Based on Version 1.0 (October 23, 2025). This is an unofficial fan wiki.
Escape the Backrooms Wiki
Complete walkthroughs, entity guides, and survival strategies for all 30+ levels. Master sanity, stamina, co-op tactics, and every ending in the 1.0 release.
Start ExploringGame Overview
Escape the Backrooms is a 1–4 player cooperative horror exploration game developed by Fancy Games and Blackbird Interactive, published by Secret Mode. Players traverse 30+ procedurally varied backrooms levels based on creepypasta lore, avoiding hostile entities while searching for exits. Every team member must reach the exit alive to progress.
30+ Unique Levels
Each level features distinct environments, puzzles, and escape mechanics drawn from backrooms lore.
Co-op Horror
Play solo or with up to 3 friends. Proximity voice chat means entities can hear you — stay quiet near danger.
Multiple Endings
Version 1.0 adds branching paths, alternate endings A–D, and a True Ending at Level 3999.
Entity Variety
Over 15 hostile entities with unique AI behaviors. Learn each one or die trying.
Platforms
- PC (Steam) — Full release October 23, 2025
- PlayStation 5 — May 28, 2026
- Xbox Series X|S — May 28, 2026
- Cross-platform multiplayer supported on console releases
Timeline
Getting Started
Controls
| Move | W A S D |
| Look | Mouse |
| Sprint | Left Shift |
| Crouch | Left Ctrl |
| Jump | Space |
| Interact | F (rebind to RMB recommended) |
| Inventory | I (rebind to Tab recommended) |
| Flashlight | Right Mouse Button |
Difficulties
Easy
Sanity does not drain. Ideal for learning levels and mechanics without pressure.
Normal
Standard sanity drain in dangerous levels. Recommended for first full playthrough.
Hard
Faster sanity drain and more aggressive entity behavior.
Nightmare
All players must survive each level. One death sends everyone back to the lobby. Sanity drains 1.5× faster. No saves.
First Run Tips
- Play on Easy or Normal for your first run to learn level layouts without sanity pressure.
- Stockpile Almond Water whenever found — it restores 50% sanity, twice as much as other consumables.
- Never hold Sprint while crouching; it drains stamina even at walking speed.
- In co-op, stick together. Getting separated in maze-like levels like Level 0 is the fastest way to lose teammates.
- Lower Shadow quality to Low or Medium in dark levels for better visibility.
- Entities can hear proximity voice chat. Whisper or use text when enemies are nearby.
Core Mechanics
Stamina
You can sprint for approximately 4 seconds before exhaustion, followed by a 4-second recovery. During chase sequences, stamina is unlimited until the chase ends. Holding Sprint while crouching still drains stamina even if you move slowly.
- -Use bunny-hopping (sprint → jump → release sprint in air → repeat on landing) to conserve stamina in long corridors like Level 2.
- -Energy Bars grant 12.5 seconds of sprint; Juice gives 30% faster sprint for 10 seconds; Moth Jelly combines both effects.
- -Never exhaust stamina near entities — you need a full bar if a chase begins.
Sanity
Your sanity meter is visible in the inventory. On Normal and above, it drains in dangerous levels at varying rates. At 15% sanity, Smiler hallucinations appear as a warning. At 0% sanity, you die instantly — even mid-consumption of a recovery item.
- -Almond Water restores 50% sanity; Juice, Energy Bars, and Moth Jelly each restore 25%.
- -Some levels fully restore sanity on exit (e.g., Level 37 after Level Fun). Save consumables when possible.
- -On Easy mode, sanity never drains — use this to practice difficult levels.
- -Nightmare mode drains sanity 1.5× faster than Normal.
Proximity Voice Chat
Voice chat is proximity-based: teammates farther away sound quieter, and entities can hear you. Loud talking or shouting near Smilers, Hounds, or other audio-sensitive entities will attract them. Coordinate quietly or use external voice apps with push-to-talk.
Movement Techniques
Bunny-hopping (B-hop)
Sprint, jump, release sprint in mid-air, repeat on landing. Minimizes stamina loss over distance. Practice in Level 2 (Pipe Dreams).
Crouch-jumping
Jump then press crouch in mid-air to reach slightly higher ledges. Combine with b-hopping for advanced routing.
Wall-cheesing
Walk along wall edges in pitfall areas (Level 0) to avoid falling without crouching through vents.
Graphics Settings by Level
- Level 37 (Poolrooms): Shadows on Medium — thick fog limits visibility on Low.
- Level 94: Shadows on Medium for fog visibility.
- Level 9 (Darkened Suburbs): Medium shadows — Low adds excessive fog.
- Level 10: Shadows on Low — wheat field renders only when nearby, revealing hidden Facelings.
- Level 6 (Lights Out): Low shadows dramatically improves visibility in total darkness.
- View Distance on Low lets you see through some walls (useful in Level 10 wheat fields).
Levels Guide
Complete walkthroughs for all main, secret, and Version 1.0 levels. Layouts vary each run — use landmarks and objectives, not exact coordinates.
Level 0 — The Lobby Main
Yellow wallpaper maze with fluorescent hum. Your first level and introduction to the Backrooms.
Objective: Find and repair a broken ladder, collect the key, unlock the wooden door, and reach the exit.
- Explore the yellow corridors. Most spawns are near a dark area — face the lit area; the ladder is to your right relative to that orientation.
- Collect four ladder pieces scattered nearby and repair the ladder to obtain a key.
- Find the wooden door through the opposite entrance from the ladder area, down a nearby hall.
- If you walk over pitfalls without falling: crouch into the vent to proceed.
- If you fall into a pit: turn back-left immediately and follow arrow markers to the exit.
Entities: Bacteria (spawns after 3 minutes)
Items: Flashlight, Almond Water
- Leave the level quickly once objectives are done — Bacteria spawns on a timer.
- Listen for knocking or breathing to detect Bacteria.
- Turn corners when chased; never run in a straight line.
Level 1 — Habitable Zone Main
Concrete warehouse with four sections: cars puzzle, key hunt, dark corridors, and parking lot.
Objective: Solve the elevator color code, collect four keys, navigate dark areas, and exit via the parking lot.
- Section 1: Find the room with four colored cars (red door, far-right). Each car color corresponds to elevator button presses — press buttons matching car counts (order does not matter).
- Enter the elevator and press button "2" for Section 2.
- Section 2: Search cabinets, drawers, and tables for four randomly spawned keys. Keys save to universal inventory once collected.
- Section 3: Navigate dark corridors using flashlights. Watch for Skin-Stealers.
- Section 4: Cross the parking lot to the exit elevator.
Entities: Skin-Stealers
Items: Almond Water, Flashlight, Energy Bar
- In co-op, split up for key searching but maintain communication.
- Memorize car colors before entering the elevator room.
- Close doors behind you when fleeing Skin-Stealers.
The Hub Hub
Central nexus connecting multiple levels. Safe zone with no entities.
Objective: Navigate to the correct door for your next destination level.
- Explore the Hub layout and identify door labels.
- Choose the door matching your intended route.
- In Version 1.0, the extended M.E.G. Base Hub adds badge scanners and branching elevators.
Entities: None
Items: Occasional supplies
- Use the Hub to regroup in co-op before entering dangerous levels.
- The 1.0 New Hub (The Bunker) unlocks post-game content after Ending A.
Level 2 — Pipe Dreams Main
Long concrete tunnel filled with pipes. Excellent level for practicing bunny-hopping.
Objective: Reach the end of the tunnel and enter the exit door.
- Run through the pipe tunnel toward the exit.
- Use bunny-hopping to conserve stamina over the long distance.
- Enter the exit door at the far end.
Entities: Smilers (in dark sections)
Items: Almond Water
- Do not look directly at Smilers — they attack when eye contact is made.
- Turn away and back away slowly if you spot glowing eyes.
- Best level to practice b-hopping before harder chases.
Level 3 — Electrical Station Main
Industrial electrical facility with narrow corridors and machinery.
Objective: Navigate through the station and find the exit.
- Follow corridors past electrical equipment and generators.
- Watch for Hounds in open areas.
- Locate and enter the exit door.
Entities: Hounds
Items: Almond Water, Flashlight
- Hounds chase on sight — sprint immediately and turn corners.
- Crouch under tables or hide in lockers if available.
- Do not stop running until the Hound loses interest.
Level 4 — Abandoned Office Main
Endless office cubicles with flickering lights. Relatively safe with minimal entities.
Objective: Find vending machines for supplies, then locate the exit.
- Search cubicles for Almond Water vending machines — this level is excellent for stocking up.
- Navigate the office maze toward the exit marker.
- Enter the exit door to proceed.
Entities: Rare Smiler encounters
Items: Almond Water (vending machines), Energy Bar
- Stock up heavily on Almond Water here — sanity drain is low and supplies are abundant.
- A good recovery level before harder areas ahead.
Level 5 — Terror Hotel Main
Decaying 1920s hotel with moth-themed puzzles and multiple floors.
Objective: Collect three Moth Keys and navigate hotel floors to reach the exit.
- Explore hotel rooms and corridors on each floor.
- Collect three Moth Keys from designated locations.
- Avoid Male and Female Deathmoths — females are lethal, males are mostly harmless.
- Use keys to unlock progression doors and reach the boiler room exit.
Entities: Male Deathmoths, Female Deathmoths, Hounds
Items: Moth Keys, Almond Water, Moth Jelly
- Female Deathmoths kill on contact — give them wide berth.
- Moth Jelly provides both stamina and sanity recovery.
- Search every room systematically; keys can be easy to miss.
Level Fun =) Main
Deceptively cheerful party rooms hiding Partygoers. High sanity drain.
Objective: Navigate through party rooms and escape before Partygoers convert you.
- Move quickly through colorful party rooms.
- Do not interact with balloons or party decorations unnecessarily.
- Find the exit door and leave immediately.
Entities: Partygoers
Items: Limited supplies
- Partygoers convert players on contact — run past without stopping.
- Sanity drains rapidly here; do not linger.
- Your sanity fully restores upon reaching Level 37 — save consumables.
Level 37 — The Poolrooms Main
Infinite turquoise pool rooms. Sanity-safe oasis after Level Fun.
Objective: Navigate pool corridors and find the exit.
- Walk along pool edges through interconnected rooms.
- Follow the path toward the exit marker.
- Enter the exit — sanity fully restores upon leaving.
Entities: None (mostly safe)
Items: Almond Water
- Sanity fully restores on exit — do not waste items here.
- Set Shadows to Medium for visibility through pool fog.
- A calm breather before intense levels ahead.
Level ! — Run For Your Life! Main
Pure chase sequence. Red emergency corridors with relentless pursuit.
Objective: Sprint to the end without stopping. Stamina is unlimited during the chase.
- The chase begins immediately upon entry.
- Run forward through red corridors — do not stop or look back.
- Reach the exit door at the far end.
Entities: Multiple pursuing entities
Items: None
- Stamina is unlimited during chase sequences — just run.
- Memorize the route on repeated attempts for faster completion.
- Do not attempt to hide — only running works.
The End Main
Final corridor sequence before the credits area. Features The Wanderer entity.
Objective: Navigate 35 rooms and reach the exit while avoiding The Wanderer.
- Progress through the long corridor sequence.
- Watch for The Wanderer — stay in lit areas when possible.
- Reach the exit to trigger the ending sequence.
Entities: The Wanderer, Scratcher
Items: Almond Water
- The Wanderer appears in darker sections — move toward light sources.
- Scratcher attacks from vents — listen for audio cues.
Level 94 Main
Dense fog environment with animated statues and the Animated King boss.
Objective: Navigate foggy terrain, solve statue puzzles, and defeat or bypass the Animated King.
- Move through heavy fog — set Shadows to Medium.
- Interact with animated statues in the correct sequence.
- Confront the Animated King and proceed to the exit.
Entities: Animations, Animated King
Items: Almond Water
- Statues animate when not observed — use similar logic to Weeping Angels.
- Medium shadow settings are essential for fog visibility.
Level 6 — Lights Out Main
Complete darkness. Flashlight is mandatory. Home of The Wretch.
Objective: Navigate pitch-black corridors using flashlight and reach the exit.
- Turn flashlight on immediately (Right Mouse Button).
- Move slowly and listen for The Wretch audio cues.
- Find the exit door while managing battery and sanity.
Entities: The Wretch
Items: Flashlight batteries, Almond Water
- Set Shadows to Low — dramatically improves visibility.
- The Wretch is attracted to light and sound — use flashlight sparingly.
- Crouch-walk to minimize noise.
Level 7 — Thalassophobia Main
Flooded underwater tunnels. Claustrophobic and sanity-draining.
Objective: Navigate flooded corridors and reach the surface exit.
- Swim and wade through flooded sections.
- Watch for The Thing on Level 7 in deep water areas.
- Find the ladder or exit point to leave the flooded zone.
Entities: The Thing on Level 7
Items: Almond Water, Flashlight
- Move quickly through water — lingering increases sanity drain.
- Stay near walls for navigation reference in murky water.
Level 8 — Cave System Main
Dark limestone caves with tight passages and arachnid threats.
Objective: Navigate cave tunnels and find the exit.
- Follow cave passages using flashlight.
- Avoid Aranea Membri in narrow sections.
- Locate the exit cavern.
Entities: Aranea Membri
Items: Almond Water, Flashlight
- Aranea Membri can attack through thin walls — stay away from shared surfaces after chases.
- Mark your path mentally — caves are disorienting.
Level 9 — Darkened Suburbs Main
Suburban neighborhood at night with The Neighborhood Watch patrolling.
Objective: Navigate suburban streets and houses to reach the exit.
- Move between houses using yards and alleys.
- Avoid The Neighborhood Watch spotlights — stay in shadows.
- Find the exit at the edge of the neighborhood.
Entities: The Neighborhood Watch
Items: Almond Water, Flashlight
- Spotlight exposure triggers instant detection — crouch in shadows.
- Set Shadows to Medium for fog balance.
Level 10 — Wheat Fields Main
Infinite wheat field with Facelings hidden among crops.
Objective: Cross the wheat field and reach the exit barn.
- Enter the wheat field and navigate toward distant landmarks.
- Watch for Facelings — they grab players who get too close.
- Reach the barn exit at the far side.
Entities: Facelings
Items: Almond Water
- Set View Distance to Low — wheat does not render until nearby, revealing Facelings.
- Set Shadows to Low for field visibility.
- Run in straight lines toward visible landmarks.
Level 188 — Window Labyrinth Secret
Corridor of windows with entities appearing behind glass.
Objective: Navigate the window-lined corridors without triggering Window Entities.
- Walk steadily through the corridor.
- Do not stare into windows for extended periods.
- Reach the exit at the corridor end.
Entities: Window Entities
Items: Almond Water
- Window Entities activate on prolonged eye contact with windows.
- Keep moving and look ahead, not sideways.
Level 37.2 — Dark Poolrooms Secret
Dark variant of the Poolrooms with Hydrolitis Plague risk.
Objective: Navigate dark pool areas and exit before infection or sanity loss.
- Move quickly through darkened pool corridors.
- Avoid contaminated water where possible.
- Find the exit portal.
Entities: Hydrolitis Plague (environmental)
Items: Almond Water
- Hydrolitis Plague causes damage over time in infected areas.
- Minimize time spent in water.
Level Fun+ Secret
Harder variant of Level Fun with Party Hosts and Partypoopers.
Objective: Survive enhanced party rooms and escape.
- Navigate party rooms faster than standard Level Fun.
- Avoid Party Hosts who patrol more aggressively.
- Reach the exit before conversion.
Entities: Party Hosts, Partypoopers, Partygoers
Items: Limited supplies
- Partypoopers block exits — plan your route in advance.
- Even more dangerous than standard Level Fun.
Level 52 — School Halls Secret
Abandoned school corridors with lurking entities.
Objective: Navigate school halls and find the exit.
- Search classrooms and hallways systematically.
- Avoid entities in locker-lined corridors.
- Exit through the gym or main doors.
Entities: Various entities
Items: Almond Water, Energy Bar
- Lockers can serve as temporary hiding spots.
- Listen for entity audio before entering new hallways.
Level 55.1 — Bonus Room Secret
Hidden bonus level accessible from specific routes. Contains Bacteria.
Objective: Explore the bonus room and find the exit quickly.
- Enter via the hidden route from the main progression.
- Collect any available supplies.
- Exit before Bacteria spawns (3-minute timer).
Entities: Bacteria
Items: Almond Water, Special items
- Same Bacteria timer as Level 0 — do not linger.
- Hide in lockers if caught by Bacteria.
Level 974 — Kitty's House 1.0 New
Version 1.0 post-game level. A surreal domestic space accessed from the New Hub.
Objective: Navigate Kitty's House and find the exit to continue the 1.0 branch.
- Access via the New Hub (The Bunker) after completing Ending A.
- Explore the domestic environment for clues and exit paths.
- Complete objectives and transition to the next 1.0 branch level.
Entities: Unknown entities
Items: Almond Water
- Requires post-game Hub access — finish main story through Ending A first.
- Part of the 1.0 alternate ending path.
Botanical Garden 1.0 New
Version 1.0 garden level. Constant movement required — idle triggers instant death.
Objective: Keep moving through garden paths and reach the elevator.
- Never stop moving — idle moments trigger instant death.
- Follow garden paths toward the elevator marker.
- Enter the elevator to trigger Ending B cutscene.
Entities: Environmental hazard (idle death)
Items: None
- This level punishes hesitation — plan your route before entering.
- Leads to Ending B: The Garden.
Level 3999 — The Main Ending Room 1.0 New
The True Ending level. Requires completing all four alternate endings first.
Objective: Complete Level 3999 to unlock the True Ending and final achievement.
- Complete Endings A, B, C, and D first.
- Return to the New Hub elevator and press Button 3999.
- Navigate the final level and activate the escape machine.
- Watch the True Ending cutscene — escape to the Frontrooms.
Entities: Final sequence hazards
Items: All accumulated supplies
- This is the definitive ending — all four alternates must be done first.
- Unlocks the final Steam achievement.
Level 0.11 — Sub-Level Sub-Level
Dark sub-variant of Level 0 with vents and Bacteria.
Objective: Navigate dark corridors, use vents for escape, and find the exit.
- Move through darker versions of Level 0 corridors.
- Use vents to hide from Bacteria.
- Keep doors open for retreat paths.
Entities: Bacteria
Items: Flashlight, Almond Water
- Peek around corners before committing.
- Vents are safe hiding spots when chased.
Level 0.2 — Remodeled Hallways Sub-Level
Remodeled variant of Level 0 with Bone Thieves.
Objective: Navigate remodeled hallways and avoid Bone Thieves.
- Explore the updated yellow hallways.
- Watch floors for Bone Thieves — they hide underground.
- Find the exit door.
Entities: Bone Thief
Items: Almond Water
- Bone Thieves grab from below — avoid standing still on suspicious floor patches.
The Snackrooms Secret
Safe rest area with free Almond Water and supplies. No entities.
Objective: Stock up on supplies and proceed to the next level.
- Collect Almond Water and items from the snack bar area.
- Rest and regroup in co-op.
- Exit through the designated door.
Entities: None
Items: Almond Water (abundant), Energy Bar, Juice
- Fully stock up — this is one of the best supply levels.
- No time pressure or entity threats.
Level !~! — Hotel Chase Secret
Hotel-themed chase variant similar to Level ! with Clumps.
Objective: Sprint through hotel corridors to escape Clumps.
- Run immediately upon entry.
- Navigate hotel hallways at full sprint.
- Reach the exit door at the end.
Entities: Clumps
Items: None
- Similar to Level ! — unlimited stamina during chase.
- Clumps are faster than standard pursuers — do not hesitate.
The Manilla Room Area
Hidden area within Level 8 featuring a shadow sculpture puzzle.
Objective: Solve the shadow puzzle to unlock the exit.
- Locate the Manilla Room within Level 8.
- Position the sculpture to cast correct shadow patterns.
- Exit unlocks when puzzle is solved.
Entities: None
Items: None
- Shadow puzzle may not render correctly on Low shadow settings — use Medium or higher.
- A visual bug on Low settings makes this puzzle harder.
Athlete's Foot — Industrial Sublevel 1.0 New
Version 1.0 industrial sublevel accessed via badge scanner in the New Hub.
Objective: Navigate tunnels, collect M.E.G. survivors, and unlock the next sector.
- Access via the badge scanner door in the New Hub.
- Navigate lower tunnels to the control room with a pipe grid window.
- Collect M.E.G. survivors (NPCs/items) to unlock the next sector.
Entities: Industrial hazards
Items: Almond Water
- Part of Ending C path in Version 1.0.
- Rescue all M.E.G. survivors before proceeding.
The Grassrooms — Ending B 1.0 New
Deceptively peaceful grass level leading to Ending B: The Garden.
Objective: Complete parkour sections, timed buttons, and rope puzzles.
- Climb wooden catwalks to the large open room with two switches.
- Flip switches to reposition hanging platforms and cross.
- Complete four timed button sequences — return before timers expire.
- Cut the rope holding a board, then complete final timed buttons to open the exit door.
Entities: Environmental hazards
Items: None
- Timed buttons require co-op coordination — assign one player per button.
- Leads to Ending B: The Garden.
Entities Encyclopedia
Every hostile entity in Escape the Backrooms with behavior patterns and survival strategies.
Bacteria
highLevel 0, Level 0.11, Level 55.1
Spawns after 3 minutes in a level. Tall, slim black creature with wire-like frame. Moves at player sprint speed. Attracted to player presence.
- -Leave levels before the 3-minute timer expires.
- -Listen for knocking or breathing sounds as spawn indicator.
- -Turn corners when chased — never run in straight lines.
- -Hide in vents (Level 0.11) or lockers (Level 55.1).
Skin-Stealer
highLevel 1 (Section 2–3)
Humanoid entity that patrols dark corridors. Attacks on sight. Can be aggroed and kited due to similar speed to player.
- -Close doors behind you to block pathing.
- -In co-op with 3 players: one aggros while another grabs keys.
- -Run and turn corners — you are slightly faster with b-hopping.
Smiler
mediumLevel 2, Level 4, various dark areas
Glows in darkness with a wide grin. Attacks when player makes direct eye contact. Stationary until provoked by looking.
- -Never look directly at the glowing eyes.
- -Back away slowly while facing away.
- -At 15% sanity, Smiler hallucinations appear — real Smilers and fake ones look similar.
Hound
highLevel 3, Level 5, multiple levels
Dog-like entity that chases on sight at high speed. Relentless pursuit until line of sight is broken.
- -Sprint immediately upon spotting — do not hesitate.
- -Turn sharp corners to break line of sight.
- -Hide in lockers or crouch under tables if available.
Deathmoths
extremeLevel 5 — Terror Hotel
Male moths are mostly harmless and fly around. Female Deathmoths are large, aggressive, and kill on contact.
- -Avoid female Deathmoths entirely — wide berth required.
- -Males can be ignored unless blocking a path.
- -Listen for wing flapping to identify gender before approaching.
Partygoer
extremeLevel Fun, Level Fun+
Humanoid party entities that convert players on contact. Move in groups. Attracted to movement and noise.
- -Run past without stopping or interacting.
- -Do not touch balloons or party items.
- -Exit the level as quickly as possible.
The Wretch
highLevel 6 — Lights Out
Blind entity that hunts by sound and light. Patrols dark corridors in Level 6.
- -Crouch-walk to minimize footstep noise.
- -Use flashlight sparingly — light attracts it.
- -Stop moving if you hear it nearby.
The Wanderer
highThe End
Tall entity that appears in darker sections of The End corridor. Moves toward players in unlit areas.
- -Stay in lit sections of the corridor.
- -Move quickly through dark patches.
- -Do not stop in unlit areas.
Scratcher
mediumThe End
Vent-dwelling entity that attacks from above. Audio cues precede attacks.
- -Listen for scratching sounds near vents.
- -Do not walk directly under vent openings.
- -Sprint past vent areas.
The Neighborhood Watch
extremeLevel 9 — Darkened Suburbs
Spotlight-based entity that patrols the suburban streets. Instant detection if caught in spotlight.
- -Stay in shadows between streetlights.
- -Crouch when spotlight sweeps near.
- -Cross streets quickly during dark intervals.
Facelings
mediumLevel 10 — Wheat Fields, Level 15 areas
Faceless humanoids hidden in wheat fields. Grab players who walk too close.
- -Use Low View Distance to spot them through unrendered wheat.
- -Give wide berth to suspicious shapes in fields.
- -Run rather than walk through dense wheat.
Aranea Membri
highLevel 8 — Cave System
Spider-like entity in narrow cave passages. Can attack through thin walls and doors.
- -Stay away from walls shared with entities after chases.
- -Do not hug walls in narrow passages.
- -Sprint through spider-infested sections.
Bone Thief
highLevel 0.2
Hides beneath floor surfaces. Grabs players who stand on compromised floor patches.
- -Keep moving — do not stand still on suspicious floor areas.
- -Watch for visual floor anomalies.
- -Sprint across questionable floor sections.
Clumps
extremeLevel !~! — Hotel Chase
Agglomeration entity that chases at high speed through hotel corridors. Faster than standard pursuers.
- -Run immediately — unlimited stamina during chase sequences.
- -Do not look back or stop.
- -Memorize corridor layout for clean runs.
Party Hosts & Partypoopers
extremeLevel Fun+
Party Hosts patrol aggressively. Partypoopers block exit routes. Enhanced versions of Level Fun entities.
- -Plan exit route before entering rooms.
- -Move faster than in standard Level Fun.
- -Avoid blocked exits — find alternate paths.
Window Entities
mediumLevel 188
Appear behind windows when stared at for extended periods. Attack from glass surfaces.
- -Do not look into windows for more than a brief glance.
- -Keep moving forward — do not stop at windows.
- -Look ahead, not sideways.
Items & Consumables
Reference table for all recovery items and their effects.
| Item | Effect |
|---|---|
| Almond Water | Restores 50% sanity — best sanity recovery item |
| Energy Bar | Restores 25% sanity + grants 125 stamina (12.5s sprint) |
| Juice | Restores 25% sanity + 30% faster sprint for 10 seconds |
| Moth Jelly | Restores 25% sanity + combines Energy Bar and Juice effects |
| Flashlight | Essential light source in dark levels (Level 6, caves) |
| Moth Keys | Quest items required to progress in Level 5 (3 needed) |
| Ladder Pieces | Quest items — collect 4 to repair ladder in Level 0 |
Endings & Version 1.0 Content
Version 1.0 overhauled progression with a New Hub, four alternate endings, and a True Ending.
The October 23, 2025 Version 1.0 update added the extended M.E.G. Base (New Hub / The Bunker), branching level paths, Endings A through D, and the True Ending at Level 3999. Complete all alternate endings to unlock the final escape.
Ending A — Wrong Door
The standard ending reached by completing the main progression through Level 55.1 and choosing the wrong door. Triggers the post-game New Hub access.
Requirements
- - Complete main level progression through Level 55.1
- - Choose the wrong door at the ending branch
Steps
- Finish all main levels up to Level 55.1.
- At the ending choice, select the wrong door.
- Watch the Alternative Ending cutscene — camera drops, unlocking the New Hub.
Ending B — The Garden
Reached through the Botanical Garden and The Grassrooms. A deceptively peaceful path with parkour and timed puzzles.
Requirements
- - Access New Hub after Ending A
- - Complete Botanical Garden (keep moving constantly)
- - Complete The Grassrooms timed button sequences
Steps
- From the New Hub, enter the Botanical Garden path.
- Never stop moving in the garden — idle means instant death.
- Complete The Grassrooms parkour and timed button sections.
- Enter the elevator for the Ending B cutscene.
Ending C — M.E.G. Rescue
Reached through Athlete's Foot industrial sublevel. Requires rescuing M.E.G. survivors.
Requirements
- - Access New Hub
- - Use badge scanner door
- - Collect all M.E.G. survivors in Athlete's Foot
Steps
- Take the badge scanner door in the New Hub.
- Navigate Athlete's Foot tunnels to the control room.
- Rescue all M.E.G. survivors to unlock the next sector.
- Complete the level for Ending C.
Ending D — Kitty's House
Reached through Level 974 — Kitty's House. A surreal domestic level in the 1.0 branch.
Requirements
- - Access New Hub
- - Navigate to Level 974 via Hub paths
Steps
- From the New Hub, follow paths to Level 974.
- Complete Kitty's House objectives.
- Watch the Ending D cutscene.
True Ending — Final Escape (Level 3999)
The definitive ending. Escape to the Frontrooms after completing all four alternate endings.
Requirements
- - Complete Endings A, B, C, and D
- - Return to New Hub
- - Press Button 3999 on the elevator
Steps
- Ensure all four alternate endings are completed.
- Return to the New Hub elevator.
- Press Button 3999 to descend to Level 3999.
- Activate the escape machine and watch the True Ending cutscene.
- Unlocks the final Steam achievement.
Co-op & Difficulty Guide
Escape the Backrooms is built for teamwork. Every player must reach the exit alive.
Rules
- - All team members must reach the exit alive to progress — no wanderer left behind.
- - Teammates can no-clip into different map areas due to procedural generation — regroup before exits.
- - Proximity voice chat is heard by entities — coordinate quietly near danger.
- - Keys and some items save to universal inventory once collected by any player.
- - Cross-platform play supported on PC, PS5, and Xbox Series X|S (console release).
Team Roles
Scout
Runs ahead to identify exits, entities, and landmarks. Calls out dangers for the team.
Searcher
Focuses on looting cabinets, drawers, and tables for keys and Almond Water.
Guard
Watches rear and side corridors for entities while others search or solve puzzles.
Puzzle Solver
Handles elevator codes, timed buttons, and multi-step level objectives.
Nightmare Mode Rules
- - If any player dies or disconnects, the entire team returns to the multiplayer lobby.
- - Sanity drains 1.5× faster than Normal difficulty.
- - Nightmare saves cannot be created — full run in one session required.
- - Entity AI matches Hard difficulty but with permadeath stakes for the team.
- - Assign roles strictly: one searcher, one guard minimum per team.
- - Never split up without a regroup plan at the exit.
Frequently Asked Questions
How many levels are in Escape the Backrooms?
Version 1.0 includes 30+ unique levels: 27 main levels, 6 secret levels, and 4 sub-areas, plus new 1.0 additions like Level 974, Botanical Garden, and Level 3999.
Is Escape the Backrooms cross-platform?
Cross-platform multiplayer is available between PC, PlayStation 5, and Xbox Series X|S on the console release (May 2026). PC players can crossplay with console players.
How do I restore sanity?
Consume Almond Water (50% restore), Energy Bars, Juice, or Moth Jelly (25% each). Some levels fully restore sanity on exit. On Easy difficulty, sanity never drains.
What happens when sanity reaches zero?
You die instantly, even if you are mid-consumption of a recovery item. At 15% sanity, Smiler hallucinations appear as a warning.
Can I play Escape the Backrooms solo?
Yes. Single-player is fully supported on all difficulties. Co-op with up to 3 other players is optional but recommended for Nightmare mode.
How do I get the True Ending?
Complete all four alternate endings (A, B, C, D) in Version 1.0, then return to the New Hub and take the elevator to Level 3999.
What is the New Hub in Version 1.0?
The extended M.E.G. Base (The Bunker) unlocks after Ending A. It features badge scanners, dual elevators, and branching paths to 1.0 content including new levels and endings.
Why do entities hear my voice chat?
Proximity voice chat is a gameplay mechanic. Entities like Smilers and Hounds react to loud sounds. Use push-to-talk or whisper near enemies.
What is bunny-hopping and why should I learn it?
B-hopping (sprint-jump-release-repeat) minimizes stamina loss over distance. Essential for Level 2 and any level requiring long runs without exhaustion.
How does Nightmare mode differ from Hard?
Nightmare adds permadeath for the team (one death = all reset to lobby), 1.5× sanity drain, and disables saves. Entity AI matches Hard difficulty.
Where can I find Almond Water?
Almond Water appears in most levels. Level 4 has vending machines. The Snackrooms level has abundant supplies. Always loot cabinets and drawers.
Is this wiki official?
No. This is an unofficial fan wiki created for the community. Escape the Backrooms is developed by Fancy Games and Blackbird Interactive, published by Secret Mode.