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Side-Note: This took FOREVER...

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Survival Difficulty: Class Variable
》Safety Varies between rooms
》Unsecure
》Entity Count Varies between rooms

Level 2004 is the 2005th level of the backrooms. It's nicknamed "The Hallrooms".


Appearance

Hallway

Level 2004's Hallway is a Small, infinitely looping hallway with red-brick walls and wooden floors. The level has 3 seperate floors, each being 15 ft. tall. The actual area is 10 ft. x 250 ft. (Before Looping). There are also 6 25 ft. x 25 ft. rooms on the first 2 floors, and 2 25 x 150 ft. Balconies and 2 50 ft. x 50 ft. rooms on the third floor. There are also 4 ft. x 5 ft. windows between any 2 rooms on each side, and 4 ft. x 45 ft. windows where the balconies are, in between the 2 doors. Every single day at midnight, the rooms all switch positions with each other, which can make it difficult to know which room is which. However, rooms cannot switch floors during this process. If you are inside a room at midnight, you will be teleported along with the room.

Outside

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

The area surrounding the hallway is a large, 3 acre island, with a sparce amount of pine trees, and very light blue water. There's not very much out here, however the ocean around is rumored to give a slight healing effect, however this is unconfirmed. Some wanderers have found messages in bottles scattered at the beach area of the island, all with different messages.

OPEN MESSAGE LIST
CLOSE
MESSAGE LIST:


Message 1 - 'HELP HELP HELP HELP HELP - From, Wanderer.'
Message 2 - 'This Message is here to inform you that there is a danger heading for level [INFORMATION REDACTED]. Run. From, Mr. Be'*The ink trails off*
Message 3 - [INFORMATION REDACTED]


No other messages have been recorded yet.

Entities

Live Bricks

Entity Hazard: Class 4
》Entity Number: 341
》Habitat: Room 1

A Live Brick is a small, sentient brick with limbs and a face. Don't be fooled by it's small size however, because it's highly hostile and is almost never alone. One can be rather easily defeated with even a simple weapon, but trying to fight one bare-handed is just about impossible. They also are quite intelligent, teaming up with other Live Bricks to block exits.

Bee Orbs

Entity Hazard: Class 2
》Entity Number: 34
》Habitat: Room 5

Bee orbs are very similar to bees in the Frontrooms, but with two main differences. The bee orb is nearly a perfect cylinder, and a bee orb is around 4x the size of a normal bee. (This includes the stinger.) Bee orbs are mostly friendly unless provoked, like normal bees.

Hall Wanderers

Hall wanderers are shadow-like humanoid figures that were once facelings, but now have become much more aggresive. Luckily, they aren't that much of a threat to your average adventurer.

Rooms

There are 14 different rooms in this Level, with 12 being normal, and 2 being bigger. Each room is different.\

Floor 1

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

The hallway of the first floor is a completely safe area with no entities on it. No entities can climb the ladders to travel to floor 1, however Floor 3 entities can travel to Floor 2, but this is quite rare.

Room 1

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Survival Difficulty: Class 3
》Safe
》Secure
》Entity Infestation


FLOOR 1 ROOM - Room 1 is a small room with no windows and a ceiling light. However, most of the Bricks in the walls are actually Live Bricks, which, when the door to the room is opened, will all jump out of the walls. That might make somebody think "Well then, why is it classified as Safe?", and I believe that is a good question. (Im like 99% on this but DONT QUOTE ME ON THIS) However, the "Safety" of a level is dependent on enviromental challenge, not entity challenge. Anyways, whenever the door is closed and there is nobody in the room, the Live Bricks will regenerate back in the now missing bricks. This process takes 10 minutes, and the door is unopenable while it's happening. You can recognize this room by

Room 2

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

FLOOR 1 ROOM - Room 2 is a modern-looking room with grey walls and a marble floor. Every hour, the area inside changes into a different type of room, with the most common being a Kitchen. The room types, Things inside, and rates are listed below.

  • Kitchen - 40% - Can find Knifes and a fruit basket on a counter, and many things to cook with.
  • Bedroom - 30% - There's a Cell phone and charger on the desk, and a bunk bed.
  • Dining Room - 15% - Many different kinds of food. All food regenerates after 5 minutes.
  • Window Room - 10% - A view of the outside. Provides a nice spot to sit back and relax.
  • Gaming Room - 4.99% - Computers are everywhere around the room, all with internet access from a mysterious connection, simply named "L_H_S_RBX"
  • Almond Room - 0.01% - A room with many wooden shelves along the walls, containing Almond Water. There's a 0.05% chance this Almond water will be Super Almond Water.

Room 3

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

FLOOR 1 ROOM - Room 3 is an overgrown room with a giant hive in the middle, and many poisonous thorny branches and vines on the ground. The door into this room has a large warning sign with a wasp on it. There are no windows in this room, and no lights, rendering this room very dark. The giant hive in the middle is a Death Wasp hive. With the hive full of a swarm of aggressive Death wasps, the darkness, and the enviromental dangers, this is not a room to step foot in.

Room 4

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Survival Difficulty: Class 1
》Unsafe
》Secure
》Devoid of entities

FLOOR 1 ROOM - Room 4 is a giant room with no windows, but stone brick walls and a stone floor, and only one dim ceiling light. The room is also filled with pipes, winding in all directions. These pipes are somewhat difficult to maneuver around, and people exploring the room do have to climb over them on many occasions. In this room, there are some random supplies, usually seen in construction, like sledgehammers, or wrenches. The pipes seem to be of a nearly indestructable material, as many attempts have failed to even make a dent.

Room 5

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

FLOOR 1 ROOM - Room 5 is a green-house style area, with safe plant life. The only entity here are a few Bee Orbs, but there are never more than 5 in the room at one time. For every plant in the room, it has an 80% chance of being a normal flower, a 19.999% chance of having some form of fruit or vegetable, and a 0.001% chance of it being an almond plant. An almond plant will produce special almonds, which contain small amounts of almond water. All fruit/vegetable bearing plants regenerate their bearings every 30 minutes, except for the Almond Plant, which regenerates every 5 minutes. If nobody is in this room for 10 minutes, the plants are randomized again.

Room 6

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Survival Difficulty: Class 2
》Unsafe
》Secure
》Devoid of entities

FLOOR 1 ROOM - This room is a room made entirely of stone. The main danger here lies in the cobination of the slopes on the edges of the room, and the giant boulders in the room. This causes the boulders to wildly move about the room, able to crush wanderers quite easily.

Floor 2

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

Floor 2 Is a usually safe area, as long as you dont provoke the Facelings that wander the area. There's also a chance Hall Wanderers from Floor 3 will come down, but this is an uncommon occurance.

Room 7

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Survival Difficulty: Class 2
》Unsafe
》Secure
》Devoid of entities

Room 7 is a room that is filled almost all the way to the top with water. Traversing the level is quite dangerous, as there are many ways to get caught and trapped under the water by the plants. The water also has a strange property where it can never exit the room, even if the door is wide open.

Room 8

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Survival Difficulty: Class 1
》Somewhat unsafe
》Secure
》Devoid of entities

Room 8 is a simple, nearly empty room with only 2 things. The first is a button, that when pressed, drops down a simplistic, tiny jail cell onto a marked area. This could cause injuries if stupidity is involved, but this is usually just used for trapping other wanderers, or if an entity somehow wanders in from Floor 2, it can also be trapped. However, this cannot trap anything indefinitely, as they can reach the button from the inside to pull the cell back up. The other thing in the room is a set of 4 switches, all marked "Pointless". The switches, as they are marked, do absolutely nothing.

Room 9

Room 10

Room 11

Room 12

Floor 3

Big Room 1

Big Room 2

Balcony 1

Balcony 2

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