

This page contains sensitive content not suitable for all audiences. Readers including you might consider these topic(s) disturbing, anxiety inducing, or inappropriate: Descriptions of Gore.
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THREAT LEVEL
4
Habitat:
Relatively common, humid and dirty levels.
Aggression: 5/5
Hostile to all entities
Intellect: 3/5
Problem solving ability
Danger: 4/5
Life-threatening
Description
Entity 190, colloquially known as "Plastic Worms," (Scientific name Plasticus Larvae.) are dangerous parasitic entities frequently sighted on humid and dirty levels. Plastic Worms are often described as swift and agile entities, who lurk within small holes and compartments. Plastic Worms are known for being resistent to temperatures, but weak to impact. Plastic Worms have a large sense of expansionism, with many instances attempting to dominate whatever level it inhabits. A Plastic Worm's blood is described as a viscous, sticky, teal-colored liquid, which houses many important bacteria, that are deadly for humans. Plastic Worms quickly spread around levels classified as appropriate for their living. Plastic Worms have been subjected to many experiments by the Auto Nexus, which exposed them to deadly, venomous, and toxic substances and radiation, resulting in the family tree of these Plastic Worms becoming deformed and gaining physical and mental illnesses.
The Auto Nexus group's members rapidly began complaining and reporting severe cases regarding Plastic Worms and large-scale infestations, causing more than 30,000 deaths around the Auto Nexus' colonies and outposts. After these events, the Auto Nexus declared full war on Plastic Worms, preparing their army to exterminate more than 70% of the species. The Auto Nexus sent guards, militarists, scientists, and researchers to capture instances of these entities; they would be sent to Plastic Worm coops, known as "Plaques," where they would be kept for months in a confined space. They would remain until the group decided what to do with these instances. Most Plastic Worms would be used in experiments or deported to levels isolated from human outposts. The instances murdered would be used as war food or food sold for a low price. Following the beginning of the Flicker, the Auto Nexus decided to end its Plastic Worm genocide, as the operation was becoming expensive and causing revolts for the entity's freedom. Ever since, the Auto Nexus has attempted to create peaceful and non-murderous ways to avoid and isolate Plastic Worms without causing genocides.
Behavior
Plastic Worms are extremely aggressive entities. They are generally considered intelligent compared to other entities, yet they are much dumber than humans. Plastic Worms generally act very territorial when interacting with a creature that is not of their kind or a Plastic Worm not yet encountered. Plastic Worms will act generally friendly and cooperative toward other Plastic Worms who have proven to not be a threat, Plastic Worms they have known for a long time, or newborn instances. Plastic Worms will often build nests using concrete, dust, dead remains, plants, and clay, which are mixed together. The nest's layout is frequently composed of a large room and two smaller rooms. Inside the nest is a floor of plants, where the Plastic Worms rest and also feed on them. When searching for an area to settle down and create a nest, they will check for the number of predators and resources, the humidity, and the chance of collapsing. Once they find the requested area, they will produce sounds to call other instances to help in constructing the nest.
They will often attempt to hide within dark areas, or areas that generally go unnoticed. When they spot any living being, such as humans or small entities, they will leap into the being's head and begin to dig into the victim's head, eventually crawling inside the skull and eating the skin and bones. The entity will then carefully travel to the victim's frontal lobe without injuring the brain. After reaching the frontal lobe, the entity will crawl inside the frontal lobe and control it. A creature controlled by a Plastic Worm will often behave similarly to the entity. Although the creature may function differently based on its intelligence. A creature recently taken by the entity will often have poor body movement capability, although the Plastic Worm may be able to control the body more efficiently depending on the number of bodies of certain species or similar species the instance has ever controlled.
Plastic Worms may hide inside crates, walls, and vehicles to be unknowingly taken to new areas. This has caused these entities to rapidly spread to the most humid and dirty levels of the Backrooms. The Plastic Worm's hiding nature has caused various incidents and even the discovery of the entity. The Plastic Worms will dig through any surface thicker than 200 centimeters and form nests there. Plastic Worms will also hide inside corpses, small compartments, etc. It was scientifically proven Plastic Worms prefer smaller spaces, however, that are larger than 70 centimeters, over bigger spaces. Plastic Worms are known for infesting levels through hiding and being transported, causing many to recheck boxes and create ways to eliminate and avoid them. If Plastic Worms do not encounter an area to hide, they may dig their own hiding spot, give up, or build a spot up.
Biology
Plastic Worms take on the appearance of 62-centimeter-long toy plastic worms; they have a green, alien-like head with two fangs and two snail-like eyes. Plastic Worms have different patterns of color in their torso, which may or may not attempt to replicate things from the Backrooms. The colors present in the entity's body range from red, orange, purple, and yellow to blue, green, pink, and gray; the pattern will repeat itself depending on its length. A Plastic Worm's meat is said to have a high amount of protein and other essential nutrients. Due to this, Plastic Worms are commonly hunted for their affordable meat, high nutritional value, generally little resistance, and taste described as incredible. When threatened, injured, or in need of help, Plastic Worms will produce an insect-like squeeze noise known as "Plasticing" to call other instances to assist them. Plastic Worms may also liberate toxins, which warn other specimens of possible danger and urge them to seek help. Plastic Worms will often search for water as they enjoy baths, which will possibly strengthen them and provide resources. Plastic Worms are to be both aquatic and terrestrial entities; they are able to breathe underwater and lay eggs on their surface, similarly to mosquitoes, in the Frontrooms. Plastic Worms may also regenerate large, cut parts of their bodies.
A Plastic Worm's diet mainly consists of meat, vegetables, nourishment in general, processed food, honey, and nectar. If left too long without food, Plastic Worms may become feral and ambush any living being they may see. They will aggressively rip their skin and insides, and they will then lay eggs on the remains of what was once a creature. Meanwhile, if a Plastic Worm consumes far too much nourishment, it may become too weak to even move and communicate; the instance will only be able to plastice and agonize. Plastic Worms are delicate entities and require a specific number of food to remain in good health. Feeding them may cause them to become friendly to the wanderer feeding them. These Plastic Worms may also protect the feeder, depending on how much food and care are given to them. Plastic Worms, if given more food than needed at the moment, can grab the food and bring it to their nest in an assigned room. The Plastic Worms will leave the food on the ground, where they will grab and eat the nourishment when truly necessary.
Wimpworms
Wimpworms are a genetically modified, more friendly, and less dangerous version of Plastic Worms created by the Auto Nexus four years after the discovery of Plastic Worms. Wimpworms are less aggressive and do not have natural prey, as they eat nourishment instead of meat. Wimpworms were genetically given a friendlier appearance than Plastic Worms so wanderers would not erratically assassinate the entity. A Wimpworm's head is orange, with two large, frog-like eyes, black pupils, and a tiny mouth, more similar to a cartoon-like mouth. A Wimpworm's pattern is typically messier than that of a regular Plastic Worm. Wimpworms were given small hands, which assisted them in executing simple tasks such as building nests and bringing food. Wimpworms are frequently kept on Auto Nexus outposts, as they are swifter and more resistent than Plastic Worms, resulting in more protection for the outposts housing Wimpworms. Wimpworms are farmed for their meat; they are selected to die depending on the efficacy of their protection from Plastic Worms. A Wimpworm's meat is genetically modified to be softer, a faster cooking process, a longer expiration date, and a higher nutritional value. Wimpworms were given this name as the initial instances of Wimpworms were exceedingly fearful, and had faces described as "stupid faces."
Discovery
Plastic Worms were discovered in Level 275 on March 13th, 1999. They entered the level by hiding in Auto Nexus boxes. The instances had formed a large nest within the walls of the outpost. The inhabitants then reported to officers and detectives strange bug-like sounds coming from the walls of the outpost. The Auto Nexus ordered an investigation to find and eliminate the producer of the noise in order to end the annoyance and disturbing silence. After two months of investigating, the noise was tracked as coming from the east of the outpost, and the group dug the wall down to discover what caused it. They encountered a Plastic Worm nest measuring 12 meters in diameter and size. The Auto Nexus' capital was attacked and infested by Plastic Worms, due to this happening, the group ordered the extermination of the species.
Do's and Don'ts
Do:
- Wear a helmet and other proper protection when on levels infested with Plastic Worms.
- Run away if an instance is sighted.
- Hunt them using guns, and no melee weapons whatsoever.
- Make sure all the specimens are well-fed. They will become friendly.
- Make sure the entities believe the wanderers are not a threat.
- Check boxes and vehicles. These entities are great in hiding.
Don't:
- Destroy its nest. They will ambush surrounding wanderers.
- Injure it. Plastic Worms have photographic memory and are vengeful.
- Sit down, lay on the floor, or pausing an escape.
- Leave it malnourished. It may cause it to become feral.
- Do not allow it to plastice. This will cause more instances to appear and aid the instance who plasticed.
Author: Nightfoxy25
- Both images are of toy worms I got cause ADHD!!!
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