The "Weary Malls"
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SURVIVAL DIFFICULTY:
Class Sierra
- Hidden Documentations
- Undocumented Entities
- Mental Hazard
The "Weary Malls" is an enigmatic level of the backrooms, the level is known to traumatize any wanderers.
Description:
Weary Malls is a cluster of malls packed from side to side. There is a single freeway in the middle dividing two clusters of malls from each other. The level doesn't have a day-night cycle; instead, it's just always nighttime.
"Photograph of the mall parking entrance where you enter" |
Clusters of malls aren't organized; instead, some of them fuse into another. This could cause weird architectures such as doors to nowhere, walls in random places, and out-of-place decorations.
A seemingly loud but faraway sound of construction can be heard in the distance, these construction sounds start to sound louder as you get farther away from the entrance, but at a certain point, it seems to sound at the same volume everywhere you go.
The aura of the level seems to be tense and had made rogue wanderers insane to the point of no return. Survivors of the level have been known to be in trauma and weary; and would say "He's coming for us, we are in his territory, we need to get out of here."
This level, such as level 0 seems to be infinite. This level also has weird, undocumented entities such as one named "The Silencer" in which survivors said that the entity cornered them and whispered as loud in their ears to silence themselves or everyone will face the consequences.
M.E.G. has sent missions to this level in search of these entities and studied them, but only one mission has all members still intact. M.E.G. has tried ways to make survivors immune to the tense aura and the creatures, and it has now been known that you need super almond water to survive for even 30 minutes at this level.
"The final picture a missionary took before he seemingly disappeared" |
IIt's documented that the structure of the level as you get farther from the entrance will start to be less-euclidean as shapes start shifting if you don't focus on them, silhouettes of people will appear in your peripheral vision. This level is known as one of the most dangerous levels in the backrooms due to not only having many mental hazards but how many undocumented entities are located in this level.
There are locations in this level that causes many wanderers and missions to get sent here; these include stores with level keys, trees that drip lucky O' milk, and most importantly, it will rarely rain almond water. This is one of the reasons that 3 M.E.G. outposts are here, that switches shifts every 3 days and get supplied super almond water.
Other mental hazards in this level other than the previously mentioned mental hazards (tense aura, The Silencer) includes faint screaming of the wanderer's friends and family, an entity called "The Mistakes" which could transform into one of the wanderer's dead family member and chases you for 5 minutes; and traumatic moments of the wanderer's past will occur either suddenly or with a warning.
The level is currently protected entering this level, not by accident needs approval from M.E.G. due to the many inhuman threats on this level. But, the M.E.G. base previously mentioned earlier protects and escort accidental entry into this level.
Entities:
The Silencer
"The first and last picture of "The Silencer"" |
The Silencer is a physically harmless entity, but mentally it's one of the most dangerous entities to cross paths.
The entity corners you with illusions of your past trauma and whispers as loud into your ear, "Nothing lasts, you're dead, everyone in here is dead, you're all going to feel the pain I feel now." Many people believe that this entity was a human before accidentally entering this level and never escaped.
M.E.G. sent 5 missions to study this entity and only one of the missionaries came back and explained that the entity supposedly pushed his teammate to suicide and almost made him do it too. This entity had gone in as one of the most mysterious entities to date, as it is one of the only entities to have a humanoid appearance and there's only one of its kind.
The Mistakes
This entity is almost the same as the Silencer, but it's not physical. Instead, the entity sends you in an illusion of past trauma and could transform into dead loved ones of the rogue wanderer.
The entity is more silent in its movements as it doesn't engage in groups of wanderers, while the Silencer does. M.E.G.'s missions have found that the entity's weakness is Liquid Silence as it deflects the entity's attacks.
The entity has also been supposedly found on level 13, but still has no evidence to back it up.
Drippy Walls
This entity is the least dangerous inside of this level. Drippy Walls is an entity that drips poison out of the ceiling of some stores in this level; the poison could vary from slight tingle to the skin to causing burn marks and infection if dripped on.
The poison from these ceilings is effective medicine if mixed with other proper ingredients.
Bases, Outposts, and Communities:
M.E.G. Base Sierra
- Has only a maximum of 3 people inhabiting it at one time, making it M.E.G.'s smallest base. This base like the other ones has shifts that change every 3 days.
- Friendly to explorers and help escort rogue wanderers out of the level through Team Quasi.
- The main job is to collect resources at the level.
- Located in a store named "Sierra Insurance" near the entrance to the level.
- Open to the trade.
- Armed.
- Supplied with super almond water.
B.N.T.G. Echo Trade Center
- Has only 1 person at a time, also have shifts that change every 2 days.
- Located in a store named "Echo's Mart" 30 meters from the level entrance.
- Armed.
- Friendly to visitors.
- Is open to trade.
M.E.G. Outpost Phoenix
- Have 1 person inhabiting it, making it M.E.G.'s smallest outpost.
- Friendly to visitors
- Located near the exit to the level in a food truck named "Phoenix Flaming Chicken"
- Is friendly to visitors and escort rogue wanderers to Base Sierra.
- Supplies wanderers with weapons for use as the exit leads to insulation.
- Armed.
M.E.G. "Team Quasi"
- This team's job is to escort rogue wanderers out of this level.
- Friendly to wanderers.
- Armed.
- Mostly having around 2-4 members.
Entrances And Exits:
A picture of the exit to this level. |
Entrances
It's impossible to enter this level without a level key, which is already really rare, but there are some theories and protected entrances to this level. These includes:
- M.E.G.'s entrance to this level that's used to switch shifts for their outposts and to bring resources. M.E.G. has not publicly said how they made the entrance, but you can access the level through this entrance by agreeing with M.E.G. themselves.
- Another entrance has been theorized due to rogue wanderers being able to enter the level; this entrance is through a large automatic glass door that's founded on level 356.
Exits
- The only exit to this level is 698 miles away from the entrance to the level: this will lead you to insulation.
"LAUGH!, LAUGH!, LAUGH ALL YOU WANT YOU STUPID HUMANS! YOU ALL WILL DIE ANYWAYS, IT DOESN'T MATTER. I WAS A HUMAN TOO! I KNOW THE PAIN, AND YOU WILL FEEL IT WITH I!"
Info on the level
~ rin inksty
Credit for Image(s)
"The Silencer" picture
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