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"The 'Cornerrooms'. The – insulation, of the Backrooms, you could say. Nothing but worthless, worthless insulation. Fragile insulation, at that. One that gets progressively more fragile."
The Cornerrooms is supposedly an area seperate from the Backrooms. The Cornerrooms are much smaller, and more unstable, than the Backrooms, with small areas being prone to spontaneous breaking, leading to random levels in the Backrooms, even potentionally leading to previously unknown levels.
The Cornerrooms can be accessed via holes which can be created my extreme glitches in the Backrooms.
IF YOU'RE CREATING A LEVEL AND OR SUB-LEVEL, DON'T PUT IT IN THE CORE FOUR!
Contents
- 1 The "Core Four"
- 2 Levels
- 3 Sub-Levels
- 4 Entities
The "Core Four"
Level 0 - Uneven Paint
Description
Image of Level 0.
Level 0 consists of various rooms and staircases resembling a slightly-yellowed basement. Small amounts of asbestos can be found in the ceiling of this level, so it is reccomended to bring a mask when traversing this level for extended periods of time. Lights in Level 0 contain large amounts of insectoid corpses, resembling flies in the Frontrooms, but this does not seem to impact the brightness of the lights.
Entities
Terrormites are the only type of entity known to reside in this level.
Colonies and Outposts
No colonies or outposts are known on this level.
Entrances and Exits
Entrances
- Entering small, claustrophobic holes in the Backrooms created by extremely violent glitches will lead to here
Exits
- A metal door will lead to Level 1
Level 1 - Yellow Corridors
Description
Image of Level 1.
Level 1 consists of expansive yellow and gray halls. Garbage cans can be found within Level 1, containing items such as Almond Water. Faint mechanical whirring can be heard occasionally throughout the level, lasting for durations of 2-6 seconds, and reportedly up to half a minute. Break rooms can be found throughout the level, which have Wi-Fi connection, aswell as soft drinks and various food items.
Entities
Frowners are known to be in this level.
Colonies and Outposts
Children of the Yellow Tiles
- Population of roughly 6
- Suspicious of outsiders
- Somewhat open to trade
Entrances and Exits
Entrances
- Entering a metallic door in Level 0 will lead to here
Exits
- Opening a wooden door will lead to Level 2
Level 2 - Hoarders Haven
Description
Image of Level 2.
Level 2 appears to be a basement, with random items being inside of each room. These items can range from childhood items and toys, to items like stale food and other things from the Frontrooms. Some items have been described as vividly rememberable, but strictly undescribable.
Entities
Terrormites and Snatchers are known to inhabit this level.
Colonies and Outposts
There are no known colonies or outposts in this level.
Entrances and Exits
Entrances
- Entering a wooden door in Level 1 will lead here
Exits
- Walking up a set of stairs will lead to Level 3
Level 3 - The Mall
Description
Image of Level 3. Photographer's fate is unknown.
Level 3 appears to be an empty mall. Level 3 seems to be slowly "patching up" various breaks, primarily leading to levels in the Backrooms such as Level 2 and Level 3. Level 3, due to its unstability, has let in many entities from the aforementioned Backrooms levels. Every room in Level 3 is constantly changing when unobserved, meaning that it is extremely hard to navigate and exit. Rarely, rooms can change when observed, even when theres a wanderer (or an entity) inside of them.
Entities
Insanities, Hounds, DullersWD, Smilers, Skin-Stealers, Facelings, Frowners, Clumps, and Deathmoths are known to inhabit this level.
Colonies and Outposts
Due to the nature of this level, a permanent colony and or outpost is impossible.
Entrances and Exits
Entrances
- Walking up a set of stairs in Level 2 will lead here
Exits
No exits have been documented yet.
Levels
An Image Took By A Wanderer, Fate Is Unknown
Level 5 - The Infinite Storage
This section is a stub. If you want to help expand it, click here!
Description: Level 5 Appears To Be A Infinite Storage Unit, Ocassinally There Will Be Items To Help You On Your Journey In This Level
Entities: Unknown Amount/Undocumented
Colonies and Outposts
Due to the nature of this level, a permanent colony and or outpost is impossible.
Entrances And Exits:
Entrances: Noclip Into A Wall On Level 2
Exits: Kill 12 Entities Will Lead You To Level 2 Of The Backrooms
Sub-Levels
Sublevel 0.49 - Laminated Labyrinth
Image of Sublevel 0.49.
Description
This section is unfinished. If you want to help expand it, click here!
Sublevel 1.1 - Desolate Corridors
Description
Level 1.1 is similar to Level 1 in some ways, being hallways similar in size to Level 1, though slightly narrower. The walls are white, tiled in the same pattern and made of the same material as the walls in Level 1. However, the walls are horribly yellowed. This is revealed due to tiles being broken, or simply missing altogether. Mold can occasionally be found on these walls. Machinery can also be found from the ceiling, usually broken. Break rooms are still findable, but are much more worn down. The Wi-Fi there is much worse (but still works), soft drinks have been watered down, and the food has expired.
Entities
Despite what one might expect from sub-levels similar to this sub-level, the entity count isn't that high, but still enough to be substantial.
Colonies and Outposts
There are no known colonies or outposts on this level.
Entrances and Exits
Entrances
- Going through gaps in the walls of Level 1 will lead here. It is possible to make your own entrance to this level, since doing so has been reported to work too.
Exits
- The same wooden door from Level 1 can be found, but it is molded. It will still take you to Level 2.
Sublevel 2.512 - Christmastime Clutter
Presumed image of Sublevel 2.512.
Description
Sublevel 2.512 appears to be a christmas-themed version of Level 2. Sublevel 2.512's average temperature is around 12.5°C (54.5°F). Auditory hallucinations will take place around 22 minutes after entering Sublevel 2.512. These hallucinations are described as being eerily similiar to various christmas carols, but with unintelligible lyrics and vocals. Roughly an hour later, wanderers have reported to feel numb in various areas of their body, but this could just be unusually quick frostbite.
Entities
Frowners and Smilers are known to inhabit this level.
Colonies and Outposts
There are no known colonies or outposts in this level.
Entrances and Exits
Entrances
- Touching a christmas card in Level 2 will send you here
Exits
- Entering a crawlspace will lead back to Level 2
Sublevel 2.513 - The Sound Rooms
Description
The Sound Rooms are a seemingly infinite maze of recording rooms with black soundproofed walls. Rooms will differ in size from at least 100 Ft.-50 Ft. and each room comes with a microphone and a door leading into a room with almond water and aswell a eaten energy bar of any sort, and a computer for editing any sounds each computer lists a different level so it is speculated that this is where some audio effect are made but it is not known how it is transferred to levels. If you say anything into the microphone it will ring through the whole level deafening anybody in the level temporarily and people in the level the computer lists for 1-5 Hours so it is highly recommended NOT to talk into the microphones for your sakes and others.
Entities
Recorders are known to inhabit this level most of the time sleepy or hazed for some reason maybe due to an unfound entity
Colonies and Outposts
The Sound Editors
- Population of 50 people
- Willing to trade for any sound effect you can find
- Willing to let people with computer experience join
The Sound Creators
- Population of 50 people
- Willing to trade for anything that enhances or silences their voice
- Willing to let people with good voices in
Entrances and exits
Entrances
- Finding a microphone in level 2 and talking into it sends you here
Exits
- Editing and making a song all alone will send you to level 3
- Breaking a wall will send you to a random level
Entities
Terrormites
Habitat: Level 0, Level 2
Terrormites are large versions of termites in the Frontrooms, growing up to 106.68 centimetres (3.5 feet). The bite force of a Terrormite is roughly ~650 PSI, which is about the same as a lion's bite force. A Terrormite, at top speed, can run at around 2 mph, meaning that it is easy to outrun them.
Does and Don'ts
Do:
- Throw something at them to distract them
- Run away
Don't:
- Attempt to attack a Terrormite
Frowners
Habitat: Level 1
Frowners are the Cornerrooms counterpart to the Smiler, but they are more docile, and tend to be easily scared off by either running at them or making loud sounds. Frowners are also less dangerous. Frowners also seem to stalk their prey, and will typically corner a wanderer and kill them from behind, as Frowners are incredibly silent, creating a sort of aura of silence around them, similiar to the effects of Liquid Silence.
Does and Don'ts
Do:
- Attempt to indimidate them
- Look at them
Don't:
- Ignore them
Snatchers
Habitat: Level 2
Snatchers are small vibrantly-colored, humanoid-like entities that inhabit Level 2. Snatchers are relatively harmless, though their bite delivers neurotoxin, which could inhibit movement of various limbs. Snatchers are eusocial, and typically travel in groups of three, and up to a hundred. Snatchers will move various items in Level 2 by gathering together and making a sort of "rope" which transports items in Level 2. Snatchers are about, on average, two inches tall.
Does and Don'ts
Do:
- Ignore them
- Make sure to attack one quickly, if you are going to attack one.
Don't:
- Urinate on wounds
- Try to kill one without proper footwear (such as shoes).