A photograph of three visible luminescent pairs of Fretmen eyes, another Fretman seems to be opening a door, preparing to break in.
Description
The Fretmen, as so called by the first wanderer to see one, are mostly harmless entities existing within the boundaries of Level Azure, their full physical appearance is currently unidentified due to their anxious nature (hence their name "Fretmen"), save for a pair of bio-luminescent eyes that are incredibly mobile, floating around the distant darkness of Level Azure, a single pair of Fretman's eyes is able to go up to the point where it is not visible anymore, or way down to the feet of the wanderer. It is unknown if the cause of this is the Fretmen being able to float, change the location of their eyes on the body, or even detach them and let them roam freely across the backrooms.
Behaviors
The Fretmen do not wish to harm any nearby wanderers that are trapped within the walls of Level Azure, any physical contact with them is rare, visual contact, on the other hand, is rather common, if a wanderer sees one and runs, the Fretmen may become startled and believe there is another threat that they must immediately seek refuge from, this anxious and scared personality, triggers the Fretmen's fight-or-flight as soon as they are alerted that there is a threat or danger nearby, while they tend to wander in groups for a better sense of safety, when menaced, they immediately and aimlessly scatter in different directions, which may potentially cause minimal harm to a human wanderer due to their fast and aimless thinking in this state, this also occurs when one tries to take a photograph of a Fretman/several Fretmen, which explains why their full physical appearance has not been fully depicted yet. On the other hand, if one decides to maintain as much visual contact as possible with the Fretmen, they become less ensured that danger is near, and more docile and harmless, if a wanderer decides to get closer, they either run or fade from view, in some occasions, they also have an interesting ability to manipulate the perception of a wanderer more than the Level itself can, when one thinks that a Fretman is nearby and sees them, getting closer to them will only reveal that they are actually very far away, or have shifted to a different angle, playing a "chase" game with the Fretmen following these maneuvers causes the wanderer to eventually get dizzy and view more twists and turns on walls and hallways within Level Azure. If a single Fretman is isolated from its group, it will not attempt to return to the group. Furthermore, it slowly becomes more solitary and self-depending, perhaps even eventually forming their own troop as a leader by gathering and convincing other isolated Fretmen that have not yet learned to be self-depending and still mostly rely on other Fretmen for their needs, or ones that are damaged or injured and seek care from other Fretmen.
Biology
Not much is known about the Fretmen's biology, but photograph examinations have suggested that the most notable biological trait of a Fretman is its eye bio-luminescence, this trait presumably allows them to navigate through the obscurity of Level Azure safely, however, some have suggested that the Fretmen aren't organic, but perhaps mechanical and robotic, while yet to be determined, it is speculated that the luminescence of the eyes is a result of constantly glowing light sources within the eyes, or any optical wire used to grant the Fretmen a visual field, on the other hand, their perception manipulation abilities suggests that the creature may not be organic or inorganic either, but made out of a supernatural (of course unidentified) essence/matter. Generally, the biological classification of the Fretmen is yet to be determined through further examinations.
Survival Guide
Do:
- Whether the encounter is with a solitary Fretman or an entire group of Fretmen, mainly composing of 4-8 members, keeping in mind that a single individual can be identified with a pair of eyes, try maintaining as much visual contact as possible with the entity(ies), it causes the entity(ies) to feel a sense of relief and comfort, and perhaps may eventually learn that you are no threat to them, they also may eventually consider you a "part" of their troop, or as a companion in case the encounter is with a solitary entity.
- Discard all foods that emit a strong odor in one's presence, the reason for this is because it agitates the entities greatly if smelled by the entities at a radius of approximately 8-9 meters, not counting if the wanderer had perception issues caused by prolonged exposure to the entities. After the entities fade away, it is safe to pick the foods up again, it is recommended to only have them at your disposal when no luminescent eyes are nearby, indicating the presence of a Fretman.
Don't:
- Attempt to frighten or startle a Fretman or many Fretmen using any sort of violence, loud noise, firearm, sharp objects, or fast and abrupt movements from the wanderer. Not only is this practically useless because it frightens the entities, but it could potentially harm the wanderer themselves, the quick and surprising movements of the entities when alarmed may cause the troop to violently and aimlessly swarm at a wanderer, even a singular startled Fretman may cause minimal harm to the wanderer. They are more afraid of this place than you are.
- Think of them too much or remember any past experiences with them within the boundaries of Level Azure, this causes their playing-on-perception effect to take place in the wanderer's mind even when the Fretmen are not present, those who have gained the trust of a Fretman or many Fretmen experience this effect only minimally or do not experience it at all, which is another cause to attempt to render the Fretmen fully harmless and docile.