Backrooms: Code Yellow Entity List: All Entities & Habitats - Entities

Backrooms: Code Yellow Entity List

A full Backrooms: Code Yellow entity list guide covering numbered entities, habitats, danger categories, and survival tips for every level.

2026-09-27
Backrooms: Code Yellow Wiki Team
Quick Guide
  • Backrooms: Code Yellow entity list organizes every creature by M.E.G. number, name, and habitat.
  • Habitat ratings range from Rare and Uncommon to Common, Majority, and The Backrooms-wide.
  • High-threat picks: Smilers, Hounds, Skin-Stealers, and Wretches appear on a Majority of levels.
  • Survival rule: Match your route to entity density — dark, humid, and aquatic levels are hotspots.
  • Check frequently: Many high-numbered entries remain {NO DATA} and get updated over time.

Understanding the Backrooms: Code Yellow Entity List

The Backrooms: Code Yellow entity list follows the classification system maintained by the M.E.G. (Major Explorer Group), the same framework documented in the Backrooms Entity Database. Every non-level-based entity receives a number, a name, and a habitat rating that tells you how often you will cross paths with it.

Why Habitats Matter

The habitat tag is your single best planning tool. An entity rated Majority appears on over 50% of levels, while a Rare entity shows up on fewer than five. Route your expeditions around the densest habitats first.

Core Habitat Categories

HabitatMeaningThreat Planning
The BackroomsFound on all levelsAlways prepare for it
MajorityOver 50% of levelsStandard loadout assumption
CommonMore than 20 levelsFrequent encounters
UncommonRoughly a dozen levelsSituational prep
RareFewer than 5 levelsSpecialty route only
Level (#)Locked to one main levelLevel-specific strategy
Extinct / Nearly ExtinctWiped out or nearly goneLore interest only
ObfuscatedLocation deliberately hiddenCommunity research target

Notable Status Flags

StatusExample EntitiesNotes
ExtinctHomo Callidus (Entity 70)No live encounters
Presumed ExtinctForevermore (Entity 104)Unconfirmed sightings
Nearly ExtinctThe Unfinished Symphony (Entity 110)Most reports at Level 2
UnknownThe Cameraman (Entity 1)Habitat concealed
{NO DATA}Entities 68, 91, 106+ blocksAwaiting documentation

Tier 1 Dangers: Entities 1-20

The lowest-numbered entities are the classics — the ones you will meet constantly and must recognize on sight. These entries dominate the Backrooms: Code Yellow entity list threat tables because their habitats cover most of the map.

NumberEntityHabitatDanger Notes
3SmilersAny level with darknessAvoid dark corridors entirely
8HoundsMajorityFast pursuit, aggressive
9FacelingsMajorityBehavior varies by instance
10Skin-StealersMany, notably Levels 1-3Mimics wanderers — trust no one
15WretchesMajorityHostile in most documented cases
16Bone ThievesMajority, indoor levelsSneaky, indoor-focused
5ClumpsMany, most notably Level 2High density in tight spaces
2WindowsCommon, notably Level 188Observation hazard

Darkness Trio

  • Smilers lurk in any dark level
  • Lighters favor dim levels too
  • Carry light sources at all times

Mimic Threats

  • Skin-Stealers copy wanderers
  • Facelings look almost human
  • Verify identity before trusting

Pursuit Threats

  • Hounds run down targets
  • Wretches swarm in groups
  • Plan escape routes in advance
Skin-Stealer Protocol

If a "wanderer" appears in Levels 1-3 without gear or supplies, treat them as a possible Skin-Stealer. Back away, keep visual contact, and never follow them into enclosed rooms.

Habitat Hotspots: Where Entities Cluster

Certain environmental conditions concentrate entity activity. Cross-referencing these hotspots against the Backrooms: Code Yellow entity list lets you predict encounters before you enter a level.

EnvironmentCommon EntitiesPrep Priority
Dark / lightless levelsSmilers, Lighters, Peekers, Needlelimbs★★★★★
Aquatic / humid levelsPool Guards, Cells, Sticky-Centipede, Vixites★★★★
Vegetated levelsBlood Wasps, Devil's Ambrosia, Aurelia Suffocans★★★★
Industrial levelsSilver Slimes, Goalbots★★★
Shopping / retail levelsMannequins, Slugreads★★★
1900s-style levelsRadio Demons★★
Winter-type levelsMushroom Maw★★
The Main Nine Exception

Entity 14 (Rainbows) explicitly excludes levels classified as the Main Nine, appearing instead on Level 10, Level 199, and other suitable outdoor environments. Use this exclusion when charting rainbow-safe routes.

Steps to Map Entity Density in a New Level

1

Check the level classification

Identify the level number and environment type — dark, aquatic, industrial, or outdoor — before entry.

2

Cross-reference the entity list

Filter entities whose habitat includes that level or environment type, prioritizing Majority-rated threats.

3

Mark Level-locked entities

Note exclusives like Konelo (Level 108), Lights (Level 9.7), and Ravager Apes (Level 990) so you know what to expect nowhere else.

4

Plan around hotspots

Adjust your route to avoid the densest cluster zones — tight corridors for Clumps, stagnant water for Hydrolitis Plague.

Survival Rankings: Mid and High-Number Entities

Beyond Entity 20, the list diversifies into environmental hazards, phenomena-class threats, and rare specialists. These are the entries most players overlook — and pay for it.

NumberEntityHabitatRisk Level
11Hydrolitis PlagueStagnant waterHigh — never drink untreated
30PeekersLevel 9.6, pitch-black areasHigh in darkness
41Pool GuardsAquatic levelsHigh near water
61The Rot InfectionMost levels with humansHigh — contagion risk
63Predatory DoorsUncommon, entity-dense levelsMedium — door discipline
67PartygoersMajorityHigh — avoid "parties"
88The Reality MagnetRare, metal-rich levelsMedium
145Tear MoldWidespread (lore-linked)Medium
193CindyObfuscatedUnknown — avoid engagement
The Rot Infection Rule

Entity 61 spreads through most levels with human presence. Quarantine any contact with infected wanderers, and never share supplies or water sources with unknown survivors.

Safe-Habitat Leverage

Some entities actually help route planning. Mercies (Entity 26) and Warding Phantasms (Entity 75) are associated with levels where dangers are present — their presence signals you should be extra cautious, giving you an early warning system.

Entity Survival Checklist

Pre-Expedition Entity Prep:

  • Memorize the top 10 Majority-habitat entities
  • Pack light sources for Smiler-infested darkness
  • Identify water sources safe from Hydrolitis Plague
  • Learn Skin-Stealer identification cues before Level 1-3 runs
  • Note all Level-locked exclusives on your route

Tracking {NO DATA} Entries and Updates

A striking feature of the Backrooms: Code Yellow entity list is how many numbered slots remain undocumented: Entity 68, 91, and the large blocks from 106 through 199 are marked {NO DATA}. These gaps are active research frontiers.

Data Gap RangeCountImplication
Entities 68, 912 slotsIsolated unknowns
106-199 blocks70+ slotsLargest frontier
200+ (CE sections)AllReserved classifications
Community Documentation

Treat {NO DATA} slots as unsurveyed territory, not empty territory. The Backrooms Entity Database updates continuously, so re-check habitats before major expeditions — a Rare rating can shift to Uncommon as sightings accumulate.

Entity List FAQ

Q: What is the Backrooms: Code Yellow entity list based on?

It follows the M.E.G. classification system: every non-level-based entity receives a number, a name, and a habitat rating describing how frequently you will encounter it across levels.

Q: Which entities should I worry about most?

Majority-habitat threats like Hounds, Wretches, Facelings, Skin-Stealers, and Smilers appear on over 50% of levels (or any dark level, for Smilers). Learn these first.

Q: What does {NO DATA} mean in the entity list?

It means the numbered slot has been reserved but not yet documented. Do not assume the level is safe — treat these entries as unsurveyed rather than empty.

Q: Are any entities in the Backrooms: Code Yellow entity list extinct?

Yes. Homo Callidus (Entity 70) is listed as Extinct, Forevermore (Entity 104) as Presumed Extinct, and The Unfinished Symphony (Entity 110) as Nearly Extinct, with most reports at Level 2.