Entity 007

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* Fogling
* Mantis
* Stalker
* Lighthouse
* Blighthouse
* Heart

## Bacteria

### Hazards (ETHC)

 **Highly Aggressive**
 **Infectious**
 **Corrosive Hazard**
 **Auditory**
 **Exaggerated Features**

## Additional information

### Habitat(s)

* Level 0
* Level 0.1
* Level 0.5
* Level 0.7
* Level 2
* Level 3
* Level 5
* Level 5.2
* Level 7.1
* Level 8
* Level 11
* Level 11.5
* Level 12

### Binomial Name

**Bacillus Mutatus** (T1)
**Bacillus Mantodea**  (T2)
**Bacillus Venator** (T3)
**Lux Bacillus**  (T4)
**Mors Bacillus** (T5)
**Bacillus Viscera**  (T6)

## Audio

**Bacteria** (Bacillus Mutatus) otherwise known simply as “Lifeforms” are tall, thin humanoid creatures with spindly limbs and a variety of features – unique to every single instance of the entity – made up of large conglomerated colonies of bacteria and microorganisms, classified as a super bacterial organism. These colonies of microorganisms closely resemble strands of mutated viruses from the real world, such as Hay Bacillus, along with other similar diseases and ones indigenous to the Backrooms.

Much of the life cycle of the entity is parasitic in nature, and all Bacteria are born via a living host that does not need to be human, however it in most cases is. Some instances of the entity may come up by some other means, such as fungal growths growing over time until a new Bacteria is born, usually not lasting longer than a few hours, or not at all. These are known as Dull-Bacteria, and come up infrequently, and with no consciousness whatsoever to keep them going. This is important, as without it, they wander aimlessly and often kill themselves rather than their bodies. Bacteria come in many different shapes and sizes, and there is no concrete form that can be seen across every Bacteria, as all are unique. However, there are patterns that can be seen in instances, which allow them to be grouped in certain categories. These go from Bacteria-A to E. Each has their own behavioral traits and methods to dealing with them, and sometimes they shouldn’t be dealt with at all. Mostly, the higher the letter, the more dangerous they are. Whilst the categorization of these variants implies there are only these 5, there are higher and far rarer variations. However, the circumstances required for them to form properly are quite high making them quite rare. Mutations also exist within the main variations that causes them to look different; and while it can make it seen as though it is a different variant, they still fit the same mold as the predesignated five.

Most Bacteria are blind, or lack good vision. So when encountering one, you should generally keep as quiet as possible, but not worry about where you are. Bacteria make up for their lack of sight for their excellent hearing. They could hear you through a hurricane if they were even in one. It's possible they could even hear your breath, but this is unlikely. Speaking of breathing, most Bacteria also carry spores with them that when inhaled will start a process of you becoming a Bacteria yourself. Mostly the details aren’t important, and if you believe you have inhaled them, please seek medical attention. You can notice this by your blood vessels or veins either turning black, or dark grey.

## Description

Entity-007 are a species of mutated, humanoid creatures made entirely out of large colonies of bacteria and microorganisms. All variations of the entity follow this same format of a colonial organism, mainly consisting of mutated strands of Hay Bacillus, along with similar real world diseases and some ones unique to the Backrooms. This super bacterial organism barely holds onto any consciousness, and as the mutation of the virus strands becomes greater, the instance becomes far more conscious and sentient to a point where it can even gain some semblance of intelligence, however minute.

Instances have no concrete form, and every instance is in its own way unique. However, certain trends can be attributed to certain types of bacteria, allowing some level of documentation. Oftentimes they will fall into various different types of the instance, the most common of which being Mantids, which are the most widespread and generic version of the entity. They have medium body mass, with most of it being centered around its torso area and its several arms shaped in similar to mantis claws – hence the name, Mantis.

Most instances are also very spindly, with seemingly weak or fragile limbs. However, being made out of Bacteria does not make these instances weak in the slightest, as they are incredibly strong and capable of hurling a person several meters away from them. Most body mass is centralized near the head and torso of the entity, with other areas of the body being incredibly thin and woven together with other tubes. These can often unfurl in some instances to allow for extra appendages, though it is only present in some rare instances rather than every single one. A common trait shared among variations is blindness, or impaired sight. Most Bacteria rely upon their sense of hearing and feeling to find prey, as their sight is often poor or not present at all. This is achieved mostly through small sensors on their feet and across their body, as well as their excellent sense of hearing.

Bacteria instances do not emerge normally however, like other entities. While most entities would reproduce through sexual or asexual means like many real world animals, instead they are more parasitic in nature; requiring another living organism in order to exist. The process for their creation is quite simple, and involves a type of spore or fungal growth that emanates every so often from the entity. However, the methods of which a new host is gained – either through the spores or growths – will determine the likelihood of them being a higher variant of Bacteria. However, way of infection is not the only determining factor for a variant of Bacteria, more or less it is also the time it takes for the instance to form, as well as how well it digests. Typically, persons with lower sanity and higher fear will be more susceptible to higher mutation levels, while the opposite can be said if otherwise. In fact, infection can even seem to burn out if the user simply does not digest well near the growth, and the person will simply be killed by the growth after a period of time. Oftentimes, unfortunately, it is by either starvation or dehydration, and may even be painful for the subject, as they have to endure days of exposure to acids and other such fluids, meant to break down the body of the subject. If they are lucky, they will die from the spores inside of them.

## Variations

### ***Foglings (Bacillus Mutatus) (1)***

Sub-Lethality Rating: **Dangerous**

**Type 1 Bacteria**, nicknamed **Foglings**, **Shriekers**, or **Contagions**, are tall, spindly instances of Bacteria that usually serve one main function when compared to other instances, in that they are for spreading spores and fungal growths to make more Bacteria. They are a fairly common version of Bacteria, simply due to the process of making them being very simple, and not requiring a large amount of effort. These instances hunt via sound only, and are completely blind, making them often bump into walls, which makes them easy to spot from far away by the sound of them rubbing against walls trying to find their way around the area. Usually they will do this more quietly by placing their hand against the wall rather than their own bodies, but this is only if they suspect someone is around, meaning if you see them doing this, they are actively searching for you.

Foglings search mainly through their senses, as their hearing is also impaired as well, but not to a heavy degree like other instances. They also somewhat rely on intimidation to find their prey, usually standing completely still looking in the direction they heard or felt a sound in order to either spook the person they are looking for, causing them to feel the vibrations in the ground; or for them to make an audible sound in response. This method requires however, that they know someone is around, rather than just plain guessing. Foglings are also incredibly noisy, and on purpose, as it is also a method of intimidation. The methods that they employ attempt to get a response out of you, in order for you to act abruptly or suddenly, so that they can find you. They are very good at feeling and hearing things in the ground and through walls, and they can very easily find you if you take a breath that may be just a bit too loud, or step a just bit too hard into the ground. However, once you are caught by the entity, the best option for you is to simply turn and run. Foglings aren’t very agile, and will run out of strength and endurance after a while, so you can outrun them. But they are incredibly persistent and will try and hunt you for a long time if they are able to. So they will eventually catch up to you if you aren’t taking precautions. They may also try and go around to flank you, by feeling their way around the area they last heard you or felt your vibrations.

Foglings unlike other instances are capable of breathing, however these breathes usually contain spores when exhaling, so being near one and breathing the same air as it will cause you to become infected if you are not careful. Though even if you are, there is still a high likelihood you will be covered in the substance secreted by the entity. Hives of Bacteria on the entity are found most prevalently on its legs, which is usually where you will be near, if you are crouching or sitting down near it. Enough pressure will cause these colonies to burst out smiley fluids. These are partially made up of skin-tissue from the entity, and partially made of Bacteria. Meaning this can infect you, and it often will as it can spread across your body like many of the fungal growths created by the entity.

Victims are usually killed with a single bite to the cranium or neck, with the bite forces having been measured in excess of 35 MPa. Usually the entity will try to sneak up on the user before making a single humming sound before violently screaming, splitting its head open four ways, and completely crushing the victim's head with the inside of its mouth. Most corpses associated with Bacteria instances are decapitated for this reason, though often can be found with chunks of the neck missing, including shoulder, lower abdomen, and arms.

While before in this article we stated that Bacteria are blind, this was partially a lie. Bacteria have eyes, though it is often obscured by its mouth, making it blind the majority of the time. Opening the mouth wide enough for the eyes to be able to actually see is a very painful thing for the entity, and part of the screaming when attacking a victim is part of the pain.  Bacteria can be thwarted most easily through the use of an extremely hot or cold object, such as fire or liquid nitrogen, the entity will back away from these as it detects the high temperature. And while setting the entity on fire would sound like a good idea, the entity will expel a large amount of its own bodily fluid to put the fire out, which seems to be a great form of extinguish for the entity, this will probably also make it more mad. Best course of action is to avoid the entity entirely if possible. The best course of action is to simply avoid Bacteria and move away from any sounds that don't sound vaguely human, or any sound in general. However some Bacteria may gain the abilities to imitate human vocalization by taking the sounds made by their victims. This behavior comes with the maturity of the entity and is very similar to how Skin-Stealers do it, however they are fully capable of making their own vocalization, while Bacteria rely on the noises made by the victim. Vocalizations produced by Bacteria often imply significant distress or calls for help, whether Bacteria understand their vocalizations or are repeating previously heard phrases, is the subject of ongoing study.

### ***Mantis (Bacillus Mantodea) (2)***

Sub-Lethality Rating: **Dangerous**

**Type 2 Bacteria**, nicknamed **Mantids**, are slightly bulkier versions of Bacteria, with three arms fitted with mantis-like claws, with backwards facing spikes on the side of the claw making it harder to escape from the grasp on the entity, and similarly to real world mantids, they have triangular heads that can turn 180 degrees. Mantids are cited as the most common entity in the Backrooms main three levels of the Backrooms, more so than Bacteria due to the fact they inhabit all three of the levels including their sub-levels. Despite their numbers, Mantids have been found to be profoundly less intelligent amongst the variants of Bacteria, though it isn't saying much, as most members of the species have low intelligence to begin with, however, Mantids are more likely to lose prey down too many corridors and turns than an average Bacteria instance. Mantids however, are effective killers when encountering prey, using their extreme speed in tandem with their powerful swings to quite quickly kill a wanderer, mainly through decapitation or extreme blood loss.

They do well in large areas such as areas with large amounts of disjoints, plusrooms, (like the KV-31 area), Level 0 Farlands, and even the Pitfalls massive corridors, as they need direct line of sight to provoke their target. However when it loses this line of sight towards their target the Mantis will often lose the user very quickly, as in the case of passing through a lot of corridors, as such, Mantids prefer to travel with two other instances to better find their prey. However the area where this strategy fails is in dimly lit, or even better, dark areas, as Mantids cannot see in the dark. Simply entering a dark area for even a second may cause the entity to reconsider attacking you, as it may become completely lost in the darkness or worse lose you completely inside, though with silhouettes they can still confidently chase the victim. Mantids can also be completely avoided by simply giving them food, it may deter them long enough to run away from them or completely pacify them for a short period of time, with Mantids only becoming hostile when hungry. It's not recommended to approach a Mantis even after it has eaten, as they will quickly become hungry again if not provided a large enough meal, such as you for instance. Mantids, even in a docile state will act violently not just towards you, but to each other and nothing in particular, attacking the walls, ceilings, and if around, furniture. They may even have small fights with other Mantids in their group to see who gets to lead the next hunt. The majority of torn wallpaper in Level 0 comes from a Mantis, so if you see torn wallpaper, head in the opposite direction.

Many others will sacrifice others to get Mantids off their trail, and it may be possible to even tame a Mantis with enough time, however it has never been recorded to have happened. Mantids can also create ambushes and even hide through coloration, though this is heavily limited and oftentimes they will hide in dimly lit areas with clear sight of the target. They can pick up objects, such as almond water, and place it on the floor to lure wanderers toward them, and then emit a loud screaming noise similar to Foglings and then kill the user. Avoiding a Mantis is hard as they are so common, as well as their thin size making their footsteps quiet, look out for loud breathing, see torn wallpaper, or hear any noises that don't sound human, turn in the opposite direction immediately. If you get chased, try to mask yourself behind a series of walls to confuse the Mantids and make them lose you, they are guaranteed to do so.

### ***Stalkers (Bacillus Venator) (3)***

Sub-Lethality Rating: **Unsafe**

**Type 3 Bacteria**, catalogued as **Stalkers** or **Venators** are larger versions of Bacteria with a bulkier left arm used to instantly kill users in one decisive hit, double jointed limbs most apparent on the legs, small spikes protruding from the joins and foot. And lengthy arms that reach down all the way to the floor, and seem to be oddly shaped and twitch every couple seconds as if being relocated. Stalkers, as in the name, are curious and often docile versions of Bacteria, preferring instead of direct confrontation with the user, to simply observe them from a distance while continuously following them. Stalkers seem to be a variation of Bacteria that does not require food and seem to be only motivated by curiosity of not just other humans, but apparently entities. Stalkers' show of curiosity makes them more intelligent than average instances and it is theorized they are the most intelligent of the bunch. And study of the body of a Stalker reveals that they do have a more advanced brain structure and ability to think, attributed with low sapience.

However friendly they may seem, Stalkers are still hostile in some sense, though are more shy when approached by humans and other entities, though by a certain proximity to the entity it will become enraged and quickly kill the user in one powerful hit from its right arm. During an enraged state, Stalkers will become completely hostile, emitting a gurgled and more distorted screeching noise compared to its predecessors, and will begin chasing users. This can often culminate in a long charge similar to that of a Goretrain, however much less unstoppable comparatively. Eventually the entity will calm down and seem to become very distressed, during this state it will run away and seemingly become far more docile, to the point where a user could approach the entity and even touch it, though it will try to scare away the user by a certain point before going back into its docile state. In this state it will often sit in the corner or even in a fetal position, seemingly distressed by what it just did, this may just be it resting however.

Stalkers are known to want to follow certain targets over another and may switch depending on the one they find more interesting, and you should generally just ignore Stalkers, as they aren't hostile unless provoked or agitated. They will eventually lose interest in you and go stalk another person. Stalkers get their food instead from other entities in small fights, and their mouth opens similarly to a Bacteria, splitting into six separate pieces, however unlike Bacteria, Stalkers have their eyes on the outside of their mouth, and they move when their mouth opens. Giving a Stalker food will also make it go away as well, they seem to like MRE's the best alongside almond water, so giving them that will make them walk away, with incredibly loud thumps.

### ***Lighthouse (Lux Bacillus) (4)***

Sub-Lethality Rating: **Unsafe**

Type 4 Bacteria, known as Lighthouses, are nocturnal variations of Bacteria, meaning they actively prefer dark areas over lighter ones, becoming completely dormant inside well lit areas, and hostile within dark areas. They are thinner and possess only one eye that emits a powerful spotlight so that they can see, they can only see within this light. However Lighthouses are capable of hostility even when they are in light areas, and will chase you into light areas if provoked or spotted by them. Often, Lighthouses act more as an obstacle than an active threat or hunting threat, they aren't even looking for humans, and are instead looking for smaller creatures that linger in the Darkness, such as Radio Crabs, Signal Pups, or Reality Ticks, with humans, and in extension other entities, being a pleasant surprise to the entity. There isn't much information about Lighthouses other than their habit of being inside darkness, it is in fact this habit that hinders any information gaining on the entity, and effective strategy would be the user of night vision, however since it is an expensive and valuable piece of technology not many expeditions are possible with such technology. And besides, it's not a very important endeavor to begin with, all that you should really know about a Lighthouse is that they should be avoided, along with dark areas as a whole.

The best survival strategy to deal with a Lighthouse is to simply avoid the light and avoid it, even if you are in a bright area. It won't become hostile to you if you don't interrupt what its doing, it won't go after you unless it sees you. The entity's vision is entirely aided by the light, and being caught in it means the entity will be able to see you. Being caught in this light supposedly gives off a calming feeling and may be overpowering enough to cause you to not run away from the entity due to the extremely euphoric. This effect can also relieve muscle and other bodily pains, and possibly even diseases, though since it comes from a now hostile entity, it wouldn't matter unless the entity could not for some reason reach you. Though, one way to avoid a Lighthouse is simply play dead, as they do not have the best vision, and generally are not interested in you, it will simply avoid you if it feels you aren't alive, though if startled it may attack you with its sharp, two fingered claws. Lighthouses are biomechanical, with their light being a great example of this, while the light is emitted through an extreme form of bioluminescence, however other parts of the body are supposedly either added or grown over time, such as the spine of the entity, that is entirely mechanical with occasional lines of light and the four back lights that resemble thin dorsal fins with lights at the end of them, named dorsal lights. When the Lighthouse turns its light off it effectively becomes blind, which is why it doesn't go into lighted areas, and when it turns the light on it will emitted a loud humming noise

Lighthouses, in light areas also seem to slow down tremendously than in dark areas, seeming to move at a snail's pace or in slow motion, and having the opposite effect once entering a darkened area, with it being capable of reaching incredibly fast speed, even when walking. The Entity is also seemingly capable of scaling up some structures and when agitated will sometimes give off a red tint to its light with a steam sound, slightly resembling a train whistle, though far less loud, and emitted from the back of the entity supposedly to give it more speed.

### ***Blighthouse (Mors Bacillus) (5)***

Sub-Lethality Rating: **Savage**

**Bacteria Type 5**, named **Blighthouses**, are considerably larger versions of aforementioned Lighthouses, with additional mutation allowing them to possess more intense beams as well as additional limbs. Blighthouses are incredibly rare variations, due to their size, and strength alone, they are very under-documented versions since they are so rare, and so hostile towards others. If you ever encounter a Blighthouse, you should never try to engage it. The best thing you can do is run away, and even this is not guaranteed to keep you safe from it, as it is incredibly fast for a creature its size, and can outrun you. They stand at a staggering 3.63 meters tall, or around 363 centimeters in height, making them one of the tallest entities that inhabit the Backrooms, besides some ones that reside in outdoor areas. Due to its size alone, it does not dwell in typical areas of Levels, requiring an area twice its height to normally stand and live comfortably. This can be found quite easily in large, open areas of levels, such as the Pitfalls of Level 0, or levels with incredibly high ceilings in general. This makes levels with high ceilings more dangerous overall, since they are more likely to fester some larger groups of Blighthouses. Luckily, Blighthouses seem to be very anti-social, and not stick with groups of other entities, even other Bacteria, and they tend to be completely alone when encountered.

Like Lighthouses, Blighthouses' sight is entirely dependent on the aid of the light emanating from its one eye. However, this light serves more of a purpose than just looking for prey, as it also has a more dangerous function to it. When any biological matter is within the light it will start to lose matter through slow disintegration. Being inside the light of a Blighthouse will eventually cause the user to die from disintegration. This often leaves Blighthouses with nothing to eat, so they attempt to avoid this as much as possible by simply closing their eye or turning the light off manually; both make them blind.

Blighthouses are regarded as the most intelligent of the five main variations of Bacteria, and also surprisingly the least hostile when encountering an individual. This may seem counterintuitive and pretty backwards, however, Blighthouses sub-lethality is only labelled as Savage cause of its ability to cause havoc when it is hostile. Often the Blighthouse will attempt to avoid other things as much as possible unless it is hungry, and it will be docile if it is not, which it usually is. This makes them surprisingly friendly on occasion, and they can even be convinced to leave you alone if you provide it with food, such as a large Hound carcass or another dead person. It seems to not be beyond reason, which signifies intelligence.

*Other unique variations of Bacteria do exist, and have been documented elsewhere. If you would like to read more about them,* go to this link.

## Life Cycle

All Bacteria, technically start as spores. These spores can eventually congregate into larger growths that eventually grow out onto walls and spread into long, vine-like growths that eventually become spindly. It's possible that after some time these growths may even form into proper Bacteria, just without any sense of direction or intelligence, as they have no host to take guidance from. These instances are known as “Dulls” or “Dullies” colloquially, and usually only ever last around 5 to 10 hours at best. At worst, they die instantly.

Spores emanate from already existing bacteria, through small clumps on the bodies of the Bacteria, usually located on the joints or intersections of the body, like the neck or heart. These clumps will eventually create small bubbles that burst and let out hundreds of spores that are often carried by the level's ventilation system across the level. While it may seem dangerous, a few thousand spores is very insignificant, and it takes millions to actually be able to start the process. This can usually be more deadly if a person is right next to, or currently near a Bacteria instance. With the Bacteria most likely sensing their presence and letting out millions of tiny spores, which although temporarily weakening the entity, allows the life cycle to continue if it infects a host.

### *Stage One*

Once a host has been infected the process will start slow. The disease will not immediately start infecting the user, rather waiting for the person to become ill or be in an exhausted or weakened state of being. Often at this stage it is easily avoided by taking basic medication, which will cause the Bacteria to die out. This is often done by people who have just escaped or finished an encounter with a Bacteria, as a safety measure. If the subject does nothing, and is not in a weakened state for a period of time, (Usually around 5 hours after exposure), the disease will automatically kick in to put you into the weakened state. The effects are similar to the flu.

Once you are in a weakened state of being, the disease will begin to spread throughout major blood vessels and minor organs, such as the reproductive organs, stomach, kidneys, et cetera. One sign that you may be infected is if your veins start to become dark or even black entirely. If this happens, seek medical attention immediately if available. If not, blood letting may be required in small doses to stall the infection.

### *Stage Two*

Eventually the spores will have reached the major organs of the body except for the brain, and users will have trouble with regular functions such as breathing and keeping their heart rate stable. Users will also begin to cough violently, and may even cough up significant amounts of the Bacteria filling their lungs. Users' muscles may feel stiff and some will have trouble moving for a while, some may not even be able to move at all, and go into a temporary paralysis. This stage is often seen as the shortest and will eventually result in the person's brain becoming infected after a period of 24 hours, upon which the subject will become brain dead.

### *Stage Three*

This stage often takes the longest out of the other two, simply because of what transpires during the process of infection. After the subject is brain dead, their body will convulse in short bursts, and parts of the body, as well as orifices will start to burst and leak out some of the spores and bacteria. This bacteria will solidify and spread across the body of the user until it has been fully covered, upon which the bacteria will create powerful enzymes to try and begin digesting the body. However, the brain of the user, as well as their spinal column will be separated from this process, typically resting just outside the now encased body, and covered in a thick layer of bacteria, which protects it from outside forces and being digested.

After some time the body will become digested and function similarly to a fungal growth, however this time with far more nutrients and energy to grow and multiply. Long spindly vines and spores will grow, until it reaches the ceiling of the room. These will grow the same way the fungal growths from before, however much more rapidly and far thicker in comparison to the growths. After some time, the vines will form into a somewhat humanoid shape, and encase the brain in an area that would resemble a head for the creature. At this point some small semblance of consciousness will form within the Bacteria, and proper infection of the brain can begin. During this period of delirium and consciousness, the actual person that was infected may be able to look at themselves and regain some semblance of sentience and awareness. This can be directly observed by the entity's light wailing and cooing noises, that seem very calm when compared to normal screaming emitted by the entity.

This can be somewhat seen as some method or attempt at communication, most likely it is a warning given to any persons nearby to get away and run. However, the speech is incomprehensible, and untranslatable, except for the occasional noise that sounds vaguely humanoid. Two phrases commonly heard during this phase are the words, no, and wait. Though these may just be coincidence. Either way, after the bacteria infects the brain and breaks through the protective barrier, all former consciousness in the user will have been destroyed and they will have been deemed overtaken by the Bacteria, and become an instance.

And depending on the level of mutation from digestion, they can fall into one of five categories of instances. Mantids, Foglings, Stalkers, Lighthouses, and Blighthouses. (Bacteria-A through Bacteria-E)

## Footnotes

1. ↑ Growths often produce better results than spores.
2. ↑ Do not drain too much blood, only enough to fill a small container. Find a blood bag and properly attach it to a vein and add blood of your type. This can stall the spread of the disease, as it primarily goes through blood vessels. Seek proper medical attention if you choose this method. Make sure to cut the veins.