ATLAS
⬛ LIMINAL CONTAINMENT — LEVEL & SCP ATLAS v0.3

LEVEL & SCP ATLAS

All confirmed Backrooms levels, their SCP crosslinks, entities, fear triggers, and safe resources
SCP-√-1 CANON INCLUDES: DESERT + CITY LEVELS SCP-093 INTEGRATED SCP-2399 DESERT CONNECTION
CONFIRMED LEVEL PROGRESSION — MAIN ROUTE + BRANCHES
LVL 0
"THE OFFICE"
UNSAFE TUTORIAL
MAIN ROUTE
ENTRY POINT

YELLOW WALLPAPER / MOIST CARPET / FLUORESCENT HUM

Infinite office space. No windows, no exits that make sense. Wet carpet sound is the first tell — then the hum changes pitch. Tutorial level: movement, camera, crouch. Foundation evidence: previous D-class gear, a cracked Scranton Reality Anchor still pulsing weakly.

The 90s trace here: a child's school bag, scuffed red. Polaroid attached. A girl, maybe 8. Her name is on the tag: TAMSIN. She disappeared from the ████ Mall in March 1994. Her bag should not be here. And yet.

SCP-970 — RECURSIVE ROOM SCP-√-1 — ENTRY FRACTURE
ENTITIES SMILERS SKIN-STEALERS FACELINGS
LVL 1
"THE PARKING LOT"
UNSAFE
MAIN ROUTE

CONCRETE MEGASTRUCTURE / DISTANT RUMBLING / FLICKERING SODIUM LIGHTS

Massive multi-level car park. Disorienting. Rumbling from somewhere below that never gets closer. A crashed Foundation containment transport on Level 3B — cargo bay doors ripped open from the inside. Whatever was inside has been here longer than D-XXXX.

Wire mechanic introduced: can be used to mark paths and trip entity patrols. First resource cache from a previous M.E.G. team — partial, looted.

SCP-106 — THE OLD MAN Pocket dimension echoes felt in sub-levels
ENTITIES HOUNDS CLUMPS
LVL 2
"PIPE DREAMS"
HOSTILE
MAIN ROUTE

INDUSTRIAL PIPES / EXTREME HEAT / STEAM / DARKNESS

Industrial infrastructure. Dangerous heat. Steam obscures vision. Most threatening: total darkness between pipes — entities here hunt by sound. Crawlspace claustrophobia. Camera battery drains 3x faster in the heat.

Foundation automated relay station found, half-melted. Still transmitting. What it's transmitting is not Foundation-standard protocol.

SCP-457 — BURNING MAN Heat anomalies suggest his presence or influence
ENTITIES CRAWLERS BACTERIA
LVL 9
"THE SUBURBS"
HOSTILE AUTOPHOBIA
MAIN ROUTE

ENDLESS SUBURBAN NEIGHBOURHOOD / PITCH BLACK / THE FAMILIAR MADE WRONG

Infinite suburb. All houses identical. All lights off. The horror here is recognition — this looks like somewhere you know. The street layout is subtly wrong, the same block looping. Darkness is absolute except for D-XXXX's camera battery.

Autophobia peak: sounds of a family inside a house that is empty when you enter. TV glow in a window. Someone calling a name that is almost yours. The suburb is designed to make you feel you should belong here — and that you are utterly, fundamentally alone.

SCP-3166 — GOREFIELD Entity that embodies wrong-familiar horror SCP-1048 — BUILDER BEAR
ENTITIES SMILERS DULLERS WINDOWS
LVL 11
"CONCRETE JUNGLE"
SEMI-SAFE MEGALOPHOBIA
MAIN ROUTE
HUB LEVEL

ABANDONED INFINITE CITY / MONOLITHIC STRUCTURES / NON-EUCLIDEAN ARCHITECTURE

An infinite desolate cityscape. Monolithic skyscrapers extend beyond visible atmosphere. The architecture begins normal — modern urban — then degrades the further you travel into something wrong: buildings with no interiors, streets that end in walls, districts that have never existed on any map.

Megalophobia core level. Standing between two skyscrapers and looking up triggers the scale system — camera FOV narrows, heartbeat audible, D-XXXX whispers "don't look up." Then you hear something move between the buildings above you. Something city-block-sized.

M.E.G. base is here — the best-stocked safe zone in the game. Survivors with information. A trader. And a noticeboard of missing persons that the M.E.G. has been tracking — including some of the 1990s names from D-XXXX's prologue footage.

SCP-4840 — AUDAPAUPADOPOLIS Ancient floating city bleeds into Level 11's distant architecture SCP-2399 — JUPITER DESTROYER EM interference corrupts city electronics SCP-1548 — THE HATEFUL STAR Wrong constellations visible above city at night
ENTITIES FACELINGS HOUNDS THE CITY GIANT (UNIQUE)
UNIQUE ENTITY — THE CITY GIANT
Visible only between buildings. Never fully seen — only legs, city-block-scale, moving between structures in the fog above. It does not react to the player. It does not need to. Its footsteps cause structural collapses. You cannot fight it. You can only not be where it steps.
LVL 11.11
"THE FLOODED CITY"
HOSTILE THALASS.
BRANCH
FROM LVL 11

LEVEL 11 — SUBMERGED / WAIST-DEEP BLACK WATER / THINGS BELOW

A sub-level of the city where ground floors are flooded with dark water. You cannot see the bottom. You cannot see what moves in it. Splashing attracts entities. Silence is impossible.

Bridge between the city's megalophobia and the ocean's thalassophobia. This is the transition zone where the water entities first appear — smaller ones, scouts. Preview of Level 7.

SCP-054 — WATER NYMPH First encounter — neutral, curious SCP-1128 — AQUATIC HORROR Documents found here describe it — DON'T READ THEM
ENTITIES WATER LURKERS DULLERS
LVL 37
"THE POOL ROOMS"
SAFE ZONE
MAIN ROUTE
REST POINT

PASTEL TILE / AQUAMARINE POOLS / ABSOLUTE STILLNESS / HIGH ALMOND WATER

Iconic Backrooms level. Soft light through ceiling tiles. Pool water warm and clean. Almond Water concentrated here — highest yield in the game. Dullers are pacified near water. SCP-054 encountered here properly — guides player toward Level 7 exit if approached calmly.

Safe zone mechanic: rest here fully restores stamina and partially stabilises sanity. But resting too long — more than one in-game hour — causes the lights to begin slowly failing. The pool water goes dark. Something enters from the Level 7 connection below.

SCP-054 — WATER NYMPH SCP-006 — FOUNTAIN OF YOUTH One pool has anomalous healing water — barely distinguishable
ENTITIES DULLERS (PACIFIED)
LVL 440
"ARABIAN DESERT"
HOSTILE COSMIC DREAD MEGALOPHOBIA
BRANCH
FROM LVL 11

INFINITE DESERT / WRONG SKY / EM INTERFERENCE / SOMETHING ANCIENT WAITING

Accessed from Level 11 via a specific alley with sand underfoot. A vast desert at perpetual sunset — except the sun never moves, and the sky at night shows constellations that do not exist. Compasses spin. Electronics malfunction. The camera feed distorts into static with no warning.

SCP-2399 connection: The interference emanating from Jupiter bleeds through reality fractures and concentrates here. The desert hums at a frequency that vibrates the chest cavity. In the distance, half-buried in sand: structures of unknown origin, older than any civilization D-XXXX knows. The architecture matches SCP-4840 cross-reference documents found in the M.E.G. base on Level 11.

SCP-093 first encounter: Half-buried in a dune, warm to the touch despite the cold of night. A red resin disc. Picking it up is optional. Carrying it pulses like a second heartbeat. It will be needed in Level 94.

SCP-179: On the horizon, at the edge of perception — a tall female figure, pointing upward. She does not approach. She does not speak. But every time you make a decision that leads you closer to SCP-2399's influence, she is facing the wrong direction when you glance back.

SCP-2399 — JUPITER DESTROYER EM source. The boiling is SCP-2399's interference heat SCP-093 — RED SEA OBJECT Found half-buried, first encounter SCP-179 — SAUELSUEPP Solar guardian. Warns. Never explains. SCP-1425 — STAR SIGNALS Anomalous broadcasts from the heat haze at dusk SCP-1548 — THE HATEFUL STAR The star that hates us is visible from here
UNIQUE MECHANIC — CAMERA BLACKOUT
The camera is completely useless in Level 440. SCP-2399's EM interference kills the feed. For the first time, D-XXXX has no light source except what exists in-world. This is the level where the player learns to navigate without their main tool.
ENTITIES DUST WRAITHS (UNIQUE) THE WATCHER (SCP-179 ANALOGUE)
LVL 7
"THALASSOPHOBIA"
HOSTILE THALASS. MEGALOPHOBIA
MAIN ROUTE

INFINITE DARK OCEAN / PLATFORM ISLANDS / DEPTH INDICATOR / CONTINENTAL THINGS BELOW

An ocean with no shore and no sky — just grey above and black below. Platform islands. A depth indicator in the corner of the screen that shows how much nothing is beneath the player's feet. It never goes above 6,000 meters. It often goes lower.

The Foundation submersible ARGO-7 is beached on a platform. Crew of six. No bodies. Logs are inside — they found SCP-3000. The last entry is one word, different handwriting to all previous entries: remember.

SCP-3000 mechanic: If the player stares at the dark water for more than 30 continuous seconds, they lose audio from the most recent audio log they collected. It is gone permanently. SCP-3000 does not destroy memories. It dissolves them.

SCP-169 — THE LEVIATHAN Landmass shape visible below. Do not swim toward it. SCP-3000 — ANANTASHESHA Memory erosion. Audio log deletion mechanic. SCP-1128 — AQUATIC HORROR Documents on ARGO-7 describe it. Summon risk. SCP-3700 — TIDES OF WAR Storm event. 32km entity surfaces once. SCP-4233 — HIGH ROLLER Walking the ocean floor. Visible from platforms. SCP-2684 — OCEAN ENDS Swimming toward horizon = existence dissolution
ENTITIES WATER LURKERS CLUMPS (AQUATIC) SCP-054 (GUIDE)
LVL 94
"THE HOTEL"
UNSTABLE
MAIN ROUTE
SCP-093 KEY

VICTORIAN ENDLESS HOTEL / GRAND BUT WRONG / SCP-093 MIRROR EVENT

A lavish Victorian hotel that extends in all directions. Wallpaper that almost matches Level 0 — if you look closely. Room 094-A is always locked. Something knocks from inside at exactly midnight (in-game clock). The Foundation's concierge desk holds old reports, partially burned.

SCP-093 event: A large mirror in the grand ballroom. If the player holds SCP-093 against it, the mirror becomes a portal into SCP-093's interior world — an alternate reality where civilisation was consumed by The Idea. This sub-dimension contains the deepest lore in the game: evidence that SCP-093's world had its own Backrooms, and that The Idea may have originated there. Optional exploration. Cannot be returned to.

SCP-914 is in the hotel's maintenance room. Risk/reward crafting: refine items from rough to fine — or lose them entirely on the wrong setting.

SCP-093 — RED SEA OBJECT Mirror event. One-time use. Optional. SCP-914 — THE CLOCKWORKS Refine/degrade items. Maintenance room. SCP-895 — CAMERA DISRUPTION Room 094-A contains something that corrupts all camera feeds nearby.
ENTITIES DEATHMOTHS HOTEL STAFF (FACELING VARIANT)
HIDDEN
"THE ARCHIVIST'S ROOM"
CONDITIONAL SAFE SECRET
FROM LVL 94
ONE TRIGGER

WARM LIBRARY / SELF-WRITING BOOKS / THE LAST PAGE IS BLANK

Accessible only once, from Level 94, by interacting with the concierge desk using a specific combination of found items. A warm, wood-panelled library. The books on the shelves are writing themselves. They describe D-XXXX's journey in real time — but they are slightly ahead of where the player is. Reading ahead is possible. It doesn't help. It only makes it worse.

The last page of every book about D-XXXX is blank. It stays blank. It watches you look at it.

SCP-261 — VENDING MACHINE SCP-500 — PANACEA (PARTIAL CACHE) SCP-4000 — TABOO FOREST (INSPIRATION)
LVL MAX
INT64 / SCP-087
KETER INFINITE
MAIN ROUTE
PENULTIMATE

ONE STAIRWELL / INFINITE DESCENT / THE FACE / DOOR 087-B / CLIMB UP

A single concrete stairwell. No other rooms. The stairs descend forever. The lights on each landing work — then fail — then come back on one flight lower. At the bottom of every flight: a face. It retreats as you approach. It is always exactly one flight away. It has been there since before D-XXXX arrived.

Door marked 087-B — technically at the bottom, but the bottom doesn't exist. The door is found by going up. The player must climb against the building's gravity logic, ascending SCP-087's structure. The Face follows from below. One flashlight battery remaining.

SCP-087 — THE STAIRWELL The Level IS SCP-087. They are the same space.
ENTITIES THE FACE (SCP-087-B)
3008
"THE ENDLESS IKEA"
HOSTILE AT NIGHT BUILDABLE
FINALE
SCP-3008

INFINITE RETAIL SPACE / DAY-NIGHT CYCLE / SHELTER BUILDING / EXIT DOOR (RANDOM)

SCP-3008 in full. The Endless IKEA. Day phase: explore, build, scavenge cafeteria food, locate survivors. Night phase: shelter up, lights on, Staff entities patrol aggressively. The exit door spawns randomly and relocates every in-game day.

The 90s victim's shelter is here. Furniture barricade, faded and repaired many times. A plant named by someone who needed to name something. The last log is on the shelf. Tamsin — the girl from Level 0 — made it this far. Her shelter is two sections from the cafeteria. She named the plant Bright.

SCP-3008 — INFINITE IKEA The level IS this SCP. Canon crossover.
ENTITIES IKEA STAFF SURVIVOR NPCS
FULL SCP ROSTER — ALL CONFIRMED CONNECTIONS
SCP-√-1
THE IMAGINARY THRESHOLD
THAUMIEL
The clipping anomaly. Reality fractures that allow no-clip entry into the Backrooms. Designation is intentional — √-1 = i (imaginary). The Foundation's filing system has no category for it. All Backrooms-entry events are called "i-class" internally.
Entry point for entire game
SCP-087
THE STAIRWELL
KETER
An infinite descending staircase. A face that retreats forever. In this game: Level MAX and SCP-087 are the same space. The player must climb UP through SCP-087 to exit — against its nature. SCP-087-B (the Face) follows from below throughout.
Level MAX (INT64) — they are identical
SCP-093
THE RED SEA OBJECT
EUCLID
A red resin disc. Held to a mirror, it opens a portal to a dead alternate reality where civilisation was consumed by "The Idea." In this game: found in Level 440's desert. Used in Level 94's ballroom mirror. The Idea may be what the Backrooms IS — seen from outside.
Level 440 (found) → Level 94 (used)
SCP-169
THE LEVIATHAN
KETER
Continental-scale marine entity. In Level 7: visible as a landmass shape below the water. Do not enter the water near it. The depth indicator spikes when it moves. Touching the water in its vicinity is instant death.
Level 7 — beneath the ocean floor
SCP-3000
ANANTASHESHA
THAUMIEL
Massive serpentine entity. Causes memory dissolution. Mechanic: staring at Level 7's dark water for 30+ seconds deletes one audio log permanently. The Foundation uses its Y-909 secretion to make amnestics — ironic, given what it does here.
Level 7 — memory deletion mechanic
SCP-1128
AQUATIC HORROR
EUCLID
Spreads through description. Documents aboard ARGO-7 describe it. Reading them risks summoning it. The player must choose: ignore the intel (safe) or read for information (summon risk). One of the game's sharpest risk/reward moments.
Level 11.11 (document) → Level 7 (active)
SCP-2399
A MALFUNCTIONING DESTROYER
KETER
Massive alien weapon on Jupiter. Self-repairing. EM interference bleeds through reality fractures. In this game: the heat and electronic disruption of Level 440 is SCP-2399's signal. The camera blackout mechanic is caused by its interference. SCP-179 is watching it from the desert horizon.
Level 440 (interference) → Level 11 (sky disruption)
SCP-4840
AUDAPAUPADOPOLIS
EUCLID
Ancient pre-civilisation floating city. Its architecture bleeds into Level 11's impossible skyline — the further you walk from spawn, the more buildings match SCP-4840's documented style. The Foundation cross-reference notes in the M.E.G. base note this. Nobody from the Foundation who investigated it has come back from Level 11.
Level 11 — distant architecture bleeds
SCP-1548
THE HATEFUL STAR
KETER
A star from the Crab Nebula that hates humanity and is broadcasting that hatred. Visible from Level 440 and Level 11 at night — one constellation is wrong. One star is brighter than it should be. It is moving. Very slowly. Toward us.
Level 440 (sky) → Level 11 (night sky)
SCP-179
SAUELSUEPP
SAFE
A solar guardian — humanoid entity near the sun, warns about cosmological threats. In Level 440: appears on the horizon, pointing upward. Never speaks. Never approaches. Her direction changes based on player decisions relating to SCP-2399's influence. She knows something is coming.
Level 440 — sentinel presence
SCP-3700
TIDES OF WAR
KETER
Storm-controlling entities with a 32km anomalous creature under their command. Level 7: a scripted storm event. The sky turns black. The water boils. Something 32km long breaches the surface once. Players have approximately 90 seconds to reach shelter or die.
Level 7 — scripted storm event
SCP-914
THE CLOCKWORKS
SAFE
The refinement machine. Input/output settings: rough, coarse, 1:1, fine, very fine. Very fine often produces something extraordinary. Rough usually destroys the input. Found in Level 94's maintenance room. Primary crafting upgrade station for the second half of the game.
Level 94 — maintenance room
SCP-500
PANACEA
SAFE
One pill cures everything. One spawns per run in the Hidden Archivist level. Full health AND sanity restore. The Foundation kept a cache here for their own researchers. Two pills remain in the hidden level cache. Only two slots for D-XXXX's inventory. Choice.
Hidden: Archivist's Room
SCP-054
WATER NYMPH
SAFE
Humanoid entity composed entirely of water. Non-hostile. Curious. First seen in Level 11.11, properly encountered in Level 37. Will guide D-XXXX toward Level 7's ocean entry if approached without aggression. During the SCP-3700 storm event, she shelters nearby. She is afraid of the storm.
Level 11.11 → Level 37 → Level 7
SCP-3008
INFINITE IKEA
EUCLID
The Backrooms' Level 3008 and SCP-3008 are canonically identical in this game. The final level before exit. Staff entities that were once human. A day/night cycle. Shelter building. The exit door that moves. And Tamsin's shelter, still standing, with a plant called Bright.
Level 3008 — they are one and the same
SCP-4233 + SCP-2684
FLOOR WALKER / OCEAN'S END
EUCLID
SCP-4233: a humanoid walking the ocean floor, visible from Level 7 platforms. Approaches slowly. Never arrives. SCP-2684: the area where swimming toward the horizon causes isolation psychosis and existence dissolution — encoded as a death state where you simply stop existing.
Level 7 — passive presence / death zone
PHOBIA × LEVEL MAPPING — WHERE EACH FEAR PEAKS
PHOBIAGREEK TERMPRIMARY LEVEL(S)HOW IT'S IMPLEMENTED
FEAR OF LARGE THINGS
MEGALOPHOBIA
Level 11, Level 7, Level 440 City Giant between skyscrapers. SCP-169 as underwater landmass. SCP-3700's 32km entity. FOV narrows near large scale. D-XXXX says "don't look up."
FEAR OF BEING ALONE
AUTOPHOBIA / MONOPHOBIA
Level 9, Level 0, Level MAX Suburb sounds of families inside empty houses. Footsteps that aren't yours. A voice that almost has your name. One flashlight battery in SCP-087.
FEAR OF DEEP WATER
THALASSOPHOBIA
Level 7, Level 11.11, Level 37 Depth indicator at 6,000m+. Dark water with no visible bottom. Things that move below. SCP-2684's horizon dissolution. SCP-169 as submerged continent.
FEAR OF DARKNESS
NYCTOPHOBIA
Level 2, Level 9, Level MAX Battery-limited camera as primary light. Some entities only in dark. Some only in light. The hum changes pitch. Absolute silence = new worst thing.
FEAR OF TIGHT SPACES
CLAUSTROPHOBIA
Level 2, Level 19, vent systems Pipe crawlspaces, vent navigation, Level 2's industrial corridors. Walls that creak. Audio that compresses. Breathing that gets louder.
FEAR OF INFINITY
APEIROPHOBIA
Level 0, Level 11, Level 3008 Corridors that don't end. City that never terminates. IKEA that loops. Maps that can't be completed. The knowledge that there is no outside.
FEAR OF COSMIC SCALE
COSMICOPHOBIA
Level 440, Level 11 (night), Level 7 SCP-2399 on Jupiter. SCP-1548's star approaching. Wrong constellations. The Backrooms as a dimension — the realisation that Earth is small, the universe knows it, and some of it is hostile.
FEAR OF ABANDONMENT
ATHAZAGORAPHOBIA
All levels The wire was cut. The Foundation's last message was "keep moving." Nobody is coming. The 90s victims died alone. The last page is blank.
SAFE ZONES, RESOURCES & SURVIVAL AIDS
BACKROOMS
ALMOND WATER
SAFE CONSUMABLE
Restores sanity and provides mild healing. Found in flooded areas, Level 37 pools especially. Foundation cannot explain its properties. Cross-references SCP-006 in internal documents. Cannot be synthesised.
Levels 0, 37, 11.11
BACKROOMS
M.E.G. SAFEHOUSES
SAFE ZONE
Major Explorer Group bases. Stocked caches: food, maps, partial audio logs, M.E.G. survivor notes. Level 11's M.E.G. base is the largest — has a trader and an information noticeboard. M.E.G. contacts are not always trustworthy.
Level 11 (main base), Level 1, Level 37
BACKROOMS
FIRESALT
CRAFTABLE
A mineral native to the Backrooms. Deters most entities. Craft into light sources or ward-off powder. Found primarily in Level 2 and Level 440. Limited supply — must be conserved.
Level 2, Level 440
SCP-500
PANACEA
ULTRA-RARE
Full health AND sanity restore. One spawns per run. Found in the Hidden Archivist level. Two pills in the cache. One slot left in inventory after everything else. The hardest inventory decision in the game.
Hidden: Archivist's Room
SCP-914
THE CLOCKWORKS
CRAFTING STATION
Refine items at risk. Very Fine setting produces extraordinary results — a rusted knife becomes surgical quality. Rough setting destroys. Found in Level 94. Can upgrade the revolver, medical kit, camera. Cannot upgrade SCP-093.
Level 94
SCP-261
ANOMALOUS VENDING MACHINE
RANDOM REWARD
Insert any currency item. Receive an anomalous product. Completely unpredictable. Found in Archivist's Room. Can produce: food from dimensions that no longer exist, SCP-458 (endless pizza), one-use SCP analogues, or nothing at all.
Hidden: Archivist's Room
BACKROOMS
ROYAL RATIONS
CONSUMABLE
Compressed M.E.G. field rations. High caloric density. Not delicious. Not anomalous. Just food. Finding them in Level 1 and Level 11 caches is one of the first genuine reliefs of the game — because it means someone was here and prepared.
Level 1, Level 11 M.E.G. base
SCP-999
THE TICKLE MONSTER
SAFE ENTITY
Orange gelatinous entity. Restores morale and sanity on contact. Anomalously friendly. In this game: one instance is living in a corner of the Level 11 M.E.G. base. The survivors keep it fed with sugar. It has a name. D-XXXX says nothing when they see it. Then very quietly sits down next to it.
Level 11 M.E.G. base
ENTITY ROSTER — ALL CONFIRMED ENTITIES BY THREAT LEVEL
EXTREME THREAT
THE CITY GIANT
UNIQUE / UNKILLABLE
Level 11 exclusive. City-block scale. Only visible between buildings — legs, feet, the suggestion of something massive in the fog above. Does not perceive D-XXXX. Its footsteps collapse buildings. Cannot be fought. Can only be avoided. The sound design for it is subsonic — felt before heard.
EXTREME THREAT
SCP-087-B — THE FACE
KETER
The entity at the base of SCP-087. Follows at exactly one flight below. Retreats when approached downward. Follows when ascending. In Level MAX: always one flight behind. Its face is wrong in a way the player cannot describe. Looking directly at it too long causes sanity collapse.
HIGH THREAT
SMILERS
BACKROOMS ENTITY
Visible only in darkness — two glowing white points. Docile when observed through camera viewfinder. Aggressive when the camera is lowered. Teach the observation paradox. Level 0 and Level 9 primary entity.
HIGH THREAT
SKIN-STEALERS
BACKROOMS ENTITY
Mimic the appearance of other humans. In Level 0 and Level 9: the occasional "survivor" encountered is not a survivor. Cross-reference: SCP-939 (mimicry via voice). Identified by slight wrongness in proportion and no breath vapor in cold areas.
MEDIUM THREAT
HOUNDS
BACKROOMS ENTITY
Fast quadrupeds. Hunt by sound. Running triggers immediate aggression. Crouching and staying still for 15+ seconds causes them to lose interest. Level 1 and Level 11 common entity. Wire tripwire mechanic is most effective here.
MEDIUM THREAT
CRAWLERS
BACKROOMS ENTITY
Level 2 exclusive. Navigate pipe infrastructure. Fast in cramped spaces, slow in open areas. Force the player into open areas — which have the worst heat and visibility. Acoustic hunting in steam environments.
MEDIUM THREAT
IKEA STAFF
SCP-3008
Former humans, possibly. No facial features. Wear IKEA uniforms. Passive during day. Extremely aggressive after the lights cycle to night. Light sources repel them — sustained lamp light creates a safety radius. Do not let the lamps run out.
LOW THREAT
DULLERS
BACKROOMS ENTITY
Passive near water (Level 37). Mildly aggressive when away from water sources. Grey, featureless humanoids. Slow. Easily avoided. Their presence in Level 37 is the reason the Pool Rooms feel safe — they are too calm to be dangerous here.
NEUTRAL
SCP-054 — WATER NYMPH
SAFE
Encountered three times. Non-hostile. Curious. Will not follow D-XXXX through dry areas. During the SCP-3700 storm event in Level 7, she shelters near the player — the only entity that is visibly afraid of something. This is more frightening than any monster.