"Ldan wdvkna oroch. Cqn orwju ldan." ― Description of Jalcrl Nwm
Ja'crl Nwm (also known as Artic End) is a game created by Mind_Walkers. After completing all of the previous trials in the Mental Assistance Department, the player arrives at Jalcrl Nwm to take on the creatures that are threatening the world, the Mind Walkers. Players will have to solve multiple difficult puzzles in order to progress further and combat the great threat once they are through it all. With the aid of Immortius, True_Faces, Krilessh, and C, the player will either succeed in destroying the threat, or join forces with the Mind Walkers and go against all they have worked towards thus far.
Overview[]
After searching the tainted old department and understanding the events that happened there, trudging through the desert and returning the Last Nephilim’s eye, and making it to and searching the ocean to find a new ally, players arrive at the Arctic End, a base the Mind Walkers will use to push out hundreds of their numbers and assimilate Earth under their control, unless if they can be stopped. Players will have to get past security systems set up to keep intruders out and eventually beat down hordes of the creatures to progress. Some allies will suffer and some may fall, but they must be stopped, before it is too late. Based on how well players search Jalcrl Nwm, they may be able to keep some of their comrades alive after the final battle, or, take a 180 degree approach and figure their conquest pointless, and join the ranks of the enemy.
Walkthrough[]
[Note: this game can only be accessed if the player has completed all games found in Mental Assistance Department, In Ruina Eius de Nephilim, and Castaway.]
Jalcrl Nwm[]
Pressing the “F” key in this game turns on the player’s flashlight. Players also spawn with a rusty pipe, with its tooltip being “Barbaric, but it works well enough for personal defense.”
The player spawns on a white pier, a boat with a “C” painted on it sitting to the left when facing the door with three red lights. When jumping off the pier in the opposite direction of the door, the player can dive underwater and continue straight to find a rocky path to the left. Using this and the blue wall at the back to climb up, the player will end up at the side of the rock wall and should continue along this path. This path will eventually lead into a staircase of rocks protected by a wall that leads to an opening with an object that looks similar to the Mind Walker probes in Castaway, with many red lights on it. The player must click this object and continue downwards until they reach the boat. The door with three red lights will now be opened.
The next area consists of an icy blue path that branches out to different Mind Walker Probes. There is a specific order these lights must be touched in order to open up the door ahead. There are six indicator lights above the door that light up each time the correct button is pressed. The order in which the player must click each probe is randomized for each player and each instance, when the player clicks the correct probe, it will make a light bounce sound, but if they press the wrong probe, they will hear a metal screeching sound. Pressing an incorrect button will force the player to re-enter each of the correct buttons they previously pressed. Once all six buttons are pressed in the correct order, the path forward will open up.
The next area is a small icy cavern containing a mind walker needle poked into the ground and a broken mind walker with Cure #49 dripping from it. Once the player enters the area, a Mind Walker will begin chasing down the player, spawning on the left side of the room relative to where the player enters. The player must head toward the left side of the room to access a red button that sits on a wall near where the Mind Walker spawned. Pressing the button will open the exit door to the right of the player when they face the button. By this door, there are many people trapped inside what seems to be bloody ice walls.
The next area is an icy hallway opening up to a wide snow-covered world, with seven huts dotted around the map, a large replica of a radio on the left side of the map which the player will have seen a few times before coming to Jalcrl Nwm, True_Faces’ house near the center, and a large statue on the right side of the area. Continuing straight from the opening, the player should head towards the radio on the left. All directions in this area will pertain to facing the white knob of this structure. The player must take the staircase leading to a red door at the side of the radio to proceed. When inside, the player will find branching pathways created from wooden beams. Using these beams, the player must find and click on three objects: a camera in a top corner, a computer near a top corner opposite to the camera, and Ipiprix’s hat accessible at one of the beams against the wall at the base of the radio (which is extremely hard to see due to the darkness). When all three objects are clicked, a red door will open up at the side of the radio which leads the player back outside, after completing this trial, the player will receive a shovel.
To the right of the radio, True_Faces’ home is in ruins, part of it lodged into the side of a snowy wall. Coming into the house, the player should walk to the back left room and use the shovel on the closet blocked off by snow by simply walking up to the snow pile with the shovel in the player’s inventory, revealing True_Faces trapped beneath it. Going into the closet will result in a cutscene, True saying the following (Anything within square brackets is the player’s response):
“Oh, I didn’t expect anyone else to find me. I told C and Immortius to keep going.”
[Continue]
“One of the little guys bit me, and I can feel myself changing somehow.”
[Continue]
“I guess I was more vulnerable because of… well…”
[Continue]
“If you’re going to keep going, take this with you. I won’t be using it anymore.”
[Take The Shotgun]
“There’s something in the light. No… someone? I… remember now.”
[Get up and fight. Give them no quarter.]
True will give the player a shotgun named after his dead girlfriend whom for a time he forgot, Esmeralda, before finally being able to rest in peace, after a long journey of pain and suffering. Exiting the house and continuing to the left, the player will spot a large stone statue of a winged entity. On the back of this statue is a red light that will transport the player to a fighting arena. Players must kill all the Mind Walkers that spawn in order to open a large red exit door, with fanfare playing signaling that it has appeared, failing to leave quick enough will cause the door to close up and the Mind Walkers to respawn. Simply run around the arena with the Mind Walkers chasing behind and use Esmeralda to decimate the creatures. Upon leaving, the player will have earned a key that opens the run-down sheds across the land, tooltip being “Proof of honor, and unlocked doors.” Each shed contains a dead uniformed person laying on an operating table with a phrase of a poem written in Atlantean, the Atlantean alphabet can be seen on a post sitting near the exit from the icy cave. Putting together all of the phrases, the poem reads:
“He long survives, who lives an hour(1) In the ocean, self-upheld;(2) And so long he, with unspent pow’r,(3) His destiny repell’d;(4) And ever, as the minutes flew,(5) Entreated help, or cried(6) ––Adieu!(7)”.
The layout and order of the phrases corresponds with a map of buttons sitting to the right of True’s house. The player must turn around and use the buttons on that wall as a map of the shed locations, and go inside each shed, and figure out which part of the poem they are reading, when they figure out the corresponding buttons and sheds’ place within the poem, they may go to the wall with the seven buttons on it and enter in the combination, starting with the shed with the first line of the poem, and clicking each until the seventh and final line of the poem. After completing this final step, a door hidden within darkness near the exit from the icy cavern will open; it has some small bony bodies of flesh near it as well. (Directly behind the player if they are standing facing the button map).
When the player enters this doorway, they will be met with a large dark and metallic corridor. To the right they will find a locked door which can only be accessed if the player had pressed seven hidden red buttons found within all of Jalcrl Nwm, inside of this room is a potion which nullifies the effects of the Stoneman Potion, this effect can be seen with the corpse of a male test subject to the left of the room, having shed his stone skin onto the floor before meeting his demise. There are also a few little Easter eggs in the room, an earring in a jar with many jars containing glowing contents inside them and a box of Cornflakes specifically. There is also a document which goes into detail on the Stoneman Nullification Potion, however, it is written wholly in Atlantean, and reads out:
"STONE POTION NULLIFIER
PRELIMINARY TESTING REVEALS THAT THE STONEMAN POTION CONSUMED BY ONE CECIL MONTGOMERY HAS RENDERED HIM IMPERVIOUS TO MIND WALKER INFLUENCE. IT IS CONCLUDED THAT THE BEST COURSE OF ACTION IS TO UNDO THE STOLEN POTION EFFECTS. ANY ATTEMPT TO KILL THIS CECIL MONTGOMERY WOULD RESULT IN FAILURE AS IT IS IMPOSSIBLE TO BREAK THE SKIN. COMBINING THE KNOWLEDGE OF VARIOUS SUBJECTS FROM MAD HAS ALLOWED US TO CREATE A POTION THAT WILL REVERSE THE EFFECTS OF THE ORIGINAL POTION AND RETURN HIM TO A MORE MANAGEABLE STATE ALLOWING US ACCESS TO HIS MIND. THIS IS PREFERABLE TO HIS DEATH WHICH WOULD RESULT IN THE LOSS OF CRUCIAL INFORMATION."
Simply walk up to the table and make contact with the vial of violet color to receive the potion. If the player returns to (or is still in) the metallic corridor, they may head straight and take a right turn to meet up with a character they will have never met before, but has been a helping hand in preventing the Mind Walkers and their plots for, the man going under the elusive name, ‘C.’ Pressing up near them will prompt a conversation:
“Oh, so you made it inside too? That’s impressive. If it weren’t for my stone skin I don’t think I would have gotten this far, but it’s definitely taking its toll on me.”
[Ask who they REALLY are.]
“The name’s Cecil. Cecil Montgomery.”
[Acknowledge about the baby in the photo]
“Yes. After I discovered what happened to my father I stole an old failed cure he created and put together a group to destroy these monsters.”
[Question where Immortius is]
“He’s up ahead. He’s going to distract as many as he can and give us a clear path to the center of the complex.”
[Ask what is at the center]
“I’m not sure, but i’ve heard rumblings about something called Cure 50. Stay here, I’ll scout ahead and try to clear a path for you.”
If the player does not have the Potion in their inventory, they will be prompted with the button, "[Let Cecil scout ahead]", but if they do have the potion they will have the prompt, "[Give Cecil the potion first]" instead, to which he responds:
“What is this? Where did you find it?”
[Explain where you found it]
“Hmm… I’ll hold onto this. It might come in handy later.”
[Let Cecil scout ahead]
After the conversation, Cecil will leave the area, and the player must head to the only accessible door at the end of the corridor, a metallic orange door with a single red light above it, which will be behind the player and to the right. Inside of this new extremely dark area, are shreds of Immortius’ giant body and many smashed Mind Walkers which were massacred by the titan. Hugging the right side of the room and moving forward, the player will reach Immortius’ head and moving closer to him will have the player be prompted with dialogue from him:
“Hello traveler. I see… you have made it far…”
[Ask what happened]
“There were… legions of them here… I slew them all but… I can go no further…”
[Question if they are dying]
“No… I simply need rest… I will gift you with… a weapon that can pierce… their armored shells.”
[Take the Nephilim’s tooth]
“Good luck. Slay the liars.”
[Continue on your quest.]
Following this, the player will receive a spear named Bite of The Nephilim. By taking the right wall and progressing further into the area, the player will find a hole that looks kind of like a gear inside of the floor. Jumping into the hole will teleport the player to an area where they will have to make a choice (Jumping into the hole without the Bite of The Nephilim will teleport the player back to the entrance of the area). The player can follow Cecil to the red button and pursue the Good/True ending, or follow Ipiprix to the green button and pursue the Bad ending.
By pressing the green button, the player will be teleported to a dreadful place by the name of (⏺ ⏺ ⏺) and receive a badge of the same title, effectively the Bad Ending to M.A.D. The player will see a still image of the world overtaken by legions of Mind Walkers and what seem to be creations copying the qualities of the Nephilim, but under the control of the Mind Walkers of course.
By pressing the red button, the player will be prompted with “Great danger lies ahead, do you wish to go alone?” Prompting the player to create a party with friends, continue alone, or simply cancel.
The Mastermind[]
Click "Show More" to view information about The Mastermind.
The player will spawn within an arena entrance, and moving forward and entering the center arena will cause a cutscene to play with Ipiprix speaking out:
“I should have known you’d side with that dimwitted child Cecil. He cannot comprehend the glory that awaits in A L L. Your memories will make wonderful nourishment for our young. Lie down and perish, for your world is our birthright.”
Following this, a health bar titled ‘The Mastermind’ will appear, with 2000 health at its base and an additional 2000 health for each player present. The player will now have to combat an enraged Ipiprix. The fight will start with Ipiprix running at the closest player, and Krilessh speaking to the player for the first time:
“Hey down there! Shelly told me that you might be in trouble and need some help. Here, she made some sandwiches to keep up your strength! I’ll toss them down when I can!”
The player will need to stab Ipiprix with the Bite of The Nephilim to do 50 damage per hit, they may also use the rusted pipe as it does 100 damage per hit but has less attack range. Esmerelda is also a viable option but only when playing in a team as it doesn't do damage unless you hit his unarmored back. When the sandwiches are thrown down, the player can pick them up by walking over them to restore around 50% of their health, the sandwiches let out a glowing light so that players may find them easier.
Ipiprix himself will cycle around three actions within the fight: If a player is nearby him, he will dash at the player, dealing concerning amounts of damage which only ramps up as his health decreases. Once Ipiprix dashes at a player 3 times OR 30 seconds has passed, Ipiprix will stop and aim his revolver at the player he was last chasing, firing out six bullets which predict the players movement. This can somewhat consistently be avoided by moving left and right while jumping. After shooting, Ipiprix will begin charging a grab unless there is a player very close by; in which case he will dash towards the player before charging. Once he finishes charging, Ipiprix will dash towards a player, no matter the distance. If someone is caught in the grab, Ipiprix will punch and launch them, dealing around 80% of the players health and one-shotting later in the fight.
When Ipiprix goes below half of his max health, the Mind Walker inside of it will burst out and exclaim: “I WILL END YOU!” At this point in the fight, The Mastermind (or Mind_Walkers) will begin to chase at a faster pace, do more damage per attack, and call for Mind Walkers more frequently. When below 25% health or so, it will reach its limits in terms of speed and power. Getting attacked more than three times at this point will almost certainly kill the player. (When solo, death means restarting the fight from the beginning, but in a team, when one player dies it will take them 30 seconds to respawn, but if all players die and are on respawn timers, the fight will restart.) Defeating The Mastermind will begin the second phase of the fight.
This phase will be cut to black and begin with a cutscene with monologue from the Mind Walkers:
“You wield the tools of Fallen fools, while we wield the power granted us by that wandering idiot! You think you can stop what has been planned for millennia? You are no hero, you are only food. Behold my true form, and DESPAIR!”
At this point, the cutscene will end and the darkness will lift. The player will begin to see the new giant form the Mind Walkers have created, Mind Walker Prime. It will spawn with 2000 health and an additional 2000 health per additional player in the battle. The fight will begin with Krilessh giving the player his input:
“Oh shoot, that thing is HUGE! It looks like it has a shield of some kind as well! However the feet seem open for attacks!”
Initially, players will not be able to do any real damage to the boss as the head of it is protected by a barrier, what the player must do is attack the feet of the large Mind Walker. The feet that are covered with steel plating around them are weak to the Nephilim’s bite and will begin smoking after the player hits them 8 times (they will have to be attacked more if players are in multiplayer, extra hits for each player). There are 3 of those feet, the last foot is a rusted orange foot, which is only weak to the Rusty Pipe, players will have to hit it around 5 times with the pipe solo, more in multiplayer. When all four feet are smoking and it has finished its previous attack, the head of the Mind Walker at the center of the arena will lower with the sounds of hydraulics being an audio indicator that it is no longer immune to damage, the player must use Esmeralda to shoot the head. After a few seconds, the head will retract back to the base of the Mind Walker and it’s barrier will go back up, and it will begin to attack the player again.
The boss has 5 attacks that it can do during the fight:
- The boss can spray a barrage of large red energy shots toward the player, doing a decent quarter chunk of health if players get caught by one of the bullets. This attack will target one player, and to survive it, players simply must weave to the left or right (or through the bullets if they are spread out enough) to avoid touching the large red shots.
- The boss will begin targeting a large red sniper beam at each player, and after a couple of seconds, the beams will deactivate and a shot will be fired at wherever they were last aimed at, doing around half of a player’s health if the attack lands. Players must simply wait for the sniper beams to deactivate, which there are audio cues for (the whooshing noise that plays as the player is targeted will abruptly end), and jump out of the way of the shot. This attack is the least offensive of Mind Walker Prime’s options.
- The boss will drop dozens of large black bombs around the arena, which emit a large black smoke from them. After about 3 seconds, the bombs will detonate, sending nearby players flying while also dealing around a third of their health as damage. The bombs can be rolled around if touched by players, the method of dealing with this attack is to simply stay away from the bombs till they have exploded. Although mainly an inoffensive attack, if caught in the wrong place at the wrong time, it could do the player in really bad.
- The boss will emit a loud and droning cry which will summon anywhere from 3-8+ Mind Walker minions to attack the closest player. More of a distraction than something to really worry about.
- The boss will begin to stomp its legs starting with the rusted leg and the one diagonal to it and alternating to the other legs after a single stomp is completed, the legs will stomp either two, four, or six times. This attack is extremely dangerous, because if the player is standing atop the legs, they will instantly die when the Mind Walker stomps, if they player is to stay to the sides of the feet however, they will be completely out of harm's way, so because of the instant kill nature of this attack, it is worth fearing, but that can be completely negated by simply keeping a good distance between the player and the sides of the feet. This attack can also destroy Mind Walker minions if they end up below the feet.
Dying during this phase (or getting wiped in multiplayer) will cause players to restart from the first phase of the fight, so it's advised to stay alive at all costs. By defeating Mind Walker Prime, the player will be treated to victory music, the Mind Walker exploding, and a message stating:
Victory Achieved:
The struggle is over, and vengeance has finally been served.
Following this, the player will hear ‘Self destruct sequence activated,’ and as the room is flashing red, will be teleported to a maze that is quickly being covered in flames.
Escape[]
The player will have five minutes to escape the Arctic base, as it is now exploding. The Mind Walkers played dirty and didn’t want us to escape if things ended poorly for them. Starting from the entrance, take the first left, then follow the given path until reaching an option of turns, take the left turn here then follow it to the next fork, at the fork head straight, continue through and keep walking straight and to the right, after that point continue heading straight and players will have located the exit portal for the base, with three Mind Walker eyes atop its frame. Players need to locate 3 energy cells to power the portal, one will be directly to the left of the portal. In the corner of the room, there will be a crack in the wall that the player can crawl through and access two obstacle courses which have a power cell at the end of them, one to the far end of the room and one directly to the left of the crack in the wall when the player enters the area. After picking up these cells, the player will get the message: “YOU HAVE ALL THE POWER CELLS, THE DOOR IS OPEN. ESCAPE!” Returning to the portal and making contact with it, the player will get to exit to their Freedom.
Alternatively, if the player waits for the whole five minutes, the base will explode and the player will receive the screen: “(Playername) went down with the base.” but will still be teleported to Free.
Free[]
Click "Show More" to view information about Free.
After the defeat of the Mind Walkers, players will immediately receive the ‘Lzjhwl’ badge (signifying the player has received the Neutral/Good ending), and if they had given Cecil the Stoneman Nullification Potion back at Jalcrl Nwm, they will receive the "Zbycpchs" badge as well (signifying the player has received the True Ending). Players will get to say their last goodbyes to any characters that lived through the brutal battle, and also see the spirits of those who didn’t make it at peace with their loved ones and finally be able to pass on. Directly behind where the player spawns, there is a rock where the player can find Immortius in his true form standing at its side. Interacting with him will prompt the dialogue:
“Hello traveler. I am experiencing much happiness, for those despicable liars have finally been eradicated.”
[Ask what the immortal giant will do now]
“This is where you and I must part ways traveler, I have my own journey to finish.”
[Question if they will ever return.]
“The sands of time hold many pathways, maybe one day we shall cross paths again.”
[Say goodbye to the Nephilim]
“Remain vigilant, brave warrior.”
The spirits of Bart and Cecil stand facing each other on one side of the beach while the spirits of Graves and Ipiprix stand next to each other on the wall opposite to Bart and Cecil, Ipiprix slamming his ghostly fist against the wall because he genuinely felt terrible about his proceedings at the Mountains of Madness, and Graves comforting him by patting him on the back, presumably telling him that the nightmare is now over. Sitting on the pier overlooking the sea are true_faces and Esmerelda, kicking their feet off the dock as they both can finally rest peacefully. Jumping into the water, at the far left side of the pool, Krilessh swimming in the water with Shelly on his hat, will speak to the player if interacted with, saying:
“Oh hey, I cannot believe you managed to actually destroy those metal freaks!”
[Mention how he was there to witness it.]
“I know, it was WILD! Even Shelly was amazed at your feats!”
[Ask what Krilessh will do now.]
“Me and Shelly are going on vacation. Shelly mentioned that I was “not being monitored anymore”, whatever that means.”
[Question how Shelly communicates]
“Y-you don’t hear her? She speaks all the time, especially when she has guests over!”
[Drop the subject.]
“Well, I am having a little swim before we decide on our vacation spot. I’ll see you around.”
If the player had given Cecil the potion, the spirits of Cecil and Bart will no longer be against the wall (SHOULD not be, a bug is causing both their spirits and the cave to be available during the true ending), and instead, closer to Immortius, the same wall will have a miniature cave inside of it with a campfire and Cecil sitting next to it, no longer under the effects of the Stoneman Potion, with Bart’s spirit putting his hand on the young man’s shoulder. Interacting with Cecil will prompt the dialogue:
“It’s finally over, I never knew revenge felt so… hollow.”
[Ask what they mean.]
“I’m happy that my father was finally avenged, however I feel lost now.
[Mention how he helped save the world.]
“Trust me, I know, I am sure he would be proud of me.”
[Continue listening]
“One last thing: While I was on my way out, I managed to pick something up. It looked… strange.”
[Question what he picked up]
Following this, Cecil will tell the player a strange string of text and hint the player on what they should do with it.
If the player dies after waiting five minutes for the Arctic base to self destruct, they will still be able to receive the True ending badge. They will show up in Free in a charred and burnt state with grey skin and smoke particles emitting from them.
Heading back to the shore, diving into the body of water and taking a look around the base of the pool, the player can spot a banjo beside one of the rocks at the bottom, a teaser for Traveler’s Sanctuary.
History[]
Jalcrl Nwm was published on July 23rd, 2018. The game has undergone drastic change since its inception, as originally it was much less interactive and less fluid than it is now, lacking enemies, a boss, dialogue, it was simply much simpler on release. As the games had all got remastered recently, Jalcrl was as well and it looks the way it does now and has been polished significantly, the only thing having stayed relatively the same being the lore behind the game. The latest update took place on June 12th, 2024.
Trivia[]
- Jalcrl Nwm is scrambled text, decoding it with a Caesar Cipher (shift -9) reveals its true translation, Arctic End.
- The description of the game is decoded the same way, translating to ‘Cure number fifty. The final cure.’ The badges in the game are Caesar -7, ‘Escape’ (Good ending) and ‘Survival.’ (True ending)
- The poem found during the Map Buttons puzzle is the same poem on Krilessh’s Roblox profile, translated via Caesar -8.
Theories[]
- Cure #50 is the complete assimilation of the Earth via the Mind Walkers.
- Since it is not made fully clear as to what the ‘Final cure’ may be, if the Mind Walkers are still following Ipiprix’s wishes in a way- trying to make humanity immortal, then this would be one method of doing so.
- By reading through Atlantean text in Castaway, we know that Krilessh was made immortal through Mind Walker experimentation and has lived for centuries, however, as a result, he was made brain dead and comes off as illegible and crazy to those that speak with him, so perhaps they intend on doing something similar to everyone, destroying their minds to let them live forever.
- Alternatively, if such an experiment could not be recreated again, there is always the fact that the Mind Walkers are perfectly capable of extracting and storing the memories of their victims for use later, or to be preserved forever, which may be their solution, their ‘cure.’
Gallery[]

First paper found by the rock staircase at the Entrance.