Contents
Level 2003 is the 2004th level of the backrooms.
Description
this is level is similar to Level 2000 because it’s split up into many different parts. However, only the first 3 parts have been properly documented. So we will stick with them.
Level 2003-1
Description
an image of one of the isolated rooms. photographer presumed dead after entering level 2003-3
Level 2003-1 appears to be a series of abandoned shops with long skinny hallways leading to isolated rooms(although the isolated rooms will be very large and expansive). Many people have described feeling a sense of dread while in this part of the level, oddly when they were the farthest away from any entities.
It is rare to find complete darkness in this level, which makes it the easiest part of the level to traverse. This part of the level also usually sends explorer’s hope too high up, basically it looks very basic. As a result, this part of the level takes the most casualties although being the safest one here.
The size of this part of level 2003 has been properly determined, but most research projects concluded this part of the level is somewhere between 120,000 and 140,000 square miles (between 310798 and 362598 square kilometers). But, there is a catch; nobody knows who conducted the research or if they knew how to measure the level.
This level is a moderate obstacle of further exploration, as most explorers get overconfident in this level and wind up dying to one of the entities. If you a smart and do research on this part of the level, it will not be (as) hard to traverse. This level is also a moderate obstacle of further exploration because the entities set up camp in common routes of travelers, so going to a different route (even if you get lost) is a better choice as much fewer entities dwell far away from the main routes.
Entities
entities in this part of the level include:
- Smilers
- Dullers
- Skin-Stealers
- Facelings
- Death Rats
- Hounds
Colonies and outposts
Backroom Colonists Base Cluster III guiders
- Main purpose is too guard the routes, but due to recent entity raids they have been having some trouble
- Friendly
- Open to trading unless they are busy fighting off raids
- will let you join (if you agree to clear the routes for exchange of food and Almond Water)
- Fluctuates between 20 and 50 stationed members depending on how many people need to defend the outpost
Level 2003-2
Description
level 2003-2, photo taken near fake exit
altough level 2003-2 has a completely different environment than level 2003-1, it is just barely more safe. level 2003-2 is a minor obstacle, as people who’ve reached this stage are not overconfident and not getting their hopes too high up so it’s technically safer.
Level 2003-2 resembles a hotel but without one key thing…Hotel rooms! Instead, they are replaced by smaller-than-2003-1 but still large rooms where two hallways connect. the things is, you will still find hotel numbers but no doors in the halls, proving that someone or something sealed up the rooms.
Unlike 2003-1 where the lighting is a bit more even, you have two areas: well light and pitch black. it is advised to turn around when you reach a pitch black area, as you will enter the deadzone that is 2003-3. in the well light areas, you might want to rest in one of the many “refresher ultimate outposts”
2003-2 is the best place to meet other people in level 2003.almost no entity danger, and hey! there are 2 search and rescue outposts in the dark zone to find wanderers unknowingly walking towards literal death the deeper they go. you should reside here forever, because there is almost no chance you’ll make it through 2003-3.
Objects
in this part of the level, some objects have been documented, these ones include
- Water coolers
- purses (are empty)
- bags of chips (have unexpiring chips inside)
- Almond Water
- Salads (are in a constant state between good and expired, but this is the best food in the first levels of cluster III)
Entities
entities found here are:
Colonies and outposts
Ultimate refreshers
- 6 small outposts (5 in the light area, one in the dark)
- Friendly
- guard water coolers from entities
- will let you join if you a part of the Backroom Colonists or’ve(or have) traded with them.
- helped extend the level 2003 trail from mid-2003-1 to the start of 2003-3.
Backroom Colonists Search and rescue 01
- Main base for the Backroom Colonists search and rescue team.
- Friendly
- Will trade
- Searchers for wanderers in the dark areas of level 2003-2
- Will let anyone join
Level 2003-3
Description
the only known image of level 2003-3, image brightened to show details. Photographer presumed dead.
Level 2003-3 is a very dangerous part of level 2003, and there is not really a solution how to be safe. Why? Well, the roof replaces itself by collapsing bit by bit and then completely replacing itself with an identical roof. Thing is, the roof tiles only seem to break when someone is under them.
This level is pitch black at all times (picture was brightened so you could see) and appears to be a random assortment of rooms similar to Level 0 but without any wallpaper. Another thing, the hallways are completely gone, so exits from rooms directly lead to the next one.
Due to the dangers of this part of the level, not much other information is known. But another detail is people who are in this level will hallucinate bright squares that tell them to go in a certain direction, which is usually directly to an entity.
Entities
- Hounds
- Dullers
- Toxin Spitters
- Facelings
Colonies and outposts
The only outpost here is the search and rescue Backroom Colonists outpost which extends 40 feet into 2003-3. Otherwise, nothing.
So… what about 2003-4 and 2003-5?
well, unfortunately they have have not been documented at all and the only things known is level 2003-4 resembles an aquarium tunnel hallway and 2003-5 has the exit to the level
Entrances and exits(for the entire level)
Entrances
to enter, stay up until the middle of the day in Level 2002
Exits
there are no clear exits ,but, you exit from level 2003-5 which makes you enter Level 2004