Title: Mind Walkers
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{{Quote|'''Ldan wdvkna oroch. Cqn orwju ldan.'''|Mind_Walkers' About Section}}
'''Mind Walkers''' are the main antagonist of [[Mental Assistance Department (Group)|Mental Assistance Department]], a hive mind of what the player will see as giant metallic looking spiders with abilities that allow them to take advantage of the minds of their prey.
==Biography==
Mind Walkers are an incredibly old hive minded species, having lived on Earth for tens of thousands of years, as written in the some of the Atlantean notes in [[Castaway]] and implied by the Mind Walkers being on Earth and manipulating [[Immortius]] back when the Nephilim were still alive. It's heavily implied Mind Walkers are an alien species that have conquered many different planets. Mind Walkers are completely focused on spreading and increasing their numbers anywhere they can go, and they are able to increase their numbers at the expense of others, as Mind Walkers must consume the memories within the minds of their victims in order to produce offspring. The most recent and effective target of Mind Walker influence has been Humanity.
One of the Mind Walkers’ abilities is to extract the happy memories from a victim into a liquid form and contain it outside of a victim’s body, dubbed "Cure #49" or "Liquid Happiness". It is seen through A L L that the spawn of the Mind Walkers feast on these liquified memories to grow, although Mind Walkers are also able to influence and extract other memories of their victims, allowing them to gather information extremely quickly. The other ability which the Mind Walkers possess is to take complete control of a victim by injecting the victim's body and inserting a mind walker inside where it acts as a parasite, pretending to act like the victim in order to lure in targets. "Cure #50", which the player hears about in [[Jalcrl Nwm]], is the complete assimilation of the Human race under Mind Walker control.
There has also been at least one experiment that the Mind Walkers had conducted which resulted in their victim becoming immortal, but at the cost of being braindead. The victim is [[Krilessh]], a sailor who, at this point, is thousands of years old, captured by the Mind Walkers at their ocean base in Castaway after crashing into the probe, where he was experimented on.
Lastly, the Mind Walkers are known to be extremely intelligent creatures, as they have crafted motherships and probes used to transport their kind wherever they need to go to locate food, used information gained through their consumption of memories to further improve their mental capacity, and through their intense intellect, discover the weaknesses and strengths of their victims quickly. It is known that Mind Walkers do not even need a host to lure in more victims, as they are already extremely good at manipulating victims through making false promises to them and pouncing when they are weak. They did this to Immortius, promised him wealth, power, whatever he desired, as long as he killed off the rest of his entire species, which he did. Immortius slaughtered everyone, and after the grief and pain of killing his father, the Mind Walkers imprisoned him, using him to take care of a species they would have found problematic.
== History==
[[Jalcrl Nwm]] was published by Mind_Walkers on July 23rd, 2018, a day after Mind_Walkers had joined Roblox. The game itself was much simpler compared to its 2020 remaster, as it contained no boss fights or dialogue, and puzzles were simpler as the answers to them were the same each game. The 2020 remaster of Jalcrl introduced shifting puzzles between players and games, having the answers to said puzzles being randomized to prevent players from simply finding a guide and ending their journey prematurely. Alongside this, the game has additional dialogue between most of the characters still alive at this point, such as [[true_faces]], Immortius, and [[Cecil Montgomery]]. A boss fight was also included with this version of the game, and although the bad ending of the game is relatively the same, the true ending and good ending have been improved to provide the player full closure on what will happen to those that remain alive after the battle.
==Appearance==
Mind_Walkers’ Roblox avatar is wearing a [https://www.roblox.com/catalog/5410448446/Corrupt-Void-Head Corrupt Void Head], which is a distorted black head with streaks of red surrounding it, [https://www.roblox.com/catalog/697784157/Enormous-Spider-Legs Enormous Spider Legs] on its back, which, put simply, are 8 large black spider legs with white tips protruding from the back of the creature, and it is wearing a [https://www.roblox.com/catalog/2459789704/torn-suit black torn suit] and [https://www.roblox.com/catalog/5287406440/torn-torn-torn-torn-torn-torn-torn-torn-torn-torn torn suit pants].
The average Mind Walker found within M.A.D will have four large metallic legs protruding from its base, with one of the legs being rusted, the base/head of the Mind Walker itself is somewhat rounded, and has a rusted orange metal look to it, with three red eyes on each side of the head, totaling to twelve red eyes, and lastly, the metal needle protruding out the ‘mouth’ of the creature, used to consume the memories of their prey by penetrating their skin with it and sucking out what they have access to. The head of the creature also contains a few metal funnels used to excrete anything they deem unnecessary to consume, such as blood, and in some cases when feeding their young or otherwise, Cure #49.
==Personality and Traits==
As a hive mind, the Mind Walkers are hell-bent on doing whatever it takes to expand their numbers, which as a result makes them many things. It makes them great manipulators, something absolutely necessary to lure in more targets. It also makes them extremely hostile and cold blooded when necessary, as if their victims were to be prepared for their attacks, it may make their goal much harder to reach, so any who have the potential to make people aware of them become targets immediately, and if they can, they will silence them immediately as well. Atop all of this, the Mind Walkers are extremely intelligent and perceptive of everything. As a result of being a hivemind, if one Mind Walker was to perish, they would be able to share the information regarding their destruction to the rest of the hivemind, allowing the Mind Walkers to prepare to face whatever it is they had faced. Even before consuming and extracting memories and information from their targets, Mind Walkers were incredibly advanced in terms of intelligence and how they used their massive intellect, creating probes and motherships for transportation and research, alongside experimenting with their abilities regarding the minds of their victims. The Mind Walker's ability to probe information from the minds of their victims allows them to expand their intellect infinitely, as long as they have victims to pursue.
===Abilities===
The Mind Walkers have various abilities, but their most important abilities regard their influence over minds, whether they are the minds of Humans, or otherwise. The Mind Walkers are able to probe most victims minds and suck out their happiest memories, such memories being classified under the blanket title ‘Cure #49, Liquid Happiness.’ They can then choose to excrete this liquid out of their bodies, to feed their young and allow them to grow further, or are used in other experiments, such as those experiments they had with [[true_faces]] consuming Cure #49. Through some of their experiments, they managed to make the sailor [[Krilessh]] immortal, but braindead. Alongside this, as the player will learn in A L L, the Mind Walkers were able to seed one of their young into Doctor Ipiprix, allowing it to take full control of his body and mind, and having the now parasite-possessed [[Ipiprix]] lure in more victims, but not for the sake of finding Immortality, but rather for expanding the Mind Walkers numbers.
Another ability that the Mind Walkers seem to possess is extreme growth, to the point where it seems like Mind Walkers could theoretically continue growing forever with the right sustenance (memories). The player will encounter Mind Walkers of varying sizes throughout their journey, the babies in A L L, the more general Mind Walkers which attack the player in hordes in Jalcrl Nwm, the somewhat larger stationary Mind Walkers hidden within the maze in the Mortality Advancement Division, and the giant sized Mind Walkers, one being found in the [[Source|SOURCE]], after it decapitated [[Enrique Graves]], and another at the very end of the Normal/True endings of Jalcrl Nwm, with this one possessing a shield around its core and armed with many weapons to use against the player, such as sniper bullets, large blasts of energy, bombs, and using its innate size to crush the player. Although, it is possible that this giant Mind Walker was simply a weapon created by the Mind Walkers to be used by the parasite-infested Ipiprix.
==Game==
===[https://www.roblox.com/games/2116594171/Jalcrl-Nwm Jalcrl Nwm]===
''Main article: [[Jalcrl Nwm]]''
Jacrl Nwm is the final game in the main series since it is the showdown between the Mind Walkers and most of the living characters seen throughout the Mental Assistance Department. It features many difficult puzzles which then lead to the Mind Walkers' main headquarters. Here, MindWalker Prime will be confronted by the player.
==Groups==
===[[Mental Assistance Department (Group)|Mental Assistance Department]]===
Mind_Walkers is labelled as one of the ‘Cures’ at the Mental Assistance Department, with the ‘Cures’ representing the Department’s attempts at searching for a way for humanity to become Immortal.
==Relationships==
===[[Immortius]]===
One of the most important targets of the Mind Walkers. Immortius is now the last Nephilim, but that was not the case before the Mind Walkers were involved. Shortly after learning of the existence of the Nephilim, the Mind Walkers discovered their conditional immortality, as they could not be killed by anyone but themselves. A great threat to the Mind Walker's conquest, they set off to find a way to destroy them from the inside. Setting their probe up near where Immortius’ tribe was, they communed to Immortius, promising him all he desired in exchange for him murdering the rest of the members of his tribe, which he obliged to. With all of the other Nephilim defeated, when he returned to the Mind Walkers probe, the ‘Tower of Liars.’ Having had time to prepare for this moment, the Mind Walkers had Immortius chained up on his arrival, and left him to rot for an extremely long time, which Immortius referred to as ‘eons’ in Castaway. Immortius would later meet up with the player and assist them in exacting him and Cecil’s revenge against the Mind Walkers in Jalcrl Nwm, where he would slay countless numbers of them before falling to rest and giving the player one of his teeth to use against the creatures.
===[[Krilessh]] ===
Although it is hard to pinpoint Krilessh’s past and why he went to out to sea and met a cruel fate at the needle end of a Mind Walker, but by reading through the logs the Mind Walkers left behind on their miniature probes in Castaway, the player will learn that ‘Krilessh’ is not really Krilessh’s name, and that it was the name of a sailor who also had crashed into Mind Walker territory near Castaway. After being experimented on by the Mind Walkers, he insisted that they refer to him as Krilessh. It is possible that the Krilessh now was either the son of the original sailor Krilessh, or related in some way, and had come to the open ocean at Castaway to try and search for him. After Krilessh realized that he was being watched by one of the Mind Walker's probes, they had him kidnapped and experimented on. This experimentation made Krilessh immortal, but brain dead as well. Krilessh was then used as the Mind Walkers’ first contact for any humans that crossed through the area at sea, notably making contact with Head Doctor Ipiprix, which led nowhere, except for leading the Mind Walkers closer to cornering the Doctor. Shortly after Krilessh was experimented on, he had met and got close relationship wise with a lobster that goes by the name Shelly. According to Krilessh, Shelly was the one that led him to Jalcrl Nwm to assist the player and the crew in stopping the Mind Walkers.
===[[Ipiprix]]===
The Mind Walkers had first taken an interest in Doctor Ipiprix after he visited Krilessh at Castaway, they had started to learn of Doctor Ipiprix’s underground organization that worked toward finding immortality for mankind, and they wanted to use this information as effectively towards spreading their numbers as possible. They had moved to the Mountains of Madness and waited for Doctor Ipiprix to find them. Hoping that they would have some secrets to immortality that have long eluded him through many failed Cure attempts, Ipiprix headed towards these mountains, but when he got into the SOURCE at the Mountains of Madness, the Mind Walkers had him cornered and pinned down. Rather than simply take his memories, the Mind Walkers had seeded Ipiprix with one of their children, to take control of his body and return to the Mental Assistance Department. From this point, the now Mind Walker-infested Ipiprix would introduce the other doctors to the Mind Walkers, and actively encouraged them to experiment using them. Dozens of humans lost their memories to the Mind Walkers in this process, and ended up empty shells with no life left to live. The bodies of the deceased were thrown deep underground into a pit called ‘Blasted Heath.’
While at M.A.D, the Mind Walker infested Ipiprix would execute Bart Montgomery in cold blood after he refused to experiment further with Cure #49 and the Mind Walkers, hiding him in a safe in Ipiprix’s office and making out a cover story of Bart ‘Going on vacation to Australia.’ Ipiprix would later move on to Jalcrl Nwm after discovering Cecil Montgomery had stolen and consumed some of Cure #43. The player will meet with this infested form of Ipiprix and will be faced with two different outcomes. With the choice of following Ipiprix to his plan, the player will see Earth dominated under Mind Walker influence, but they could alternatively choose to combat him in Jalcrl Nwm with Cecil. As he exclaims the greatness that awaits in a world where everyone can keep their happiest memories alive forever in A L L, he realizes he cannot grip at the players sense of any other side of reason, so after revealing the beast inside of Ipiprix, it would weaponize itself, showing a form of a giant Mind Walker, and throwing all of its might against the player, which ends in its demise. And once the giant Mind Walker was defeated, the entire facility they were holed up in, inside of Jalcrl Nwm began to detonate. The Mind Walkers had met their end, and Ipiprix and all who were hurt by them could finally be at rest.
=== [[Bart_Montgomery]]===
Bart Montgomery would come into contact with the Mind Walkers unknowingly at first, as the day Ipiprix returned to the Department from the Mountains of Madness, was the day that the Mind Walkers had infiltrated the Mental Assistance Department. He would later begin working with these same Mind Walkers on an experiment with the character true_faces, using Cure #49 extracted from another to drug True, which Bart assumed was to ease his depression after losing his wife, but in reality it was simply just the Mind Walkers testing the limits of their abilities. He also had True drained of his happy memories, which resulted in True forgetting his wife completely, but knowing that they were together at some point as they had taken many photos together that were hung up in his home. As Bart watched True suffer through the pain he went through, he could not continue this experiment any longer. He made a statement of how Cure #49 was not a success and should be discontinued, which led to the infested Ipiprix putting a bullet into him to ensure that the Mind Walkers true intentions could carry on further.
===[[true_faces]]===
After being told about the Mental Assistance Department by his good friend Enrique_Graves, True had arrived to seek help for his depression after the loss of his wife. He communicated face to face with the Mind Walker infested Ipiprix, and agreed to some experiments which may help him with his pain. He began by drinking the Cure #49 of another, which resulted in him being extremely happy one day, but still experiencing loss underneath that, and completely crashed the next day, feeling paranoid and guilty for his wife’s death, and this guilt hit its peak when the Mind Walkers drained True of his own happiest memories, leading to him feeling extreme guilt for someone he can barely remember. He accepted the Mind Walkers taking out his memories of his wife, as it would mean his happiness with her could last eternity, just not in his body.
After they had finished their experiments with True, the Mind Walkers couldn’t just let him get away, they trapped him in the maze underneath the Mental Assistance Department and used him to produce large quantities of Cure #49 artificially. True would later be saved by Cecil Montgomery and introduced to the rest of the Mind Walker Resistance Team at Castaway, (Immortius and the player) and would be enlisted alongside them to fight against the Mind Walkers, which he did in Jalcrl Nwm up until he was jabbed by one of the smaller Mind Walkers. After moving into a replica of his house to take refuge and treat himself, he was buried in snow, to later be found by the player and give them a shotgun he named after his wife whom he finally remembered, Esmeralda, just before succumbing to his wounds.
===[[Cecil_Montgomery]]===
After his father’s ‘disappearance’ at the Mental Assistance Department, Cecil had gone to the department to discover the truth, finding his dead father Bart, he had to travel deeper into the department to try and escape the Mind Walkers who would fear that Cecil would foil their plans. Luckily, Cecil stumbled upon a cure his father created for the department, Cure #43, the Stoneman Potion, and consumed it, allowing his skin to become hard as rock, impenetrable to the Mind Walkers, and escape through the stone walls of the facility. Cecil would work toward scaring the Mind Walkers from picking off more victims and cornering them at a base in the Arctic, and along with a team consisting of the no longer blind Immortius, true_faces and the player, will work to defeat the Mind Walkers.
The Mind Walkers themselves also tried preparing to deal with Cecil, by creating a potion to reverse the effects of the Stoneman Potion, they would be able to sink their needles into his mind and deal with him that way, without having to kill him, however, regardless of which route the player takes in Jalcrl Nwm, the player will never see the Mind Walkers enacting this plan on Cecil, and Cecil will either die in the good ending from the brain decay that Cure #43 naturally deals, or live after consuming the potion that the Mind Walkers intended to use to capture him, reversing the effects of the Stoneman Potion keeps the stones from forming around his brain and causing brain death. Following the war with the Mind Walkers, Cecil would stay at the department and work towards making sure that nobody ever learns of the Mind Walkers again, or the experiments they worked on at the establishment.
===[[Enrique_Graves]] ===
Just like Bart, Graves first encountered the Mind Walkers when Ipiprix returned to the Mental Assistance Department from the Mountains of Madness. He would start realizing over time that Ipiprix has changed since his visit to the Mountains, so he left behind various notes the player can find, and in his office the player can see that he created a theory board questioning what happened to the Head Doctor. And after Bart was murdered by Ipiprix, at last, Graves had left the Department behind, taking Ipiprix’s car to the Mountains of Madness to try and discover the Source of what changed him, at the S O U R C E. Graves dug way too deep there and met his end at the needle end of a gigantic Mind Walker- Decapitated.
=== [[Corlonisk]]===
Although their ties are not nearly as strong as with the other relationships the Mind Walkers carry, Corlonisk has had a big impact on the Mind Walkers. They constantly claim that ‘The Wandering Idiot’ granted them great powers that allow them to spread their influence wherever they go.
==Theories==
*'''The Mind Walker that sends the player to A L L implants false memories into the player, making them dream up the rest of their journey.'''
**There is no good reasoning as to why a Mind Walker would simply allow a human to access vital information regarding their own kind and how they infiltrated the Mental Assistance Department. Combining the memories of many who have came before, they implanted those memories into the player after they exited A L L, and thus the player lived out a fantasy of them going to free Immortius by returning his eye, meeting with Cecil and True at [[Castaway]], and either joining or ending the Mind Walkers at Jalcrl Nwm.
==Trivia==
*In Jalcrl Nwm, when fighting the hordes of Mind Walkers inside of the statue, above each spawn point for the Mind Walkers are imagery of the Sanctuary crystal, further tying together the thin connection the Mind Walkers have with Corlonisk.
*Before Jalcrl Nwm’s original release, there were some video teasers posted to the [https://www.youtube.com/channel/UCGe2MhYJ9YScnY2HnUe5E-g/videos Official M.A.D Youtube Channel], one titled ‘[https://www.youtube.com/watch?v=c6cZ-DajXZ8 No more games],’ which includes a Mind Walker piercing its needle into the player in a first person perspective, and another titled ‘[https://www.youtube.com/watch?v=UZ-0CRidtak NO HOPE],’ teasing at the Mind Walkers true plan to deal with the Resistance.
*Mind Walkers are hidden, or in plain sight in every single M.A.D game. If the player takes a close look at their surroundings at all times, they can find them!
==Gallery==
File:MAD15.png|The Mind Walkers after conquering the Earth in the Bad Ending of Jalcrl Nwm.
File:MindWalkersGallery1.png|A document written by the Mind Walkers describing their plan with using a potion to reverse the Stoneman effects on Cecil Montgomery.
File:MindWalkersGallery2.png|The spirit of Ipiprix, having some of its memories feasted on by young Mind Walkers.
File:REJECTIONGallery4.png|A Mind Walker needle shooting out of the sky after the 7 paintings are found in REJECTION.
File:MAD12.png|Bart Montgomery, True_Faces, and Enrique Graves seen in a memory in A L L, having their Cure #49 drunk by young Mind Walkers.
File:MindWalkersGallery3.png|An image of the giant Mind Walker seen at the end of Jalcrl Nwm’s Good/True ending, Mind Walker Prime.
File:MADGGallery1.png|A Mind Walker hidden within the mountains near the Mental Assistance Department.
File:MAD11.png|A memory of Ipiprix being infested by a Mind Walker at the Mountains of Madness. Found in A L L.
File:MindWalkersGallery4.png|Mind Walker infested Ipiprix, pointing for the player to ‘Begin Curing,’ Jalcrl Nwm’s Bad Ending.
File:MADGGallery5.png|A Mind Walker found within the maze underneath the Mental Assistance Department. This one is extracting True’s Cure #49 at a constant rate, draining it and sending it to a large container in the room next door via some tubes. It expels the waste, blood, through the funnels on its head.
File:EnriqueGallery16.png|Graves at the S O U R C E, decapitated by a giant Mind Walker’s needle, which hangs over him, dripping his blood down into the abyss below.
File:MindWalkersGallery5.png|Medium sized Mind Walkers seen around Jalcrl Nwm, chasing down and damaging the player.
File:CastawayThumbnail.png|The probe the player can see at the center of Castaway, created and used by the Mind Walkers for research and experiments, as well as to keep track of all living organisms that travel through their ocean territory. The Atlantean reads ‘Castaway.’
File:MindWalkersGallery6.png|A log written by the Mind Walkers within Castaway detailing a skeleton acquired 4000 years ago from one of the Nephilim, as well as how they had supposedly successfully had them exterminated.
File:MindWalkersGallery7.png|The second log written by the Mind Walkers, detailing how a ship had crashed into the probe and how it contained one human within it, supposedly the first encounter Mind Walkers have had with humans. After experimenting with the human, Krilessh based on the nameplate of the ship, they determined that they should seek out more life like him, as he proved highly susceptible to Mind Walker influence.
File:MindWalkersGallery8.png|The third log written by the Mind Walkers, detailing their discovery of a temple that carbon dates to being impossibly old. Through some further investigation, the player can discover that this temple was most likely created for worshipping Corlonisk. The Mind Walkers found some valueless artifact within the temple which they kept.
==References==
[https://www.roblox.com/users/687527845/profile/ Mind_Walkers' Roblox Profile]
[https://www.youtube.com/channel/UCGe2MhYJ9YScnY2HnUe5E-g/videos The Official M.A.D YouTube Channel]
[https://www.youtube.com/watch?v=6j0WRY2pxWA&list=PLihr51Q01qlcCLwIvPAb07SFSHZdIAA8B&index=9 Jalcrl Nwm Before Remaster (Rover Myths)]
[https://docs.google.com/document/d/1EUDOmBzXNX_H7tsstushZb14hwNwl6SywjdMrdiqNPw/edit?usp=sharing RMH Investigation Report: Mind_Walkers]
==Further Reading==
[[Jalcrl Nwm]]
[[Mental Assistance Department (Group)]]
[[Category:Myths]]
[[Category:Inactive Myths]]
[[Category:Roblox's Myths Related]]
[[Category:MAD Related]]
[[Category:Popular Myths]]
[[Category:Glory Era Myths]]