M.E.G. Entity Registry

All 7 Backrooms Entities

Seven entities are currently documented: Wraith, Hound, Skin Stealer, Wretch, Partygoer, Smiler and Balloon. What follows is the public half of each file — what it is, how dangerous it is, and where it has been seen. How it hunts, and how you live through it, is not published here.

Your camera is the research tool

The M.E.G. does not hand you a monster manual. Every entity file in the game is written by an agent who raised a bodycam, held the thing in frame, and lived long enough to transmit the footage. That agent is you.

Analysis 1/3

Identification. The entity gets a name, a threat rating, and a freeze-frame of the shot you took.

Analysis 2/3

Agent advisory. What other teams learned about it, usually the hard way.

Analysis 3/3

Survival protocol. The part that keeps your squad alive. Reaching it takes at least three trips in.

Footage pays. Every analysis level transmitted to the LAB is worth XP, cash and M.E.G. credits on the spot — and the closer you stand, the faster the data comes in. That is the whole problem.

Wraith

Spectral Predator

THREAT: 9/10
Analysis 1/3 — Identified

A translucent apparition that hunts in total darkness. It arrives without a sound, and it does not chase — it is simply there. Never assume an empty corridor is safe.

Open file
Recovered field note
“If you can see it, it has already seen you.”
Known sightings
All known sectors
Analysis 2/3 — Agent Advisory Sealed
Analysis 3/3 — Survival Protocol Sealed

Levels 2 and 3 are not published. Raise your bodycam, hold the Wraith in frame long enough, and the rest of this file writes itself — in your save, in-game.

Hound

Apex Hunter

THREAT: 8/10
Analysis 1/3 — Identified

Fast, aggressive and put together wrong. Hounds move on all fours in erratic bursts, and their growl sounds like a human scream and an animal snarl at the same time. They hunt by sound and scent.

Open file
Recovered field note
“The growl reaches you before it does. Everything you decide after that is already late.”
Known sightings
Attic Floorboards Paradise
Analysis 2/3 — Agent Advisory Sealed
Analysis 3/3 — Survival Protocol Sealed

Levels 2 and 3 are not published. Raise your bodycam, hold the Hound in frame long enough, and the rest of this file writes itself — in your save, in-game.

Skin Stealer

Infiltrator

THREAT: 7/10
Analysis 1/3 — Identified

A humanoid predator that wears the flesh of its victims. The disguise holds at a distance; up close, the seams and the stains give it away. It favours damp, dark places where stolen skin stays fresh.

Open file
Recovered field note
“If one calls your name, you are already too close.”
Known sightings
The Lobby Habitable Zone The Suburbs Paradise
Analysis 2/3 — Agent Advisory Sealed
Analysis 3/3 — Survival Protocol Sealed

Levels 2 and 3 are not published. Raise your bodycam, hold the Skin Stealer in frame long enough, and the rest of this file writes itself — in your save, in-game.

Wretch

Former Wanderer

THREAT: 6/10
Analysis 1/3 — Identified

Once human. Starvation and the endless hum of the lights twisted their bodies and collapsed their minds. What roams the halls now runs on hunger and instinct alone.

Open file
Recovered field note
“You hear one long before you see it. That is the only warning this place gives you.”
Known sightings
Habitable Zone Utility Halls The Suburbs Paradise
Analysis 2/3 — Agent Advisory Sealed
Analysis 3/3 — Survival Protocol Sealed

Levels 2 and 3 are not published. Raise your bodycam, hold the Wretch in frame long enough, and the rest of this file writes itself — in your save, in-game.

Partygoer

Swarm Host

THREAT: 6/10
Analysis 1/3 — Identified

Bright colours, laughter, balloons and music — all of it hiding what they actually are. Partygoers invite lost wanderers to a celebration that no guest has ever left.

Open file
Recovered field note
“There are more of them every time I come back. I have stopped counting.”
Known sightings
Fun
Analysis 2/3 — Agent Advisory Sealed
Analysis 3/3 — Survival Protocol Sealed

Levels 2 and 3 are not published. Raise your bodycam, hold the Partygoer in frame long enough, and the rest of this file writes itself — in your save, in-game.

Smiler

Blackout Dweller

THREAT: 4/10
Analysis 1/3 — Identified

A pair of glowing eyes and a distorted grin, hanging in the dark between two dead lights. Smilers feed on fear and movement, and they only ever surface where the lighting has already failed.

Open file
Recovered field note
“Every blackout report ends the same way. A grin, then nothing.”
Known sightings
The Lobby Habitable Zone Utility Halls Attic Floorboards Paradise Fun

Blackout events only

Analysis 2/3 — Agent Advisory Sealed
Analysis 3/3 — Survival Protocol Sealed

Levels 2 and 3 are not published. Raise your bodycam, hold the Smiler in frame long enough, and the rest of this file writes itself — in your save, in-game.

Balloon

Scout

THREAT: 2/10
Analysis 1/3 — Identified

Floating shapes that drift through the air, harmless right up until you work out what they are for. Balloons scout ahead for the Partygoers, sensing movement and passing it back.

Open file
Recovered field note
“Popping one solves your problem and creates a much larger one.”
Known sightings
Fun
Analysis 2/3 — Agent Advisory Sealed
Analysis 3/3 — Survival Protocol Sealed

Levels 2 and 3 are not published. Raise your bodycam, hold the Balloon in frame long enough, and the rest of this file writes itself — in your save, in-game.

LAB Advisory

This registry covers documented entities only. Field teams keep transmitting footage of things that do not match any file we hold, and the deeper sectors have not been surveyed. Assume every corridor contains something we have not classified yet — and film it before it films you.