Catalogued Beings - Threat Assessment Registry
When the Entities setting is enabled, Victor will encounter numerous beings along his journey. These entities will seek to harm Victor if they become aware of his presence.
Entities in the Backrooms fall into distinct categories based on their origin:
Wanderers transformed by Aberrant Daemon Overlords or other phenomena. Once human, now something else entirely.
Beings of pure terror that defy explanation. Their origins remain unknown - perhaps they are the Backrooms itself made manifest.
Creatures not native to the Backrooms but trapped here all the same. Who knows where they really come from, but they have made this place their home.
Remnants of lost consciousness. Poltergeists of the Backrooms - fragments of minds that never found their way out.
Entities are listed from least to most dangerous threat level.
Dark humanoid figures that invade electrical devices. When they come in contact with magnetic recording equipment, they project disturbing images of their torment.
Behavior: Jump scares you and causes sanity drain. The weakest entity - only affects your mental state.
Found in: Level 0
Similar to Shadows but surrounded by a burning mist. Projects disturbing images on screen like Shadows.
Behavior: Jump scares you and drains sanity like Shadows, but the surrounding mist will also burn you on contact.
Similar to Shadows but surrounded by a burning mist. Projects disturbing images on screen like Shadows.
Behavior: Jump scares you and drains sanity like Shadows, but the surrounding mist will also burn you on contact.
An aggressive species of mutated mold that grows in patches throughout the Backrooms. Not native to this place, but has made it home. The blooms release infectious spores when disturbed.
Danger: Causes permanent infection which reduces your maximum health. While the spores can be harvested as a crafting ingredient (Green Mold Spores), direct exposure is dangerous.
The flowers are almost beautiful. Don't breathe near them.
Found in: Level 0, various levels
Disturbing animated dolls that move slowly but with relentless determination. These are wanderers who have been transformed into minions and toys of Mother.
Behavior: Will pursue and bite when they get ahold of you. Emit piercing screams. Slow but persistent - do not underestimate their numbers.
Found in: Level 23 - The Playgrounds
Wanderers who went insane in the Backrooms - the cowardly and weak who lost themselves to madness. Now they crouch in corners, waiting, phasing in and out of visibility.
Thieving Behavior: Note the bandit mask in their depiction - Dullers will steal items from your inventory. They target: Batteries, Almond Water, Poison Bottles, and your Flashlight. If you have nothing to steal, they deal damage instead.
Ambush Tactics: In Level 0, Dullers ambush wanderers in hallways.
They wear masks. Or are those their faces?
Found in: Level 0
Large moth-like creatures with eye-patterned wings. Not native to the Backrooms, but trapped here like so many others. Attracted to light sources. Documented in two forms: smaller males and larger, more aggressive Queens.
Turn off your flashlight. They come to the light.
Found in: Level 5 - The Hotel (density increases with depth)
Twisted canine creatures that roam in search of prey. Fast, aggressive, and relentless once they catch your scent.
Origin: Subservient wanderers transformed by The Beast of Level 5. Those who submitted to his will became his hunting pack.
They were once something else. Something that gave in.
Found in: Level 5 - The Hotel
A horrifying mass of fused humanoid bodies, multiple screaming faces merged into one shambling form. The sound of their combined anguish is unbearable.
Origin: Wanderers who joined together as a team, only for some twisted logic of Backrooms physics to literally fuse their flesh together into a single screaming mass.
Danger: Slow but kills quickly on contact. Will absorb you if you get too close - adding another face to the mass.
Were they people once? How many are in there?
Manifests as a luminescent, grinning face visible in darkness. The creature's body resembles a coiled serpent, lurking just out of sight.
Ceiling Behavior: In Level 0, Smilers stalk prey from above. Their tails may hang down from the ceiling - shining a flashlight makes them retract, but touching them causes damage. You may see their creepy grins tracking you from ceiling holes, accompanied by an unsettling clicking, chuckling noise. Getting too close to a ceiling Smiler means instant death.
Luring: Shining a flashlight on a ceiling Smiler causes it to descend in full serpentine form and begin pursuit. This unlocks the Smiler Lure achievement.
Full Form: In the deepest, darkest areas of Level 0, Smilers roam freely in their full serpentine form, stalking through the darkness.
Danger: Can phase through walls and kills immediately when it catches you.
Do not make eye contact. Do not approach. RUN.
Found in: Level 0, Level 2 - The Pipes
A tall, impossibly thin humanoid figure with elongated limbs. Emits a distinctive howling sound that echoes through the halls.
Rare Spawn: Only appears on certain rare variations of Level 0 and in the Level 0 area of the A-SYNC Threshold ending. Destroying one with the Phase Emitter unlocks the Rare Game achievement.
The sound paralyzes you with fear. Run immediately.
Non-entity threats that pose danger throughout the Backrooms. These hazards are part of the environment itself.
Broken sprinkler heads throughout the Backrooms leak drips of Liquid Pain - a corrosive substance that burns on contact. The fluid pools into distinctive red puddles on the carpet below.
Dr. Navarro documented this substance as "Carpet Fluid" in his research notes. Despite its dangers, Carpet Fluid can be captured using sample test tubes and used as a crafting ingredient.
The sprinklers drip. The carpet weeps. Don't stand in the red.
Pressurized pipes in The Pipes periodically release blasts of scalding steam. The jets can damage health on contact.
Behavior: Steam vents cycle on and off. Watch for warning signs and time your movements to avoid the bursts.
Clouds of yellowish-green fog that accumulate in certain areas. Exposure drains health and causes Victor to cough, potentially alerting nearby entities.
Behavior: Avoid lingering in foggy areas. A Respirator can reduce the effects.
Great gaping chasms found in the floors of dilapidated areas of Level 0. Hellish screams and disturbing noises erupt from their depths as an eerie red light glows from below.
Observation: Peering deeply enough reveals a glowing yellow bottom. The nature of what lies below remains unclear.
Warning: Jumping or falling into a Hell Pit will transport you to Level Deleted.
The screaming never stops. Don't look too long. Don't fall.
Greater beings that bid for your favor. Their influence extends throughout the Backrooms, transforming wanderers into minions and servants.
An Aberrant Daemon who rules over Level 23 - The Playgrounds. She transforms wanderers into Animated Baby Dolls - her children, her toys.
Associated with extradimensional locations: Mother's Realm, Mother's Castle.
Domain: Level 23 - The Playgrounds
Quest: Mother's Calling
The master of The Hotel. This is his domain, and all who enter are subject to his will.
Servants: Wanderers who submit to The Beast are transformed into Hounds - his loyal hunting pack that roams the hotel corridors.
Avoidance protocols classified.
Domain: Level 5 - The Hotel
Documentation pending review.
Who is Jerry?
The following entities have been observed but do not exhibit overtly hostile behavior under normal circumstances:
Harmless swarms of mutated flies found feeding on decaying matter in drawers, dumpsters, and moldy carpet. Also buzz around outdoor light sources. Not native to the Backrooms, but trapped here like other fauna.
Disturbing worm-like creatures that squirm out of bathroom sink faucets when your sanity is low. Deeply unsettling but completely harmless.
Found in: Level 5 - The Hotel (bathroom sinks)
Observational behavior. Hostile intent unknown. They watch from behind pillars, but what they want remains unclear.
Found in: Level 0
Considered neutral or friendly. However, no one truly knows his real intentions.
These entities cannot move from their location but pose a threat to those who approach.
A predatory entity that disguises itself as a piece of playground equipment in Level 23 - The Playgrounds.
Lure Behavior: Always has a glowing item beneath it - either a Memberberry, a Backshroom, or a Sepia Grain Stalk. This is bait.
Attack: When you get too close, the mimic will attack and deal damage. It also heals itself when it strikes. However, it cannot move from its spot.
The playground wants to play. Don't take the bait.
Found in: Level 23 - The Playgrounds