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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 separate from the Backrooms. The Cornerrooms are much smaller, and much more unstable than the Backrooms, with small areas being prone to spontaneous breaking, leading to random levels in the Backrooms, even potentially leading to previously unknown levels.

The Cornerrooms can be accessed via holes which are created by extreme glitches in the Backrooms.

IF YOU'RE CREATING A LEVEL AND/OR SUB-LEVEL, DON'T PUT IT IN THE CORE FOUR!

Contents

The "Core Four"

Level 0 - "Uneven Paint"

C1Icon.png

Survival Difficulty: Class 1
》Safe
》Secure
》Minimal Entity Count

Description

Image of of Level .

Level 0 consists of various rooms and staircases, many resembling a slightly-yellowed basement. Most of the rooms have walls with much uneven paint, seemingly splattered on the walls effortlessly. Small amounts of asbestos can be found in stuck to 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
  • Finding metal door will lead to Level 1
  • Rarely, a ladder can be found. These ladders lead to Sublevel 0.49.

Level 1 - "Yellow Corridors"

C1Icon.png

Survival Difficulty: Class 1
》Safe
》Secure
》Minimal Entity Count

Description

Image of Level 1.

Level 1 consists of expansive yellow and gray halls, similar to those found in a train station. 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, as well as 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

C2Icon.png

Survival Difficulty: Class 2
》Unsafe
》Secure
》Low Entity Count

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

C5Icon.png

Survival Difficulty: Class 5
》Unsafe
》Unsecure
》Entity Infestation

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

Noclipping through a wall leads to Level 5-The Infinite Storage.


Levels

Level 5 - The Infinite Storage

This section is a stub. If you want to help expand it, click here!

CUIcon.png
Survival Difficulty: Class Undetermined
》Unknown Safety
》Unknown Security.
》92 Entities. (Constant)

Description: Level 5 Appears To Be A Infinite Storage Unit, Occasionally, There Will Be Items To Help You On Your Journey In This Level, even though it appears to be infinite, it is not. We don't know how big it is yet during this time.

Entities

Constant 92 entities, there are mostly Hounds, and Insanities.

An Image Took By A Wanderer, Fate Is Unknown

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 3, The Mall.

Exits: Kill 12 Entities Will Lead You To

Level 6 - Infinity Housing

CVariableIcon.png

Survival Difficulty: Class Variable
》Varying Safety
》Varying Security
》Diverse Entity Count

A rare staircase found in Level 6 alongside a room of The Freezer.

Level 6 appears to be a presumably infinite amount of similar houses. There seems to be many things in common with these houses, moist carpets, slanted wall architecture, and a lack of furniture. Level 6 seems to have three levels, accessed after going up a staircase. The first floor, or the one you'll start in; has light yellow walls, with slightly darker carpet and stucco ceilings. This level has two unique rooms, Darkness and The Freezer. The second floor, commonly referred to as "Flickering Lights". The second floor, has the nickname suggests; has flickering lights. The carpet has now changed to a light-brown wood, while the walls have became drywall with white paint, while the ceiling has only changed to a light shade of white.

This floor has been inhabited by the occasional Frowner, which makes it slightly more dangerous. The third and final floor, seems to be dark rooms with walls similar to walls inside The Freezer, and the floor and ceiling being similar. The floor is constantly very dark, with flashlights appearing to only have around 75% of their original amount of lumens inside this floor. This floor has been infested with previously mentioned entities. This floor has many valuable items, which make living in Level 6 a daunting task, as it is hard to get resources. The unique rooms have their special attributes completely reversed with now The Freezer usually being referred as "The Oven" as to its burning temperatures. Darkness is now a room full of very bright lights, with no entities bothering to even come close to it.

Darkness

Darkness is a room that is commonly found in one out of five houses, usually found in groups of five. These rooms seem to be quite long and wide, with broken light fixtures or lightbulbs, which is where the Darkness gets it's name from. These rooms usually have items, including Almond Water, or rarely Level Keys. These rooms most likely have one entity inside, which adds risk to getting items in this level.

The Freezer

The Freezer are usually small to medium rooms with blue light fixtures. Walls in The Freezer are usually made up of metals, such as Iron. The ceilings are a lighter shade of grey and are composed of the same material as the rooms walls. The temperature of this rooms are typically the average of a northern country in a blizzard, with recorded temperatures dropping as low as -28 Fahrenheit.

Entities

The level is mostly safe of entities, except for rooms of the Darkness. The entities that inhabit these rooms are known as Darkeners.

Colonies and Outposts

There are none as of currently, due to the small size of the rooms and hard to get resources.

Entrances and Exits

Entrances

  • Entering a sliding door revealing Level 6 in Level 5
  • Noclipping into a tiled wall of Level 1 that has the color of Level 6's first floor will lead to level 6

Exits

  • Exiting out of the staircase on the third floor will lead to Level 7
  • Finding a rare staircase in floor one that goes down will lead to Level 2

Sub-Levels

Sublevel 0.49 - Laminated Labyrinth

This section is a stub. If you want to help expand it, click here!

C0Icon.png

Survival Difficulty: Class 0
》Safe
》Secure
》Devoid of Entities

Image of Sublevel 0.49.

Description

Sublevel 0.49 appears to be an infinitely repeating house in renovations, with various small construction equipment (e. g. hammers, drills) being found in minimal quantities throughout Sublevel 0.49. Batteries for power tools can also be found in this sub-level, but cannot be used.

Sublevel 1.1 - Desolate Corridors

C3Icon.png

Survival Difficulty: Class 3
》Unsafe
》Unsecure
》Moderate Entity Count

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

C3Icon.png

Survival Difficulty: Class 3
》Unsafe
》Unsecure
》Moderate Entity Count

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 similar 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

C3Icon.png

Survival Difficulty: Class 3
》Unsafe
》Unsecure
》Moderate Entity Count

Description

The Sound Rooms are a seemingly infinite maze of recording rooms with black soundproofed walls and it will smell well whatever you want it to smell like. 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. Oh forgot to mention all devices instantly lose power and if you try to charge them your device will explode it's unknown why this happens and not to the computers

Entities

Editors are known to inhabit this level most of the time knocked out but sometimes awake. The reason they are knocked out is most likely by the Recorder which is highly dangerous entity oh and uh a rare chance to encounter a Terromite Frowner Snatchers and Darkners but this is very rare due to most rooms being lit or to small.

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
  • Allies of the sound creators usually working together to make sound effects it is unknown why they want to make sound effects yet
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
  • Allies of the sound editors usually working together to make sound effects it is unknown why they want to make sound effects yet

Entrances and exits

Entrances
  • Finding a microphone in level 2 and talking into it sends you here
Exits
  • Editing and making a sound effect 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

(not to be confused with the backrooms Frowners)

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).

Darkeners

Darkeners are humanoid creatures that inhabit Level 6. They have Vantablack skin, used as a camouflaging tactic. They usually climb on walls or ceilings. Darkeners spit out acidic saliva that appears grey in color, which is used to soften prey; as they have no teeth. Darkeners have a habit of destroying lightbulbs, which is the reasoning of their name. These entities are shy, so it would be recommended to run at them, to scare them away. They are around 7.2 feet tall, which is used to make them quieter, as they are thin.

Does and Don'ts

Do:
  • Scare them away
  • Get any doctor to heal you if you have been spat on by a Darkener, as the acid is not very strong.
Don't:
  • Act intimidated
  • Run away

Recorder

The RECORDER can only be found in the sound rooms with the appearance of a normal human which represents it's last victim with 2 differences he/she owns a sword out of pure energy and it's unknown how he obtained it, he/she also has no eyes which makes him/her blind which made him resort to his hearing his/her sense of hearing is excellent but it cannot hear through the walls of the sub-level. If he hears anything he will dash at it with extreme speed which takes 2 seconds to do causing a small explosion near that area after that he will need to rest for 10 seconds before he can dash again. He/She will still run after anybody he hears and will attack the most RECENT sound he heard. Oh he also knocks out Editors

Does and Don'ts

Do:
  • Throw an item into the previous room you we're in or any open door
  • Close the door behind you after escaping
Don't:
  • Make loud noises
  • Forget to close the door
  • Try to outrun his dash
  • Try to deafen him with the microphone all it will do is anger him for 1-5 Hours

Editors

The Editors look like humans sitting at chairs in front of computers in the sound rooms with a dagger in their pocket and most of the time knocked out by the Recorder. In the rare chance of them being awake they will ask you to make a sound effect for Level [Random] they will first read a page from the database somehow so you get an idea for what it should sound like. If you refuse they will run at you with a dagger and attract the Recorder and if the sound effect is bad they will do that also, he will Edit the sound effects and if they die they will make an ear piercing sound that deafens everybody for 5-10 hours and the Recorder will rush there instantly and will also be enraged for 5-10 hours.

Does and Don'ts

Do:
  • Accept the offer to make the sound effect
  • Try your best to make a good sound effect
  • Try to knock them out
Don't:
  • Refuse the offer to make the sound effect
  • Play around with the sound effects making fart noises or such
  • Kill them
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