transports- but mostly goes unheard, Fiona too busy gawking and Shulk wonders about who would have made such a thing (and who would have crashed it so badly as to literally make it part of the cliff it’s within. The Ether Cylinders are ahead, though, and time waits for no man (except in a game like this, where in-game time passes quickly but doesn’t acctually affect most things).
The ruins are home to a number of sight-triggered aggressive monsters, but their levels are low enough that if you were able to beat Mining Patrichev, they will not pose any noticeable threat.... well, most of them. The dissenter is Wallslide Gwynry, who lurks just behind a door and will grant you a very unpleasant surprise if you aren’t careful. If you are of a level to deal with Gwynry, you aren’t going to have any trouble from these- in fact, most of the sight-aggro monsters in the area will be low enough in power compared to you that they will effectively become passive monsters, compeletely safe to wander past at any but the closest of ranges.
The ruins themselves are barely longer than the cave that they are attached to, and are generally easy to navigate. There is one door in the ruins that appears determined to stay locked, but otherwise you are free to.... follow the course of the ruins to the upper entrance.