Backrooms: Escape Together Entities Guide

The entities in Backrooms: Escape Together are not just jump scares. They teach the player different survival habits: staying quiet, respecting darkness, managing line of sight, and knowing when to run. This guide turns the documented entity database into a player-friendly reference with original summaries and survival notes.

Entity Index

E-001

Bacteria

Sight and sound
Appears in
Level 0

A tall mold-like humanoid that punishes careless movement in the Lobby. It can notice distant players and responds to noisy actions.

How to Survive

Cut line of sight, reduce unnecessary sound, and use turns to interrupt pursuit instead of sprinting in a straight line.

E-002

Smiler

Proximity
Appears in
Level 0 blackout events

A passive-looking threat that becomes dangerous when players move too close during darkness. It is less about chase speed and more about spacing.

How to Survive

Keep distance during blackouts and avoid pushing into unknown dark corners just because nothing is visibly moving.

E-003

Skin-Stealer

Darkness pressure, sight
Appears in
Level 1

A Level 1 predator whose behavior changes when power fails. Light keeps it manageable; darkness turns it into a much more direct threat.

How to Survive

Stay near reliable light, restore power quickly, and regroup before crossing long exposed areas during blackouts.

E-004

Shadow

Surprise spawns
Appears in
Level -1

A fast, sudden threat tied to the grayscale hotel spaces. Encounters can start with little warning, which makes route discipline important.

How to Survive

Do not overextend alone. Clear rooms carefully and keep a return path in mind before opening deeper sections.

E-005

Scratcher

Sound, chase distance
Appears in
Level 2 and Level !

A high-pressure entity with different behavior depending on the level. In the tunnels, it reacts to noise; in chase sequences, it forces constant movement.

How to Survive

Quiet movement helps in Level 2. In Level !, focus on clean pathing and momentum because hiding is no longer the answer.

E-006

Clump

Sight, sound, route pressure
Appears in
Level 3

An aggressive maintenance-zone hunter that can punish predictable escapes. Doorways, corridors, and repeated sectors all become part of the chase.

How to Survive

Plan alternate routes and avoid making every escape path obvious. Communication matters when the level begins to loop back on itself.

E-007

Collector

Lidar usage
Appears in
Level 6

A darkness-bound entity linked to the level's scanning mechanic. The same tool that reveals the room can also expose the player.

How to Survive

Use lidar sparingly and deliberately. If the team scans constantly, navigation may improve for a moment while danger closes in.

E-008

Partygoer

Sight and light states
Appears in
Level Fun

A bright, unsettling patrol entity whose danger shifts with the level's lighting. The cheerful environment makes its attacks feel less predictable.

How to Survive

Watch the light state, avoid extended eye contact, and treat blackout moments as active hunt phases.