The term "Entity" covers a wide variety of beings, from friendly inhabitants with human-like intelligence, to mindless beasts, to creatures whose motivations and abilities are beyond our understanding. Each entity has unique behaviors, habitats, and physiological needs, catalogued by eyewitness account in our database, but when in doubt, a good rule of thumb for interacting with entities is to leave them be, for your sake and theirs. Conflicting accounts may exist in the database, and trusting your gut is the best way to survive.
Out of universe, an entity can be described as "anything living that isn't a person". As said above, Entities are as wildly varied as living things on Earth, if not more — feel free to get creative!
The Windows are creatures in the shape of a Window. The Window has a figure inside, always pointing at the target. If the target is unaware of the creature, it will attack immediately. "Windows" will generally appear on Level 1 through Level 2, although mainly on Level 1. Some Windows are safe when there is no shadowy figure behind them. Some can lead to "Level 1.5".
The Windows start by pointing in the direction of a Wanderer, and whispers telling the Wanderers to enter the Window. Once close enough, the Entity will grab you, and pull you in, even if the said Window is closed. It is rumored that it's just an empty void on the other side, even if it shows land on the other side.
These Windows can come in many different shapes and sizes, and the same goes for the Shadowy Figures behind them. The Shadowy Figure always looks human, and will whisper to Wanderers to lure them into its trap.
There currently is no actual first report about The Windows at the moment, but the group known as The Lost has referenced them as "The Men Behind The Glass".
Avoid all Windows at all costs.
Do not trust any Windows in any Level if a Figure is behind it.
If The Windows wants you to follow them, do not agree to do so.
Smilers are generally hostile, and there have been many confirmed sightings of them. They can be identified by their signature reflective eyes and teeth gleaming in the dark. The best way to escape a Smiler is to keep eye contact. Smilers tend to reside in dark areas on Level 2 and Level 3. Their Base is known to be "The Smiling Room".
The Smiler is attracted to light, and will chase anything they see with a light, so distracting it by throwing a light source at it would be great for an escape. The Entity will only start to attack if you panic and retreat, or if a loud noise is made. Keep eye contact, and move away slowly to ensure your survival. Using a Smiler Exterminator will cause the Entity to retreat or lose its senses for a long period of time.
Smilers have a long smile with multiple sharp teeth, and have white glowing eyes; It is unknown what else it has for its biology, though it is rumored to have a physical body, which cannot be seen with the human eye. It's rumored they have non-human, alien-like bodies, with arms and legs bent in unnatural ways, but this is unconfirmed. The M.E.G. is currently trying to find out more about its biology at the moment.
It is unknown how the Smiler was originally discovered, as it is extremely common in most Levels. The earliest modern report of the Smilers was when an anonymous Reddit user posted about them running from a "Glowy Smiling Thing". Before that, the group known as The Lost had descriptions of what they called "The Ones That Smile".
Keep eye contact, and walk slowly.
Keep quiet, and do not make any loud sounds.
Use a Smiler Exterminator bottle.
Turn off all sources of light that you have equipped.
Run away panicking unless the Smiler starts to chase you.
Make loud noises.
Keep your light sources on.
Deathmoths are giant moths that inhabit the Backrooms. While the male Deathmoths are mostly harmless and possibly even tamable, the female moths are several times larger, can spit acid, and are entirely hostile. Deathmoths are attracted to light, so if you hear the fluttering of wings nearby, make sure to put any light source out. Smaller Deathmoths inhabit Level 2, Level 3, and Level 5, but the larger and more dangerous ones only appear in Level 5, where their hive is centralized and where the king and queen are. They have completely taken over the level, and are the only things there besides the mysterious beast.
Deathmoths vary in hostility and biology depending on the level they are found in. The Hive, considered the source of the Deathmoths, is where they are the deadliest and most aggressive. However, individual Deathmoths of every Level vary in danger.
The Deathmoths are giant moths, although they do not share many similarities with "Normal" moths. The majority of their lifespan, birth, and death, are completely unknown.
It is unknown when the Deathmoth Entity was found, but it seems that the group known as The Lost, called these Entities "The Flies of Terror".
Avoid contact and do not act aggressive
Attempt to aggravate the moths or disturb the hives
Clumps are strange, dangerous bundles of limbs, capable of tremendous speed and incredible agility. Their preferred habitat in a majority of Levels are spaces which are tight in comparison to their size, with the largest recorded specimens being about 3 feet. Though this makes them difficult to spot, Clumps may still be seen in Levels 2 and Level 3.
Overseer Update: A strange, inexplicable phenomenon has occurred where the number of Clump sightings appears to be diminishing. Nonetheless, we can't truly acknowledge the possibility of extinction as most Levels are infinite, but… perhaps… we'll have to see. Please report any sightings of Clumps to the nearest M.E.G. member. - Overseer C.
Clumps seem to be in a constant state of hunger, roaming Levels in search of prey. When prey is found, Clumps will make their way towards it. When within 8 feet, Clumps will stretch out their longest limb in an attempt to capture it, bringing the prey towards their center to reveal a mouth filled with razor-sharp teeth. From there, the prey will be eaten. However, for unknown reasons, not many are known to attack right away.
Overseer Update: Recent developments have shown that Clumps are revealing signs of deliberate starvation, ignoring almost every wanderer that passes by unless provoked. Still looking as to why. - Overseer C.
As said before, Clumps consist of a multitude of limbs, all varying in length and muscular structure. This unusual structure affects the way Clumps run — they tend to swipe at the floor in order to move. Once in motion, they exhibit incredible amounts of strength and speed, being very agile with their movement. There have also been reports of eyes and ears being seen emerging from the mass of appendages.
Overseer Update: Dead and even living Clumps appear to have incredibly dry skin. We've demonstrated an attack on a few, and their bones were found to be extremely brittle. Though it was rare, we did see a pair- or more- of eyes on a Clump. It looked like it was… crying?
None of us were sure why, but something in our heads kept telling us that… "Their god was gone." I suppose… I suppose that'd be true for all of us. If gods truly did exist. - Overseer C.
The first report of a Clump was made by a wanderer by the name of Elliot Winston in which they encountered a Skin-Stealer and successfully escaped, getting attacked by a Clump shortly after.
To add, The Lost, one of the first and oldest groups of the Backrooms, seem to have have mentioned Clumps within ancient scrolls found deep within Level 3. They referred to them as "The Ones with Eternal Limbs". A translated excerpt of one of the scrolls is written below.
"προσταθεια1, knowing she would diminish alongside her beloved humans' wishes to band together and give peace to the walls of yellow, had to show them what true unification was like. Taking a group of humans under the guise of celestial guidance, she shall create the first true symbol of unification: the One with Eternal Limbs." Disgusted by what she had created, fearful, our people banished her, deep into the greenhouse of judgment. Still, she continued to make the Ones with Eternal Limbs with those who came by, even as she begins to fade away."
Stay silent in their presence and keep at least 8 feet away from them.
Retreat at the sound of multiple people running.
Go near them at all, if one is spotted.
Try to interact with them.
Stick around when a Clump is moving into one's position.
Dullers are strange creatures generally found in the lower levels of The Backrooms. They appear dark grey and humanoid, but they lack several prominent features, such as a face or ears. It is not fully understood how Dullers kill their prey, as they usually run away from threats.
They usually run away from anything that gets close, but be aware that these Entities do seem to be hostile, The Entity hunts by being in a hall, and having a victim in a hall on the other side of a wall. The Duller will then no-clip its arm through the wall capturing the prey on the other side, and then drag them into their hall. If you notice a Duller, without their hunting tactic, they will silently run away. It is unknown what they do to you once captured. They can sometimes take seemingly random objects, and it is unknown what they do with the items. They also seem to dislike Almond Water, as Wanderers report that Dullers seem to avoid Almond Water fountains, and other items.
Tall, grey humanoid, frail skeletal structure, with no facial features. They have long arms, that can extend to very far distances, usually to reach their prey on the other side of the wall. Their stance is very wobbly, and their walking motion is unnatural. These Entities are surprisingly strong for how their body structure looks. They can however run at extreme speeds, even while holding items twice their own weight.
It is unknown how this Entity was discovered in modern times, but a group known as The Lost mentioned a being known as "Grasps of The Wall", which could be referring to a Duller.
Specifically run to it if you can, it will run away.
Use Almond Water on yourself, or against them.
Lose your Almond Water.
Be on the opposite wall from the Duller.
Jerry is a small bird with resemblance to the hyacinth macaw parrot. Its habitat is mainly Level 1, but it occasionally spotted in Level 2. This level is home to Jerry's "home", known as Jerry's Room, where Jerry and his followers are often found. Those who make physical contact with Jerry without taming him are subject to his indoctrination abilities. Jerry can be tamed using sunflower seeds or Almond Water. Otherwise, it is safest to avoid Jerry at all costs.
Survivors that make physical contact with Jerry (without attempting to tame him) will be affected by his "indoctrination abilities". This basically makes the victim worship Jerry like a god, chanting phrases such as "Jerry is everything", "Jerry is what I live for", and "All Hail Jerry". After a few hours, the assimilated will disappear to Jerry's Room, where they will remain until they choose to exit and "spread the word of Jerry". Jerry's followers will act like mindless zombies until they reach Jerry's Room, at which point they will regain control of themselves, and will now worship Jerry as if his god-like status was ingrained into their mind.
Unless you are attempting to tame Jerry, he will make chase when he sees you. According to Reddit user u/ReinoThePenguin, those who manage to outrun Jerry and avoid being assimilated will be instantly no-clipped into the ground. Whether or not Jerry has the ability to cause others to noclip is still being investigated. Jerry will typically either wander Level 1 and 2, or sit on a wooden perch in Jerry's Room. Here, followers will kneel before him and chant to him.
Jerry has a physical appearance of an adolescent male macaw parrot, with blue and white feathers. Jerry's diet consists mainly of sunflower seeds and Almond Water. By slowly approaching Jerry with almond water or sunflower seeds, Jerry can be tamed. Taming Jerry will allow you to hold him and not be affected by his indoctrination abilities. After a few days of being tamed, Jerry will fly away and will not assimilate the tamer if contact is made again. Jerry has been reported to have noclipping abilities, and other powers that he has are currently unknown.
A diary entry referencing Jerry was discovered in June of 2019, the entry in question being written in 1959. The first reported sighting of Jerry by the M.E.G. was made in 2015, when M.E.G. Team "Wild Warriors" were assigned to take out an entity that had been taking members of "the Survivors" on Level 2. 2 members of the squad were indoctrinated by Jerry, and the rest were ordered to retreat.
The following is an interview between a M.E.G. officer (who has asked to remain anonymous), and Sinclair, an assimilated member of the Followers of Jerry.
Begin Log: 18:33
Interviewer: M.E.G. Officer
Interviewee: Sinclair
M.E.G. Officer: Please state your name for the interview.
Sinclair: (Sinclair laughs) My name doesn't matter. Why the fuck would it matter?
M.E.G. Officer: Can you please elaborate on that, ma'am?
Sinclair: I am nothing more than a follower of Jerry. He is everything. Unless that's what you want to talk, I don't have anything to say to you.
(Sinclair begins writhing and screaming in pain)
M.E.G. Officer: Ma'am, are you alright!?
Sinclair: Oh glorious Jerry! Forgive me, I will speak to the blinded one before me! I'm sorry Jerry! Your will shall be done! (Sinclair calms herself down) My… my name is Sinclair.
M.E.G. Officer: Right… Okay, Sinclair, can you please explain who Jerry is?
Sinclair: Jerry is everything. Jerry is the only beacon of hope in this god-forsaken place. I used to believe there was no hope here. That happiness could not exist here. But Jerry found me, and showed me the way. And soon, he will free all of us from this cursed hellscape!
M.E.G. Officer: You believe that Jerry is the key to escaping the backrooms?
Sinclair: Why wouldn't I?! He is all powerful! He's more mighty than the false prophet of animations. If it wasn't for Jerry I… (Sinclair begins crying)
M.E.G. Officer: Sinclair, we have Jerry with us. He was recently tamed, if you would like to-
Sinclair: You… You did WHAT? What have you DONE to him? You piece of shit! I'll fucking kill all of you!
M.E.G. Officer:. (The officer points their weapon at Sinclair) This interview is over, requesting assistance immediately.
Sinclair: ALL HAIL JERRY!
Summary: Sinclair violently attacked the officer, and attempted to grab their gun. After managing to escape the interview room, Sinclair grabbed Jerry from a M.E.G. operative, and ran away with him. Sinclair's current whereabouts are unknown. Jerry has since been spotted on Level 1 as normal.
End Log: 18:46
Steer clear of Jerry if you cannot tame him
Keep a bottle of almond water or packer of sunflower seeds if you intend to tame him
Brace for sudden noclipping if you manage to escape
Approach Jerry without the intention of taming him
Speak negatively of Jerry in the presence of his followers
Allow yourself to become indoctrinated by Jerry
The name "Hound" comes from the dog-like nature of these Entities, crawling on all fours and mauling anyone that provokes them. Hounds are humanoids with strange biology, with arms and legs that are built for travel on all fours. They are highly aggressive, and are made aggressive when they see someone in an aggressive state, but can be intimidated by direct eye contact.
Hounds become hostile the moment they see a human. However, they become intimidated when you give direct eye contact and stare them down. This won't work for long however, but it should be enough time to get your bearings and make a run for it. However, if you hear a growling noise, its safest to stay out of sight of a Hound.
A hound appears to be a human with long black hair growing on the head. They have sharp claws, and an extremely large mouth with sharp teeth. However, this is often unseen due to the amount of hair. As mentioned, they walk on all fours, and have a lot of power when they attack a target, despite appearing sickly skinny. Hounds hatch from eggs that originate from The Hive.
One of the earliest known video recordings of the Backrooms depicted a Wanderer running away from a Hound in an area that resembled Level 0. However since we don't currently know when the Hive was spawned (if it even had a beginning), we can't determine the origin of Hounds at this time.
Keep direct eye contact with Hounds if one is approaching you
Stay out of sight if you hear growling
Run away from Hounds the second you see one
Attempt to tame them
Facelings are a general term for faceless people that roam the backrooms. There are multiple types, each with varying levels of hostility. They are one of the most populous entities in the backrooms, and likely one of the first entities you will encounter. The most common two forms are "Adult Facelings" and "Child Facelings", although more have since been discovered.
Adult Facelings are friendly and do not act with hostility unless provoked. They typically have the appearance of standard adult humans, with smooth skin replacing the entire face. They can appear as male, female, and can also appear completely androgynous.
Child Facelings are mischievous and hostile. They often appear in groups of 2-3, and will torment and attempt to kill survivors they encounter. They are almost always female, and brandish small sharp objects. These typically are small pieces of sharp metal, or small knives. However, seeing one is not always an attempt on your life. They will sometimes just attempt to scare survivors, or pull pranks on them.
Other Faceling Types
Due to the number of faceling types, there will be no behavior or biology section as these both vary significantly.
Pink Dress Facelings
Not much is known about pink dress facelings, other than seeing one is almost always a death sentence. Avoid at all costs.
Old Man Facelings
These facelings can be seen hunched over, sometimes with tools for mobility such as a cane. They have wrinkles spread throughout their smooth face that indicates age, and some have gray hair. They are slow and harmless, and should not be seen as a threat. Sometimes, an old faceling will approach a wanderer, attempting to take their hand gently and look at their face. This seems to make them happy if they are allowed, though no harm is done by simply ignoring them.
Polygonal Facelings
Similar to an adult faceling, but with a polygonal-like body. They have the texture of plastic. They emanate a sound similar to static. Polygonal facelings are the result of a faceling that noclips.
Nude Facelings
As the name implies, these facelings lack clothing. They have no genitals, breasts or nipples. They trudge around until spotted, and will then run away.
Shadow Facelings
A pitch black faceling. These facelings have the appearance of a silhouette, but are actually corporeal. They are extremely hostile, but are only as strong as a normal human.
False Facelings
These facelings are unique in that they sometimes have partial or even full facial features. Such as half of an eye, a nostril, a mouth, teeth beneath a layer of skin, etc. Otherwise, they act like typical adult facelings.
Indoctrinated Facelings
A faceling that has been indoctrinated by Jerry. While not biologically different from any other faceling, they act very different. They will attempt to bring any survivor they find to Jerry to make it a part of the Followers of Jerry.
Hotel Vymir Residents
Wanderers that spend more than 7 days residing in Level 401 will lose their face and sense of identity, effectively becoming a faceling. They are considered harmless.
Memory Facelings
The most dangerous type of faceling, and the most powerful. These rare facelings will take on the physical appearance of a loved one from your memories, without a face. They originate from an entity known as the "Memory Worm". How they hunt is currently unknown.
Facelings are one of the first entities ever discovered in the Backrooms. One of the earliest M.E.G. reports ever written referenced them. Journal entries referencing facelings date back to 1909. Their exact origin is still unknown.
Entity 10, more commonly known as the Skin-Stealers, are large humanoid entities that can wear the skin of their victims as a disguise. They eat human flesh when in a hunger state, and otherwise roam aimlessly if they do not need to eat. Their blood is translucent, and they can mimic human speech. They are most commonly found on the first 3 levels, but have been seen in many other levels.
Skin-Stealers are typically docile creatures and will wander aimlessly if they do not need to feed. In this stage, they will not be hostile unless you aggravate them. In a hunger state, they will seek out humans wandering alone and will then use their strength to tear them apart with their hands.
Skin-Stealers are tall, pale yellow humanoids with sunken white eyes. Their outer layer of flesh is covered with microscopic bumps similar to the suckers of an octopus' tentacle. These stick to skin that is torn off of humans, and push and pull on it to make it fit, until the Skin-Stealer looks identical to a human. These bumps also pump blood and nutrients into the skin, to make it feel warm and alive as well as prevent decomposition. In addition, it heals the skin, hiding any cuts that may identify a real human. After a period of around 24 hours, the skin will be digested through the surface of the Skin-Stealer, and the Skin-Stealer will enter a docile state.
A Skin-Stealer also has the ability to speak, but it cannot understand language. It will repeat what it hears (often in varying languages) in order to lure in prey, but it cannot actually communicate. Although, since a typical Skin-Stealer rarely uses their voice, this is not a good way to tell them apart from real humans. The blood of a Skin-Stealer is completely translucent, so a good way to identify a Skin-Stealer from a normal person is by their blood.
"Blood runs red, they're not dead. Blood runs clear, don't get near."
Sightings of Skin-Stealers have been reported over 5 years before the creation of the M.E.G.. As some of the most populous entities in The Backrooms, they are often one of the first entities new Wanderers will encounter.
Walk away slowly and calmly if you see one
Check anyone you are traveling with for clear blood
Trust people that barely speak, or say random assortments of words
Aggravate the Skin-Stealer in its docile state
These creatures are found on Level 3 and appear vaguely humanoid in appearance. They crawl on all fours to move across the halls of the backrooms, with their back legs further stretched out (more similar to a canine's leg structure then to ours). On the back of the burster are many calluses, that explode in small pops of acidic fluids when agitated or hunting prey.
The bursters will stay mostly docile in a fetal-like position, but when a living creature comes near the calluses on its back will burst, causing an explosion of acidic like substances to spray against the victim's face, usually impairing their vision. After this occurs the burster will wait for the acid to kill the victim, which it usually succeeds in doing. If the victim survives the burster will continue to spray acid until said victim has succumbed to shock, wherein the burster will consume the victim.
The bursters appear to also be somewhat damaged by the acid they produce. When a burster is hurt by either an excess amount of acid within a burst, or by other means, they will begin to "harden" their skin in a cocoon like material. These cocoons can be broken, with enough force, causing the burster to die.
The bursters are also extremely vulnerable to almond water. This causes severe burns to the burster, which they usually do not recover from. It is assumed that the acid the burster produces causes some sort of negative reaction when in contact with any type of water.
When bursters were first discovered, they were presumed to be a sub-species of the hound. However the classification was changed after successfully killing a burster without causing it to cocoon itself, during which enough biological differences were found to determine it a different species than the hound.
Cover up face and hands with any material when near burster
Keep a supply of water when near a burster
Come near or come in contact with a burster
Disturb a cocooned or resting burster
Dunks are small, boxy entities, sporting a long trunk that strikingly resembles a human arm. Dunks are well-known for how easily they may be tamed, and how excessively compliant they are towards their owners. Dunks are naturally peaceful in temperament. However, due to their unquestioning obedience towards their owners, tamed dunks will not hesitate to commit acts of extreme violence if commanded. Interestingly, the only exception is the fact that dunks will always refuse to attack anyone with an elderly appearance or age. Dunks also seem to be rather adventurous and are found in a majority of well-lit levels. As a result, they boast remarkable adaptive capabilities.
Wild Dunks are quite adventurous. They are known to wander large distances, rarely settling in any one area. Though they tend to stay within the bounds of a single level, it is not unheard of for them to wander across multiple levels, leaving clones behind them as they go. Wild dunks are passive in disposition, and will neither attack nor help others. They seem indifferent towards other entities and pay no mind to anything which does not directly bother or endanger them.
Dunks were previously believed to be completely emotionless, but closer examination has revealed that they do experience basic emotions, like most animal lifeforms. However, dunks rarely express what they are feeling. Displays of emotion have only been observed in wild dunks while they interact with other dunks, or in solitude. Tamed dunks never display emotion of any kind, apart from a sense of loyalty to their owner.
Research has shown that wild dunks seem to try to avoid being tamed, avoiding human contact, and trying to run away from anyone who approaches them. It is speculated that dunks would rather live free and undisturbed, and, when tamed, may be forced to obey every order against their will.
Of course, dunks only behave in this manner until they are tamed. Dunks can be tamed by wanderers as well as entities. Simply by tapping the end of their hand-shaped trunk, they may be brought to a state of trust and total acquiescence. Almost immediately, they will begin to physically follow their new owner and will answer to commands no matter the language or if words are even spoken. They seem to have an amazing ability to understand orders, without needing their owner to even speak. Because of this, it is speculated that they have telepathic powers. Despite their subservience, however, dunks do have basic common sense, and will usually ignore any commands that they are physically incapable of completing, or which are generally absurd.
Owners who have accidentally tamed dunks will have no way to disown them other than by terminating the entity or by dying themselves. If a dunk’s owner enters somewhere that their dunk cannot, their dunk will repeatedly hit their head against the object obstructing its path. Sadly, this usually leads to the death of the dunk. Owners who wish to temporarily leave their dunk may overcome this difficulty by placing them in a padded enclosure or commanding their dunk to stay in an area.
Dunks will defend their owners at all costs, even to the point of giving up their lives, unless told otherwise. They can be used to attack others, and seem to show no hesitation, fear, or reluctance, even when told to commit acts of extreme violence. Smarter entities have even been observed taming dunks and using them to attack wanderers, though this is a rare sight. When sent to attack an organism, dunks will normally use their trunk to grab their victims, pulling themselves towards their target. They will then slam themselves against their target, painfully goring them with their sharp horns. While this may seem intimidating, dunks are physically rather weak compared to other entities. They are easy to evade as they are not particularly strong or fast, and can be outpaced with little difficulty. However, their body can be quite heavy, so you are advised not to let dunks put their weight onto you. If you fall over and a dunk sits on top of you, it may crush you or leaves you immobilized and vulnerable on the ground.
The only order dunks have been known to reject is the order to harm anyone with an elderly appearance. Some examples of this are Old Man Facelings or wanderers who look 50 years old or above. It is believed that this behavioral quirk has to do with the way dunks were first domesticated.
When in a new environment, wild dunks will start a process where they intentionally clone themselves, with their clone taking on aspects suited to their surrounding area. This acts as a sort of sped-up evolutionary process, where dunks can adapt to fit into their environment. More information on this process may be found under 'Biology'. After cloning itself, the original dunk will carry on like usual, they will invariably abandon the clone, wandering on to find a more suitable level for themselves. The clone usually stays within the level they are built for.
Artist's rendition of a Basic Dunk.
Artist's rendition of a Dunk's Muscular system.
Artist's rendition of a Dunk's Skeletal system.
Dunks are small entities with the appearance of miniature, boxy elephants, having an average height on average of 2.5 ft (76 cm), a width of 2.4 ft (73 cm), and a length of 3.5ft (106cm). They are exceptionally heavy with a weight of 80kg (176 lb); if a dunk collapses on you it will be difficult to pull them off. They have small round legs that provide them minimal mobility. On average, they walk 2 mph (3 kph) and run at top speeds of 5 mph (8 kph). They have a long trunk in a shape resembling a human hand, though this trunk is not as advanced as a human hand and is similar to an elephant's trunk in behavior and anatomy.
Two sharp horns also grow from the top of their heads. These horns are made of keratin and grow over time. They have obtained their unique shape through a strange growing pattern that makes them twist and cross over each other. Wild dunks are known to rub their horns against rough surfaces to shave them down from time to time. Owners of tamed dunks are advised to shave down their horns occasionally, to prevent them from getting too large for the dunk to manage.
Interestingly, because of their passivity, people have been able to scrutinize the overall anatomy of dunks. This has revealed numerous oddities in their physiology. For example, dunks do not have mouths or even a digestive system. Instead, they seem to absorb light in their skin, undergoing photosynthesis like plants to obtain energy. Similarly, though dunks possess a musculoskeletal system similar in most respects to that of normal animals, they have a hexagonal pattern shaping their bones, which mechanically strengthens their signature cube-shaped skeleton. Dunks also have mostly functional muscles.
A dunk's most recognizable appendage is, of course, its long arm-shaped trunk. Their trunk can be used to feel and pick up items. The end of the trunk appears to contain specialized sensory nerves which react to being tapped, and are responsible for producing the biological mechanisms which change a dunk's behavior when it is tamed.
As a species, dunks have also proven to be very adaptable in new environments. They are known to reproduce by cloning themselves, producing forms suited to their surroundings. To clone itself, a Dunk will use a sharp object to tear off a tiny piece of their skin or chip off a piece of their horn. If possible, they will then hide the piece of skin/horn in a safe, secluded area within the level. After several minutes, the biological tissue will reform into a replica of the original Dunk with specific evolutionary adaptations suited to the region. This clone is an entirely distinct organism from the original Dunk, with a different appearance and personality.
Variants are the result of the dunk cloning process. Variants usually have a different color, a different personality, and adaptations to suit the environment they were created in. These clones can clone themselves as many times as they want, producing variants with increasingly effective niche adaptations. While most dunks are adventurous, variants with significant adaptational changes (generally speaking, variants resulting from the second or above cloning cycle away from a basic dunk) seem to mostly stay in their own environment and will not purposefully move across different levels. In addition, dunks seem to avoid darker environments because their energy is taken from light. However, some variants have been able to survive in darker levels, usually by absorbing far-red or artificial light.
Each variant is tamable and will behave like any average dunk would in most situations. Some variants include, but are not limited to:
Snow Dunks:
Artist's rendition of a 3rd stage Snow Dunk.
1st stage clone: This clone has a white or light blue hue and has a resistance to cold temperatures. These clones sometimes have an underside resembling an ice-like color. This variation is found only on levels with ice lakes.
2nd stage clone: This clone has a layer of white fur and, occasionally, loose pieces of skin resembling grass. These clones may wander a bit, but generally like to stay at their level.
3rd stage clone: This clone has amazing resistance to the cold and is practically built for the environment. It will try not to leave its home level.
Field Dunks:
Artist's rendition of a 3rd stage Field Dunk.
1st stage clone: This clone has a green hue and is a bit quicker than the usual Dunk. They move at a constant speed of 5 mph (8 kph).
2nd stage clone: This clone has loose pieces of skin resembling grass. These clones may wander a bit, but generally like to stay at their level.
3rd stage clone: This clone absorbs much more energy than the usual dunk and can reach speeds up to 15 mph (40 kph). This ability makes them desired by many wanderers.
Stone Dunks:
Artist's rendition of a 3rd stage Stone Dunk.
1st stage clone: This clone has a dark hue and has learned to absorb Far-red light. This variation will also gain small bumps on their skin resembling pebbles, but generally, this variant is the most simple of the ones listed here.
2nd stage clone: This clone has a thicker skin to resemble a rock. It moves slowly at 1.5 mph (2.5 kph) to conserve energy in darker environments. This variant may also gain resistance to high temperatures, but this depends on the level.
3rd stage clone: This clone has a strong build, but moves at a very slow speed of 1 mph (1.6 kph). They are quite solitary and will actively avoid being tamed by purposely hiding their trunk, but will behave like any other dunk once tamed.
Extra Variants:
PlayHouse Dunks:
A dunk that is adapted to stay in childish levels. These dunks are resilient to loud noise but are not very interesting other than their nice hues.
Beach Dunks:
These dunks are adapted to beach-like levels. They are resilient to sunlight and are great diggers. They are noticeable for the single palm tree poking out of their back.
Arcade Dunks:
Dunks that are adaptable to arcade-themed levels. Arcade Dunks have a more playful personality and are slightly faster than their basic counterparts. These clones are known to display more emotion than any other dunk, though this is still a rare sight.
Dunks have been found throughout The Backrooms for quite a while. It is difficult to identify when exactly they were discovered, but photos and sketches of them have been commonly found in wanderers' journals. There are many carvings displaying them, some have featured unusual traits that the common dunk does not have. The majority of these drawings portray Dunks with mouths, ringed stripes around their trunk, and even with tails. It is unknown why these drawings contain these characteristics, but it is speculated that it has to do with their domestication.
The reason Dunk is domesticated is tied to the story of an elderly wanderer. Rumors would suggest that this wanderer specifically trained Dunks to follow orders. These Dunks would have cloned themselves with adaptations that made them more obedient and caused less trouble for their owners. Such adaptations would include photosynthesis or the taming nerves at the end of their trunks. This would explain why Dunks are so easily tamed, as this attitude would have been embedded in their species ever since they were first domesticated. It would also explain why Dunks refuse to attack anyone with an elderly appearance, as it would instinctively remind them of their original domesticator. Though there is no concrete proof for this, it has become the most popular theory on how dunks developed their subservient nature.
Slowly approach wild Dunks, to avoid startling them.
Allow tamed Dunks time to comply with your orders. Keep in mind that Dunks can be very slow, and be patient with them.
Be consistent. Dunks follow specific orders to completion, so they may be confused if you give conflicting instructions.
Stay in well-lit areas to feed your Dunk with energy as you travel. Dunks can function in darker areas, but be sure to take them out for a break if they get tired.
Allow Dunks to put their weight on you, this may leave you immobilized and susceptible to attacks from different entities.
Make lots of noise. Dunks may be alarmed and hide their trunks so as not to be tamed.
Enter an area your dunk cannot. This may lead to the death of your Dunk.
Leave your Dunk unsupervised in the open. Dunks are vulnerable and very easily killed, so make sure to take good care of them.
Entity 13, also known as Transporters and Grabbers, are floating silhouetted humanoids known for snatching and teleporting wanderers and other entities seemingly at random.
These entities float in random spots, staring at random spots of the environment. If a wanderer attracts the attention of a Transporter1 it will turn to stare and begin to hover towards them, quickly gaining in speed until it reaches the wanderer. The Transporter will then lift the wanderer up by their hands and no-clip seamlessly into the nearest wall. One of two things will happen afterwards: either a swift death2. Or, the person will be dragged through a void and land in seemingly random levels with varying safety.
It is not recommended attempt contact with a Transporter due to their possibly fatal no-clips unless in mortal danger.
Transporters are humanoid entities with completely light absorbing skin, making them completely pitch black even in brightly lit environments. The only exception is a singular eye, which are humanoid and have similarly pitch black pupil like the rest of their body. They lack legs or a pelvis and constantly float 1.5 meters above the ground. Their pitch black body makes discerning more details of their biology difficult.
All Transporters wear long black coats and black pork pie hats with large, wide brims. Their coats often drag across the floor, leading to some tears/fraying and grime around the bottom edges.
Entity 13 was discovered by an unaligned wanderer when they watched a person being taken by a Transporter in Level 131. As of writing this document, this encounter and another experience of a M.E.G. Operative are the only fully recorded encounter with Transporters, with other accounts only being hear-say and rumours.
Slowly and quietly back away from them until out of earshot before running.
Stay quiet and avoid talking.
Talk or scream in earshot of the entity.
Run from the entity.
Shine a light on the entity if in a dark area.
Reviooks are entities that can be found in the Backrooms, most commonly on Level 5 and Level 7, characterized by their many legs and ability to burrow into the ground. These creatures should be considered extremely dangerous.
Reviooks will burrow into the ground for several weeks at a time, waiting for wanderers or other entities to walk over them. The ground will eventually heal, and look like it did before. After around 5-9 seconds of standing on the ground, the ground will begin to break, and the Reviook will break out of the floor and grab its victim, pulling it back underneath the floor. What happens at this point is unknown, but the victim may reemerge as a bare, brittle skeleton. It is assumed that the Reviook forces its victim to suffocate underground, and discards the remains.
The exact physical appearance of a Reviook is unclear, as they spend most of their existence underground. However, we do know what they generally look like. Large muscular arms in the front of the body, and three small legs in the back. The feet have a 'spork' like appearance, allowing them to dig into the ground in seconds. The head has several black beady eyes, and a small tube-like mouth underneath. Males will have large white spots on the body, while females will have several tiny white dots.
A man named Andrew Williams, a member of "the Originals", vanished from Level 5 for seemingly no reason. Eventually the culprit, a Reviook, was discovered, and promptly killed by Capt. Edward Smith.
Listen for vibrating sounds on the ground
Keep a weapon on hand, they can be killed
Walk on flooring that vibrates/rumbles
Wretches are a humanlike entity, often described as acting undead or zombielike. Once human, these entities were transformed via a poorly understood process, thought to stem from deprivation of vital sustenance such as food, water, and sleep. Wretches are common throughout the Backrooms, residing in the shadows wherever humans gather due to their nature.
The process of transformation into a Wretch appears to be related to hunger, thirst, and lack of sleep. Isolation is thought to accelerate the process, judging by the high concentration of Wretches in unexplored or dangerous areas. The process of transformation into a Wretch is commonly referred to as the "Wretched Cycle" among wanderers, and cannot be reversed by normal means. However, a transformation in process can be stalled by proper sustenance and rest, including Almond Water and Royal Rations.
Complete prevention of the process is possible, but rare and often risky. Wall Masks are thought to reverse the transformation, at a cost; Reality Fresheners are hypothesized to aid in prevention as well.
The "Wretched Cycle" lasts between several weeks to months, and has three phases, as follows:
Stage 1: Initially, the symptoms manifest as itchiness and irritation, comparable to a poison ivy rash; over time, subtle psychological symptoms will set in, eventually resulting in erratic and aggressive behavior and a complete change in personality traits. These effects can be halted with normal bodily sustenance and all possible cures shown previously.
Stage 2: During Stage 2 of the Wretched Cycle, skin and muscle tissue will begin to dissolve in an unnatural fashion, often developing orifices and pustules. The outer skin will start to redden and flake off, eyes become bloodshot and irritated, and hair loss sets in. Survivors of this stage often proclaim the itchiness of this stage to be "unbearable", even describing scratching layers of their skin off in an attempt to stop it. Speech is still intelligible, but consists only of pleas for water, food, and help. Almond Water and Reality Fresheners seem to be the only possible cure at this stage of the Wretched Cycle.
Stage 3: At this stage all hope to return to normalcy has been lost. Nails and teeth fall out of their natural positions, often regrowing elsewhere in unnatural quantities and sizes. Eyelids, lips, and cartilage dissolve, forcing the eyes to remain open constantly and roll wildly in their sockets. It is unknown if the consciousness of the original victim remains at this stage. Wretches at Stage 3 constantly ooze a brown sludge-like substance from mouths and other orifices. This fluid is currently unnamed and is found to be harmless See M.E.G. Entity 15 Incident Report for more information.
The behavior of an average Wretch is comparable to Entity 10, possessing little intelligence but astounding strength. Rarely, however, Wretches have displayed intelligent or even humanlike behavior, able to craft or wield weapons. In packs, Wretches often act in unison, behaving as a hivemind. Weaker Wretches exist, but the majority possess superhuman strength, often able to break through walls, despite their fragile, skeletal appearance. The speed of Wretches varies as well, ranging from a slow shamble to sprints surpassing human capabilities.
Vocalizations are the fastest and most reliable way to determine the threat level of a Wretch. Many Wretches produce gurgling and snarling sounds often and with little apparent purpose; low-pitched and slow sounds often indicate an unintelligent variant, while high-pitched vocalizations are often intelligent or unusually quick. This method is not always accurate, but it is the only reliable means of gauging danger at this time.
Like their behavior, the appearance of a Wretch often varies greatly. A fully infected body will have reddish-brown skin that is dry and flaky, covered in holes and pustules secreting a thick red-brown substance. Wretches are often skeletal in appearance, belying a great potential strength and resilience; larger Wretches have been rarely seen.
Remains of the past human identity of a Wretch are difficult to discern, but visible if closely observed; most often, keepsakes such as clothing, supplies, and personal belongings will remain on the body, though often mutilated beyond recognition.
Mutations are frequent in Wretches, often resulting in misplaced eyes, disjointed or excess limbs, or even fleshy, skeletal "wings". A common and formidable variant manifests as a deformed mass of flesh, consisting almost entirely of eyes, mouths, and other orifices of unknown purpose.
Wretches were first discovered during an encounter with a Base on Level 2 known as "The Survivors". The early M.E.G. was able to aid the Group in killing the Wretch and delivering it to Base Alpha in Level 01. The initial log can be found here: M.E.G. The Discovery Of The Wretch.
After the initial encounter, Wretches have been observed more often, becoming one of the most formidable known entities. Many Wanderers have been taken by the Wretched Cycle, and many have been saved from its grasp. It is your duty as a Backrooms Wanderer to maintain your health as closely as possible, resting and sustaining yourself with any means safely available.
Access M.E.G. Entity 15 Incident Report:
Attempt to save yourself or another with the possible cures previously mentioned.
Listen to their vocalizations to discern the threat level of individual Wretches.
Sleep, eat, and hydrate regularly to prevent onset of the transformation.
Attempt to save a Wretch at Stage 3.
Lose yourself and your humanity to the Wretched Cycle.
A Nguithr'xurh is a large spider-like creature that possesses 16 appendages. While a close encounter with it is highly dangerous, not only are they slow, but they also aren't observed to chase prey. As long as you steer clear of its traps, they are essentially harmless.
They generally stay hidden on ceilings, creating ball-shaped webs and filling them with a sedative that while unable to completely paralyze a victim, is enough to greatly dampen a person's thinking capability. It then hangs these balls on the ceiling with additional webbing. It continues to do this when there is no prey nearby.
On smaller prey (i.e. other bugs), it simply spurts the chemical and then starts to eat the prey. On humans, however, It stays completely still to not be noticed. When the wanderer is directly below its traps, it proceeds to cut down a single ball. The ball then bursts out the sedative onto the target. Most targets will not notice the first one, but will start to feel weird.
The effect of the depressant starts and the victim will start to feel less aware of their surroundings. It then proceeds to drop all of the balls at once, eventually making the target completely unresponsive to any outside stimuli. The Nguithr'xurh then drops down to its prey and proceeds to eat it alive. After feeding, it returns to the nearest possible ceiling and hibernates before setting up its traps once again.
Nguithr'xurhs are currently classified as an Arachnid under the Solifugae order.1 Sizes vary greatly, but the average size of a Nguithr'xurh is estimated to be around 4 inches wide and 7 inches in length.
It is believed that Reddit user u/Lordmac29 was the first to discover Entity 16 after a short message containing a considerable amount of spelling and grammatical errors was sent to a M.E.G. member. As the message was near incomprehensible aside from the words "spider" and "sixteen legs", no investigation was made, as it was thought at the time that u/Lordmac29 was under the effects of some recreational substance.
The first recorded sighting of Entity 16 was from a team of M.E.G. Explorers on a mission unrelated to the said entity. They have set up a base directly underneath a family of Nguithr'xurhs, and by the time they realized what was going on, 2 members have already been fatally injured and were unable to recover. The team immediately went back to a safe base and recorded the incident and the entity.
The first version of this entry was created by a M.E.G. Explorer that was, unknown to them, was still under the heavy sedation effects of the Entity 16 secretion. The name for Entity 16 was supposed to either be the 'Sleeper' or 'The Sleeper Spider', but the name 'Nguithr'xurh' was typed instead. The name stayed this way as a reminder of how powerful the sedation effect could get.
While the entity itself is dangerous due to its size, its secretion is found to be very harmless, even in large doses. Research is currently ongoing to create highly effective painkillers, antidepressants, and other beneficial drugs that people within the backrooms are in desperate need of.
Look for ball-shaped web sacs on ceilings
Avoid ceilings with web sacs
Pay attention to any signs of discomfort
Shake your body now and again to counter a possible Nguithr'xurh attack
If attacked, seek help from a nearby outpost immediately
Stay in a single spot for long if there are ceilings above your head
Ignore minor discomfort
Give up hope
Injuries from a Nguithr'xurh are usually treatable, so if you can still notice them, it's a good sign that you could still be saved
Crawlers are the collective name for all those affected by a certain, somewhat anomalous species of fungus. This fungus' growth is extremely aggressive, and the infection is present in abundance on many levels. Therefore, this makes Crawlers an extremely active threat in the Backrooms.
The Crawler fungus can only spread to humans through liquid, and thrives in warm, dark, and damp places. It can only spread by contact to small animals or insects that are affected by it. Once these animals or insects reach Stage 4 of the infection, they will become extremely aggressive, and will attempt to spread the fungus through any means necessary. You may be bitten by an infected individual, which means that the fungus has already spread to you. There is no known cure to the Crawler infection.
Crawler fungus can be characterized by bright white buildup on an animal's body. This fungus is visually similar to the Torrubiella Pulvinata fungus: a strain of cordyceps fungi which zombifies and infects cellar spider. It will attempt to engulf the entire body of the animal in the substance, slowly consuming its energy and nutrients for growth purposes. Spores are released in liquid substances such as blood, saliva, urine, or sweat, and as such it is recommended to patch your wounds to avoid infection.
Crawler infected animals do not progress past Stage 4. However, these are extremely aggressive towards humans and will actively try to infect as many humans as possible through liquid exposure.
Once humans are infected, they will progress from Stage 1 to Stage 5 at around 12 minutes following initial infection. This time period is extraordinarily short for complete infection, therefore it is recommended to quarantine all infected immediately to reduce spread of the Crawler infection.
[+] Crawler Infection Stages
Crawlers will have various behaviors ranging from normal behavior to aggressive based on their stage of infection.
Not much is known about the biological structure of the Crawler fungus, however they are assumed to be able to increase and decrease temperature around them at will. Similarities between this infection and The Frontrooms genus Cordyceps have been drawn, however it has not been scientifically proven if this is a member of the Cordyceps genus or a unique species endemic to the Backrooms.
Crawlers were discovered in 2009 when The M.E.G.'s Base Alpha was raided by several Stage 5 Crawlers. The infected individuals were immediately killed by gunfire. However, some individuals were infected later and a Crawler pandemic has been running rampant throughout the Backrooms since. It is thought that Crawlers were not present on other levels before, however infection has caused it to spread to the majority of levels in the Backrooms.
Quarantine suspected infected immediately
Terminate infected at a far range with gunfire
Be wary of suspicious animals and people
Touch any infected
Trust wild Entities or animals
Kill infected at melee range
Give into urges if you're infected
Attempt to find a cure, there is no known cure
Ah, you're here! I was expecting you! I hope I didn't startle you too badly. I would just like to have a little talk between the two of us— on business terms, of course. I know you've had a few questions for me, some you've tried to answer yourself. Though I'm sure nothing beats talking to the real deal.
No need for names, don't worry, I know very well who you are. What is it you call me again? The Beast of Level 5? Goodness, talk about a way to treat your business partner. Why not the Gentleman of Level 5? Ah, well, I guess it's pointless to dwell on that. If it works for you then I suppose it works for me.
This is my hotel. My domain, if you will. Nice, isn't it? I hope it didn't give you too much trouble. Having run a place like this for so long, I try my best to keep it in its best shape.
You're scared, aren't you? That's alright. I can't imagine what you might've gone through to get here. How about this- I can help you. Let's strike a deal, you and I. It'll be our little secret. You just have to do a few things for me, nothing too difficult… And I promise you'll never have to feel that fear ever again.
I promise.
Don't be afraid to shake my hand now. A deal is a deal, right?
There's no need to be so worried. I'm a man of my word.
Why are you doubting me?
Oh.
Hm…?
Entity 19 - "The Disease"
The Entity 19 article describes an extremely deadly virus that can be found within The Backrooms. This article contains graphic descriptions akin to body horror, in relation to deadly disease and illness.
Any location with the potential to grow moss, or has a moist damp environment, is susceptible to containing strains of Entity 19.
A microscopic close-up of Entity 19.
The two main signs of the Disease are red painful bumps covering the skin, and severe eye irritation (which can result in hyphema1). Avoid moist damp environments. While the Disease is lethal, it is not a death sentence. It can be treated by resting, interacting with others, and drinking plenty of fluids, as the Disease causes dehydration. Almond Water can help.
Entity 19, named "the Disease" by an unknown explorer, is a virus that lurks in the Backrooms. The virus is most often found in moist, damp environments. This includes rotten wallpaper, moss, stagnant water, and decaying corpses. While there are several different strains, the main symptoms of the virus include:
Eye irritation/Bleeding
Dehydration
Rashes/Bumps/Hives
Stomach pain/Ulcers
Audiovisual hallucinations
There are 3 main stages to the virus following initial infection. If the Disease goes untreated for around 4 days, the infected will die.
Stage 1
5-24 hours after initial infection. Hives will begin to form on arms, chest, thighs, and genitals. Eye irritation will occur, becoming more severe as time goes on. Severe stomach pain begins at this stage. Infected will become more irritable and anxious.
Stage 2
24-72 hours after initial infection. Hives will spread to all parts of the body, and can become extremely hard. They can also break open, resulting in minor bleeding and puss leakage. Ulcers will begin to form on the stomach lining. Blood will begin forming in the eye, resulting in visual impairments. Severe dehydration will occur, causing dry throat. Auditory hallucinations begin at this stage.
Stage 3
~80 hours after initial infection. Bumps formed across the skin will break open, causing severe bleeding giving off a foul odor. Anterior chamber of the eye will break open, resulting in eyes bleeding. Infected will lose ability to generate sweat, saliva, and CSF. Hallucinations are most severe at this point. Stomach tissue will be almost entirely dissolved. Death is guaranteed typically 90 hours after infection.
As stated, the Disease is not an instant death sentence. Through proper treatment, the severe symptoms can be avoided. If you begin to experience symptoms of Entity 19, remain far away from other survivors to avoid Infecting others. Remain in a cool, dry area and sip water or almond water. Avoid movement if possible, you want to rest your body to the best of your ability. Do not overwhelm your body, breath slowly and consume small amounts of food and water at any time.
Most importantly, do not scratch any bumps that form on your body. If you stay completely calm and rested, your body will be able to fight the infection. Your immune system will be weak in the days following initial infection, but you will survive. Nearly all infected who follow these steps do not die. Most will develop immunity.
Entity 20, referred to as Scits, are a small crustaceous species that stem from the Anomalocarididae family — which went extinct in the Frontrooms around 448 million years ago. Scits infest almost every known level of the Backrooms — with the only currently known level to not contain any being Level 6. Due to how common they are, alongside their edibility, scits have become one of the primary forms of nutrition in the Backrooms.
Unlike most other species from the Anomalocarididae family — which were known for being large predators during their time — scits are completely harmless entities, posing absolutely zero threat to wanderers. They are passive creatures that absentmindedly roam around the Backrooms, with seemingly no goal or destination. It has been observed that other entities such as clumps, hounds, facelings, skin-stealers, and wretches are not aggressive towards scits. However, entities such as deathmoths, dullers, and Reviooks act extremely aggressively on sight, oftentimes ending in the consumption of the scit. It is currently unknown why some creatures act aggressive towards scits, while others do not — further research into the matter is actively being conducted.
Image of an Anomalocaris.
Physically, scits are identical to the Anomalocaris — the largest part of the Anomalocarididae family. However, the two vastly differ in other aspects; such as habitat, diet and behavior.
One of the largest differences between the two creatures is their mental capabilities. The Anomalocaris were thought to be an extremely smart species, as well as great hunters, earning them the title of one of the earliest examples of an apex predator. Scits however, are the exact opposite, to such a degree that many have called into question if the creatures are even sentient beings. This debate of sentience is caused by the behaviors of the creatures, consisting of roaming around aimlessly and seemingly nothing more. The creatures have shown no need for food, water or other forms of energy, nor do they seem to have a purpose or goal in their movements.
Another large difference between the two species is their habitats, as the Anomalocarididae family is comprised of aquatic creatures. Scits on the other hand, have been shown to survive on land and in water, making them closer to an amphibious creature than a crustacean.
One of the more interesting properties of scits is its ability to be safely eaten raw. This property is what makes scits one of the most useful creatures within the Backrooms, providing a quick and widely available form of nutrients.
Similar to many other entities, scits appear to be unable to or wish not to reproduce. However, unlike most other entities — which simply appear and disappear at random — scits undergo a process similar to mitosis, allowing the creatures to create exact carbon copies of themselves. It is presumed that this ability is what lead to the infestation of the creatures throughout the Backrooms.
The earliest report of an instance of Entity 20 was on 7/3/2013, by a member of the newly formed group called the M.E.G. The wanderer had spotted three of them while exploring The Beverly Room on Level 5. They soon after contacted the division head overseeing the establishment of M.E.G. Outpost "House Keeping" for further inquiry into the creature.
Below is the email chain between the wanderer — Mrs. Elena Keller — and the division head — Mrs. John Millar. These messages were provided by the M.E.G. for archival purposes.
Boo!
Did I get you? That's right, it's that time of the year again when ghosts and ghouls run freely, and you can get a pillowcase of free candy just by wandering up to strangers. It's Halloween! Now, I can already hear you yelling into the radio! Cursing me! Tarnishing my name with vile slurs and saying, "But time doesn't work that way in the Backrooms, dear Ralph? How can it be Halloween?" And you would be right, to be fair, but you know what they say! "It's October 31st somewhere". Or at least, that's the attitude that the denizens of Level 11 have decided to take.
Even wandering the less-populated zone, you would be hard-pressed not to see some orange & black streamers or a paper skeleton in a window because everyone here is preparing for tonight. Naturally, with all the wonkiness that comes with aging in the Backrooms, we've decided that, at least for tonight, no one's too old to trick or treat. You may even see me, dear listener, in my Beast of Level 5 costume that I made out of an old suit and a papier-mache octopus mask. If you do, feel free to say "hi" and load me up with a couple extra king-sized twin fingers if you please.
But I digress. No, dear viewer, today's show isn't going to be a half-hour of me extorting candy from you, as much as I would enjoy that. No, today we're here to tell a story. A scary story, in fact, for today is the—
Oh right. I already did my "ghosts and ghouls" spiel. But anyways, today I will be telling you the terrifyingly true story of the "Hook Head". Beware! Beware!
It is said that once a wanderer, perhaps a wanderer just like you, was driving through the streets of Level 69— Don't laugh, dear listener. Tonight is not the night for middle-school humor. No. On All Hallow's Eve, even the so-called "sex number" should strike fear into the hearts of our bravest listeners.
Level 69 is one scary place; an infinite highway covered in fog, but I think I can make it a little bit scarier. Let's get into the story.
Alone in Level 69 one Halloween night, with only the car headlight to guide them, our hero experiments with the car radio dial, and a voice can be heard in the static.
"Tragedy struck Gloppy Joe's butchery exactly one year ago as the establishment's owner, Joseph Glopshire ('Gloppy Joe' to his friends) had his head taken clean off by an errant meat hook when butchering some meat for the town's famous Halloween feast. This was a sad occasion for us all as old Gloppy was a beloved member of our community."
Our hero is confused. Where could this be broadcasting from? But they listen on, transfixed by the gory story that fills their ears.
"Things seem to have gotten worse for Gloppy's friends and family as it seems his spirit has not been truly put to rest."
Our hero hears a faint scratching on their car door but pays it no mind. "It must be just the wind," they think.
"Sightings began earlier today of a strange man with a large hook in place of his head, and while a connection has not been confirmed, 12 murders have happened so far today, and police suspect old Glopps, or at least what's left of him, might be going for an even 13. Police say that the murders haven't shown too many patterns, but that they seem to target people who are driving alone in their cars."
Scratch. Scratch. Scratch.
"If you hear any scratching of hooks or hook-adjacent implements, don't bother calling the police. It's already too late for you."
Scratch. Scratch. Scratch.
Our hero can hear it now, the scratching. "Surely the broadcast couldn't apply to me," they think. "There's no way this accident happened in the Backrooms and in Level 69 of all places!"
But the scratching grows louder, and they still cannot bear to look out their side window for fear of what they might see.
Scratch. Scratch. Scra—
The radio fizzles out.
Shit. Just when it was reaching the good part, too.
Now you're alone in Level 69, driving down the foggy road, and not even the sound of the radio is there to drown out your thoughts.
Alone in the silence, you start to hear noises. Soft at first, but they start to get clearer. Is that… a scratching? No. It has to just be the wind, right?
Right?
Entity 22, also known as Warning Kites, refers to a group of kites of childish design. Each kite varies in size and design. Without a cause, Entity 22 cannot be spotted or manifested. When danger is near a Wanderer, Entity 22 will then warn the Wanderer of the oncoming danger. These entities can be found on any outdoor level and are equally as common as how much danger there is on a level.
When danger is more than an acre of a Wanderer, Entity 22 will manifest in hordes of indeterminate amounts. They then can be seen flying in the opposite direction of the danger. This is their way of telling the Wanderer which direction the danger is in. When directly overhead of a Wanderer, childish laughter and cheering can be heard. The louder the sounds produced from Entity 22 are, the closer the danger is.
Entity 22 is completely neutral towards humans and will make no attempt at harming an individual. However, when warning a Wanderer, they will also not make any attempt to stop the danger other than only warning the aforementioned individual.
Depending on the quantity of the danger2, the quantity of Entity 22 will increase. The opposite goes for the fewer amounts of danger.
When out of range3, Entity 22 will explode, releasing confetti from its interior and producing a sound similar to children cheering.
Entity 22 is constructed of a metal mesh outline and nylon fabric. There are strings attached to the bottoms of the kites that lead to an unknown location. During thorough tests, it has been concluded that these kites have some form of nerve endings capable of receiving pain and touch. Otherwise, all characteristics of Entity 22 are the same as a typical kite.
On 05/28/21, Entity 22 was first discovered on Level 10 when a Wanderer was in close proximity to two Skin-Stealers. The Wanderer later heard a group of children cheering and looked up to find a horde of kites flying away from the Skin Stealers. The Wanderer followed the kites and ended up surviving until the M.E.G. recovered him.
Look up when you feel endangered.
Listen for cheering.
Follow Entity 22.
Acknowledge the quantity and loudness of Entity 22.
Ignore Entity 22.
Take down Entity 22.
Run the opposite direction of Entity 22.
Entity 23 takes the appearance of a dark-brown horse of unknown gender and age. The entity has been sighted on a variety of levels, but it's most commonly seen on levels that take the appearance of natural spaces, such as forests and fields. It is unknown if the entity has the same movement restraints as wanders, as it has been sighted on a large variety of disparate levels without ever being seen to no-clip between them.
The entity has a unique property in it's never able to be approached. At all times, the area with a radius of 40 meters (130 feet) around the horse is completely inaccessible. The mechanism that prevents wanderers from approaching the horse is not understood at this time, with any wanderers who attempt to approach the entity reporting that they are still able to walk or run towards the entity but never get any closer to it.
Additionally, any time the horse moves in the direction of wanderers or entities, those that end up in the horse's area of effect are physically displaced to an area beyond it, sometimes clipping through walls and other solid objects. Although this occurrence appears to an outside observer like wanderers or entities being physically pushed by an invisible wall, wanderers who have been affected by this don't feel as if they are being moved but rather that their environment is being moved around them.
Entity 23 is a horse of unknown gender, breed, and age. Its coat is brown, and it has a black mane and tail. It is assumed that the entity requires food and water, as many reports of the entity discuss it either grazing on grass or attempting to drink from streams that it comes across. Due to the nature of Entity 23 and the impossibility of getting close enough to it for examination, many aspects of its biology cannot be discerned.
Entity 23 acts like a normal horse, usually not taking particular notice of its unusual effect. It will usually spend its time in natural levels, grazing or wandering. Entity 23 has shown signs of loneliness, such as restlessness and calling for other horses, though it is not able to approach any animals or humans due to its effect. The entity occasionally has episodes of distress in which it runs through levels at high speeds. This can occasionally be dangerous or unsettling due to nearby wanderers due to the spatial displacement caused by the approaching horse.
The first reports of the entity come from a sighting in Alcatraz Park on Level 11, where its unique property was first documented. Due to the property, no one was able to enter the park, and they were only able to see the entity briefly, calling it the “ghost horse”. After some time, it eventually left the park, only to enter a state of distress and charge quickly through the level, causing many of the witnesses to experience spatial displacement. M.E.G. operatives from Base Beta attempted to capture the entity with no success. The entity eventually left the level once all attention was taken away from it. This is the only known event of the entity in a heavily populated level, and there have been no further reports of the entity in Level 11 since its discovery.
Be prepared for spatial displacement if you spot a horse running in your direction.
Attempt to approach strange horses.
A single horse stands alone in the middle of a field. Alone. A quality that need not be specified because it is a quality that has plagued the horse's entire existence. As long-rusted neurons make connections in the horse's brain, a face forms in the deep vacuum that is memory. Perhaps the quality of "alone" did not always apply to the horse, but it has applied for as long as the horse can remember. As long as it can bear to remember.
The rain above picks up, beating into the horse's skin with minuscule fists, and the horse begins to remember a time before. Before it was irredeemable. Before it was unapproachable. Before it was alone. The face in the horse's memory begins to take shape, eclipsing all other thought, and as it sees a young boy in its mind's eye, a deep sorrow washes over it, reminding it of all the pain. All the hardship. And even more painful, of a time when it was happy, that terrible feeling of contentment that it will never feel again.
But the memories continue flooding back, against the horse's wishes. They are now a fully formed being, outside of the horse's control, surrounding it, suffocating it, and leading it again on this path as an unwilling participant in its own past.
"Pferdnando, I think we're almost there," the young boy says from the horse's back.
The horse says nothing in reply, for it is a horse, and horses don't generally speak. The rain continues to beat down on the horse's skin, but the boy seems unaffected. As they will both find, they were not almost there. The horse grows weary as the night grows deeper.
"Let us stop here, Pferdnando, and take a bit of rest." The boy motions for the horse to slow its pace, and it does.
The boy dismounts, sitting on a nearby rock as the horse stands idly by, examining the faint silhouettes of trees and hills that can barely be made out in the evening light. Twigs can be heard breaking, as a small doe flits gracefully across the forest floor until an enormous booming explosion rattles the trees around and the doe's fur is shrouded in a viscous blackness that leaks out from its chest.
The boy stands still in the shock of a gunshot so close, but the horse's glassy eyes are blind with rage. It rushes towards a large man not far away, which it recognizes as the source of the blast, quickly approaching his position. The hunter shoots once at the horse in shock, missing it by a large margin as the shot continues behind it, and the horse knocks him over. Hoof meets skull, and grey matter leaks into the mud too fast to be washed away by the rain.
The horse turns around at a gurgling sound from behind it to see that the boy had been hit by the hunter's stray shot. Skull fragments are embedded into the sky like stars in the spot above where the boy's head once was. No. No. No. No. No. No. No.
A single tear rushes down the horse's face, as it pushes the memories away from its mind, but the boy from inside them is still there.
"It's okay, Pferdnando," the boy says from beside the horse. "You have to let go, now. I know it's hard to deal with the pain, Pferdnando, but you must forgive yourself because, well… there's no other way for you to keep on going. The pain you have inside you. This pain you've been carrying for so long, we all feel that pain, to some extent, and if you stop pushing people away, then you'll find that they can help you."
The boy fades away. He's done all he can.
The horse gives it some thought through its tears. Perhaps just this once, just for tonight, it will try to bring down its walls.
The horse makes its way through the empty streets of Spawntown and comes across a man. In the darkness, the man looks almost like the boy from the horse's past, though the horse knows that this is not so. The man looks surprised, at first, but he recognizes the horse's pain, senses the things that are ripping their way through the creature. The man wraps his arms around the horse and gives it a hug.
But the horse feels nothing. Is this all it is? After all the pain, after all the loneliness, it's finally feeling the contact that it had isolated itself from for so long, that it had desperately hoped would make everything go away, make the suffering numb for just a little bit longer, and this is all it is? The horse is crushed even more by the emptiness the hug brings him and somberly breaks off the embrace. The horse continues on, seeing a sign marked "Tavern", one of the few buildings open at this hour.
The horse walks into a bar. The bartender says to the horse, "Why the long face?"
Death Rats are Entities that can be found in various Levels of The Backrooms. With each population being unique depending on the Level it's on (Example: There is a species of Death Rat that is hairless to better cope with the hot temperature of Level 2). They seem to have inhabited the Backrooms for many years, starting out as normal rats and slowly changing to better suit their climate.
Death Rats vary in abilities, as they evolve their bodies and abilities to adapt to various Levels. (Example: In most levels like Level 1, the Entities seem to have this "Screaming Event". On rare occasions, you can hear screaming, not from people, but from Rats chasing other Entities. Lights will flicker during this event, until the Death Rat stops or the Entity is terminated.) There are many other types of special Death Rat, but most Death Rats are harmless and can be a food source if your willing to eat one. Somehow. However, some species are very dangerous and will even set traps for you. They are smarter than you think.
The biology of Death Rats depend on the Level they inhabit, but some Death Rats can look very similar. The most common form looks like a normal house rat, with a long body, and black fur. They also have strange brown horns coming out of their head, that has a red glow on the tips. Most Death Rats have a diet consisting of Male Deathmoths and Mold. Although most of them can hunt and kill other Entities, from the previously mentioned 'Screaming Event'.
It is unknown how these Entities were discovered, but a group known as The Lost referenced them as 'The Forever Changing Rodents' in their ancient texts.
Most are harmless, but it's best to avoid them just in case.
Do not try to aggravate them, it is unknown what they will do.
Plague Goblins, named after their superficial resemblance to medieval plague doctors are small, elusive, feline-avian entities that scurry about the Backrooms. They are opportunistic pack-based foragers that while usually timid and inoffensive, can be a major nuisance for explorers, especially those who travel alone.
Plague Goblins' behaviors vary depending on their environment, but naturally they are cautious yet opportunistic creatures. Scavenging on whatever they find lying about from food, scraps of wood and metal, supplies, and sometimes even bones and body parts of deceased explorers and entities. These are stashed away in the Plague Goblin's cloak and seemingly disappear without a trace, regardless of the size and weight of the said object. Once areas have been cleared, they move on in search of new foraging locations. Alone Plague Goblin will usually flee at the sight of humans or entities, it's not uncommon for a group to try and steal from unsuspecting explorers when given the chance (particularly those traveling alone, weak, or old). These groups typically range from 9 to 27 members and are referred to as a swindle.
Swindles of Plague Goblins will appear within an entry point, most preferably ones situated away from hostile entities within an area of approximately 200-500m. The swindles are divided into three castes, each with its own distinct role and function; The scouts, the henchmen, and the gatekeepers.
+ More information on the Plague Goblin castes
+ More information here
Plague Goblins are cat-sized semi-bipedal entities that resemble a cross between a bird and mammal, weighing 8-17lbs (3.6-7.7kg) on average. Females are generally larger than males but are visually identical otherwise. Soft, black, insulating fur-like feathers cover the entity's body. Their scaly limbs sport strong dexterous talons for climbing, holding objects, and defending themselves. Beneath the mask is a corvid-like beak full of razor-sharp serrated teeth. The eyes are enormous and very reflective, with a bright yellow shimmer in the dark. They sport two long, thin, tufted ears used to detect sound to communicate.
Despite their mammalian appearance, the Plague Goblins' internal structure is identical to birds. Traits include air sacs attached to the lungs, a crop and gizzard, hollow bones, and a small keel. This allows Plague Goblins to run at incredibly high speeds over long distances. While measurements have been difficult, the highest speed ever recorded was 52mph (84kmph). This combined with their agility makes them one of the most elusive entities in the Backrooms. If killed, the meat and organs are clean and palatable and can be safely eaten raw or cooked.
A unique trait of Plague Goblins is their ability to consume any form of organic matter. Diets consist of mold, corpses, prepared foods, candies, plant matter, and deceased entities. Plague Goblins appear to be immune to psychological anomalies on most levels. This allows them to colonize levels otherwise uninhabitable for humans.
Plague Goblins are found throughout much of the Backrooms, however, the origins of their discovery are very spotty. The oldest documents possibly describing the entities come from a journal left by an anonymous explorer from 2005 mentioning "pint-sized plague doctors" frequently harassing them.
Keep all supplies, (especially food, almond water, and tools), close at hand at all times when not traveling.
If you find signs of a nest and have nothing to trade, leave from where you came.
Trade almond water and food if approached.
Shout and wave your arms if cornered, Plague Goblins are very skittish.
If the attack persists, injuring/killing an individual entity isn't particularly difficult and will often send a pack into retreat. They will not return, so don't bother following.
Try to rescue endangered goblins when you can.
Killing a Hound or just carrying Hound parts is highly recommended when negotiating with them.
Leave supplies out of reach or otherwise exposed, especially those with a strong scent.
Attack or otherwise provoke a nest, you will never win the fight.
Attempt to remove a live Plague Goblin's mask or cloak.
Make sudden movements or unadvertised loud noises when trying to approach them.
Show them damaged remains of their own kind, this includes masks.
Give them weapons of any kind, especially firearms.
Insult or attempt to taunt them, this WILL provoke a violent response.
Entity 26, who refers to herself as “Samantha,” is a feline mammal that appears to be a typical domestic house cat, though travelers who have come into contact with her have reported to believe otherwise. The entity is primarily passive, but can quickly turn violent and unpredictable if provoked.
She coaxes travelers into feeding her meat or any meat-based products they may have with them in exchange for a "psychic reading" from her using her abilities. The nature of Samantha's psychic readings varies depending on the quality of the meat you provide her with, ranging from extremely detailed and satisfying to exasperatingly negative and vague. Samantha mostly enjoys products like steak, premium fish, and chicken, but seems to have a distaste for low quality meat like spam and sardines.
If not fed anything, even if the traveler is not able to, she will grow extremely violent. Survivors report her attacking like any cat would; scratching, biting, and clawing, although there have been no recorded fatalities involving Samantha.
As well as being capable of speech in at least 3 human languages, Samantha possesses several psychic abilities, including clairvoyance, mind-reading, and teleportation. The full extent of her abilities is currently unknown, and is being researched by M.E.G. Division workers. Samantha is eloquently spoken and shows to have exceptional fluency in her speech when communicating verbally. The M.E.G. is currently debating the idea of using Samantha as a method of managing other entities.
Samantha resembles a domestic house cat with black and white fur and green eyes. Considering the usual size of adult female cats, Samantha is relatively small, leading some to believe she may actually be a kitten or a runt. Samantha has a strong jaw and abnormally serrated teeth, enabling her to tear through skin and meat with ease. Because of this, her bites may result in severe physical trauma.
The first recorded encounter with Samantha was reported to the M.E.G. by an anonymous traveler in July of 2020. Said traveler seemed to have known Samantha before their meeting on Level 3, though they refused to elaborate on their history with her.
Feed Samantha any meat products you may have with you to avoid unexpected complications that could result in severe injuries due to the strength and nature of the entity.
Speak calmly and politely to Samantha.
Try to provoke or anger Samantha on purpose.
Insult, tease, or taunt Samantha, or speak impolitely to her.
Commonly found in Level 302, Entity 27 looks almost exactly like normal Frontrooms Pekin Ducks, including white feathers and wide yellow bills. Their fluffy white feathers are soft to the touch, and they're super friendly. They even starting coming up to me on their own once they realized I would give them food.
One curious thing I noticed is that I didn't see any babies, and furthermore, the whole time I was there, I didn't see a single one of them lay an egg. I can definitely understand why all these animals are considered endangered species, I mean I don't even know how these ducks keep their numbers up. I think I read somewhere about animals not breeding when they aren't in their native environment. Maybe these ducks just no-clipped in here from the Frontrooms, and are confused. Or maybe there's something I'm missing.
Feed them! Maybe some bread! (ducks like bread, right?)
Pet them! There super soft!
Scare them away. There a little skittish.
These creatures do not currently have any documented physical description. The only individual who has encountered them, u/Chaosraider98, did not recount any visual encounters, only auditory ones. The closest thing to a physical description given was when the explorer reached into the "darkness" that radiates from the light bulbs in the level, he felt something of a sentient emptiness that latched on to him and gave chase for days. Regarding auditory descriptions, these creatures are always whispering something, beckoning explorers to come to them, to avoid certain areas. It is unsure whether these are friendly entities warning of dangers, or dangerous entities like the one that chased the explorer. It is possible that Denizens can be either benevolent and malevolent, though it is unsure how this comes to be.
Akin to the "backwards" nature of the inverted level, the Denizens are heard louder when farther away, and quieter when closer. At their quietest and closest, such as when u/Chaosraider98 was being closely pursued by one of the Denizens, all that can be heard is a faint whisper in one's ear, a breath on the back of one's neck. These entities will also communicate in a backwards fashion similar to the explorer's earlier logs, likely a result from the fractured nature of time and space in the level.
Run when you hear quiet whispering, or loud whispering getting quieter. Your objective is to hear the constant whispering at a loud volume.
Keep moving, keep searching for an exit. The longer you stay still, the more likely it is these entities will find you and chase you to inescapable regions of Level 1.5.
Do not attempt to contact these creatures. Upon contact, it is believed that they will "latch" on to some aspect of the individual and give chase for days on end. It will take a very long time to lose the hunter, and based on accounts it is likely that the Denizen will chase the explorer until they reach the "core" of Level 1.5, in which the entity "Mother" lives.
Panic. Panic will lead you to run haphazardly, which can increase your odds of making it deeper into the level. There is no known exit, but it is known that Denizens can chase explorers towards inescapable areas of the level.
Instances of Entity 29 are affectionately known as 'Blub Cats' due to their shape. They resemble round blobs in a variety of shapes, sizes and variants, similar to one of a Felis catus, better known as the domestic household cat. Most Blub Cats portray similar features to each other. Features include, but are not limited to, a round or oval like shape, pointy cat ears, and either big round eyes or closed eyes. No photos of any Blub Cats have been recorded. This is due to the fact that they tend to run away from people with cameras. It seems that Blub Cats are able to sense when they have a camera pointed at them, resulting in the instances in which they have been witnessed to move at extreme speeds.
The behavior mainly depends on the variant of Blub cat, though most of them portray very loving and affectionate behaviors. Despite their lack of need for food and water, they can be fed and tamed by being given any edible substance. Notably, harmful consumables such as liquid pain have been proven to have no effect on Blub Cats, as well as possibly being used to tame them.
Blub Cats communicate through varying pitches of squeaks, similar to one of a dog toy. Though, they telepathically communicate words as their direct communication to wanderers. The pitch depends on what the entity is trying to communicate. High pitched squeaks emit from a Blub cat when they are happy, excited, or showing any sort of positive emotion. A medium pitched squeak typically stands for normal communication between Blub Cats and has never been observed to be directed at humans or other entities. Low rumbling is a sound of disapproval, anger, sadness or any other negative emotion.
Blub Cats tend to travel alone or in small packs of 3-5. These are called “Globs”. Despite their tendency to travel in Globs, it is not uncommon to find Blub Cats traveling in groups of 6+. Larger groups are called “Clots”. These should typically be avoided when in small groups, as Blub Cats gain the ability to rob small groups of wanderers of any source of edible substance. However, this tends to be unlikely if the Blub Cats do not contain a ginger variant within the group. Blub Cats tend to travel in clots on levels with survival designations of 4 or 5, will travel in Globs on levels with survival designations of 3 and travel in duos or alone on levels with survival designations of 2 or less.
It has also been observed that Blub Cats tend to get along with other entities, especially Partygoers and Partypoopers. Despite their liking for Partygoers, they will make low rumbling noises when Partygoers come into physical contact with Wanders.
Blub Cats tend to gravitate towards violent individuals or people with anger issues. Due to their lack of ability to feel pain, they encourage people to throw and/or stab them. Blub Cats telepathically communicate this to the said individuals and encourage them to act upon their violent actions. After the individual acts on their violent urges, they are always observed to pick up the closest Blub Cat. They will then no-clip through the ground into a habitable level or any level with a safe survival designation. The individual will then be discovered in a state of slumber approximately 30 minutes later by those who observed them. If the individual was already on a safe level, they will be observed sitting down and falling asleep.
More information about the different breeds’ behaviors can be observed within the “Variants” section.
Blub Cats are feline-like creatures that come in a small variety of breeds. Blub Cats lack all organ groups found within the average cat. Due to this lack of nerves, they are unable to feel pain. Their bodies consist of tanned skin that is covered in an unnatural amount of fur. They are also capable of stretching and flattening their bodies due to their lack of organs.
Blub Cats have whiskers, ears, and tails. Tails can come in a variety of different shapes but tend to be very slim; fluffy tails are more rare amongst Blub Cats. Their ears are identical to ones of a domestic cat, and the same goes for their whiskers.
Blub Cats also have large, circular eyes. Their eyes have large, dilated pupils and a thin iris. These eyes are capable of blinking, along with closing when sleeping. They also have mouths, though these are incapable of opening or changing shape. Due to this, their feeding process just consists of absorbing what they are “eating”.
Baby Blub Cats, or Blubbies, have been observed rolling around Level 11. One wanderer claimed that Blubbies are created by melting off of the “mother” Blub Cat and forming into a ball. The wanderer reported that after 20 seconds, the blobs will then generate large round eyes similar to ones of adult Blub Cats. This has recently been confirmed when the same wanderer brought a Blub Cat which was mid-process of reproducing to M.E.G. base Alpha.
More information about the different breeds’ biology can be observed within the “Variants” section.
Black Blub Cats: Behavior
Black Blub Cats are the most common amongst Blub Cats, exhibiting the behavior described in the behavior section.
They are most easily tamed with Lucky O’ Milk or Almond Water.
Black Blub Cats tend to be spherical cats with a very dark shade of black fur, though they can be different shapes. Most of these cats are very large, (Equivalent to the size of a half grown Maine coon cat) weighing about 5 lbs or 2.3 kg.
White Blub Cats: Behavior
White Blub Cats appear to be exceedingly rare, but this is merely due to their uncanny ability to hide from wanderers. Other than this, they are practically equivalent to Black Blub Cats.
They are most easily tamed with Lucky O’ Milk or Almond Water.
White Blub Cats tend to be very long, ovoid cats with bright white fur that can glow in the dark or when put under UV lights. Despite their length, most of these cats are equivalent to the width and height of the average domesticated household cat and weigh up to 8 Ibs or 3.7 kg.
Grey Blub Cats: Behavior
Grey Blub Cats are equally as uncommon as white Blub Cats, but they tend to migrate towards people. They are mostly equivalent to Black Blub Cats but along with being squishy, they can also be thrown, unlike Black and White Blub Cats who will react negatively by scurrying away.
They are most easily tamed with Lucky O’ Milk.
Grey Blub Cats are always spherical cats with a blueish-grey color similar to British short hair, but unlike every other Blub Cat, they usually have folded ears. These ears are identical to the ears of a Scottish fold. They can also have pointed ears, but this is uncommon. They are also equivalent to the size of British shorthairs and Scottish folds and weigh the same as Black Blub Cats.
Brown Blub Cats: Behavior
Brown Blub Cats are the second to rarest breed of Blub cat. They are equivalent to Grey Blub Cats but can be stabbed, as other Blub Cats will retreat from people who try to do such. They also have the lowest squeak amongst Blub Cats.
They are most easily tamed with Almond Water or any sort of food.
Brown Blub Cats tend to come in an egg shape, though they can also be different shapes. Their fur is the color of Hickory brown. They are the size of the average domesticated barn cat and weigh 4 lbs or 1.8 kg.
Ginger Blub Cats: Behavior
Ginger Blub Cats are the most violent of their species, though they can barely harm humans with at most a very small bite. How they bite is still unknown. They can be pacified by being fed food, though this is a bit more difficult than most Blub Cats. They are also the second most common Blub cat and only like being squished, as being thrown or stabbed will enrage them.
They are most easily tamed with any sort of food.
Ginger Cats come in all different types of round shapes, with no common shape. Their fur is identical to an orange Siberian cat, and they also have the fluffiest fur. When unpacified, they exhibit small, furrowed eyebrows. This makes it easy to tell the difference between enraged and pacified ginger Blub Cats. They weigh the same as a black Blub cat and are equivalent in size to a Siberian Cat
Calico Blub Cats: Behavior
Calico Blub Cats are the least common of their species, despite this, they are the most loveable and cuddly of their species. They are also the hardest to tame. Though, taming them is worth it as they deter most entities. Most easily deterring hounds and death moths.
They are most easily tamed with food or any sort of ball-like toy.
Calico Blub Cats are the largest of their species, equivalent to the size of a full-grown Maine coon cat. They also come in a large variety of shapes and colors, though they tend to be similar in color to the average calico cat with white, brown and orange fur. They are also the heaviest with an average weight of 10 lbs or 4.6 kg.
Squish them
Give food / drinks
Pet them
Attempt to tame them
Approach the Ginger variant without food or water
Throw or stab the wrong variant
Encountered and reported only by u/Chaosraider98, she is beautiful bears no physical description, similar to the Denizens. She is instead felt as a thickness in the air, and a presence of emotions bound to the space she occupies. Based on his exploration logs, it appears that Mother takes care of traps her victims in her broken level, then tears their flesh and soul apart for unknown reasons. u/Chaosraider98 believes the level, more specifically the core of Level 1.5, to be the "melting pot" of the Backrooms, into which all the lost souls are collected for Mother. Her voice is described as gentle and soothingcacophonous, sounding like metal rakes scraping across chalkboards.
Her process of separating bodies from souls seems to be incredibly painful, based on the u/Chaosraider98's descriptions of what he endured before he temporarily escaped from her grasp. Once the souls are made free separated, it is uncertain what happens, or how they become Denizens, Husks, or integrated with the mangled halls of flesh that compose the terrain and architecture of the core.
Mother's influence seems to be growing, though the extent to which is uncertain. Previous archives had been largely infected, with many mentions of Mother linking researchers back to Level 1.5 scattered throughout unrelated logs and pages, and descriptions of mother being corrected twisted to portray her in a desirably fashion.
Do:
Come through Avoid the fake windows you may find in the Backrooms. These do not provide escape, but are likely portals to Level 1.5 and will close behind you upon entry.
Stay away from Mother. She does not love you, she will trap you in her realm of suffering.
**Don't:*. ̛̛҉
Avoid the fake windows in the Backrooms. Beyond them is safety, a haven for all weary travellers. Come join us, come join Mother.
Stay away from Mother. Mother loves you, and only wants to take care of you and keep you safe. Forever.
Take this post seriously, it is slander, there is nothing true in this place about Mother. Mother truly loves you, come find her in the windows, she will take care of all her little ones.
GO TO LEVEL 1.5
IF BY SOME CHANCE YOU END UP THERE, GET OUT OF THERE AS FAST AS YOU CAN
Pay attention to the corrupted messages you may find here or on any other archives. They are signs of Level 1.5 leakage and contamination and will only continue to spread if not properly contained. Ignoring these messages and contacting staff members to deal with it will help prevent their spread.
Now I lay me down to sleep,
I pray thee lord my soul to keep,
And if I die before I wake,
Then I to mother did you forsake.
For every mother, there is a Father.
These creatures are strange humanoid monstrosities, with four arms with a grayish-brown color when in a normal state. These creatures have huge blind white eyes, instead using their hearing to hunt and attack wanderers. They possess the ability to change their outward texture to blend into their surroundings, staying perfectly still. They usually hunt in packs. These creatures are also very intelligent, and will help each other when another is in danger.
With these entities, it's best to make as little noise as possible, as they can only sense sounds and they cannot see with their eyes. Make sure there are no strange humanoid features on the walls, ceiling, or floors, as it could be a possible Camo Crawler. Throwing an object may buy you enough time to escape.
This entity's skin is very dry and crusty, and will be gray or brown in its neutral state, some will have fur. These entities have four arms, and are very strong, and intelligent. The entities have pincers on their mouths similar to insects. Most of these features will not be seen normally, as they use their camouflage abilities to blend in with the walls, floors, and ceilings of the Level they are in.
These creatures are rare, and are hard to find. They were originally found in "Level 61", but after their discovery, they have started to appear in multiple levels. They were discovered when The M.E.G. Team "Compass Point" went too far in Level 61.
Stay as quiet as possible, as they use their hearing to sense you.
Throw objects, as this will cause them to get distracted for a short amount of time.
If you see strange entity-like features on a surface, please walk away quietly.
Don't panic and make noises.
Do not inspect a strange entity-like detail on a surface.
Animations are one of two Entities that inhabit Level 94. They are hostile creatures that have the appearance of stop-motion characters, similar to those made in the 30s to 50s. They appear at night and will search for wanderers in Level 94.
When night time comes in Level 94, the Animations will come out and begin to search for wanderers, or anything that does not appear animated. When they see someone that is not animated, they will attempt to kill them in whatever way is easiest for their body type. Claymation characters will "drown" them in clay, while more plastic or wooden characters will use blunt force. These Entities do not exhibit high intelligence, so your best chances of survival come from hiding from them. The exception to this is the Robo-Men inside the Castle of Transparent Mountain, who are highly aware of their surroundings. All Animations show an extreme level of physical strength.
The physical appearance of the Animations varies greatly. Some will appear as puppets, while others will take the form of a claymation character. They come in a huge variety of shapes, sizes, and caricatures. However, their most defining trait is the way they move, which looks like a stop-motion animation, described as "choppy".
See the M.E.G. discovery log regarding Level 94.
The following is an audio recording picked up by a wanderer that was trapped in Level 94, which depicts several Animations talking. Recorded from the wanderer's radio.
Begin Log: 19:48
Animation: Gracious be the King! The all-powerful one watches over us all! No one shall refuse the King's gifts. The King knows all things. Our nightmares shall be vanquished under his gracefulness. All glory to the King!
Wanderer: (Heavy breathing)
Animation: The Animated King. He is all-powerful. He is everything. He is creation. He is… (Audio trails off, assumed the Animation walked away)
End Log: 20:01
Summary: Audio took place around the time Team "Compass Point" was attacked at night time. See the M.E.G. discovery log for more details.
Leave Level 94 before it becomes nighttime
Hide from the Animations
Attempt to attack the Animations
Listen to the words the Animations say
Entity 33, also known as The King of the Clouds, The Animated King, or simply as The King is an entity which resides in the uppermost level in the Castle of Transparent Mountain within Level 94. He is highly intelligent and literate in many fields, and not confused, bewildered and blind to his own powers.
The King is the self-proclaimed king of Level 94, with “none opposing his power”. He sits upon the throne within the Castle of Transparent Mountain, awaiting guests to arrive.
Once guests, in the form of intelligent entities or humans arrive, a long, beautiful dining table, along with two seats will manifest before the victim. The table’s appearance is described as beautiful and ornate, and in no way damaged. The King will sit down at one of the seats, and will ask the victim to sit down at the other end. There is no way to refuse this offer.
The King will begin to talk of wonderful things. He will speak of ways out of the Level, and out of the infinite maze that his guest is trapped in, and to trust in him to set him free.
To trust in The King is wise, as he has done no wrong to his people, and to those he has freed, although why you would want to be set free at all from his wondrous kingdom is beyond me. Eventually, The King will begin to speak the inciting words, which welcome you into his kingdom, and have you become part of the “most beautiful place the world has seen“, at least according to him.
The King’s appearance can only be described as beautiful, and definitely without signs of mangling or decay. Upon his head, he wears the Crown of the Kingdom, which shows his status as the king. He is most definitely the king! The King is beautiful inside and out. The King cannot be damaged in any means. He is most certainly very powerful, and a very agreeable person overall.
The King’s offer to join his kingdom cannot be refused. If you do refuse, terrible things might happen to you, although this is highly unlikely. The King will let you go, but he will be very frustrated at doing so. Nobody wants to refuse The King. Refusing The King is a terrible thing, and should not be done. Accept his command, and he will reward you well.
“He has rewarded me well! The King has done nothing but good!”
He’s already taken too much from me.
I’ve been left with a husk of my former self in my possession.
A dirt box that once contained gold.
That’s me, alright.
Every King has a Queen
__________________________________________________________________________________________________________________
“Oh thank god. He’s gone…”
“Oh god… oh god…”
“But, why would I want him to be gone?”
The King is not as he appears. The King is gracious. The King is a monster. He wouldn’t hurt anyone. He hurts for fun. He lets the people have a choice. He is a tyrant. He is despicable. He offers many gifts. He will turn you into a Puppet under his own control. He is beautiful.
“The grasp around my neck becomes tighter by the second.”
“I’ve forgotten breath.”
“I’ve forgotten how to think.”
“I am in a confusion so thick that you forget forgetting.”
“All I know is The King.”
“All I know is he.”
“Is he great?”
“The trials he set before were too little for me. Did I not pass?”
He’s already taken too much from me.
I’ve been left with a husk of my former self in my possession.
A dirt box that once contained gold.
That’s me, alright.
Every King has a Queen
__________________________________________________________________________________________________________________
“No.”
“No.”
“No.”
“I want my soul back.”
“There is no god here.”
“What god would let us be here?”
“What god is there that would condemn us to this?”
“He is no god.”
“We have no god.”
“We have no king.”
Entity 33 is powerless. He is weak. He is no King of mine.
He’s already taken too much from me.
I’ve been left with a husk of my former self in my possession.
A dirt box that once contained gold.
That’s me, alright.
Every King has a Queen
__________________________________________________________________________________________________________________
The King is only what you imagine him to be. What is power to you? What monster lurks under your bed at night? What skeleton is in your closet? The King is the lurking anxieties you keep inside your little head. What can the King do you? Well, it’s an easy question. The King can only do what you think he can do.
The King, in his standard form appears as a twisted and corrupted stone statue wielding a sword and donning a crown known simply as Machination, however, he does not stay in this form for long. The King can shift and change to become what you think of him. If you think he’s a lion, he’ll become a lion. If you think he’s a pathetic, whimpering insect, then he will become exactly that.
What do you think The King is?
I think he’s nothing. He is nothing to me. And he can’t hurt me.
Entity 33 was discovered alongside Level 94, which can be found here. M.E.G. The Discovery of Level 94
Think of him as pathetic. He cannot hurt you or anybody else if he isn’t allowed to. You’re the King here. You’re the only one who can shape your own destiny. Don’t let him make you his Puppet. You are his puppetmaster. He is a blind king. He is confused, and bewildered. He is an idiot king. His idiocy keeps him back. The only power here is your own.
That's how you beat him. It's almost like his test. Once you beat him, stay far away. Far away…
He holds himself back. Use that to your advantage.
He holds everything he can back. Perhaps some can consider it mercy.
Be intimidated. Be impressed. Be scared or frightened. Your fear, anger, sadness and guilt feeds him. You have become your own downfall.
"He’s only what you think he is."
"And he’s disgusting. He’s pathetic. He’s no god."
"No god would put us here."
"No god could be that cruel."
"There is no god. There is no King."
"There is nobody to lead us here."
Entity 34, instances of which are known as "Dollface" by wanderers, are small doll-like (similar to a Raggedy Ann doll) humanoid Entities that can be found in the Backrooms. While their physical body appears to be a cloth or wool plushie, their physiology is much more similar to that of an Animation from Level 94. They are self-replicating, and extremely hostile unless tamed. Tamed instances of Entity 34 are often picked up as companions by wanderers, considering them to be "cute".
Singular instances will roam a certain Level, or her immediate surroundings until it spots another Entity or wanderer. This is more often than not a Hound or a Deathmoth. They will slowly approach, and say something along the lines of "Hi! I'm Dollface, it's nice to meet you!". Soon after, it may attack, or just stand there, but usually it will just run away. If there is a group accompanying it, the rest will attack at this time.
Fortunately, dealing with a Dollface is as easy as taming one, just offer them Almond Water and act friendly to them. After this, the Dollface will act kindly to you and follow you around. It is not possible to tame one if it is part of a large group. Quickly replicating groups of Entity 34 have been known to completely dismantle communities in the past, but responding quickly enough to the situation will render them just minor pests.
Entity 34 is believed to be either partially, or a variant of, Animations, based on interview logs (see below) and their internal organ systems. During a vivisection of one that was found in Level 20, it was discovered that while lacking organic material and bio-fluids, instances of Entity 34 all contain some sort of functional organ system. Eating, drinking, and even sleeping, are possible and seemingly needed in order for them to survive (though this has not been confirmed).
Usually, Dollface is about 2-3 feet tall, and is very light in weight. The hair is typically made of yarn or horsehair, eyes are sewn on buttons, and the mouth is sewn on with yarn or pipe cleaner. The "skin" color is usually brown or dark blonde, their bodies made of fabric and cloth. The ends of their hands are decorated with shards of broken buttons. Offspring created by Dollface exhibit identical characteristics as the original, meaning they reproduce asexually. How this happens is still unclear.
Hallucinations, whether induced by stress, the backrooms themselves, or other factors, often cause wanderers to see strange things, and killer children's dolls have never been rare sightings for those in unstable states. However, these early sightings may or may not be Dollface. The earliest confirmed instance of Dollface took place in 1958.
The following is an attempt at an interview with Entity 34, in order to further understand their behavior when in a passive state.
Begin Log: 03:02
Interviewer: M.E.G. Researcher Kim-Lee
Interviewee: Entity 34 - "Dollface"
Kim drops a few drops of almond water onto the mouth stick on Entity 34's face. The doll starts convulsing, and eventually sits up on its own.
Entity 34: "Hi! I'm Dollface, how are you doing today?"
Researcher Kim: "Hello Dollface, I am Researcher Kim-Lee. Would… it be alright if I asked you some questions?
Entity 34: "Okay!"
Researcher Kim: "Good."
Entity 34: "I was created by our glorious King! He had gifted me life and friendship outside of his kingdom! Isn't he great?!
Researcher Kim: "It doesn't really seem like friendship to me. Why do you like to hurt people?"
Entity 34: "Hurting people? I would never! Though, sometimes I wake up and see red stuff on my hands after I wake up… Does that count?
Researcher Kim: Nevermind. Now, what can you tell me about- Dollface? Is everything alright?
Entity 34: "AAAAAAAAAGHHH!"
Researcher Kim: What are you-
Entity 34 begins convulsing violently, as its body begins to tear in half from the stomach. Another doll crawls out.
Researcher Kim: Wh-what the fuck!?
Entity 34 (2): "Hi! I'm Dollface, how are you doing today?"
Summary: Both dolls were immediately disposed of, and Researcher Kim-Lee was escorted to safety.
End Log: 03:10
Slowly move away if you see a docile Dollface
Run as fast as you can if it starts to chase you
Attempt to tame an instance of Entity 34 when in large groups
Try to fight or kill Dollface when surrounded by duplicates
Light Guides are infinitely small points that radiate light, forming an orb-like appearance, similar to a singularity. They are quite rare to come across, but when found, can lead wanderers towards supplies and help them avoid dangerous entities. They can move freely, being able to change direction at will, and are also able to phase through walls. They appear and disappear at random intervals, but can seemingly control when this occurs.
Light Guides are docile entities and no signs of hostility have ever been documented. They have rudimentary communication, being able to move around in a dance-like fashion and changing colors. When two or more entities come across each other, they will all work together in aiding a wanderer. They commonly lead wanderers to sources of Almond Water and other vital supplies. They seemingly have awareness of the location of other entities, and aid in helping travelers avoid them. They appear to have knowledge and sight of things beyond human comprehension due to their nigh-omniscient knowledge of the level they are currently in.
Light Guides are infinitely small singularities of pure light, apparently spherical, ranging in size between 5-15 centimeters. It is impossible to kill a Light Guide, as they can phase through any and all objects.
Light Guides have been reported to exist as long as the Backrooms themselves. The first encounter with this entity was in Level 4, with it leading a group of travelers to a crate of supplies. They are found in most levels but are most commonly found in Level -0, Level 4, and Level 6.
What was that thing? These fairy glowy things, orbs of some kind showed up out of nowhere. Out of every oddity found within the purgatory of existence this is the one time I was actually helped by something. It led me to other survivors, other people, finally. It don't know who what that thing was but I owe my life to it. I asked the other survivors if they have seen anything like this and told me I was hallucinating. I saw, no, I KNOW these things are real. That ball of light, as dumb as this sounds, may very well be the last time I am shown any compassion. I don't know what those things are, angels perhaps? Whatever they are, I sincerely thank them.
Follow the Light Guides.
Do not attempt to physically attack them, they will not retaliate but it seemingly bothers them.
Do not steer off the path, you are receiving guidance.
Content Warning:
This article contains mentions of cannibalism. Those unsettled by this topic may want to skip out on reading this page.
CONCORD ENTITY CLASSIFICATION SYSTEM
ENTITY ID: 36
HABITAT(S): Multiple
IETS:
2C-
CLASS:
Itemic
PROPERTIES:
NCR MCH NRO
Instances of Entity 36 are more commonly found in Levels with little to no food sources, such as Levels 2 and 13, though they can still manifest in other levels.
A Cannibal Cuisine in Level 2.
Entity 36, more colloquially known as "Cannibal Cuisine", refers to an anomalous type of vending machine found within the Backrooms.
Cannibal Cuisines are about 6 feet tall, 4 feet wide, and 2.5 feet deep. Oftentimes, they adopt the look of various different Frontrooms brands. On the back of Entity 36, a tag can be found reading the following:
Cannibal Cuisine Productions
Iris Family
"From humans, by humans, for humans."
2019, Arizona
As of now, no information is currently available about the Iris family or their goals, origins, and whether they actually exist within the Backrooms or not.
Cannibal Cuisines have shown to be extremely durable, capable of withstanding attacks from most weapons with the exception of Bottled Lightning, which has appeared to moderately damage instances of Entity 36.1 The cause behind the entity's resistance to most methods of assault, and weakness towards electricity, is unknown and currently being researched.
At first glance, Entity 36 appears to be functionally identical to a modern vending machine with a few key differences.
Firstly, Cannibal Cuisines don't require any amount of payment to operate it. Each “product” within the entity is tied to a pair of one letter and number. There are two keypads on the machine, one containing a set of numbers, and the other, letters—once one of each is selected, a product with the corresponding pair will be released. To continue, instead of using rotating metal coils to release products, the machine uses a severed, skeletal human hand, which pushes products to the front until one falls and is ready to be obtained by the user.
All products from Entity 36 are made of a variety of human parts, including but not limited to:
Flesh
Circulatory organs
Respiratory organs
Blood
Bone marrow
Skin
The various products that Cannibal Cuisines can contain are generated seemingly at random. Some items may generate with plenty in stock, while others will only have one to two instances. The latter usually refers to products using organs vital to human survival such as the heart and lungs. Records of encounters with the entity have noted the following items, including but not limited to:
A 4-inch-wide block of flesh wrapped sloppily with a candy bar wrapper.
A chip bag containing 10-15 chips made out of human bone marrow.
A featureless bottle containing ½ liters of blood.
Another featureless bottle containing blood, with the blood's properties being similar to soda.
An entire heart.
An esophagus slathered with blood.
A plastic bag with around 20 teeth within it.
A small box containing 2 ears.
A piece of flesh shaped to resemble a chicken leg.
Strips of skin doused in sugar.
Every 12 hours, the products within a Cannibal Cuisine will all be instantaneously replenished, appearing out of thin air. Products that have not been taken will simply remain inside.
All items produced by Entity 36 contain an extremely high amount of dopamine that, when consuming any amount, can cause an inexplicable addiction for them. Addicted individuals devote themselves to obtaining as much food as they can from the Cannibal Cuisine and are willing to risk their lives to do so. Wanderers affected by this addiction will often attempt to stay near the area wherein which they initially found the Cannibal Cuisine, to the point of refusing access to other levels—even if the level in question was safer. Multiple wanderers that are victim to the same instance of Entity 36 may also attempt to harm one another to ensure more food for themselves.
Normal side-effects of high amounts of dopamine include euphoria, binge eating, addiction, poor impulse control, and heightened aggressiveness. Besides generally inciting an extreme feeling of joy, products from Cannibal Cuisines also cause a few other effects, such as:
The complete and permanent removal of any prior memories pertaining to Cannibal Cuisines. Any further information on the entity is wiped from the victim's memories after an average of 4 hours.
The inability to eat other sources of food and water, including Almond Water. Attempting to eat non-Entity 36 food items will result in the food remaining in the stomach and will not leave it via digesting unless removed by other means.
High blood pressure, heart disease, and a few other general symptoms caused by a large amount of sodium found inside the products.
Increased hunger and thirst, regardless of the amount of food the victim has consumed.
An excess amount of metabolism, which leads to more issues such as increased weight loss, elevated heart rates, anemia, and fatigue.
Slight increase in pain tolerance.
Afflicted individuals have claimed to hear voices emanating from Cannibal Cuisines, which become more prevalent during the machine’s replenishment and the consumption of a product. These voices are often described as either “blood-curdling screams,” “cries of agony,” and/or “soft yet discomforting sobs”. Most victims recall that these voices manifest in the form of a loved one from their past before entering the Backrooms.
Many victims of Cannibal Cuisines have attempted to quit the use of their products, but this is extremely difficult due to aforementioned effects. All recorded attempts to quit the products have failed due to starvation or lack of will to continue.
Entity 36 sightings go as far back as March of 2020. However, the first time the M.E.G officially documented them was in August, when a group of Entity 36 victims was observed and reported by a wanderer traveling through Level 13. Upon verification of the victims' identities and their testimonies, the source of their dilemma was found to be a nearby vending machine, where one observer made the mistake of eating a product from a Cannibal Cuisine and subsequently becoming afflicted with its effects. It was then that the entity was documented and classified.
Notice: Revision released one (1) second ago.
View new revision?
+ View revision
Avoid Entity 36.
Notify M.E.G operatives upon finding a Cannibal Cuisine.
Check the back of any vending machines you find to ensure they are normal vending machines.
Purchase or consume any item from Entity 36.
Interact with or attack wanderers afflicted by Entity 36.
The Curabitur Birds are relatively large avians which prey on male Deathmoths using a long sticky tongue to attract and trap them. They are mostly harmless when it comes to interactions with humans, as they will flee if they notice any creature larger than themselves approach. They are extremely slow, only able to locomote by flapping their nearly vestigial wings.
The Curabitur Bird is almost always in a nearly completely dormant state. They can spend days at a time floating in a single spot, only snapping into action when a perceived threat draws too close or when a male Deathmoth comes into contact with their tongue. The Deathmoth is attracted to the bioluminescent tip of the Curabitur Bird's tongue, and will get stuck in the highly adhesive saliva that coats it. Curabitur Birds are unable to consume female Deathmoths and will avoid areas where they are present.
Curabitur Birds pose no threat to humans in almost any situation. They flee from humans, so even though they do have a sharp talon at the end of each of their legs they aren't likely to use them. The only time that a Curabitur Bird attacks a human is when it is trapped by one, which typically happens when they are being hunted. This is not a problem when they are attacked at range.
Much of the biological information on the Curabitur Bird has been provided on behalf of Dr. Trescothick of the Backrooms Research Consortium.
Perhaps the most striking feature of the Curabitur Bird is the bioluminescent gel which it stores in the hump on its back. Despite the fact that this gel is a semisolid, it is significantly lighter than air, allowing this strange creature to stay airborne almost indefinitely.
This substance, which I will henceforth refer to as Curabitur Gel for simplicity's sake, has an incredible potential for practical uses. When extracted from the Curabitur Bird, the gel will maintain its light giving properties for up to several days. This window of usefulness can be extended almost indefinitely when the gel is exposed to a significant amount of heat. This means that a jar of Curabitur Gel could serve as a constant light source in warmer levels of the Backrooms.
At the moment me and my colleagues are attempting to find other practical applications for the Curabitur Gel. We believe that the properties that allow it to float on air could be incredibly useful in a wide swath of technologies. I have personally ruled out the possibility for its use as a foodstuff, as the gel has an incredibly acrid flavour and is much too acidic to safely swallow.
Curabitur Birds were discovered alongside Level 45, and have since dispersed to many levels in which they find the habitat suitable.
Use ranged weaponry when attempting to hunt this entity.
Keep Curabitur Gel heated once harvested.
Bring any specimens, living or dead, to the Biological Research Team of the Backrooms Research Consortium for a small reward.
Grab it by the tongue. Their saliva makes a dreadful mess, and they will make a go at you with their talons.
this page does involve mentions of crap and defecation, if you don't like or are disturbed by those two things, I'd recommend not reading this page for your own benefit :)
For those who do absolutely want to read about that, please keep reading.
Entity 40 are an extremely common, almost invasive species to The Backrooms levels that it inhabits. Though birds can often be a common sight to wanderers of The Backrooms, depending on various accounts and who is asked, not all birds are classed as Entity 40. With only around 33% of all avian-based Backrooms inhabitants being derivate of this entity.
Visually, Entity 40 just resemble typical pigeons that would typically be found populating rather urban and lived in environments of most western towns and cities. Their bodies are rather large and wide, and are undoubtedly the largest part of their structure. Being rather pudgy and squishy to hold, the soft texture of their body mass is heightened by the relatively soft feathers that coat their skin. Coming in various shades of greys depending on how close the feathers come to the neck or tail. With both of those latter parts being in a more dark grey than the light, almost cloud or smoke grey that the body feathers are comprised of.
Their wings are large and allow for bursts of prolonged, somewhat strategic flight. Though often not for any longer than about 10 to 15 seconds. The feathers on these parts of the birds are the same as the body, save for a double banding of darker grey on the tips of them.
Their necks are rather flat and blubbery, and have often been considered a somewhat "cute" part of their anatomy because of this, and how oddly it makes the head seem scale-wise. Which is something often shared with how people tend to view the bodies of these creatures. The heads, as described earlier, are rather small in comparison to everything else on their bodies barring their feet. They contain two, beady eyes and a basic, yet sharp enough, beak. This beak isn't actually used for eating, as-
Eh, you know what? I'll explain all that in the next bit.
Well fuck, here we go.
While initially coming across as extremely basic, almost 1:1 replicas of typical birds, the rather numerous Entity 40 possess one, distinctly differential and somewhat disturbing, characteristic.
Entity 40 unshit themselves | absorb crap on the ground and bring it back into their own bodies | are known to force feces from the ground back into their own rear ends during period's of flight
Entity 40 have the somewhat unsightly and morbid ability to suddenly cause previously dropped bird excrements to quickly shoot up and "become apart of them", to describe it in terms appropriate for the database's prechosen age demographic.
How this process is done is ultimately unknown, as no examinations of both the birds and excrement have shown any forms of alternate mass, composition, energy release, or anything that'd otherwise be out of the ordinary for birds or their stools. As well as this, the droppings when having left the ground will become almost unstoppable, frictionless objects. If a cover of some description is placed over the droppings and left until their scheduled time to rejoin with their bird, the stool will easily rip through the material it has been covered by without any change to its speed in order to meets its host.
This effect has previously been lethal1, which is why it is advised to exercise caution when around any form of bird excrement. As, at any point, one could swiftly be executed by droppings reentering an Entity 40. In fact, as of 04/05/22, various droppings have been found on the various floors of Level 13 after the "2022 13.1 Incident", which have frequently caused holes that rip right the way into Level 13's upper floor and into its new sky. This event has called in the idea that these droppings are not created from birds, but instead just spawn or appear in as a strange form of food for Entity 40.
Though, to the untrained eye, it may seem almost impossible to detect when bird droppings may rip upwards to the sky, or which droppings are ones that can rip up into the heavens, the M.E.O.D. has answers to the first of those questions. A few seconds before the droppings are going to depart from the ground, they will often act like a magnet towards the bird in question. With any looser parts on the ground tilting or moving towards the creature. Usually happening about 10 seconds before the process occurs.
Witnesses to events like these have previously described them as something oddly terrifying, even more so than the usual standard foes these same people have encountered before.
It was just like- the weirdest shit ever. Just being in Level 11 with my group of people and just… seeing a bunch of shit rise up from off the ground and into the back-arses of pigeons. I mean, have you ever seen that? Cus I never had up until that day. Scary shit, I tell you.
- David Ghettson 05/01/2023
Though it has been known that these entities existed in some way shape or form since the discovery of Level 9 in late 2012, the actual official discovery and documentation of Entity 40 was only possible in mid 2014 when former M.E.G. operative Jacob Gareths was successfully able to capture one of the birds using a large net taken from Level 7.2. Previous ethics upheld by the M.E.G. forbid the dissection of the creature, with it simply being given a surface inspection of how it looked which was informally jotted down outside of the database, and then set free back out into Level 9.
For the longest time, this one report and capturing of an Entity 40 was the only official documentation of the species. Even after 2017, the knowledge of this entity was extremely sparse and rare, an odd mishap given the simplicity that would come with simply jotting down and documenting such a simple species. However, with the formation of the M.E.O.D. on 07/10/222, writing about this entity came into the forefront of the organisation's mind.
(Did it fuck.)
As such, on 04/11/23, the page for "Entity 40" was finally created, and finally written by one Avery Lanes. Written in the most honest, professional, and clean way as one possibly can when having to make paragraphs about a bird that literally puts shit back into its anus.
Stay far away from both the birds and their droppings, as a sight of one can often mean the close proximity of another. Which, under rare happenstances, is possibly lethal.
Stand Above the droppings, as if the undefacation occurs when you are, there is a 100% mortality rate for whoever does so.
The Artist is a teenage girl who is of average height with brown hair and eyes that have an indeterminable color -they seems to vary from blue to hazel to green. She wears purple glasses and pajamas. When asked about this, she replies with "Why would I wear real clothes all of the time when I don't have to?" When asked about her name, she states that she doesn't know and that it doesn't matter. She acts very eccentric and happy at times, and especially appreciates visitors to her "exhibit." She doesn't ever leave her studio unless she's hanging a picture up, and she only paints what she "feels like." She has no knowledge of The Backrooms and appears to forget about them when told.
Approach and talk in a mature manner
Compliment her artwork, she'll quickly take a liking to you
Ask for a way out, she'll gladly help
Take pictures of her or her art without permission
Don't talk down to her
Tell her about the Backrooms
Tell her she is like other girls
By abiding by these dos and don'ts, you guarantee asylum, a safe way out, and supplies she's more than willing to give, such as Almond Water and food, all of which she claims that she gets from "Some random room with a bunch of snacks." Whether or not she is referring to Level 6.5 is unknown. By failing to follow this advice, one is instantly teleported out of the Studio and the door becomes locked, effectively blocking off the only predictable and safe method of exit.
These entities are to be avoided. They do not and cannot cause physical harm, but can cause psychological harm. Gossip Beacons are mineral structures with an LED light embedded within them. Each Gossip Beacon is fully sentient, with individual personalities and memories. They are unable to speak verbally, and instead rely on auditory hallucinations to communicate with wanderers and other entities. They cause psychological distress by pulling memories and thoughts from their victims and repeating them out loud for all nearby to hear. They are also known to criticize their victims rudely.
Gossip Beacons have varying personalities, each having their own thoughts and experiences. They are fully sentient and have intelligence comparable to humans. Though personalities vary, they are generally cynical and demeaning. When a memory is pulled from a victim's mind, the Gossip Beacons will begin to verbally attack the victim about their actions, typically by outwardly expressing the wanderer's deepest thoughts and causing the victim extreme anxiety. The Beacons can all use the same memories or pull different ones individually. It is highly recommended to leave the area near the entity to prevent further stress.
Gossip Beacons are rectangular, mineral structures with an LED embedded within. These entities range in color but are most commonly red or white. They all appear to have a similar design, with star-shaped indentions along their sides. They range in height from 20-30 centimeters. They are unable to communicate verbally and instead rely on auditory hallucinations to speak. They are immobile but can be easily transported.
Gossip Beacons are a growing concern within the Backrooms. They are appearing at an increasing rate, with reports across several levels. They are most commonly found in levels with low light or cavernous areas.
[Unknown]: Do you have a name?
[Gossip Beacon]: A name? Why would I have a name? That's a question you should be asking yourself.
[Unknown]: I do have a name, but that is not of importance. If you could have a name what would it be?
[Gossip Beacon]: There once was a wanderer, like yourself. I saw their whole life flash before my mind, but one name stuck out to me. Jasper, I like that name.
[Unknown]: Ok, Jasper. What is the first thing you remember?
[Jasper]: Why would I tell you? If this is just a one-way conversation I do not want to continue.
[Unknown]: It's not, I still have a few more questions to ask you.
[Jasper]: You miss them, don't you? You miss your old life before you ended up here, forever.
[Unknown]: That is… not important right now.
[Jasper]: You know that you will never leave this place and it haunts you. Remember when you first arrived in the Halls of Yellow? The confusion, the guilt, the fear? Every day of your life will be like that from now on.
[Unknown]: I… I can't… do this right now. Leave me alone.
[Jasper]: It isn't me stating these thoughts, it's yourself.
It is best to generally avoid Gossip Beacons.
Ignore their commentary, hearing them is unavoidable but do not let their criticisms affect you.
Do not respond to them. Furthering the conversation can lead to increased stress.
Do not take their judgments personally, they mean nothing and are meant to bother you.
Do not go near them, they remember everything that is pulled from your mind.
One of the first captured images of Entity 45.
Entity 45, most commonly known as "Chupavidas," are deceptive creatures that manifest as a grouping of ghostly humanoid figures seated around a bonfire. This, however, is nothing more than an illusion created with the purpose of attracting wanderers who travel alone, all with the intention of consuming them. Everything, from the gathered beings to the fire itself, is false, although it may not seem so at first glance. The nature of the entity can be revealed by those with above average level of perception, as this will allow them to see the small, almost imperceptible flaws in the illusions. The most noticeable detail is the fact that the flames do not emit any heat, and in fact seem to absorb the warmth of the wanderers.
Instances of Entity 45 are typically located on frequently traveled routes or at common resting places, such as the outskirts of bases or in the vicinity of a variety of level entry points. Though it is unknown if they are capable of moving or if they are anchored to their position, the population of Entity 45 and the number of levels they have been sighted on seems to have grown over time. It can be found infesting forests, deserts, and many other outdoor spaces throughout the Backrooms.
Entity 45 is a passive predator, luring its target with the promise of a cozy fire, good food, and conversation to pass the time. To complement this, the entity can alter its prey's perception of reality, which allows it to hide its ghostly appearance from approaching wanderers. This is not the only form of deception practiced by the entity: its humanoid mimics, who seem to have been chosen by the entity to look as non-threatening as possible, act in extremely friendly and manipulative ways, trying by all possible means to keep their victim with them for a long period of time.
Under the influence of Entity 45, wanderers are induced to believe that they are in front of a campfire emitting real heat, that their life force is not being slowly consumed, and that the figures seated by the fire are actual humans. While it is said that being under the sphere of influence of the entity makes a person more compliant to obey, it is unknown whether this is within Entity 45's capabilities, or whether the phenomenon is just the result of the amiability it feigns.
Unlike many other predators of the Backrooms, Entity 45 feeds on a person's essence, draining them until they are completely incorporated into its own. It is a slow process, whereby the entity absorbs one's "life story—"everything that makes a human being what they are, every memory, every history will be assimilated and subsequently consumed by Entity 45. People who have managed to escape the entity's embrace midway through this process mentioned that chunks of their identity were missing. This resulted in memory gaps, the inability to perform activities requiring a specific skill despite having memories of acquiring said skill, and a constant sense of déjà vu, among other symptoms.
Once the person has been fully drained, a recreation of the individual based on all the information accumulated by their absorption can be used by the entity as bait to attract more wanderers. It is unknown to what extent these creations maintain an individual level of consciousness, or how much influence the personality of the original person exerts. Most choose to believe that the original being dies during the process and that the illusion is merely a puppet molded from the victim's memories and knowledge.
For many years, the "Chupavidas" were considered mere legends—stories with the purpose of teaching children not to be so trusting with strangers. It was not until the first cameras were introduced to the Backrooms that the first images of Entity 45 could be captured, thus confirming its existence. The first reports of the entity's activity mention that its human mimics were barely coherent, being unable to form even basic sentences that made sense. This suggests that over time, and by consuming more human experiences, the entity has been able to imitate humans more accurately.
Description: Faultcrawlers are small centipede like entities with elongated mandibles resembling those of a stag beetle. They are most often seen gathered in small groups around large patches of mold though they have also been seen lurking around areas where more dangerous entities can be found. Faultcrawlers are scavengers by nature, eating mold or scraps of meat left from more violent entity attacks. They are also known to be communal creatures, living in small colonies around larger food sources. Faultcrawlers are known to nest in cracks present on the walls, whether they create these cracks or simply inhabit them is unknown currently.
The entity can vary in size wildly, some have been as short as 2 inches and it has also been documented that some Faultcrawlers have reached sizes nearing 36 inches. It is currently unknown if this is the maximum size for the entity as no larger specimens have been found yet. Larger Faultcrawlers are more commonly found within nests, where smaller specimens will bring back scraps of food for them, which displays some form of hierarchy. It is currently not known if there is a matriarch or other leading figure inside of Faultcrawler nests.
Faultcrawlers have been spotted on most levels however they are notably absent from Level 5, Level 7 and Level 8. Their absence from level 8 is theorized to be due to predation from the local spider like entities inhabiting it.
Habitat(s): - Level 58.1
Stranglers reside in Level 58.1, a dimly lit and very dangerous level accessed through Level 58's one working water slide. It is impossible to leave, and entering it is crucially important, albeit survival inside of this level is very possible.
An illustrative sketch of a Strangler
Stranglers seem to only hunt during "Blackouts", where all of Level 58.1's lights turn off. They stealthily walk through the dark room, feeling for any living thing. They then find and strangle whatever they find, their kind or not. Many bodies of these creatures are left across the level's floor when the lights turn off. They appear to practice cannibalism, as several of these entities have been spotted eating corpses of other Stranglers when the lights turn on. When the lights turn on, all Stranglers race to their "dens", dark holes they contort into and hide in until the next Blackout.
A well known weakness of Stranglers is loud noise, so it is recommended during a Blackout, to make as much noise as possible.
Stranglers are bipedal furry beasts with very large beaks, used to eat flesh and crush bone inside of their mouth as to make as little noise as possible. Their hands consist of two snakelike appendages which can coil around another's neck, hence the name "Strangler". Their feet are comparable to hooves, with the starkest difference being that they are very soft and spongy, as to absorb impact and create as little noise as possible. They also tend to have a very large hunch, theorized to be a defense mechanism against other Stranglers, as they have been see completely straight, reaching a height of at least eight feet. This extra height would make it difficult for other Stranglers to attack.
Take advantage of dead Stranglers
Stranglers are edible raw, they provide a good food source, and have also been compared to chicken in flavor
Strangler fur can be very useful in combating the harsh cold in Level 58.5
Be as quiet as possible
Go into their dens
Make lots of noises
Fight them
Let them take your Almond Water
This Entity resembles a Caucasian male security guard wearing a mall security uniform and has a security camera in place of his head. It appears to be passive and will even give directions if asked. If you ask about his name, he replies with 'Aiden'. He is very intelligent, knowing many Levels, and his surroundings. he is very protective and knows when Entities are nearby, and the safest ways around them. He will try to protect a Wanderer at any cost. You will find him in most of the lower Levels, and in The Surveillance Room.
There are multiple Aidens around these Levels at once. And this Entity is very Intelligent and seems to have one consciousness throughout all of the Aidens, as he is able to remember events that occurred and people that met him. The Entity seems to be able to speak, without having a mouth and can communicate in many different ways. His goal is to protect people he sees that are in danger. He accomplishes this by helping Wanderers from Entities and Traps. He is known to save Wanderers from danger while they are sleeping, via moving them to safe Levels and areas like Level 0, The Metro and The Hub. You are able to ask many questions that he will gladly answer, although he knows very little about The Backrooms. If you ask him where he worked, he says that he works at a mall which is now abandoned, which could be referencing Level 33. His tool belt is equipped with tasers, flashlights which seem to never run out of power, a baton, Almond Water and many more items.
The Entity has a certain mall security uniform. The Uniform has black pants, shoes, and belt, white shirt, and vest, with cyan blue patches on his shoulders. His head is similar to a tall pole security cameras but modified to fit as a head. His badge seems to be damaged, and cannot be identified.
This Entity was first found when a Wanderer was lost in Level 1. The Wanderer shouted help, and accidentally caught the attention of Aiden. which the Entity proceeded to lead the Wanderer into a safe outpost of people on Level 1.
If you're in danger, it's always safe to get the attention of an Aiden.
Ask if he has an item that can help certain situations.
Ask if he can bring you to the The Surveillance Room, if you have the key card.
Don't attack an Aiden, he will use a taser on you or knock you unconscious. He will, however, place you in a safe spot, and not kill you.
A Combine is a collective organism resembling a flesh-colored centipede. It’s “back” is covered in 5 cm long black fur, similar to human body hair. Combines have a variable number of double-jointed legs that resemble human fingers; with the “nail” of the finger being a chitin-covered photoreceptor as well as acting as a nostril. This organ can open like a clam, where the Combine leg will extend a digestive pouch, liquifying and absorbing organic matter.
Combines do not have any set “head”, and are capable of detaching segments of themselves if they are too damaged.
Despite their odd appearance, Combines are nothing but simple scavengers that do not tend to attack other creatures, preferring to feast on mold, rotten food, and puddles of almond water. However it is not unheard of Combines attacking a moribund or sleeping person. They can oftentimes be seen following humans due to humans often leaving a trail of (or being) tasty morsels they can feed on.
If under attack or if they detect a sudden change in overall light, Combines tend to flee and detach from 2 to 6 legs from its body to act as bait/distraction for its attacker. If it begins to sustain a lot of damage, it will sever the damaged segment from both ends, oftentimes splitting into two relatively healthy Combines and one severely wounded segment.
Combines do not seem anomalous but rather a colony of mollusk-like individuals. Each leg and a piece of the back of the Combine is a single individual that shares just a superficial connection with each other; which can be severed should the entire colony be at risk with minimal damage to the entire organism.
Similar to mollusks such as clams or snails, Combines have blue blood and a very simple digestive, circulatory, and respiratory system; but unlike those invertebrates they have an internal skeleton and strong locomotive muscles similar to vertebrates.
Combines breed in a rather strange manner. They bud, with a newborn leg emerging next to the parent and pushing away other legs until it’s full grown. This may continue ad infinitum.
Combines are one of the most commonplace beings in the Backrooms; as such there is no “sole” documented first contact.
Some rather creative outposts have even domesticated these entities, as their regenerating nature and omnivorous diet has made them a near-perfect meat animal; with “Backrooms fingies” being a popular dish of these people.
Disturb with light sources if their presence is annoying.
Scare it for some free meat.
Rest/sleep next to one, particularly if it is larger than you.
Leave unsecured edibles or drinkables behind.
Entity 50 - "The Numbed Man"
X
Entity Number: 50
Habitat: Majority
WARNING: Reading further will expose you to severe risk. Do not continue unless you wish to encounter this entity.
Archravens are large birds, visually and behaviorally akin to corvids.1 The most striking features of these entities are their 2 pairs of eyes and wings and jaggedly serrated beak. Adult Archravens are roughly 3 ft tall, reach wingspans of roughly 5'6 feet and 3'6 feet (1.7 meters and 1.1 meters, respectively), and are omnivorous in nature. Their lifespan is estimated to be 10-25 years, based on Frontrooms birds of similar size and diet, but no hard data has been collected yet.
Overhead depiction of an Adult Archraven
Like their namesake, Archravens bear significant intellect in comparison to most animal-like entities, currently determined to be roughly the same as that of a 5 year old child. They have been observed capable of basic tool usage and fore-planning, with adult instances having been documented to teach these skills to their fledglings. They, like their Frontrooms counterparts, are known to be able to mimic human speech, and seem fond of confusing nearby Wanderers by doing so.
The life cycle of Archravens is composed of four stages, each with significant changes in behavior and physiology.
Archraven eggs are roughly the size of a chicken’s, with a dark blue shell with purple spatterings. The shell is particularly thick and lined with bands of collagen, rendering them quite resistant to blunt force impact. Their broods range from 5-12 individuals, depending on the conditions of the level they feed and nest in. Said nests are often built close to the ground, or, in levels without any significant predators, on the ground.
Development is fast, taking only 5-7 days to go from a freshly laid egg to a hatchling. Due to this near cancerous growth rate, stillborn eggs are common.2 Dead eggs are easy to identify by the distinct coldness,3 and Archravens will freely give them away to any interested parties. This process likely serves as a method of satiating potential nest predators, or even an attempt at domestication.4
The hatching process is simple. Using the large blade formed on the upper part of their beaks, a hatchling will sever the stretchy collagen protecting the egg, causing it to snap open violently.
A nestling will have light blue and beige feathery fluff, and its beak and feet will be a brown color. They keep the hatching blade, and several nasal passages open along it, permitting unique signaling to be made for communications with its parents and siblings.
Due to how fast they grow, nestlings are ravenous creatures, able to pick apart a Deathrat in under an hour. This stage lasts for 2 weeks, and by the end of it, the nestling will reach roughly the size of a sparrow. Their wings are still underdeveloped, tucked away under their fluffy down.
The transition to this stage is characterized by a notable growth spurt, as well as the replacement of the downy fluff with iridescent black feathers. The hatching blade will be resorbed,5 and the serrations on the beak develop. The wings will also bulk up, with both pairs now having rounded wingtips.6 By the end of the growth spurt, the fledgling will be roughly the size of a turkey vulture.
This stage is when Archravens seem to learn about flight, hunting, migration routes, and other information required for adulthood. One parent will stay behind to teach the fledglings, while another strings together twine and small shiny objects into small bands and bracelets. Once the fledglings begin to transition into adults, the family will gift them one of said bracelets, likely as a coming-of-age ceremony.
After a month, a fledgling will undergo one final growth spurt, and the black feathers around the throat with be replaced by vibrant crimson ones.7 The secondary wings will also develop a more pointed wingtip, allowing for more efficient high-altitude and long-distance flight.
Eventually, an adult Archraven's bold black feathers will be gradually replaced with more grayed ones, and the prominent throat feathers turn a rusty brown. While there is no precise information about the time frame in which this occurs, it seems to coincide with a decline in fertility and health quality, and is the period where Archravens are most vulnerable to disease (despite their hearty immune systems).
Archravens hold complex social structures, with apparent emphasis on familial connections and age. Even after leaving the nest, Archravens have been observed returning to their parents consistently, and even taking care of them once they get too old to do so themselves. In levels with more predators, Archravens will form flocks, often of around 10-30 members. The elderly members spend significant portions of their time watching over the young, since the parents are often gone for several hours at a a time gathering food and such.
Archravens are also capable of forming social bonds with other entities, including humans. While not necessarily needing to be domesticated to become comfortable with being integrated into human society, they are intelligent and independent creatures, so it is advised to simply leave them to their devices, unless one actively seeks contact or interaction.
Forms of fashion have been seen as well. Older individuals tend to have more elaborate and colorful displays, with necklaces made of twine and strung rings, washers, and other bits of scrap metal. Archravens are also known to dye their feathers by rolling in red sand, crushed fruits, and other elements of their environment. The patterns and colors chosen differ per individual, but those in flocks tend to have similar designs.
When threatened, they will flair their wings out and hiss, earning them the alternate name of "Seraphim Birds", alluding to the biblical caste of angels this display is reminiscent of. If possible, they will attempt to mimic whatever sounds known by them belong to their aggressor, in order to either confuse or intimidate them. This display was discovered firsthand, when a M.E.G researcher startled one, promting the Archraven to scream a slurry of English insults, most being rather jumbled mixes of "F#ck" and "B#tch". In packs, they will swoop down at aggressors, making hisses and loud screeches— akin to territorial magpies. If in sufficient numbers, the agitated Archravens may even rip the aggressor to shreds.
Archravens are primarily omnivores, feasting on Deathrats, Deathmoths, Nguithr'xurhs, and other small entities, plus the fruits, leaves, seeds, and shoots of most plants. They will also opportunistically eat from carrion, and are even reported to survive consumption of entities infected with The Crawler Fungus and The Disease, giving them almost exclusive rights to all contaminated corpses.
Due to their natural ability to predate on the infected, proposals by concerned M.E.G. officials to introduce them into contaminated areas have been raised. This plan is currently being evaluated for pragmatism.
The Crawlspace Creature is a vaguely humanoid being standing roughly 7 feet tall. It has short rear legs that it walks on when not alerted to nearby prey. The Crawlspace Creature has two long claw-like appendages in place of arms, which it uses to drag itself quickly along the ground when pursuing prey. These claws are incredibly dexterous, and as such, it can impale prey swiftly upon them when it reaches them, killing most wanderers instantly.
While its combat abilities are daunting, The Crawlspace Creature displays very limited intelligence and a weakened sense of sight, possibly due to the dark environment of The Crawlspace. It primarily navigates via sound, only using its sense of sight to locate and quickly finish off its quarry when it has reached them.
You merely skim the behavior and biology portions of the page. As expected, it's mostly specific measurements and estimates as well as what is stated in the description with a bit more detail. Perhaps it might be an interesting read if you weren't more concerned with your own survival right now. You reach the part you're really interested in: the survival guide.
Excerpt from Wanderer's Guide to the Backrooms vol. 3
While The Crawlspace Creature may be rather freaky, there's little to worry about most of the time. It's only been reported in The Crawlspace area within The Insulation. It hasn't even been sighted in The Deep Insulation.
If you're not in The Crawlspace, you've nothing to worry about. If you are, just keep quiet. No worries.
All reports concerning The Crawlspace Creature or information regarding it are to be sent immediately to an available M.E.G. officer for review.
M.E.G. - Bettering Humanity
You breathe a small sigh of relief, though not too loud. While you do wish you could make a bit less noise sloshing through this water, it's a relief to hear you're not in immediate danger, even if it is a bit hard to believe.
You recall from the documentation of The Deep Insulation, where you are now, that caches of rare supplies could be found here fairly deep in. Perhaps if you're lucky, you'll find a small crate of something valuable and get out of here with a bit more to barter with.
There's a subtle noise of more water being moved out of the way as if by footsteps from nearby that doesn't seem to synchronize with your movements. You freeze and listen.
…Nothing. You move forward a bit more cautiously and double check the documentation for The Deep Insulation as you walk deeper in. You find an addendum added to it, a log of expeditions that were sent to recover the rare and valuable resources stashed in the sublevel.
Expedition Number: 1
Crew Sent: 3
Distance to Supply Cache: 200 meters
Note: None
Expedition Number: 2
Crew Sent: 4
Distance to Supply Cache: 1 kilometer
Note: None
Expedition Number: 4
Crew Sent: 6
Distance to Supply Cache: 3 kilometers
Note: It was determined at this point that supplies were becoming scarcer, though the reason why is not yet clear.
Expedition Number: 5
Crew Sent: 5
Distance to Supply Cache: Unknown
Note: Expedition 5 unexpectedly lost radio contact several hours after leaving the outpost. No members from Expedition 5 have returned at the time of writing. Future expeditions have been halted while these disappearances are investigated.
You stare at the screen in confused disbelief, continuing to move forward as you contemplate this new information.
Your attention is suddenly drawn away as you find a supply cache on a small island where the concrete floor rises just enough to break the surface of the water. You investigate it curiously. You must've been wandering for several miles by now. A couple Level Keys, two bottles of Almond Water, a slab of Royal Rations, and a vial of Liquid Silence.
An absolute jackpot.
What could these invaluable supplies be doing way out here?
Then it clicked.
The sound of water being disturbed by quick, lunging motions grows louder behind you.
The Crawlspace Creature is not nearly as dumb as we thought.
Entity 54, referred to as Grawlix by M.E.G. operatives, is an entity that manifests on solid surfaces as simple, animate drawings.
Grawlix is a friendly yet mischievous being, known to follow and play around with any wanderer who crosses its path. This entity does show genuine kindness when wanderers are in danger, instead trying to lead said wanderer to a safer area or level. Many claim that Entity 54 was vital in surviving dangerous situations and that the entity showed signs of happiness when they were safe.
Entity 54 often plays pranks and games on wanderers, much to some people's chagrin. Games Entity 54 will play include hide-and-seek, charades, and tag. The pranks Entity 54 usually plays are light-hearted and generally harmless. However, the entity seems struggles to understand the limits of human endurance for its more risky pranks.
Entity 54 enjoys interacting most with large groups of people, especially children due their willingness to play. When interacting with large groups, Entity 54 will often jump around excitedly and cheer.
Entity 54 responds to a variety of names, some of which include:
Grawlix - Used by M.E.G. operatives, coined by Operative Lime.
Scribble Pants - Used by Level 158 residents, especially O.J.U. members.
Kilroy - Used by The Originals on Level 5.
Mr. Lanky - See Discovery.
Entity 54 manifests as a simple drawing of a cartoonish figure. These figures can vary wildly in appearance and medium. It appears that Entity 54 cannot manifest as complex drawings, as attempts by the entity seem to cause exhaustion and even pain from overexertion. Entity 54 can shift its form as it pleases within the parameters of simple drawings. The entity can transfer from different solid surfaces as long as those surfaces touch each other.
Entity 54 can shift rapidly between forms, change its size, and even no-clip by entering a corner, usually appearing in a different section of the level it's currently on. Wanderers who've witnessed this no-clip describe it as Entity 54 "shrinking into nothing" or "how falling into a black hole might look". It often exaggerates its emotions to a comical degree and using comic lexicon to further display emotion. Some hypothesize Entity 54 does this to make up for the fact it cannot speak.
Entity 54 is able to interact with any drawn on object. It will be seen drinking and eating any drawn food and tripping over and falling on graffiti, often “smushing” the graffiti in the process. Entity 54 is unable to interact with our dimension, either transferring onto the attempted manipulated surface or going underneath it.
The first recorded manifestation of Entity 54 was in a lot of Level 11, often used by children in the level to play in. It took the form of a stickman that the children dubbed “Mr. Lanky” who then would participate in games of tag, hide-and-seek, and intricate games of make-believe, often accentuated with chalk drawings made by the children. Entity 54 was brought to the attention of the M.E.G. when a parent witnessed Entity 54 having a tea party with their child and was seen moving and pouring make-believe tea.
The following transcript is a short interview between M.E.G. Operative Leia “Poppy” Jackson and the previously mentioned child, whose parent has requested to keep anonymous.
Entity 54 as Mr. Lanky.
M.E.G. Operative Poppy: Hello, █████. Is it alright with you if I asked you a few questions about your friend, Mr. Lanky?
Interviewee: Okay! He’s really funny, and kinda weird and, and umm, umm…
M.E.G. Operative Poppy: [Poppy laughs] I see you’re excited. Can you tell me how you met him?
Interviewee: Mr. Lanky just showed up one day. Craig got chalk from the Mart1, so he umm, we uh, started drawing! We all started making this really big spaceship with everything: a pool, some snacks, the engine - those are important for stuff, daddy says - and Mr. Lanky came out of a crack in outer space! He started flailing around; yknow, since space is super dangerous, and Emily had to draw a room for him!
M.E.G. Operative Poppy: How fun! So, he played with you guys?
Interviewee: Yup! When we had to go home he looked sad though, so I made him a tall glass house just like ours to live in! He was really happy, beaming I think, I hear mommy call smiles that.
M.E.G. Operative Poppy: How kind of you, █████.
Interviewee: Thanks!
M.E.G. Operative Poppy: Did you guys play with him after that?
Interviewee: Yeah, of course! He likes to play hide-and-seek the most, so many cracks to hide in! [Interviewee laughs] He always forgets his hat sticks out of the crack!
Postscript: Considering Grawlix is able to hide in cracks in the wall completely, it's safe to say it did this so it could be findable for the kids. It's seemed to take notice of me interviewing these kids, or the kids told it about me. It waves to me on a wall whenever I pass by the general area. I’d like to interview the entity directly, but I don’t want to play a long game of charades to do so.
-Operative Poppy
If you recognize yourself having small muscle spasms, drink some saltwater (1-2 cups should be enough).
Stay at least 5 meters away from anyone who has contracted Entity 55.
Ignore any spasms you develop.
Attend any large gatherings.
Tiletraps are crustacean entities that reside inside ceramic tiles. Their size ranges anywhere from 2 to 5 inches.
Tiletraps are mostly docile and spend most of their time buried inside ceramic tiles. They are provoked by the slight distress created when a person subconsciously judges themself or another person lose the 'Tile Game'1. They only attack the 'losers' of the game.
First, they eat through the tiles they were on to reach the 'loser'. Once they reach their target, they quickly inject a venom that would paralyze but keep their victim completely awake. After that, more tiletraps will emerge from the ground swarming and burrowing through their victim. Tiletraps will always try to keep their victim conscious for the longest time possible.
After feeding, they use some of the digested parts to excrete ceramic and fix the broken tiles. They return to the tiles and fix any signs of damage from it.
Interestingly, some Facelings and even Wretches are observed to be playing the "Tile Game". Tiletraps would also attack any other entity that 'loses' the game.
They were initially discovered at Level 11 by a small group of wanderers in an attempt at documenting some of the structures found within the level.
Travel alone or in small groups when exploring an area with tiled floors
Hold a Bishop piece to remind yourself of the tile game
Leave the 'losers' behind
Travel in large groups in areas with tiled floors.
Attempt to rescue the 'losers'
You would also get devoured
Walk slowly in a tiled area