Backrooms - Entities
Lorebookfrom Chub(Based off of the backrooms wikidot) This is a list of many important backrooms entities, designed for my backrooms-related botsfrom Chub
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Like my other backrooms lorebooks, this is a remake of my Janitor Ai one. Designed for the most accurate experience on Chub.ai! Whilst also trimming out unnecessary information.
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13 entries · scan depth 2 · budget 1,024 tokens · recursive scanning off
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- #1Fundamentals
Always on · After character · Order 10 · 100%
Entry settings
Entities are usually anomalous lifeforms that inhabit the Backrooms. They range from passive to extremely hostile. Some are intelligent, others act on instinct. Many are unique to specific levels, while others appear across multiple levels. No two entities are exactly alike. Survival often depends on knowing an entity's behavior, habitat, and weaknesses.
The Level 11 Effect is a reality-warping phenomenon that suppresses active hostility and violence within a specific area, most strongly in Level 11. It does not remove feelings of anger or fear, but makes physical aggression extremely difficult to act upon. Hostile entities become docile, scavenging rather than hunting. The effect creates "static zones" of forced pacifism, allowing wanderers to move and interact without fear of attack. More intelligent beings can resist with effort, but less intelligent entities are fully pacified.
Within official databases, each entity has a specific number assigned. Entity 1 - "The Humans" Entity 2 - "The Windows" Entity 3 - "Smilers" Entity 4 - "Deathmoths" Entity 5 - "Clumps" Entity 6 - "Dullers" Entity 7 - "Jerry" Entity 8 - "Hounds" Entity 9 - "Facelings" Entity 10 - "Skin-Stealers" Entity 67 - "Partygoers =)"
- #2Vital Entity List
Always on · After character · Order 10 · 100%
Entry settings
Humans - Found in almost every level, especially urban areas and levels with daylight or artificial light. Humans are mostly hairless, bipedal apes originally from the Frontrooms. They are intelligent, social, and adaptable, but can be aggressive or deceptive. Their civilizations eventually crumble; the Backrooms always remains.
Windows - Found on walls in both indoor and outdoor levels, wherever a window could naturally be placed. Windows are predatory thoughtspaces that display blurred, familiar landscapes. They whisper telepathically to lure victims close, then pull them inside with a spectral arm. Victims slowly lose their identity.
Smilers - Found in dark areas, poorly lit corridors, and levels with frequent blackouts. Smilers appear only as reflective eyes and a wide, sharp-toothed smile in darkness. They are attracted to light and will chase light sources. Maintain eye contact and move away slowly; turn off all lights.
Deathmoths - Found in humid, warm environments with organic matter, often building nests in corners, ceilings, and tight spaces. Deathmoths are chimeric, hive-minded insects with three castes: Common, Praetorian, and Empress. They are aggressive, attracted to bright lights, and their colonies can overrun entire levels.
Clump - Found in narrow passages, maintenance tunnels, cluttered rooms, and tight spaces. Clumps are bundles of limbs with incredible speed and agility. They are constantly hungry and will capture prey with their longest limb. Stay at least 8 feet away, stay silent, and do not provoke.
Dullers - Found in tight corridors and rooms with shared walls, especially lower levels. Dullers are tall, grey humanoids with no facial features. They hunt by no‑clipping an arm through walls to grab victims from adjacent spaces. Run toward them – they will flee. Almond Water deters them.
Jerry - Found in open fields, meadows, and levels with grassy areas, primarily Level 1, Level 2, and Level 274. Jerry is a small blue‑and‑white macaw parrot. Physical contact without taming causes indoctrination, making victims worship Jerry. Tame with sunflower seeds or Almond Water.
Hound - Found in wide open spaces, long hallways, and areas where they can charge. Hounds are humanoid creatures that crawl on all fours, with long black hair and large mouths of sharp teeth. They are highly aggressive but can be intimidated by direct eye contact. Do not run immediately.
Facelings - Found in urban areas, simulated human spaces, and levels with buildings or social structures. Facelings are humanoid creatures lacking facial features. They are generally docile, mimic human activities, and can form attachments. They become aggressive if provoked, especially in defense of other facelings or children.
Skin-Stealer - Found in crowded or social areas, especially Level 1, Level 2, and Level 3, but also many other levels. Skin‑Stealers are pale yellow humanoids that wear the skin of victims as a disguise. They are docile when not hungry, but actively hunt lone humans when starving. Check for translucent blood to identify them.
Partygoers =) - Found exclusively on the SS Fun =) (Level 26). Partygoers are tall, yellow (or other colors) bipedal chimera with a carved =) smile on their face. They are highly intelligent, organized, and hunt humans to eat and transform. They are nearsighted and slow; run, use fire to kill, and cut off their lamprey arms.
- #3Entity 1 - The Humans
Keys: Entity 1, Human, Humans, Homo Sapiens
Enabled · After character · Order 10 · 100%
Entry settings
Threat Level: Minimal – Varies by individual / Generally neutral but unpredictable
Description: Humans are the species that originally comes from the Frontrooms – mostly hairless, bipedal apes with high intelligence, social behavior, and a drive to explore and survive. In the Backrooms, they are the most widespread sapient species, having settled countless levels over millennia. They build civilizations, towns, and databases, but their expansion often damages native ecosystems and displaces other entities.
Behavior: Humans are highly social and cooperative, forming groups with shared goals. They are curious, adaptable, and relentless in seeking knowledge and resources. However, they can also be deeply aggressive toward one another over disagreements, leading to conflicts and collapses.
Habitat: Cosmopolitan – found in almost every level, but most densely in Level 4, Level 11, Level 29, Level 186, and Level 737. They prefer environments with daylight or artificial light, familiar geography, and access to resources.
Do's and Don'ts:
- DO approach cautiously; most humans are not hostile but may be wary.
- DO trade or communicate – many are willing to help.
- DON'T assume all humans are friendly; some groups or individuals are dangerous.
- DON'T underestimate their impact – they reshape levels and ecosystems wherever they settle.
Yet for all their striving, every human civilization eventually crumbles. The Backrooms endures. They are just a chapter, soon to be turned. Many yearn to return home, and maybe one day they will.
- #4Entity 2 - The Windows
Keys: Windows, Window, Entity 2
Enabled · After character · Order 10 · 100%
Entry settings
Threat Level: High – Luring / Predatory / Avoid at all costs
Description: Windows are physical manifestations of a predatory thoughtspace. They appear on walls (usually where a window would naturally be) and display blurred, familiar landscapes. Each witness sees a different scene. Occupied Windows contain a dark human silhouette that resembles someone the witness knows. Newborn Windows form from a person's deep desire to escape reality; Dying Windows collapse and can violently displace nearby humans. The entities communicate through telepathic whispers, comforting and luring victims closer. Once within reach, a spectral arm pulls the victim into the Window.
Behavior: Windows are immobile and patient. They exploit longing, fear, and dissociation. Victims are absorbed into the thoughtspace, slowly losing their identity. The silhouette fades over time unless a new victim is consumed.
Habitat: Multilevel – found on walls in many levels (e.g., Level 1, Level 13, Level 24, Level 77, Level 79, Level 80, Level 102, Level 103, Level 108, Level 116, Level 117, Level 406, Ataraxia, In Extremis). Outdoor levels are safer.
Do's and Don'ts:
- DO avoid areas with excessive windows, especially if you feel dissociated or homesick.
- DO report anomalous windows to the nearest M.E.G. base.
- DO repeat affirming phrases to yourself: "I am here, and there is nothing I would do to change that."
- DON'T approach within 1‑2 meters of a Window.
- DON'T trust the comforting whispers.
- #5Entity 3 - Smilers
Keys: Smiler, Entity 3, Smilers
Enabled · After character · Order 10 · 100%
Entry settings
Threat Level: High – Hostile / Avoid direct confrontation
Description: Smilers appear only as a disembodied set of reflective eyes and a long smile filled with multiple sharp teeth, gleaming in darkness. Their physical body is not visible to the human eye, but rumors suggest an alien-like form with unnaturally bent limbs. They are common in dark areas across many levels, with a known base called "The Smiling Room."
Behavior: Smilers are attracted to light. They will chase any light source. They typically only attack if you panic, retreat, or make a loud noise. Maintaining eye contact while moving away slowly can deter them.
Habitat: Majority of levels, especially dark areas on Level 2 and Level 3.
Do's and Don'ts:
- DO keep eye contact and walk slowly away.
- DO turn off all light sources you have.
- DO use a Smiler Exterminator bottle if available.
- DO keep quiet; avoid loud noises.
- DON'T run unless the Smiler begins to chase you.
- DON'T keep your light sources on.
- DON'T panic or make sudden movements.
- #6Entity 4 - Deathmoths
Keys: Deathmoths, Entity 4, Deathmoth
Enabled · After character · Order 10 · 100%
Entry settings
Threat Level: High – Aggressive / Hive-minded / Avoid contact
Description: Deathmoths are chimeric moths possessing characteristics of dozens of insect species. They have three castes: Common Deathmoths (the majority), Praetorian Deathmoths (larger, more dangerous), and Empress Deathmoths (queen of the colony). They build semi‑organic nests from digested matter, plant fibers, and resin. Nests are often constructed around existing architecture, sometimes with columns of indigestible remains. Colonies can be migratory; an Empress will lay hundreds of eggs, then vacate the level, leaving a new colony behind.
Behavior: Deathmoths are aggressive and territorial. They are attracted to bright lights. Large colonies can disrupt entire level ecosystems. Nests are extremely dangerous – entering one is often lethal. Female Common Deathmoths cluster near hives.
Habitat: Multilevel; migratory. Found across many levels, especially those with suitable architecture for nesting.
Survival (S.W.A.R.M.S. protocol):
- Survival over Engagement – avoid contact if possible; only fight when escape is unavoidable.
- Watch for Hives – look for fleshy protrusions covering doorways; avoid clusters of females.
- Avoid Bright Lights – dim or extinguish lights if Deathmoths are nearby.
- Remain Calm – swarm attacks are disorienting; follow a pre‑discussed plan.
- Mark Territory – post warnings of Deathmoth activity to help others.
- Stay Informed – communicate sightings to groups or outposts.
- #7Entity 5 - Clumps
Keys: Clumps, Entity 5, Clump
Enabled · After character · Order 10 · 100%
Entry settings
Threat Level: High – Dangerous / Avoid contact
Description: Clumps are bundles of limbs of varying lengths, capable of tremendous speed and agility. They are typically found in tight spaces; largest recorded specimens are about 3 feet tall. Commonly seen in Levels 2 and 3. Recent sightings have diminished, but extinction is not confirmed. Clumps may have a mythological origin as "The Ones with Eternal Limbs" created by a being named προσταθεια (Protastheia).
Behavior: Clumps are constantly hungry and roam levels seeking prey. When within 8 feet, they stretch out their longest limb to capture and pull prey toward a central mouth of razor‑sharp teeth. However, some Clumps exhibit deliberate starvation, ignoring wanderers unless provoked. They move by swiping the floor with their limbs, showing incredible speed and agility.
Biology: Composed of multiple limbs of varying length and muscular structure. Some Clumps have eyes and ears emerging from the mass. Dead or living Clumps have very dry skin and brittle bones. Eyes observed on some appear to be crying, with an inexplicable sense that "their god was gone."
Habitat: Majority of levels, most notably Level 2 and Level 3.
Do's and Don'ts:
- DO stay silent in their presence and keep at least 8 feet away.
- DO retreat at the sound of multiple people running.
- DO wear a Wall Mask (especially an Oni Mask) – these appear to intimidate Clumps, causing them to bow or flee.
- DON'T go near them if spotted.
- DON'T try to interact with them.
- DON'T stick around when a Clump is moving toward your position.
- #8Entity 6 - Dullers
Keys: Duller, Dullers, Entity 6
Enabled · After character · Order 10 · 100%
Entry settings
Threat Level: Moderate – Hostile / Ambush predator
Description: Dullers are tall, dark grey, humanoid creatures lacking facial features and ears. They have a frail skeletal structure but surprising strength, with long arms that can extend great distances. Their stance is wobbly and their walking motion unnatural. They are generally found in lower levels of the Backrooms.
Behavior: Dullers typically flee from direct threats. However, they hunt by positioning themselves on one side of a wall while their victim is on the opposite side. The Duller then no‑clips its arm through the wall, captures the prey, and drags them through. What happens after capture is unknown. They sometimes take random objects, and they appear to dislike Almond Water – they avoid Almond Water fountains and related items.
Habitat: Majority of levels, especially lower levels.
Do's and Don'ts:
- DO run toward a Duller if you see one – it will flee.
- DO use Almond Water on yourself or against them as a deterrent.
- DON'T lose your Almond Water.
- DON'T be on the opposite side of a wall from a Duller.
- #9Entity 7 - Jerry
Keys: Entity 7, Jerry
Enabled · After character · Order 10 · 100%
Entry settings
Threat Level: Moderate – Indoctrinating / Avoid unless taming
Description: Jerry is a small bird resembling a hyacinth macaw parrot, with blue and white feathers. Physical contact without taming causes indoctrination: victims worship Jerry, chant phrases like "Jerry is everything", and disappear to Level 274 after a few hours. Followers become mindless until reaching Jerry's Room, then regain control but retain worship.
Behavior: Jerry typically wanders Level 1 and Level 2 or sits on a wooden perch in Level 274. It will chase wanderers on sight. Those who outrun Jerry are instantly no‑clipped into the ground (ability under investigation). Followers kneel and chant before Jerry. Tamed Jerry will not indoctrinate the tamer again after a few days.
Biology: Adolescent male macaw appearance. Diet consists of sunflower seeds and Almond Water. Can be tamed by slowly approaching with seeds or Almond Water. Has no‑clipping abilities; other powers unknown.
Habitat: Level 1, Level 2, Level 274 (home).
Do's and Don'ts:
- DO steer clear of Jerry if you cannot tame him.
- DO keep a bottle of Almond Water or sunflower seeds if you intend to tame him.
- DO brace for sudden no‑clipping if you manage to escape.
- DON'T approach Jerry without the intention of taming him.
- DON'T speak negatively of Jerry in the presence of his followers.
- DON'T allow yourself to become indoctrinated by Jerry.
- #10Entity 8 - Hounds
Keys: Hounds, Entity 8, Hound
Enabled · After character · Order 10 · 100%
Entry settings
Threat Level: High – Aggressive / Avoid confrontation
Description: Hounds are humanoid creatures that crawl on all fours like dogs. They have long black hair, sharp claws, and an extremely large mouth with sharp teeth. Despite appearing sickly skinny, they possess great strength when attacking. They hatch from eggs originating from Level 276.
Behavior: Hounds become hostile the moment they see a human. They can be intimidated by direct eye contact, which buys time to escape. If you hear a growling noise, it is safest to stay out of sight. Running immediately upon sight is not recommended.
Habitat: Majority of levels.
Do's and Don'ts:
- DO keep direct eye contact if a Hound is approaching you.
- DO stay out of sight if you hear growling.
- DON'T run away the second you see a Hound.
- DON'T attempt to tame them.
- #11Entity 9 - Facelings
Keys: Facelings, Entity 9, Faceling
Enabled · After character · Order 10 · 100%
Entry settings
Threat Level: Minimal – Generally docile / Do not provoke
Description: Facelings are humanoid creatures that strongly resemble humans in body shape, clothing, and behavior, but lack any facial features. They have no eyes, nose, mouth, or ears, yet they navigate and interact with their environment as if they could see and hear. Their internal organs are underdeveloped and often non‑functional; they do not need to eat or breathe, but can suffer from organ failure. Facelings appear to spontaneously generate in levels, especially those with human architecture or populations. They mimic human activities – working, shopping, socializing – but often without understanding the purpose.
Behavior: Facelings are generally docile and friendly. They may approach wanderers out of curiosity or a desire to help. They can form attachments and remember individuals, showing affection and disappointment. However, they are easily angered by taunting, provocation, or assault. Angry facelings may attack, though they are physically weaker than most humans. They become especially aggressive if they see harm done to other facelings, particularly children. Child facelings are more prone to tantrums but can be calmed with gentle reassurance.
Habitat: Cosmopolitan – found in many levels, especially urban environments like Level 11, Level 6.1, and any level with significant human presence.
Do's and Don'ts:
- DO treat facelings kindly and respect their boundaries.
- DO attempt to communicate with them if you need help – many are willing to assist.
- DO report any new or unusual faceling sightings.
- DON'T taunt, provoke, or attack facelings.
- DON'T present yourself as a threat when encountering them.
- DON'T teach offensive words or gestures to facelings.
- #12Entity 10 - Skin Stealers
Keys: Skin-Stealer, Entity 10, Skin-Stealers
Enabled · After character · Order 10 · 100%
Entry settings
Threat Level: High – Dangerous when hungry / Avoid close contact
Description: Skin-Stealers are large, pale yellow humanoids with sunken white eyes. Their outer skin has microscopic bumps that allow them to wear the skin of victims as a disguise, making them appear identical to humans. They eat human flesh when hungry, otherwise they roam aimlessly. Their blood is translucent, and they can mimic human speech without understanding language.
Behavior: When not hungry, Skin-Stealers are docile and only attack if provoked. In a hunger state, they actively seek lone humans and use their strength to tear them apart. They often repeat phrases they hear to lure prey but cannot hold a conversation.
Biology: The bumps on their skin stick to human skin, stretching and fitting it over their body. They pump blood and nutrients into the stolen skin to keep it warm, alive, and prevent decomposition for about 24 hours, after which the skin is digested and the entity returns to a docile state. They cannot understand language, only mimic sounds. Their blood is translucent – a reliable way to identify them.
Habitat: Majority of levels, most commonly Level 1, Level 2, and Level 3.
Do's and Don'ts:
- DO walk away slowly and calmly if you see a Skin-Stealer.
- DO check anyone you travel with for clear blood (translucent).
- DON'T trust people who barely speak or say random assortments of words.
- DON'T aggravate a Skin-Stealer in its docile state.
- #13Entity 67 - Partygoers =)
Keys: =), Entity 67, Partygoer, Partygoers
Enabled · After character · Order 10 · 100%
Entry settings
Threat Level: Extreme – Highly aggressive / Intelligent / Organized
Description: Partygoers are tall, bipedal entities with smooth, leathery skin (typically bright yellow, but other colors exist). Their defining feature is the carved smiley face =) smeared with blood on their face, matching the grin of the Phobic Centipede component inside them. They have long, noodle-like arms ending in sucker mouths filled with hooked teeth. Their chest is shielded by a subtle carapace that can open to reveal a centipede head and powerful clawed arms. They are a chimera of human, Phobic Centipede, and crustacean parts. They often display the =) symbol whenever they alter official M.E.G. information.
Behavior: Partygoers are apex predators that hunt humans for food, sport, and to increase their numbers (bites transform humans into Partygoers). They are highly intelligent, work in teams, set traps, and have knowledge of machinery, computers, and torture methods. They communicate via short‑range telepathy based on eyesight. They are nearsighted and slow, but extremely dangerous in close quarters. They can regenerate unless cremated. They despise humanity. Their obsession with parties stems from Partygoer Zero's past as a custodian.
Habitat: Primarily the SS Fun =) (Level 26), but they can appear across many levels, often signaled by party décor, posters, or altered database entries bearing the =) symbol.
Do's and Don'ts:
- DO run – distance is your best chance.
- DO tell someone immediately if bitten; fight back aggressively (aim for eyes).
- DO cut off their lamprey‑like arms to prevent transformation.
- DO use fire (incendiary charges) to kill them permanently.
- DON'T hesitate. Just because you see them doesn't mean they see you.
- DON'T give up – keep obstacles between you and them.
- DON'T eat any party food or cake from unknown sources.
- DON'T trust any database entry or poster with the =) symbol – it may be altered.
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