Backrooms Wiki
Advertisement

Entity 237

When they're playing calm/happy music

Entity Hazard: Class 0
》Entity Number: 237
》Habitat: Anywhere

When they're playing more "terrifying" music

Entity Hazard: Class 6
》Entity Number: 237
》Habitat: Anywhere

Description

Entity 237, also known as Radios are entities that can be found anywhere in the Backrooms. They take the form of any kind of radio, ranging from the 1890s to the 2020s, and they are able to play radio shows from the past or the future. No matter what time they the show is in, whether it is the past or the future, it will always be live. Now Radios have no effect unless they are playing a certain kind of music. When they are playing calm or happy music, everything around it will remain peaceful and happy. If it starts playing terrifying music, things around it will be dangerous.

Entity 237 is able to communicate using the voice of a radio announcer. They have shared valuable information of the Backrooms to several different wanderers and entities. Destroying one will cause it to emit 30 seconds of horror music, just enough time for the entities to surround and kill you, so (if you even want to) it is best to use a firearm to destroy a radio. The first mention of this entity was in the Promised Land, where one was found in the lounge. It seems to have a playlist of happy music, and even if a different kind was played in the Promised Land, everything would remain calm and happy. Attempts to take this radio from the Promised Land was successful, however another one generated instantly.

Behaviors

There are multiple radios around different backrooms level, but they are able to communicate with wanderers and entities and they all seem to share one consciousness, as different radios recognized different wanderers and entities.

As stated before, how Radios behave depends on the music they are playing. The music seems to have different effects on existing objects and beings around it. If it is playing "happy" music, dangerous entities will stay away and you may end up on a safe level, however other kinds of music will have different kinds of effects. Examples will be listed below.

Sad Music - Danger Level 2

Everything around it will remember sad things that have happened to them, therefore they will start crying. Entities included.

Calm Music - Danger Level 0

Everything around it will lay down and relax. Entities included, no matter how dangerous they are. They may even help you to a safer level.

Happy Music - Danger Level 0

Beings around it will become happy and might even lead you to another level. However, it strikes fear within the Partypoopers.

Chase Music - Danger Level 5

Every entity will start chasing every wanderer in sight until they die or get away. There's a rumor that this song is stuck in a loop in the heads of the entities on Level !.

Horror Music - Danger Level 4

Entities will surround wanderers in a creepy manner before attacking and killing them. It is unclear where these entities come from. These entities don't look like anything familiar, and have been given their own designation "Radio-Figures".

Neon Music - Danger Level 0

This seems to be the first ever image of a radio. Level unknown. Photographer presumed dead.

Entities and Wanderers will get the overwhelming urge to dance. It is confirmed that Entity 237 uses the Glowfolk's music.

Biology

' Sorry! That's a secret! '

Relationships with other Entities

Entity -188

A radio was discovered by Entity -188 and taken to Level -188. All radios have been shown to play calming music around Entity -188, indicating they seem to like him.

Entity 68 (Partypoopers)

At first, they seemed to be afraid of the radio as they were playing upbeat music when discovered in the Promised Land lounge. The fact the music was so upbeat and happy and "fun" triggered their fear of the Partygoers. The radio noticed this and changed the music. Since then, the Partypoopers have been taking radios into their rooms.

Fun People! =)

Since the Partypoopers got to them first, Entity 237 doesn't like the Partygoers and will play "terrifying" music when they are in reach.

Televisions

Radios seem to "work together" with the televisions to eliminate threats, with the Television summoning a "Tele-Figure" and the Radio playing "Chase Music" in the scenario of an attacker. For some reason, the chase music will speed up the Tele-Figure. Since they are usually in the same area, they enjoy each other's company.

Dos and Don'ts

Do

  • Approach a radio slowly as to show you are not a threat
  • Stick around one playing calm, happy, or neon music.
  • Be nice to it. Despite what it may seem, radios have feelings too.
  • It's up to you to take one to the Frontrooms if given the chance. It will not lose any of its properties.

Don't

  • Anger one
  • Attempt to kill one
  • Stick around ones playing Chase or Horror music.
Advertisement