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I REMOVED THE WIP! However, there will still be changes made to this level.

Side-Note: This took FOREVER. TOTAL TIME ELAPSED SOLELY TO CREATE THIS LEVEL: 11 hours

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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.

Right around the hallway, there is a 20x250 area of grass, containing the only flowers and plant life in the level outside of Room 5. This area is surrounded by a 7' hedge.

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

Entity Hazard: Class 3
》Entity Number: 43
》Habitat: Floor 3

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 1e - Environmental
》Unsafe
》Secure
》Minimal Non-Entity Hazards

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 2e - Environmental
》Unsafe
》Secure
》Non-Entity Hazards

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 2e - Environmental
》Unsafe
》Secure
》Non-Entity Hazards

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

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Survival Difficulty: Class 4
》Incredibly Unsafe
》Unsecure
》Minimal Entity Count

Room 9 is a constantly changing hedge maze, with poisonous plants and thorny vines everywhere. This level also has boulders rolling around, able to easily kill a wanderer. Luckily, the only threat from entities is a couple Bee Orbs.

Room 10

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Survival Difficulty: Class Habitable
》Safe
》Sustained Communities
》Devoid of Harmful Entities

Room 10 is a room with only a grass floor and a stone fence thats only 3' tall, giving a perfect view of the Outside, and giving a way to the outside. There's a mysterious pond of almond water in the middle of the room that never runs out, and can be drunk. There is a community in this Room, which have fell-fledged tents. There is also a Tree that produces one of every different fruit every 4 hours.c

Room 11

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Survival Difficulty: Class 5e - Environmental
》Near-Instant Death
》Secure
》Incredibly Deadly Enviroment

Room 11 is a non-euclidean room that leads to the middle of a randomly chosen area in outer space. It's kind of a "No Shit" why this is a Class 5 enviromental, as unless you somehow you have a space suit in your back pocket.

Room 12

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Survival Difficulty: Class Variable
》Varying Safety
》Heavily Unstable
》Diverse Entity Count

Room 12 is a room that constantly changes it's form to be a minirature version of any of the following levels, with it's class, features, entities, looks, everything. It changes form again at noon and midnight every day. You will be teleported to the start of Room 2004 if you are in Room 12 at those times.

LEVELS THAT CAN BE IN ROOM 12:

Floor 3

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

Floor 3 is the first floor to truly introduce the Hall Wanderer entity, the only entity that is aggresive and not contained in one of the rooms.

Big Room 1

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

The first Big Room is a giant play-place style area. Unlike the fake children's areas most levels contain, this level is actually safe. But Level Fun is safer =) Oh goddamnit who let a partygoer here?!

Big Room 2

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

The second big room is a 1500's japanese style dining room, complete with almond water, fruits, and a steak. These items regerate every hour. There is also a balcony on the outside of the room, but for some odd reason it is impossible to jump over the fence and go Outside in this room.

Balconies

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Survival Difficulty: Class 4
》Safe
》Secure
》Entity Infestation

The 2 balconies are simple, wooden balconies. However, these balconies are a hotspot for Hall Wanderers, so it's best advised to only use the balconies as a way to jump outside.

Floor... 4?

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

Floor 4 is a secret floor you can only get to by noclipping through the ceiling on Floor 3. This leads you into a non-euclidean hallway that is 20x longer on the inside than on the outside. This means the total length of the hallway is 5000 feet. The secret fourth floor is styled like the rest, but with the glowing red lights, you can find out what to expect quite quickly, as You've spawned with only a 500 foot head start from the entities, with 4500 feet to go. Thats right, you're back in a mini version of the hellhole that is Level !. Escaping the level brings you to either Floor 1, or a random Class 0 or Class habitable room.

Colonies

There is only one colony in this Level.

The Ten Tenants

The Ten Tenants (TTT for short) are a group of 7 people living in tents on Room 10, the Class Habitable room. They are...

  • Willing to trade
  • Friendly
  • Accepting new members (for now, the tents arent infinite!)

Entrances And Exits

Enterances

  • Try to walk further down the hall when it ends in Level 5005 to end up here
  • Mentioning you want a smaller hallway in Level ! Immediately leads you to Floor 4.
  • Finding a small brick well in Level 575 leads directly to Room 3
  • ANYBODY CAN ADD MORE ENTRANCES

Exits

  • Saying that Big Room 1 is "boring" Immediately leads you to Level Fun, because dying isnt boring, is it Ya little shit?
  • Saying you need a challenge on Floor 4 immediately leads you to Level !, because dying is challenging, isnt it Ya little shit ok that got old fast
  • Jumping out of a window on Floor 4 will lead you to Level !!, because cheating is not tolerated. With the nature of this level, you have around 3 seconds of hope before that shit gets dashed Faster than my dreams of happiness.
  • Somehow managing to die on Room 10 will lead you to any other Class Habitable level.
  • Drinking Almond water from Room 2 has a small chance to lead to Level 5005
  • ANYBODY CAN ADD MORE EXITS.
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