Insanities

Habitat - Majority (Mostly Level 6)

= Description: = Insanities are a humanlike entity also known as Wretch, often described as acting undead or zombielike. Once human, these entities were transformed via a poorly understood process, thought to stem from deprivation of vital sustenance such as food, water, and sleep. Wretches are common throughout the Backrooms, residing in the shadows wherever humans gather due to their nature.

= Behaviors: = The process of transformation into an Insanity appears to be related to sanity. Isolation is thought to accelerate the process, judging by the high concentration of Insanities in unexplored or dangerous areas. The process of transformation into a Wretch is commonly referred to as the "Wretched Cycle" among wanderers, and cannot be reversed by normal means. However, a transformation in process can be stalled by proper sustenance and rest, including Almond Water and Royal Rations.

Complete prevention of the process is possible, but rare and often risky. Wall Masks are thought to reverse the transformation, at a cost; Reality Fresheners are hypothesized to aid in prevention as well.

The "Insanity Cycle" has four (sometimes five) phases, as follows:


 * Stage 1: Initially, the symptoms manifest as itchiness and irritation, comparable to a poison ivy rash; over time, subtle psychological symptoms will set in, eventually resulting in erratic and aggressive behavior and a complete change in personality traits. These effects can be halted with normal bodily sustenance and all possible cures shown previously.
 * Stage 2: During Stage 2, the outer skin will start to redden and flake off, eyes become bloodshot and irritated, and hair loss sets in. Survivors of this stage often proclaim the itchiness of this stage to be "unbearable", even describing scratching layers of their skin off in an attempt to stop it. Speech is still intelligible, but consists only of pleas for water, food, and help. Almond Water and Reality Fresheners seem to be the only possible cure at this stage of the Insanity Cycle.
 * Stage 3: At this stage all hope to return to normalcy has been lost. Nails and teeth fall out of their natural positions, often regrowing elsewhere in unnatural quantities and sizes. Eyelids, lips, and cartilage dissolve, and they will start smiling constantly and lose the ability to change their expression. They will scream in pain if they are fed almond water. Giving them enough almond water will usually kill them Insanities at Stage 3 constantly ooze a brown sludge-like substance from mouths and other orifices. This fluid is currently unnamed and is found to be harmless See M.E.G. Entity 15 Incident Report for more information.
 * Stage 4: They are a full insanity with all the traits of their type. Nothing can cure them. There are rumors of a benevolent 4th stage insanity, but these are unconfirmed.
 * Stage 5 (this does NOT happen to all): Some Insanities have been known to evolve into even more dangerous entities such as Riots, Smilers and Voidforms. There is very little information on this topic so the exact process by which this happens is unknown.

The behavior of an average Insanity is comparable to Entity 10, possessing little intelligence but astounding strength. Rarely, however, Wretches have displayed intelligent or even humanlike behavior, able to craft or wield weapons. In packs, Wretches often act in unison, behaving as a hivemind. Weaker Wretches exist, but the majority possess superhuman strength, often able to break through walls, despite their fragile, skeletal appearance. The speed of Wretches varies as well, ranging from a slow shamble to sprints surpassing human capabilities.

Vocalizations are the fastest and most reliable way to determine the threat level of a Wretch. Many Wretches produce gurgling and snarling sounds often and with little apparent purpose; low-pitched and slow sounds often indicate an unintelligent variant, while high-pitched vocalizations are often intelligent or unusually quick. This method is not always accurate, but it is the only reliable means of gauging danger at this time.

= Biology: = Like their behavior, the appearance of an Insanity often varies greatly. A fully infected body will have reddish-brown skin that is dry and flaky, covered in holes and pustules secreting a thick red-brown substance. Wretches are often skeletal in appearance, belying a great potential strength and resilience; larger Wretches have been rarely seen.

Remains of the past human identity of a Wretch are difficult to discern, but visible if closely observed; most often, keepsakes such as clothing, supplies, and personal belongings will remain on the body, though often mutilated beyond recognition.

Mutations are frequent in Wretches, often resulting in misplaced eyes, disjointed or excess limbs, or even fleshy, skeletal "wings". A common and formidable variant manifests as a deformed mass of flesh, consisting almost entirely of eyes, mouths, and other orifices of unknown purpose.

= Discovery: = Insanities were first discovered during an encounter with a Base on Level 2 known as "The Survivors". The early M.E.G. was able to aid the Group in killing the Insanity and delivering it to Base Alpha in Level 0. The initial log can be found here: The Discovery Of The Insanity.

After the initial encounter Insanities have been observed more often, becoming once of the most formidable known entities. Many Wanderers have been taken by the Wretched Cycle, and many have been saved from its grasp. It is your duty as a Backrooms Wanderer to maintain your health as closely as possible, resting and sustaining yourself with any means safely available.

= Do's and Don'ts =

Do

 * Try to save one with Almond Water before it's too late.


 * Always drink your Almond Water, if you start to feel the loss of sanity.
 * Listen to the pitch of their voice, to determine the difficulty of the Entity.

Don't:

 * Don't try to save one when the Entity has gotten to the final stage.
 * Lose, or ignore your Almond Water, for your own safety.