recursal/Fanatic-Fandom huggingface dataset:
Level CR7

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Stable
»⠀Minimal Entity Count

**Level CR7** is the 8th level in the Cornerrooms.

## Description

**Level CR7** contains numerous sets of trails with pear trees. The pears are safe to eat and are actually beneficial. These paths can go on for hundreds of miles before turning into another path that could go on for hundreds of miles. Luckily, this level isn't very dangerous; however there is one entity here which I'll get to when I explain the entities section. When pears become ripe, they fall off the trees and new pears grow in those spots.

## Entities

### Eyepears

There is one entity here called Eyepears. These entities grow off the pear trees. The difference is that they have one human-like eye and they can lunge off trees and put a bruise on you. But they can't move around so that's the most they can do.

## Colonies & Outposts

### Outpost-Pearplace

There is an outpost here called "Outpost-Pearplace." This is made as a stopping point due to the isolation of Level 8. They offer pears, and other supplies throughout the Cornerrooms.

## Entrances and Exits

### Entrances

* Finding a set of pear trees in Level CR6, it will send you to here; usually without taking notice.
* Exiting Through the **Back Entrance** transitions you here
* Finding a random pear in Level CR1 and touching it will also send you here.

### Exits

* Finding a red pear will send you to Level CR8.
* Since Level CR10 is similar to **Level CR7**, getting lost can send you to Level CR10.
* Eating an Eyepear will send you to Level CR24.
Level CR18446744073709551615

🕱
🕱

**Survival Difficulty: Class Deadzone**
»⠀Numerous Hazards
»⠀Strictly Uninhabitable
»⠀Presence of Lethal Entities

## Description

Level CR18446744073709551615 is a class deadzone consisting of indefinite labyrinthine hallways and corridors with the hallways and corridors being sideways, upside down etc. Wanderers are able to somehow climb the air where the labyrinth is sideways, but they cannot climb up the walls. Climbing up the air is basically climbing up a solid object, requiring the same amount of force.Wanderers occasionally hear eerie sounds throughout this level produced by an unknown source. This level emits an eerie silence with wanderers not being able to meet other wanderers for unknown reasons.

## Entities

Entities in level CR18446744073709551615 usually gather in groups (except echoes) to find and attack wanderers. (so just run for your life) These entities include:

Smilers

Needlelimbs

Anethikas

Lighters

Echoers

## Echoers

Echoers are a mysterious level exclusive entity residing in level CR18446744073709551615. They are entities that appear in an area with silence. Echoers move silently, which make them hard to detect. Wanderers typically report feeling a sense of unease when an echo is around. So it is recommended to talk or make noise with an object when one is near you because echoers will seemingly disappear when noise is created near them

## Colonies and Outposts

Colonies or outposts are impossible due to wanderers not being able to meet other wanderers in this level. But wanderers can still find items that dead wanderers have left behind and their bodies, just not their alive form walking around this level.

## Entrances and Exits

### Entrances

Getting lost without a flashlight in level CR4 send you here.

Noclipping in a dark room in level CR0.49 will send you here

### Exits

Following a series of echoes will send one to level CR17

Noclipping through a noticeably darker area of the outside area will take one to level 6
Chutes and Ladders

### **GAME ART**

1943 version1956 version1960 version1972 & 1974 version1978 & 1979 version1986 VCR Board Game version1997 & 1999 version2003 Collector's Series version2004 Wooden Box version2004 Sesame Street version2005 version2005 Dora the Explorer Edition2005 The Disney Theme Park Edition2006 version2006 Sesame Street Edition2008 version2009 Disney Princess Edition2009 Marvel Super Hero Squad Edition2010 The Good Garden Edition2010 Toy Story 3 Edition2011 Nostalgia Edition2011 Sesame Street Edition2013 version2014 Disney Planes: Fire & Rescue version2014 My Little Pony version2015 & 2016 version2015 Marvel Super Hero Adventures versionVintage Bookshelf Edition2016 version2021 CoComelon version2021 Disney Princess version2021 Peppa Pig version
Perfection

Also released as **The Game of Perfection** and **The Original Game of Perfection**.

### **PUBLISHERS**

* Action GT
* Hasbro Gaming
* Lakeside Games
* Milton Bradley
* Toltoys
* USAopoly

### **YEARS RELEASED**

* 1973
* 1975
* 1977
* 1980
* 1989
* 1990
* 1994
* 1995
* 1998
* 2000
* 2003
* 2006
* 2007
* 2012
* 2016
* 2019

### **GAME ART**

1973 version1975 version1975 & 1977 version1989 & 1990 version1990 Travel Games edition1990 & 1994 Travel Games version1995 & 1998 version2000 & 2006 version2003 version2007 Fun on the Run version2012 version2016 version2019 Disney Parks: Theme Park Edition
Parapede

```
**Disease 003**
**Hazard: γ**
**Location: Australia, Asia, and North America**
**Codename: Parapede**
**Documented by H.S.G. Scavenger Scalezz**

```

## Description & Biology

The **Parapede** is known as *Cerebrum comedentis* (Brain eater) and is reddish-orange in its appearance and is usually 10 centimeters long. The **Parapede** is very similar to a centipede, except for its parasitic actions against mammals of any kind. They currently reside in North America, Australia, and Asia.

**Parapod** enter their subject through any orfice (usually the eyes, nose, or ears) and begin to dig it's way to the brain until it ends up reproducing inside the brain and begins controling the entire brain itself after a couple hours. **Parapede's** young usually consume some parts of the brain but mostly travel down to the host's stomach and begin eating the stomach, intestines, and the lungs. It has been seen that the Parapede use the host as a hive in which they control the human until the host suffers major trauma, in which the **Parapede** begin to crawl out the host and attack the predator immediately in which they begin to try and repair the host.

**Parapod** are guessed to come from an evolved version of *Parelaphostrongylus tenuis* and got its centipede-like appearance from consuming a centipede and taking its appearance.

## Behaviour

Parapede usually prefers to attack in groups instead of attacking by itself so it can effectively kill the host. It also is seen to be able to morph multiple hosts into one hive (usually known as a Megahive due to it's size) and is also recorded to make armored hives (known as Armorhive capable of withstanding anti-tank missiles. There's still not much known about the Parapede's behaviour,

## Discovery

SCV. Charles was testing an experimental camera in Australia to see how the camera does in different climates and came across the **Parapede** on a kangaroo that had died. He took the picture before being swarmed by the **Parapede's** and being attacked, in which he would board the emergency helicopter to fly away. SCV. Charles recovered and is the reason why we have the antivenom against the **Parapede**.

## Note from Scavenger Scalezz

*"I advise we continue researching the Parapede to learn more about it and to counter its effects. This entity is deadly and can cause a major catastrophe if we do not use the right precautions to handling it."*

-Scalezz, H.S.G. Scavenger
Parcheesi

### **GAME ART**

*Unknown date*1917 version1925 version*Unknown date*1938 version1938 Junior Edition1946 version1946 version1946 version1946 Popular Edition*Unknown date**Unknown date**Unknown date*1959 version1959 Gold Seal Edition1960 version1963 version1964 & 1967 Popular Edition1964 Gold Seal Edition1975 version1975 version*Unknown date**Unknown date*1982 version1982 Deluxe Edition1987 Travel Edition*(Unknown date)* Pocket Edition1989 & 1999 version1989 Deluxe Edition1990 version*Unknown date*1999 version1999 Deluxe version2001 & 2009 version2007 Classic version2008, 2015 & 2017 Royal Edition2011 version2016 version
Easy Money

Also released as **Game of Easy Money**, **The Game of Easy Money**, and **The Classic Game of Easy Money**.

### **PUBLISHERS**

* Milton Bradley
* Somerville, Ltd.
* Winning Moves Games USA

### **YEARS RELEASED**

* 1935
* 1936
* 1956
* 1958
* 1966
* 1974
* 1981
* 2005

### **GAME ART**

1935 version1935 version1935 version1936 version1936 Deluxe Edition version1956 version1956 & 1958 version1958 Deluxe Edition version1966 version1974 & 1981 version2005 version
Fly In A Web

1# LOG ENTRY:

It is September 15th, 2083, I think. I don't even know what time it is. It could have been hours maybe even a few days since I have been stuck in these webs made by these horrific beasts. I came to China to finally be free from my abusive team who never truly cared about me. They only wanted things from me without them ever giving something back to me. Not even like a small gift of appreciation. Bastards! I hope some other freakish monster will eat them while they are alive. I will probably won't see that, but I wish I could.

2# LOG ENTRY:

16 Hours have passed and no one has rescued me yet. I still have hopes of someone coming to save me, but each and every gruelling hour that passes makes the little hope I still have smaller and smaller. I tried contacting H.S.G. with a radio-transmitter but no sign. I tried again and still no sign. I attempted to call H.S.G. one last time but I was very clumsy due to the high levels of panic I was having and dropped the transmitter. It fell multiple metres down and broke to pieces. Great! Now I couldn't even try to contact anybody. I was now on my own.

3# LOG ENTRY:

7 hours have passed since my last log on this tablet and I think this could be my last message I will be writing. I can feel them moving in my stomach. It hurts! It badly hurts! This is not the type of death I wanted. I just wanted to die old and then rest for all of eternity. Instead, I am going to pop like a balloon in a matter of hours. Had this massive war never happened, then maybe I would be in a much better place and situation right now. I am afraid to die, but I have nothing to lose. My family is dead, my friends are dead. Probably everyone I have ever known are dead. Even if one of them was alive it would not matter, because if they did somehow found. Then they would be just looking at my skeleton.

Goodbye,
Markus Briggs
Microsoft Word RG

Logo seen at the program's splash screen

Clippy in action as seen

**Microsoft Word RG** is a word processor meant to be a parody of Microsoft Word for Windows RG. It is also part of the unofficial "OFFICERG suite" which is also a parody of Microsoft Office.

The user can type a few words before being interrupted by **Clippy** in which he accuses you of not writing a proper letter, and "which he likes it" and you should too. By forcing you to type "Milk" and "Sponge" along with putting in an image of his "brother". Afterwards, Windows claims that he has performed "94,708 illegal operations and will be shot dead", then he is shot dead with blood as the "police" comes for him for committing illegal crime for the illegal operations caused.

## Development

The idea for this program was thought of and constructed by James Web himself, with no other parties involved.
M.E.S.S. Tale

It was a bright sunny afternoon. Me and the rest of Tango-1 (a small division in M.E.S.S.) and the scavengers were just heading out of the H.S.G.base in Austria. The scavengers need to get more parts after a small but recent attack to the base that happened during the night, the damage wasn’t substantial but it needed repairs and they had sent us and a few scavengers out to recover some materials in order to repair it; along with wanting the scavengers to get some other materials that weren’t related to the damaged wall.

We stopped by a small log and sat down to take a rest. We had been walking down a rugged and somewhat steep mountain for about 45 minutes now and two of our members had hurt their feet from stepping on something. During the rest we had time to eat a small snack and drink a small amount of water so as to not waste it all, then we continued the way down the hill.

We came across a small house that had been abandoned and was pretty much rubble and dirt. There were also some trees around so the scavengers started to cut down the trees as silently as possible and started to collect the rubble from the broken house.

We sat watching them collect stuff and took small breaks while being ready for any type of mutant that was known to be in these areas to come and attack us based on the noise. What we didn't expect is that it would come right from a small amount of shrubbery in the house.

We had been sitting and keeping a lookout when we heard a loud scream come from inside the house. Immediately we all pointed our guns in the direction of the house and ordered the scavengers away. We slowly crept toward the house as a bloodied scavenger ran out screaming with a look of terror and regret in his eyes.

A Tangler rushed out after him stretching its tentacles out as if it had already sensed us and knew we would be there. We fired at the Tangler but dodged and lashed back, whipping us in the side. The Tangler had ended up breaking a rib of one of the scavengers, puncturing his internal organs and making him internally bleed. The blow sent a member of tango-1 soaring off the edge of a cliff and into the canopy below only to presumably be devoured by another mutant. The Tangler was not finished and wanted to catch more prey as it reached over and picked up the scavenger. As we fired it used the dead body as a small shield, this Tanglers was smarter than most.

Nobody knew why the Tangler was in the Austrian mountains as they always are lurking in south america but this one had somehow found its way or was brought here.

The Tangler dropped the deceased corpse as it started to stride towards us. We fired in order to scare it away, and luckily it was hit and was scared and started to scurry away. But before it went away into the forest it used one of its tentacles to grab another Tango-1 member by the leg and wrapped it around him then dragged him into the forest with it presumably to be eaten. The rest of the scavengers grabbed the materials and we rushed out of that area back up the hill towards the base.
???

`Hello, looks like you are currently trying to access a page which is blocked for members below Elite, you must click the following to confirm that you are a Elite Member (or above).`

`**>Click here to confirm you are a Elite Member**`

`Welcome Back!`

```
**Mutant ?**
**Threat Level: AP**
**Location: Everywhere**
**Codename: HIM**
**Documented by H.S.G. Elite Nathan Xrnande**

```

## Known Information

**Mutant ?** is one of the least known mutants so far, we don't know what it is, is it a bunch of souls that combined together and formed a mutant? Is this a object that just behaves as a mutant? Is this actually a disease that makes people hallucinate **HIM**? We don't know but we know that a mutant is the only fitting classification for this being.

**Mutant ?** is a mutant which can appear to anyone at anytime, the indicator it is coming for you is that you will hear a sound of text to speech Morse code being played, the sound is quiet enough to blend in with the ambient sounds yet its quite noticeable and may catch its targets attention, once the sound stops **HE** will appear and will start chasing its target, **HE** will not stop and nothing can stop **HIM**, any weapon known by H.S.G. has no effect on HIM, you can only see him if you close your eyes, **HE** will do all **HE** can to catch you, once he catches you he will tear you body apart, hold your head and then he will disappear.

Any information about **HIM** must stay in private to anyone below elite, as **HE** will target those who know information and because of that you as a elite member must not share, remember you are only safe because of your anti mist, you cannot share information with others below elite not only because of the death risk and your demotion for doing so but also because of the risk of P.E.R. finding out about the anti mist and **Mutant ?**

## The Anti Mist

The anti mist is a object that can block **HIS** attacks as it creates a cage for him which he cant get trough but it only lasts for about 1 week, it is currently one of the most essential items for all elite members and for the president of H.S.G. and is one of the supplies we always need to have on stock.

It is also one of our most important manmade objects not only because of its protection to us but also due to its chemicals its tought to be possible to use them in creating a object which makes **HIM** target who it was sprayed upon which could be used on P.E.R. to eliminate them.
Board Game Art Wiki

**Welcome to the Board Game Art Wiki!**
We're a collaborative community website about Board Game Art that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Rules

## Wiki Rules

Here are some rules to do the right things, and make the wiki a better place.

### ***Community Rules***

* **1**: Obey Rio

* **2**: Obey Rio

* **3**: Obey Rio

* **4**: Obey Rio

* **5**: Obey Rio

* **6**: Obey Rio

* **7**: Obey Rio

* **8**: Obey Rio

* **9**: Obey Rio

### ***Article Rules***

* **1**: Do not disrespect or revolt against Rio

* **2**: Do not disrespect or revolt against Rio

* **3**: Do not disrespect or revolt against Rio

* **4**: Do not disrespect or revolt against Rio

* **5**: Do not disrespect or revolt against Rio
Level CR3

5
5

**Survival Difficulty: Class 5**
»⠀Unsafe
»⠀Unstable
»⠀Entity Infestation

Level CR3 is the 4th level of the Cornerrooms.

## Description

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 instability, 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 there's a wanderer (or an entity) inside of them.

## Entities

The following entities:

* Insanities,
* Hounds,
* Dullers,
* 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 CR2 will lead here
* Exiting Through the **Main Entrance** in **Level 21** and you are transitioned here.

### Exits

* Noclipping through a wall leads to Level CR5.
* Entering an mineshaft that rarely is found will bring you to Level CR4.
* Find a store called **CINEMA** enter it and you are transitioned to Level CR21.
Internet Explorer 7.49830696820

Attempted loading of a webpage

**Internet Explorer 7.49830696820** is a parody web browser for Windows RG, based on Microsoft's Internet Explorer web browser, specifically version 5.5 released in 1999 as that's where the name refers to because of the decimal 5 that ends in the version number. Which means that this is the 49830696820th update of Internet Explorer version 7.

When launching the web browser, you're greeted with a no internet connection error and that it cannot load the webpage as a result complaining about that you don't have any ISP to begin with. Afterwards, it throws an insult at you over the fact that you smell which caused "the illegal operation the program had caused".

## Development

The idea for this network service was thought of and constructed by James Web himself, with no other parties involved.
Entity Dog

## Description

Entity dog or Entity 488 is an entity that resides exclusively in Level dog, not much is known about entity 488. Entity 488 is a dog of the family Canidae.

## Behavior

Entity dog exhibits the behavior of a normal dog except for some minor differences, the tail doesn't move, it can see 100x better than dogs and usually has spikes from the body to the tail. Entity 488 will kill anyone in its sight, especially cats so it is recommended not to bring any sort of things related to a cat into level dog.

## Biology

Entity dog has a variety of differences from normal dogs, starting from spikes on its body to tail, 3 eyes, ears are always straight up and erect and has red eyes, wanderers have reported a variety of other differences but they are unconfirmed.

## Discovery

Entity dog was discovered by a group of wanderers in the colony Dog Colonists trying to discover new entities in Level Dog and found entity dog, it is unknown if they are alive or not.

## Do's and Don'ts

### Do

* Don't provoke them
* Try to run as fast as you can away from them very quietly as they can hear sounds 10x more frequently than humans can

### Don't

* Make noise around them
* Get too close to entity 488

**> Open Author & Licensing Information**

**> Close Author & Licensing Information**

**Author**: Noob123451234512345
Cornerrooms Level List

"*“If you're not careful enough and fall into small claustrophobic holes in the Backrooms, you'll end up in the Cornerrooms, where it's nothing but the creaks of an old wooden floor, the madness of white walls with uneven paint splattered on effortlessly, the occasional staircase that just leads to nowhere else, and approximately an infinite amount of square miles of randomly segmented rooms to be trapped in.*
God save you if you see something wandering around nearby, because it sure as hell has noticed you.”

The **Cornerrooms** is supposedly an area inside The Backrooms but completely separate from it with its own laws of physics, levels and entities. The **Cornerrooms** are much more smaller, and much more unstable than the Backrooms, with smaller 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 major glitches in the **Backrooms**, however there is a slight chance you will no-clip through reality due to the nature of the hole's extreme instability. Only the most hardened or knowledgeable wanderer's should attempt entering the **Cornerrooms**.

 Click here to access the Cornerrooms Sublevel List.

## The Core Four

* Level CR0 - "Uneven Paint"
* Level CR1 - "Yellow Corridors"
* Level CR2 - "Hoarder's Haven"
* Level CR3 - "The Mall"

## Other Levels

* Level CR4 - "Blackened Grottos"
* Level CR5 - "Infinity Housing"
* Level CR6 - "Cliff's End"
* Level CR7 - "Garden o' Pears"
* Level CR17 - "Vent Shaft"
Level CR0

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Stable
»⠀Minimal Entity Count

Level CR0 is the 1st level of the Cornerrooms.

## Description

**Level CR0** consists of various rooms and staircases, many resembling a slightly-yellowed basement. Most of the rooms have walls with white, uneven paint splattered on the walls effortlessly, accentuated with a light brown wooden floor. Small amounts of asbestos can be found stuck to the ceiling of this level, so it is recommended to bring a mask when traversing this Level for extended periods of time. Lights in **Level CR0** contain large amounts of insectoid corpses, resembling flies in the Frontrooms, but this does not seem to impact the brightness of the lights.

## Entities

Terromites and Sadgoers are the only type of entity known to reside in this Level.

## Colonies and Outposts

### Uni Citadel C.E.G. Corner Paint

* Under the protection of Uni Citadel
* Friendly
* Accepting Wanderers to Join
* Population: 89

### Principality of Awerian

* Friendly
* Open to trading
* Accepting wanderers to join
* Will give shelter, supplies, and protection
* Population consists of 130+ members
* Prince: Prince William of Awerian
Monopoly

### **GAME ART**

1935 & 1941 version1935 & 1940 version1936 & 1951 Popular Edition1937 version1954 version1954 Popular Edition1957 version1957 version1961 & 1985 version1961 version1964 version1972 & 1975 version1973, 1974 & 1978 version1985 version1985, 1996, 1999 & 2000 version1985 50th Anniversary Edition1985 Deluxe Anniversary Edition(1985) 1935 Commemorative Edition1986 & 1990 Deluxe version1993 version1995 & 1998 Deluxe Edition1995 60th Anniversary Edition1996 version1997 Portable version2001 & 2003 Wooden Box version2002 version2002 Portable version2003 version2004 version2005 70th Anniversary Edition2006 Vintage Collection version2006 Bookshelf version2007 version2008 version2009 The Classic Edition2010 Platinum Edition2012 version2012 & 2015 Nostalgia Edition2013 version2014 Grab & Go version2015 80th Anniversary Edition2016 Bookshelf version2016 Wooden Box version2017, 2018 & 2022 version2017? Deluxe Edition2017 Signature Token Edition2019 version
Level 6

5
5

**Survival Difficulty: Class 5**
»⠀Unsafe
»⠀Unstable
»⠀Entity Infestation

## Description

**Level 6** is an expansive complex of indeterminate size, made up of metallic walls and brick floors. The entirety of **Level 6** is shrouded in complete darkness, and thus far no sources of light have managed to create any light in the level. Due to the darkness of this level, it is difficult to sufficiently take photographs of it. **Level 6** is presumed to be infinite.

Throughout the level, numerous metal pipes can be found that transport an unknown heated liquid, originating from an unknown source. Auditory hallucinations are frequently experienced, ranging from rushing water to indecipherable voices ringing throughout the piping.

It is believed **Level 6** may be able to influence one's perception of reality, resulting in symptoms of paranoia and derealization. Despite there being no known tangible threats, **Level 6** is regarded as being one of the most dangerous levels in the Backrooms. A significant portion of the Wanderers that enter this level lose sanity quickly or do not return at all.

## Entities

There are multiple dangerous entities in these are the Examples Smilers, Clumps, Facelings, Hounds and Dirtygoers

## Colonies and Outposts

### The Sane Wanderers

* A colony of people who have managed to stay sane in **Level 6;**
* There are 7 known members in this colony;
* They are known to travel to Level 4 for supplies.

### The Azeutian Armed Industry Outpost of Black Ops

* A group of armed personnel destined to help kill entities;
* Friendly;
* Not open for trading;
* Heavily armed;
* Founded by [Redacted].

### Backroom Colonists

* An outpost formed by the group to kill entities and get more members;
* Armed and not open to trading.

## Entrances and Exits

### Entrances

* Going through a boiler located within Level 5.
* A rusted door located on 6.1, which leads directly to **Level 6**.
* Turning off all nearby lights for 10 Minutes on Level 7.2.
* "Not staying still" when the lights are all off during the "After hours" event in Level 340.
* Jumping through a blacked-out window in Level 4112.
* Wandering around until you feel like passing out in Level 160.

### Exits

* Tripping on a wire leads to Level 6.1. It is worth noting that intentionally tripping on a wire will not trigger this transportation.
* There is a spiral staircase that takes you down to Level 28.
* Entering a hole will lead you to Level 8.
* Wandering far enough will bring you to Level 7.
* Finding a black door made out of alloy will lead you to Level 2133
The end

...
...

**what is this 0**
»⠀you will turn into a wandering wretch finding nothing but the void
»⠀no entities, no nothing. just the empty void and broken walls around you
»⠀what. where.

i finally escaped that dark area, what is this?

don't be scared human, we're here to help =)

## Description

in the end, there is nothing but air. the levels i have went to keep showing up. that dark level, the playground one, the spiral staircase. as i walk more and more i get more lost and lose more track of my location. my flashlight doesnt even work. what is this?

## Entrances and Exits

### Entrances

the last thing i remember is the fainting sound of something chasing me in that dark hell
Level A 0

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Stable
»⠀Minimal Entity Count

## Description

Level 0 (Altrooms) consists of an infinite hallway with multiple doors on each side and green level 0-like wallpaper. This level has concrete areas with boilers and pipes in them. This level has a wooden floor and a concrete ceiling. Usually, this level has lanterns, chandeliers, or ceiling lights on the ceiling. The doors on this level do not lead to levels, they lead to regular rooms. Almond water can be found on tables in some places.

If you stay in this level for too long, you can go insane. When you go insane one of two things may happen, either you turn into a wretch, or you get such bad hallucinations that you die. No matter how far you go in the hallway, nothing happens.

Level 0 (Altrooms) Electricity Room.jpg Picture of an electricity room. Photographer presumed dead.

In this level, there are boiler rooms, electricity rooms, cafeteria rooms, living rooms, store rooms, and more. The boiler rooms are made of concrete walls, floor, and ceiling. These rooms usually have a large boiler in the middle connected to the floor, walls, and ceiling. Electricity rooms are usually dangerous with electric wires and large machines emitting electricity. Cafeteria rooms are very self-explanatory besides the fact they only have almond water. Living rooms usually look like an average living room with a chair, a beanbag chair, a tv, a table, a tv stand, a couch, and any kind of console. Store rooms copy the appearance of supermarkets, though with only types of almond water.

## Colonies and Outposts

### A.E.U.K.D.P Colony : Alternate

* This colomy currently has 79 members
* This colony was made by the U.A.E
* This colony is Friendly
* This colony is accepting new members
* This colony was made for study this level
* This colomy is open for trading

### M.E.G. Alternate

* This colony currently has 34 members.
* This colony was made by the M.E.G.
* This colony was made to study this level.
* This colony is open for trading.

### Colony Alternate

* This colony has 23 members.
* This colony was made by the backrooms colonizers.
* This colony is not open for trading.

### Backrooms To Death (BTD/B2D) Quintet

* This group has 6 members.
* This group currently has only 1 member on this level.
* This group is open for trading.
* Entities
* There are no entities in this level.

## Entrances and Exits

### Entrances

You can enter level 0 by finding an inverted door in Level 3999. Walking through said door will lead here.

### Exits

You can exit level 0 by walking into a garage door which will lead to Level 1.
You can exit level 0 by breaking a wall and walking through it to end up in Level 3.
Noclip into a black cable or wire.
Level CR6

**Survival Difficulty: Class 3e - Environmental**
**》Unsafe**
**》Unsecure**
**》Non-Entity Hazards**
Level CR6 is the 7th level of the Cornerrooms.

## Description

When a wanderer enters **Level CR6**, they are met with a cliff that is of an unknown height. There is nothing that is confirmed to exist below the cliff other than a cloud-like substance. Due to unknown reasons, only one wanderer is allowed on **Level CR6** at any given point of time. As a wanderer spends their time on the level, the cliff slowly breaks apart until it has completely collapsed. Any wanderer who stayed on the cliff until it collapsed is met with an unknown fate, presumably death. After the cliff has collapsed, the level "resets" itself and allows another wanderer to enter. The level tries to lure wanderers into staying in it until the cliff collapses by having a fake village composed of seven buildings and stunning scenery making most wanderers wanting to stay on the level. If a wanderer travels one mile from the start of the level, they will begin to see "Abnormal Spots" and "Void Spots" scattered across the area. The "Abnormal Spots" resembles an out-of-place piece of terrain that will send a wanderer to another level in the Cornerrooms in which the Abnormal Spot represents. "Void Spots" resemble complete nothingness and will transport one to The Void.

## Colonies and Outposts

Aside from The Village, there are no permanent colonies or outposts on this level due to its nature.

### The Village

The Village is a trap that is designed to lure wanderers into staying on **Level CR6** until the cliff collapses. It is composed of seven buildings, six of them being houses and one of them being a hotel designed for wanderers. The village has a population of eight Facelings, all of them being adults. The Village and its inhabitants all seem to be a built-in part of **Level CR6** and reset alongside the cliff after it has collapsed.

## Entities

### Facelings

Adult Facelings are the only entities that exist on **Level CR6**. There are 3 roles that the Facelings in The Village possess. Six of them are citizens, one is the Hotel Clerk, and the last one is the Hotel Worker. Even if provoked, these Facelings won't attack.

## Entrances and Exits

### Entrances

* Finding an opening in Level CR4 that leads to a cliff will lead a wanderer here.
* Touching an Abnormal Spot that resembles terrain seen in the cliff will send a wanderer here.

### Exits

Touching an Abnormal Spot in this level will send a wanderer to the level that the Abnormal Spot represents.
Touching a Void Spot will send a wanderer to The Void.
Finding a set of pear trees will send a wanderer to Level CR7, usually without taking notice.
Jumping off the cliff before it collapses will send a wanderer to Level CR8.
Level CR0.49

0
0

**Survival Difficulty: Class 0**
»⠀Safe
»⠀Stable
»⠀Devoid of Entities

**Level CR0.49** is a sublevel in-between Level CR0 and Level CR1.

## Description

**Level CR0.49** appears to be an infinitely repeating house in a state of renovation, with various small construction equipment (e. g. hammers, drills) being found in minimal quantities throughout **Level CR0.49**. Batteries for power tools can also be found in this subLevel, but cannot be used.

## Colonies & Outposts

### The Cornerrooms Renovation Zone

* Zone Set up by the Azeutian Renovation CO.
* Are Attempting to Fully Renovated 15 KM
* Currently be Supplied by the Azeutian Transport Company, Azeutian Construction CO. and Surrounding Colonies and Outpost and Guarded by the \*Azeutian Royal Guards in Case a raid from unknown Raiders and Anarchist
* Accepting new Employees and Workers
* Amount of Employees and Workers : 500+ as of 30/3/2022
* Wil Give Shelter
* Project Begun : 5/13/2022
* Currently 1.4% Finished
Level CR2

2
2

**Survival Difficulty: Class 2**
»⠀Unsafe
»⠀Stable
»⠀Low Entity Count

## Description

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 indescribable.

## Entities

Terrormites, Snatchers and Sadgoers are known to inhabit this Level.

## Colonies and Outposts

### Azeutian Outpost: Allerwin

* Friendly
* Open to trading
* Accepting wanderers to join
* Will give supplies, shelter and protection
* Pop : 40+

## Entrances and Exits

### Entrances

* Entering a wooden door in Level CR1 will lead here
* Go to the basement in Level CR25 and you are transitioned here

### Exits

* Walking up a set of stairs will lead to Level CR3
Level CR1

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Stable
»⠀Minimal Entity Count

Level CR1 is the 2nd level of the Cornerrooms.

## Description

**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 and Sadgoers are Known to Inhabit this level.

## Colonies & Outposts

### Uni Citadel C.E.G. Corner Corridors

* Under the protection of Uni Citadel
* Friendly
* Open to Trading
* Accepting Wanderers to Join
* Population 50

### Children of the Yellow Tiles

* Population of roughly 6
* Suspicious of outsiders
* Somewhat open to trade
* Extremely hostile if threatened.

### Duchy of Hakrin

* Friendly
* open to trading
* accepting wanderers to oin
* Will give shelter, supplies, and protection
* Population of roughly 200+
* Duke : Duke Harold of Hakrin

## Entrances & Exits

### Entrances

* Entering a metallic door in Level CR0 will lead to *Level CR1*.

### Exits

* Entering a wooden door will lead to Level CR2.
The Hallomoths

```
**Mutant S007**
**Threat Level: B**
**Location: Terrifying-looking Places**
**Codename: Hallomoths**
**Documented by: H.S.G. Morthy Duskus.**

```

## Description & Biology

The **Hallomoths** or the *Bombyx examplefurta* are a 1'9 tall Bombycidae that consists of a mainly orange and black color scheme, however some **Hallomoth** variants consist of purple and black color schemes but these are more rarer and much harder to come across. The **Hallomoths can produce some sort of microwave that can cause things to disappear or reappear. This allows the Hallomoths to cause complex illusions such as making realistic ghost-like creatures or zombies that look real. These illusions are classified as S007-A.**

**The Hallomoths can also cause pieces of candy such as: Reese's Pieces, Sour Patch Kids, Licorice, and sometimes small Hershey bars to appear if it believes somebody has true Halloween spirit**. These candies taste and look exactly the same pre-Uracene and consist of the same ingredients as they did pre-Uracene as well. How the **Hallomoths** produce these candies is unknown but many theorists suggest that it has nearly the same capabilities as the Angelic Moths that grants them the ability to create these candies.

Note: The Candies are perfectly safe for consumption and can be trusted.

The illusions the **Hallomoths** cast can severely harm a person's mental health and can cause night terrors, Mottephobia, or even psychological mental fracture. If you dislike Halloween or even worse then be cautious outside at night during October. You never know when the **Hallomoths** might appear.

The **Hallomoths** usually consume 15 grams of leaves or smaller insects per day. They do not require to consume any sort of liquid whatsoever. The **Hallomoths'**  favorite food is Pumpkin Spice as they enjoy the pumpkin-like taste of the spice.

### Behavior

The **Hallomoths** act like every other Silk Moth species pre-Uracene. They contain no special emotions and usually fly around Graveyards, abandoned mansions and any other spooky place.

They always mistake the Pumpkin Slug for Pumpkin Spice. Because of this, the **Hallomoths** and the Pumpkin Slug usually fight each other during October. This usually results in the Pumpkin Slug winning due to it successfully avoiding the **Hallomoths**. But there are many reports of the **Hallomoths** successfully killing and eating Pumpkin Slugs.

## Exact Locatons

The **Hallomoths** can be found globally but can be mainly found in locations that consist of a lot of mist, darkness or anything remotely scary. They can also be found where the Pumpkin Slug are but more rare.

## Note from Morthy Duskus

**Hail to the Halloween Kings! The Hallomoths are known to be the ringmaster of Halloween of sorts being known as the Trick Or Treat Moth. Remember to stay scary or these little guys will come after you and what a terrifying encounter that'll be! All staff during October must keep a Halloween Spirit!** - Morthy Duskus, H.S.G. Elite.
Otherrooms Wiki

**Welcome to the Otherrooms Wiki!**
Grouping all -rooms pages on the Backrooms that got deleted (as they no longer fit the concept of the Backrooms) and future -rooms pages. You can consider this wiki an alternate interpretation of the Backrooms, treating as if the Backrooms has other planes of reality adjacent to it, filled with their own levels and entities, and maybe a few references and connections to the Backrooms.

This section links the original -rooms levels that have been deleted on the Backrooms Wiki. For the timebeing, these archives are going to be ported onto this wiki. Each archive link will be removed once they have been entirely ported.

Cornerrooms Archives

Uprooms Archives

Rightrooms Archives

Midrooms Archives

Altrooms Archives

Coldrooms Archives

Complexrooms Archives

Hotrooms Archives

Otherrooms Archives

Oldrooms Archives

Shaderooms Archives

Simplerooms Archives

Timerooms Archives

Here are the list of abbreviations for known -rooms.

## Important articles

-Rooms ListJoke -Rooms ListPlaceholderGroupsPlaceholderEntitiesPlaceholderObjectsPlaceholderTales
Level CR17

2
2

**Survival Difficulty: Class 2**
»⠀Unsafe
»⠀Stable
»⠀Low Entity Count
 }}

Level CR17 is the 17th level of the Cornerrooms.

## Description

**Level CR17** is a vent shaft that leads no where and you can be easily lost in this level without a partner/map. This was a Old Level in the **Original Cornerrooms**, Many corridors and areas are infested with entites or some are devoid of them. This is one of the tiniest levels in the Cornerooms and one of the hardest as well. Items are scattered around the level and some are clues to escape.

## Entities

Terromites are the only ones here, due to the tiny space of the level.

## Colonies and Outposts

Due to the tiny space, no colonies have been settled here.

## Entrances and Exits

### Entrances

* Entering a vent in Levels: 0, 1, 3, 5 will take you here.
* Following a series of echoes in Level CR18446744073709551615 will take you here

### Exits

* Finding a room will take you to Level 5
* Going trough vents with yellow background may lead to Level 1
Red Horned Python

```
**Mutant 068**
**Threat Level: E**
**Codename: Red Horned Python**
**Location: Middle East, Northern Africa**
**Documented by H.S.G. Morthy Duskus**

```

## Description & Biology

The **Red Horned Python** is a 30-inch long red and black snake that moves 1 mile per hour. **They are very blind creatures whose vision is based on movement**, even the slightest movement can make it see the creature moving. **A bite from one of the Pythons will cause instant paralysis and possibly death depending on the age**, this is because their venom is stronger than a regular venomous snake bite and melts cells within flesh quicker.

It has been proven that a **bite from a Python is one of the strongest bites from a Mutant ever recorded** by the H.S.G.. Broken bones are a common injury when someone is bitten by the **Pythons**. Their teeth are intended to dig deep within a human being's flesh and usually split important veins in half.

The **Pythons** eat 1 regular mouse per year and drink 1 bottle's worth of water per day.

### Behavior

The **Pythons** are very aggressive and territorial creatures and are not afraid at snapping at any creature that moves. They are considered life-ending mutants to come across, but they can easily be avoided by standing still and not moving an inch until the **Pythons** slither away.

### Safety Notice

All scavengers must be careful when approaching one and must be in groups in a habitat known for **Pythons**, all Scavengers must have a Medical Kit and an Anti-Venom Kit on them at all times.

## Exact Locations

The **Pythons** can be found in very arid and desert-like places within **Northern Africa and the Middle East**. But Specifically, they are the most common in **Saudi Arabia, Israel, Palestine, Jordan, Lebanon, Syria, Iraq, Yemen, Egypt, Tunisia, Morocco, Algeria, and sometimes Turkiye.**

## Note from Morthy Duskus

**I advise you remain cautious around Arid or Deserts within the Uracene Era. These things can appear out of nowhere sometimes. When going into Africa please group up with other scavengers and make sure you have enough medical supplies and anti-venom medicine. Be careful out there. Stay Safe, Secure, and Happy.**
-Morthy Duskus, H.S.G. Elite.
Казл'Амир

Казл'Амир (на иллитид. - "Восход") - лидер террористической организации IER.

## Внешность

В отличии от большинства иллитидов, Казл'Амир одевается во всё чёрное. И хоть он часто участвует в различных сражениях, иллитид предпочитает носить бытовую одежду. Также крайне несвойственно для его расы - это крупное телосложение.

## Основание IER

Казл'Амир с детства увлекался историей и политикой. Читая в книгах о иллитидовом захвате, юнец пропитался патриотизмом к своему царству. Несмотря на свою преданность стране, однако, Казл'Амир не понимал действий правительства по отношению к империи людей. Иллитидова армия была в десятки раз сильнее жалких людишек. Так почему же первые решили оставить их в покое?

Настроенный закончить начатое предками, Казл'Амир основывает IER (Illithid Empire Rise) куда входит пара его знакомых, а также несколько подчинённых им людей.

Его план был прост - убить короля Ватсоландической империи и показать всем своё лицо. Для людей, как он считал, это будет достаточной вспышкой, чтобы возникло пламя. Чтобы добавить хаоса в происходящее группировка также похищает будущего наследника короля, после чего наблюдает за происходящим в тенях.

Когда на престол сел псевдонаследник короля и объявил о войне Иллитидовому царству, IER переформировалась в спец группу, которая исполняла особые миссии по ходу войны.

## Враги IER

Потенциальных врагов у группировки было немного.

Первой угрозой был некий бродячий мечник, который смог победить элиту группировки. Казл'Амир был восхищён силой незнакомца и предложил ему присоединиться к IER. Само собой, мечник отказался, но обменявшись ударами он понял - Казл'Амир на совершенно ином уровне. Не желая умирать, мечник приклоняется перед Казл'Амиром и присоединяется к группировке.

Второй угрозой была группа телохранителей (бывшего) короля, однако почти все умерли в бою против одного из участников IER. Не умер тёмный эльф Аун'Баал, который присоединился к группировке и стал одним из её генералов.
Level CR4

4
4

**Survival Difficulty: Class 4**
»⠀Unsafe
»⠀Unstable
»⠀High Entity Count

Level CR4 is the 5th level of the Cornerrooms.

## Description

**Level CR4** is an indefinite amount of tunnels in a cave seemingly billions of miles long. The hallways are quite cramped and some areas are even flooded with an unknown substance that is not safe to drink. The caves are quite cold and they can have the same temperature as winter. **Level CR4** can be really bad for people with claustrophobia due to its cramped hallways. Some places are completely blocked off by barriers for an unknown reason. This level is quite valuable to wanderers due to its amount of useful objects that can be found. It is recommended to bring weapons before entry to fend off entities blocking your path.

## Entities

The following entities:

* Deathmoths,
* Frowners,
* Sadgoers,
* Clumps ,
* and Facelings

are all commonly found around the level.

## Colonies and Outposts

### Azeutian Outpost Bakerin

* Friendly
* Open for trading
* Open for wanderers to join
* Will give supplies, shelter and protection
* Pop: 50+
* Set up by the Azeutians in a goal to protect wanderers

## Entrances and Exits

### Entrances

Entering an mineshaft in Level CR3 leads here.

### Exits

Noclipping through an blocked off place brings you to Level CR5.
Finding an opening in the cave that leads to a cliff will send one to Level CR6.

Getting lost without a flashlight leads to Level CR18446744073709551615