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Backrooms Monsters and How to Survive (Checklist)

Here is a list we've compiled of all backrooms entities with the best video tutorials we could find on how to survive them. This list is displayed as columns, but you can view it as a table (checklist) and copy to check the entities you've survived. To change it, use the menu below this description (on desktop) or the top right corner (on mobile).

This list was an effort made to compile the best knowledge out there, with the best possible tool. All credit goes to the creators who have developed strategies to survive the monsters:

The Backrooms Unknown Nightmares Node Armstrong Quill Gods and Demons Wiki Broogli

NoNoSqaure

Gaming Collective
Gaming Collective
28th November 2022 in video gaming
Backrooms Monsters and How to Survive (Checklist)
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Windows

Windows

  • Common
  • Variable

Backrooms' windows are entities of mimicry that assume the form of any non-anomalous window. Backrooms' windows are often sources of fear, anxiety, apprehension, and uncertainty as they can lead you to salvation or destruction.

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Smilers

Smilers

  • Many
  • Variable

Smilers are an inscrutable species of mysterious entities simply identifiable by their crooked smile of softly luminescent white teeth, along with a pair of circular eyes. Speculations, artistic depictions, and proposals regarding the true physical appearance and anatomy of the Smilers have greatly conflicted throughout the years. However, even after countless attempts to discover what the true body of these monstrosities looks like, nobody seems to get a clear read on anything more than a smile and a pair of eyes.

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Hounds

Hounds

  • Majority
  • 4

Hounds are nude humanoid entities with unkempt black hair on their heads and large mouths filled with sharp teeth. They have long bony limbs, sharp claws, have eyes that are fully white, lacking irises or pupils and walk on all-fours like a dog, hence their name. They are some of the more common hostile entities found in many levels of the Backrooms but are less common in the deeper levels. They are extremely dangerous and become agitated when they see someone in a hostile state, but can be intimidated (see Behaviors). Avoid hounds at all costs, even if one is in its neutral state.

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Dullers

Dullers

  • Common
  • 4

Entity 6, also known as Dullers, are darkly contrasted humanoid entities featuring long arms, with skin similar in texture and appearance to tar. Descriptions of the physical appearance of Dullers seem to vary, but the most common description is the lack of major sensory organs (eyes, ears, nose). The substance the skin is composed of is in a constant state of toggling from a liquid to a solid, making it slowly drip down. Dullers can melt and reform their bodies, usually as a trap to catch prey. It could range from them being more liquid than normal, to being a gray puddle. Do not go near any dark puddles that you may find, as it is most likely a trap by a Duller. If you go near it, the Duller will form an arm out of the puddle, quickly wrap it around you and pull you into the puddle. Those who have went into the puddle were never seen again. It will then become docile and start hunting again after a few days. This is seemingly because dragging victims into the puddle is how Dullers eat, and that would be enough to feed them for a few days. This theory is unconfirmed but highly likely.

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Clumps

Clumps

  • Many
  • 1
  • 5

Clumps are hostile entities which resemble massive clumps of human limbs which flail about and extend in every direction. They are known to inhabit vents, cabinets, and other tight spaces. These entities are infamous for their uncanny level of intelligence when it comes to ambushing and preying on Wanderers.

These entities spend most of their time tucked away in tight spaces like closets, drains, pipes, chimneys, and most commonly, vents. Generally, the only part of a Clump which is seen by a Wanderer consists of it's frontal arms, which they allow to hang freely and dangle from within their hunting space, a behavior theorized to serve as a form of "bait" to get Wanderers to approach them. While occasionally an arm will flex or a hand will clench, these arms are generally immobile when no Wanderers are present.

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Facelings

Facelings

  • Majority
  • 2
  • 3
  • 4
  • 5

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 one encounters. The most common two forms are "Adult Facelings" and "Child Facelings", although more have since been discovered.

Adult Facelings have the appearance of standard adult humans, except for facial features. They can appear as male, female, and can also appear completely androgynous. They either wear formal clothing or clothes adapted to the level which they appear in.

Child Facelings are mischievous and hostile. They often appear in groups of 2-3, and will torment and attempt to kill survivors they encounter. Child Facelings are almost always female, and brandish small, sharp objects. These typically are small pieces of sharp metal, or small knives. If comforted by touch, they will fall asleep, resulting in them getting distracted.

However, seeing one is not always an attempt on your life. They will sometimes try to scare survivors, or even pull humorous pranks on them.

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Deathmoths

Deathmoths

  • Many
  • 2
  • 4

While descriptions about a Death Moth's appearance varies from instance to instance, two main details remain consistent. The first detail regards a Death Moth's appearance, they seem to bear a striking resemblance to moths belonging to the genus Acherontia. The second detail regarding Death Moths is their abnormally large size, being much greater in size when compared to moths found in The Frontrooms, though instances of smaller Death Moths have been documented. Research confirms that Death Moths reside in a large majority of levels throughout the backrooms.

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Hairworms

Hairworms

  • Aquatic
  • 5

dive through the flesh and brain tissue. Although their "brains" are unevolved, The Hairworms have shown evidences of having low-level intelligence.

The Hairworms does not have any optical organs that could be used to navigate their way. instead, The Hairworms navigates through the pores that are spread around their bodies which can detect the sound waves. The pores turns those sound waves into electrical signals and sends those signals to the brain-like organ of the worm, which lets the Hairworm navigate their way.

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Partygoers

Partygoers

  • Common
  • 5

The Partygoers are tall, bipedal creatures with rough and leathery skin, typically tinted a dull yellow. They have no other functional features, with the exception of a cartoonish smile drawn onto their "face" with a substance resembling human blood. The Partygoers are highly intelligent, reportedly being spotted operating complex machinery and effortlessly traversing the Backrooms in search for prey. Most do not venture alone; rather, they tend to hunt in groups.

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Wretches

Wretches

  • Many
  • 3

Wretches are wanderers who have undergone changes welding them into a creature of blood and pus. Wretches can vary widely in appearance whom they have separate categories of specimen. Wretches share an oddly similar genetic structure with Gymsanities from Level 1234. Many specimens of Wretches commonly produce oral gags or snarls with little known purpose, while some retain distorted speech, although its not known whether its actually a past self or just oral sounds produced by the stress given by the mental strain.

Embers of the past self are hard to discern, but visible if closely observed, one would spot personal keepsakes (e.g, clothing, tools, personal belongings), 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.

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Skin-Stealers

Skin-Stealers

  • Many
  • 5

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 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 4 levels but have been reported in other levels. They have impressive physical abilities, that seem to compensate for their poor intelligence.

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The Howler/Bacteria

The Howler/Bacteria

  • Majority
  • 6

Entity 55, also known as The Howler appears to be a large, white humanoid entity with two glowing white eyes, approximately 4,2 meters tall, with 3,1 meters long arms and legs. It appears to possess large, sharp claws at the end of both its arms. The entity's feet appear to be 'flat' although it does share some similarities with normal human feet. The entity also possesses a large, red 'circle' at its torso seemingly resembling blood. It is presumed that this is an intimidation tactic used by the entity. The entity's claws also have similar red-colored shapes.

The entity doesn't appear to possess any type of body hair, and its appearance is described to be simplistic. The skin of the entity is 'odd' as it does not have any reflection and appears like it had multiple skins over it, however, further investigation reveals that the entity only has 1 layer of skin.

The Howler figure seemingly disappears whenever it enters dark areas, and only its 2=two glowing eyes will remain apparent. It's also known that it can blend in with the environment, as its skin can change color to fit with the environment around it to hide from danger or to hunt wanderers.

The Howler's most characteristic property is its ability to mimic human voices, the voices it makes will always be male young voices from people around 17-24 years old, but there is a clear difference between normal human voices and the ones that Entity 55 makes. The voices that the entity makes feel 'odd' and are not completely similar to a real human voice, but wanderers that have spent days or even months without any other human company, may not notice this. The speed and strength of Entity 55 are abnormally high, as it can easily outrun human speed if a chase occurs.

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The Fog

The Fog

  • Majority
  • 5

The Fog or The Mist is the name given to an entity of supposedly unknown origin that tends to appear randomly in any part of the backrooms. This mysterious entity can cause terror and havoc wherever it goes, and this fog must be avoided at all costs. Anyone who enters it is considered dead and without salvation.

Reports from several wanderers have indicated that the mist induces an indescribable fear in them. They have also reported seeing a human figure completely obscured by the mist calling their names. The reason for this is so that the mist can swallow them up and disappear without leaving any trace or evidence of a disappearance, save for the fact that the person has, well, disappeared. Remember this at all times, if it sees you, your time has surely come.

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Aranea Membri

Aranea Membri

  • Majority
  • 5

Aranea Membri are said to measure approximately 7 ft in height and 8 ft in length, though their exact size remains unknown as they are too fast to be observed closely. These entities will always emerge suddenly from the ceilings of indoor levels, and proceed to chase down Wanderers in an attempt to trample under their limbs.

When hunting, Aranea Membri are able to reach speeds of up to 50 mph, though it is only able to reach these speeds in levels with long enough hallways. Aranea can also use their momentum to knock over obstacles and break down walls, or instantly crush their target. After a successful hunt, these entities will drag the victim through the hole from which they emerged and disappear from view. To date, no Wanderer has dared explore these holes in the ceiling.

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Imprints

Imprints

  • Rare
  • Ψ

Imprints are ghost-like entities that are one of the only few real hazards present in Level 17.

They appear identical to wanderers that have previously explored Level 17 and mimic the exact movements the wanderer made throughout the level, albeit they cannot mimic a wanderer's speech; therefore, are unable to speak. You are unable to interact with them, nor can they interact with you. Whilst not being physically dangerous, looking at an Imprint causes great amounts of distress, and looking at one directly in the eyes will put you in a comatose state. It has been said that looking at an Imprint for too long will cause you to go insane, eventually turning one into an Insanity.

However, according to eyewitnesses, any wanderer that turns into an Insanity simply vanishes out of thin air; presumably being teleported to a random level. It is currently unknown why this occurs, though M.E.G. is currently investigating this phenomenon. Should an Imprint reach the point at which the wanderer that it's mimicking leaves or perishes, the Imprint will simply vanish, and will inevitably reappear at their "entry point" 24 to 72 hours later.

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