"Groove! Big guy 666! I didn't expect the big guy to update so fast!

"Awesome, I thought that UP Sunday is already very powerful, I didn't think that the big guy could actually change time, and the quality was still so high!"

"I decided to quit the Urge Alliance today and turn around to urge the bigger guy!"

"Small, the pattern is small, I urge the bigger guy and the UP master at the same time, isn't this fragrant?"

"No, you must @UP the Lord and let them roll up!"

"That's right, the inner roll is the first productive force, let the UP masters roll up!"

"@UP Lord!"

"UP lord, come and see, this guy updates faster than you. @UP Lord!

"@UP Lord! Come on the inner roll, update quickly!

Just

when everyone was urging Chen Feng to change, Black Six uploaded another video at this time.

[Take stock of those common entities in the back room! ] 【

Entity 1: Entity 3 - "Laughing Nightmare"】【Entity 3 - "Laughing Nightmare"

Entity Number

: 3

Habitat: Most levels

describe

that laughing nightmares are usually hostile, and many people have seen them. They can be identified by their signature reflective eyes and teeth that sparkle in the dark.

The best way to avoid laughters is to maintain eye contact. In Level 2 and Level 3, Laughing Nightmare tends to stay in dark areas.

Their base is known as the "Room of Smiles".

Behavioral

Jokers are attracted to light and will chase anything they see that glows, so distracting it through a light source would be a good way to escape.

Only when you run away in panic, or make a loud noise, will the entity start attacking.

Keep eye contact and walk away slowly to ensure your survival. Spraying them with laughter-repellent will cause the entity to run away or lose consciousness for a long time.

Biology

: Laughing with a long mouth, many sharp teeth and glowing white eyes.

Although legend has it that it has a body, it cannot be seen by the human eye, and beyond that, we do not know what biological properties it has.

They are rumored to have non-human, alien-like bodies with hands and feet bent in unnatural ways, but this has not been confirmed.

Currently, the M.E.G. is trying to learn more about them.

We

don't know how the laughing mare was first spotted, as it is very common in most tiers.

The earliest story of the Laughing Rays was a message posted by an anonymous Reddit user about their escape from a "glowing smile thing."

Until then, organizations known as the Lost described them as "smiling people."

The code of conduct

should:

maintain eye contact and walk away slowly.

Keep quiet and don't make loud noises.

Use a laughter.

Turn off all your light sources.

No:

Run away in a panic unless the laughing nightmare starts chasing you.

Make noise.

Keep your light source on.

Entity 4 - "Death Moth"

Entity Number: 4

Habitat: Most levels

describe

that death moths are giant moths that live in the back room.

Male death moths are mostly harmless and may even be tamed, while female moths are several times larger than male moths, can spit acid, and are hostile creatures.

Death moths are attracted to light, so if you hear the sound of wings flapping nearby, be sure to extinguish all light sources.

Smaller moths inhabit Level 2, Level 3, and Level 5, but the larger and more dangerous death moths are only found in Level 5, where their nests are concentrated and where their King and Queen of Worms are also located.

They have completely occupied this layer and are the only entities in this layer other than the mysterious beasts.

The hostility and biology of behavioral death moths exhibit different characteristics depending on the level they are in.

The nest, often considered to be the birthplace of the death moth, is the deadliest and most aggressive here. However, the danger of individual death moths is different for each level.

Biological characteristics

Death moths are giant moths, although they bear little resemblance to "normal" moths. Their lifespan, birth and death are basically completely unknown.

We

don't know when the Death Moth entities were discovered, but it seems that organizations known as the Lost refer to these entities as "Terror Flies".

Code of conduct

: should:

avoid contact and do not show aggression.

Not:

Trying to irritate moths or disturb nests. Entity

8 - Entity 8

- Habitat:

Most

Level Description: The

name "Hound" comes from

the dog-like appearance of this creature that crawls on all fours and attacks anyone who dares to provoke them.

Hounds are humanoid creatures with strange physiological characteristics, and they have arms and legs that are born to walk on all fours.

These entities are extremely aggressive, and they will be provoked after witnessing someone in a state of stress, but can be deterred by direct eye contact.

Behavior:

Hounds will behave hostively after they witness humans.

However, they will back off when you give direct eye contact and stare. However, this measure will only take effect briefly, but it should be enough for you to plan your route and escape.

However, when you hear a howl, the safest thing to do is to stay out of sight of the hound.

Biological characteristics:

A hunting dog looks like a human with slender black hair on its head.

They have sharp claws and have large oral organs full of sharp teeth.

However, this appearance is not easy to spot due to its large number of hairs. As mentioned earlier, hounds walk on all fours and, unlike the creature's pathological skin-covered appearance, show great power when attacking their targets.

Hounds hatch from biological eggs originating in beehives.

Discovery:

The earliest known images record a wanderer in a room resembling Level 0 fleeing a hound.

However, because we don't know exactly when the hive appeared (or even whether it has its origin), we can't be sure when the hounds originated.

Code of Conduct

: Yes

: Keep a hound's line of sight out of sight when you hear howlings

, don't

: Run away when you see a hound

, try to tame them]

[

Entity 4: Entity 10 - "Skin Thief"]

[Entity 10 - "Skin Stealer

" Entity Number: 10 Habitat: Most Levels (most commonly at Level 1, Level 2, and Level 3)

Description:

Entity 10

, commonly known as the "Skin Stealer", is a large humanoid entity that will wear the victim's flesh skin for disguise.

They eat human flesh when hungry, and wander aimlessly when they don't need to eat. Their blood is translucent and also mimics human voices.

They are usually found in the first four levels, but are also found in several other levels.

Behavior:

Skin stealers are usually docile and usually wander aimlessly when they don't need to eat.

During this phase, they won't be hostile unless you provoke them. And when they are hungry, skin-stealers look for fallen humans and tear them apart with their bare hands.

Biological characteristics:

Skin stealers are tall, yellowish humanoid entities with deeply sunken white eyes.

The outside of its skin is covered with tiny bumps, similar to the suction cups on octopus tentacles. These bumps attach to the skin peeled from the human and pull back and forth until it fits the body of the skin stealer, which makes the skin stealer look like a human.

These bumps also deliver blood and nutrients to the skin to maintain its temperature and activity and prevent it from decaying and breakdown.

In addition, they heal any skin wounds that can be identified as real, and after about 24 hours, the human skin is digested by their own skin surface, at which point the skin stealer enters a relatively docile phase.

Skin stealers also have the ability to speak, but they cannot understand the language spoken.

They repeat sounds they have heard (often in different languages) to lure their prey, but they don't really communicate with humans. And since skin-stealers rarely use their own voices, it's not the best way to distinguish skin-stealers from real humans.

The blood of skineaters is completely translucent, so the best way to distinguish skineaters from humans is to look at their blood.

"The blood is bright red and they are still there. The blood is transparent, hurry up and escape. "

Discovery:

Reports of sightings by skin stealers existed five years before the creation of the M.E.G. As one of the many entities in the backroom, they may be the first entities that new wanderers encounter.

Code of Conduct

: should: Walk away slowly when you see them, stay calm

, carefully examine any translucent blood people traveling with you

, should not

: trust those who don't talk much or say a few words casually

to anger meek skin thieves]

[Entity 5:

Entity 5 - "Limbs"] [Entity 5

- " Limb Mass

Entity Number: 5

Habitat - Most levels, concentrated in Level 2 and Level 3.

Description:

A limb mass is a dangerous and strange entity made up of limbs that can accelerate themselves to extremely high speeds and have incredible flexibility.

They tend to inhabit tiers with small spaces commensurate to their size, and among them, the largest specimen seen is about 3 feet.

Although this makes them difficult to detect, limb masses are common in Level 2 and Level 3.

Monitor's update: Something strange and inexplicable has happened lately, and limb sightings seem to be declining to disappearing.

Nevertheless, we are completely unsure that they are extinct or not, after all, most levels of scale size are infinite, but... Maybe... We'll still have to investigate.

Please report any limb sightings to nearby M.E.G. members. - Overseer C

Behavior:

Limbs seem to be in a constant state of hunger, wandering through the hierarchy in search of their prey.

When they find a prey, the limbs approach it in their own way. When the distance between them and their prey is reduced to less than 8 feet, the limb mass extends its longest limb to try to grab it, while dragging the prey into the center of the prey after grasping, revealing a mouth full of sharp teeth.

This is when the prey is eaten. However, for unknown reasons, not many limb groups will immediately unleash their attacks.

Monitor's update: Recent developments suggest that the limbs seem to be on a hunger strike, ignoring all wanderers passing by if they are not provoked. The reason for this behavior is still being explored - the biological characteristics of overseer C

:

As described earlier, the limb mass is composed of multiple limbs of different lengths, ranging from strong to weak. This uncommon structure affects the way limbs run – they prefer to move by throwing limbs towards the floor, and once they are in motion, they exhibit extreme speed and strength, and flexibility.

Also, some reports have documented the presence of eyes and ears in this limb.

Overseer's Update: The limbs seemed to have incredibly dry skin when they were dying and dying, and we organized an attack on several of them and found their bones extremely fragile. Although this is rare, we did see a pair on one limb mass... or more... Eye.

It looks like it's in... Weep?

None of us are sure why, but something in our heads keeps telling us: "Their gods are gone" I guess... I guess... That's true of all of us. If God really existed. - Overseer C

discovers the past:

A wanderer named Elliot Winston discovers and reports the first limb mass, encountering a limb mass shortly after they successfully escape from under the claws of a skin-stealer.

In addition, the "Lost Ones", one of the oldest groups in the Backroom, seems to have mentioned limb masses in an ancient scroll found in Level 3.

They call them "the eternal oneness of the limb." Below is a translation excerpt from one of the scrolls.

"προσταθεια1, she knew that she would disappear with the desire of her beloved people to "unite and bring peace to this place of yellow walls," and she had to show them what true unity was.

By rallying a group of people under the guise of heaven's guidance, she will create the first true symbol of unity: the eternal oneness of the body.

Wrapped in fear, nausea flowed from her creation into the people, who banished her deeply into the hothouse of judgment.

Even as she begins to disappear gradually, she continues to use the people passing by to create the eternal oneness of the body. "

How to respond:

Be

quiet when they appear and stay 8 feet away from them."

Retreat when you hear the sound of multiple people running.

Shouldn't:

approach them at all times.

Try to communicate with them.

Stupidly stay there when the limb mass moves in a person's orientation. 】

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