Escape the Backrooms – How to Beat All Levels (Complete 2025 Guide)

Escape the Backrooms – How to Beat All Levels (Complete 2025 Guide)

Published October 24, 2025

Beat every level in Escape the Backrooms with this complete walkthrough, including objectives, entity strategies, and fastest escape routes.


Welcome to the ultimate Escape the Backrooms walkthrough — your all-in-one survival guide through every level, from the eerie yellow halls of Level 0: The Lobby to the reality-bending The End. This guide covers every puzzle, item, entity, and escape route so you can complete the game efficiently in 2025’s latest version.


Level 0 – The Lobby

Survival Difficulty: Class 1 (Mostly Safe)
Entities: Howler
Main Items: Flashlight, Rope

Level 0 resembles a seemingly endless maze of yellow office rooms with damp carpet and buzzing fluorescent lights.

Objective

  • Find the broken ladder and collect 4 ladder pieces.
  • Fix the ladder to obtain the Key from the ceiling box.
  • Use the key to open the wooden door leading to the Pitfalls Room.
  • Balance across the gaps using Q and E. Falling leads to a lower layer — follow arrows to reach the liminal house and take the stairs to Level 1.

Alternate Routes

  • Vent Exit: Cross Pitfalls safely to find a vent leading directly to Level 1.
  • Level 0.11 Access: When coming from Level 8, unlock the locker (Square → Circle → Arrow), grab the Chainsaw, and cut boards to enter Level 0.11.

Pro Tip: Always carry the Flashlight — it’s your first essential survival tool for darker levels ahead.


Level 1 – The Habitable Zone

Survival Difficulty: Class 2 (Safe but Hostile)
Entities: Skin-Stealer, Smiler
Main Items: Almond Water, Flashlight

A vast parking garage with fog and flickering lights — your first real survival test.

Objective

  1. Unlock the Elevator (Floor 1)
    • Find the car color code room. Each car color corresponds to a button color in the elevator.
  2. Collect 4 Keys (Floor 2)
    • Hidden in office drawers, desks, or closets. Turn all keys simultaneously to unlock the vault to Floor 3.
  3. Find the Elevator (Floor 3)
    • Randomly spawned. Beware of Skin-Stealers in the dark corridors.
  4. Unlock the Gate (Floor 4)
    • Use The Hub’s M.E.G. Base computer (“itheardyou”) to override security and open the gate.
  5. Stay in the Light
    • Smilers attack in darkness. Wait for lights to turn on before moving through hallways.

Tip: Collect Almond Water to restore sanity — a mechanic that begins here.


The Hub

A massive underground tunnel linking key levels via 10 locked doors.

Objective

  1. Enter The M.E.G. Base on the left side.
  2. Unlock a computer using the password itheardyou.
  3. Run “Gate.exe” to open the Hub Gate and access Level 1 again.

Door Connections

  • Level 0, Level 1, Level 4, Level 37, Level 94, Level 7, Level 9, Level 3999, Level 188, Level 52.

Note: You must reach each level at least once before its Hub Door unlocks.


Level 2 – Pipe Dreams

Survival Difficulty: Class 2 (Unsafe)
Entities: Spider Smiler
Main Item: Flashlight

A long, dim maintenance tunnel filled with endless pipes and echoing steam.

Objective

  • Left Path – The Station: Pick up a flashlight near the darkness. Avoid the chasing Smiler and find the Station entrance.
  • Right Path – Level Fun: After escaping Level 5, go right this time. A colorful hallway with flashing lights and a ladder leads to Level Fun.

Tip: Both directions contain dead ends if you miss the side entrance — stay alert for the Station sign or colored lighting.


Level 3 – The Electrical Station

Survival Difficulty: Class 4 (Very Unsafe)
Entities: Hounds
Main Items: Almond Water, Energy Bars, Flashlight

A massive industrial power plant crawling with Hounds.

Objective

  1. East Substation: Flip 3 basic breakers.
  2. West Substation: Another 3 breakers with Hounds patrolling. Use Flashlight to blind them.
  3. Generator Zone: Complete breaker puzzles:
    • TriWay: Match fuse colors (Red/Green/Blue).
    • Colors Puzzle: Connect matching wire colors.
  4. Final Exit: After activating all 9 breakers, return to the first hallway — bars open to Level 4.

Tip: Hounds are blinded by light; do not run blindly through puddles — they’re electrified.


Level 4 – The Abandoned Office

Survival Difficulty: Class 0 (Completely Safe)
Entities: None
Main Items: Juice, Almond Water, Crowbar

Quiet, eerie office spaces with lightning flashes outside.

Objective

  1. Vending Machine Puzzle: Count nearby objects (chairs, tables, etc.) and input their numbers into matching vending machines to unlock the next door.
  2. Camera Stealth Section: Hit the “Reset Cameras” button, then avoid being spotted by four CCTV cameras. If caught, use a Crowbar to break the vent and retry.
  3. Reach the open exit door to Level 5.

Hub Door Location: From spawn, move forward instead of right, then take the second door on the left.


Level 5 – Terror Hotel

Survival Difficulty: Class 4 (Unsafe)
Entities: Skin-Stealer, Deathmoths, Hound
Main Items: Bug Spray, Moth Jelly, Thermometer

An eerie 1930s hotel full of vintage furniture and aggressive moth-like entities.

Objective

  • Part 1: Press paintings in age order to open the main hall.
  • Part 2: Use Bug Spray to kill Male Deathmoths, collect Moth Jelly, and send it down the chute for Keys.
  • Part 3: Use the keys on the elevator door and reach the Hotel section.
  • Part 4: Collect Letters from marked rooms and spell “LOOK UP” to reveal a code (17564, 05938, or 89472) for Room 235.
  • Part 5: Enter the Boiler Room, use your Thermometer to avoid hot zones, and find the real exit door to Level 2.

Tip: The Boiler Room exit has an Exit sign; ignore purple or blank doors.


Level Fun – =)

Survival Difficulty: Class 5 (Very Unsafe)
Entities: Partygoers
Main Items: Almond Water, Liquid Pain, Flashlight

A twisted birthday party full of colorful lights, creepy music, and dangerous Partygoers.

Objective

  • Sneak under tables to avoid detection.
  • Follow the hallway past the main room.
  • Reach the poolroom area and use one of four slides to escape to Level 37.

Tip: Move only when Partygoers aren’t facing you — crouching and patience are key.


Level 37 – The Poolrooms

Survival Difficulty: Class 0 (Mostly Safe)
Entities: Hydrolitis Plague
Objective

  • From spawn, go right at the intersection → right again → through wavy rooms → forward to the Sewer Dungeon → into the red hallway → exit to Level “!”.
  • Alternatively, find the staircase in the large room to access The Hub.

Caution: Dark-tiled rooms contain infected water — avoid entering without a flashlight.


Level ! – Run for Your Life!

Survival Difficulty: Class 5 (Extremely Unsafe)
Entities: Smiler, Partygoers
Objective

  • Sprint through the hospital corridor while chased by enemies.
  • Navigate obstacles and avoid dead ends.
  • Turn left at the blocked hallway to reach the final door.
  • Enter it to fall into The End.

Tip: Never stop running — slowing down guarantees death.


The End

Survival Difficulty: Class 3 (Unsafe but Manageable)
Entities: The Scratcher
Main Items: Flashlight, Almond Water, Energy Bar

A deceptive library designed to make you think you’ve escaped.

Objective

  • Collect 24 tapes (32 in co-op).
  • Turn on the Computer in the center desk to track progress.
  • Once all tapes are collected, reactivate the Computer and enter the Orb to reach the final level (9223372036854775807).

Survival Mechanics:

  • Hide under Tables when chased.
  • Trigger Fire Alarms to distract the Scratcher.

Tip: Use both fire alarms sparingly; cooldown is 3 minutes each.

Level 6 – Lights Out

Survival Difficulty: Class 5 (Extremely Unsafe)
Entities: Smilers, The Mangled, Shadow Figures
Main Items: Flashlight (Critical), Glowstick, Almond Water

An infinite maze of dark, concrete hallways — this level is total darkness. Light sources are your only protection here.

Objective

  • Collect 3 Fuses from storage rooms.
  • Insert them into the Power Panel in the Control Room to restore partial lighting.
  • Find the door marked with a red “EXIT” symbol (visible only when your flashlight flickers).
  • Escape leads to Level 7 – The Flooded Basement.

Tips:

  • Avoid moving in total darkness — Smilers stalk silently.
  • Glowsticks mark explored paths; drop them near corners.
  • If your flashlight battery dies, backtrack immediately.

Level 7 – The Flooded Basement

Survival Difficulty: Class 3 (Unstable Environment)
Entities: Entity 8 “Hydrolitis,” Drowned Ones
Main Items: Diving Mask, Rope, Oxygen Tank

An endless ocean-like level filled with deep water and floating structures.

Objective

  1. Find the Diving Room and equip your Oxygen Gear.
  2. Swim through the main flooded corridor and locate the Submerged Control Panel.
  3. Flip the 3 underwater switches to drain water.
  4. Enter the exposed door leading to The Hub or Level 8 depending on your path.

Tip: Stay close to walls when swimming; the current drags players toward Hydrolitis patrol zones.


Level 8 – The Caves

Survival Difficulty: Class 4 (Dangerous and Dark)
Entities: Skin-Stealer (Variant), Wretch, Crawlers
Main Items: Helmet Light, Pickaxe

A massive cave system covered in stalagmites, dripping water, and flickering bioluminescent crystals.

Objective

  • Locate 4 Crystal Nodes and destroy them with your Pickaxe to weaken nearby entities.
  • Find the locked gate at the end of the cave and insert the Broken Key fragments you collected earlier.
  • The exit connects back to Level 0.11 or Level 9 depending on your exploration pattern.

Note: The deeper you go, the more distorted the sound becomes — this level’s sound is an early warning of entity proximity.


Level 9 – Suburbs

Survival Difficulty: Class 2 (Safe with Hidden Dangers)
Entities: Faint Smilers, Lost Wanderers
Main Items: Map Fragment, Flashlight, Crowbar

An infinite nighttime neighborhood filled with fog, flickering street lamps, and looping houses.

Objective

  1. Explore houses for map fragments (each shows parts of the exit route).
  2. Reassemble fragments on the large whiteboard found in a red-lit house.
  3. Break open the boarded basement with a Crowbar and enter the glowing door to Level 10.

Tip: Don’t open houses with all lights off — Smilers hide inside.


Level 10 – The Fields

Survival Difficulty: Class 3 (Unstable but Manageable)
Entities: Harvesters, Stalkers
Main Items: Lantern, Almond Water

An endless wheat field under red-orange sunset skies. Rustling sounds indicate movement — not the wind.

Objective

  • Locate and light 4 Field Torches using your Lantern.
  • Each torch reveals a letter of a password.
  • Spell out the code at the barn keypad (varies by seed, e.g., “RAGE,” “LIFE,” or “WIND”).
  • The barn’s basement leads to Level 11 – The City.

Tip: When stalkers approach, crouch and remain still — they detect movement, not sound.


Level 11 – The City

Survival Difficulty: Class 4 (Deceptively Safe)
Entities: Insomniacs, Shadow People
Main Items: Watch, Battery Pack, Keycard

A vast modern cityscape with skyscrapers, working streetlights, and occasional thunder.

Objective

  • Collect 3 Access Keycards from apartment complexes.
  • Enter the Subway Entrance and swipe all cards to open the turnstiles.
  • Ride the train to reach the Limbo Layer (Level !) again or The End, depending on your choices.

Pro Tip: Use your watch — time skips in this level alter lighting; entities spawn during “dark hours” (3:00–5:00 AM).


Secret Level – Level 9223372036854775807 (The True End)

Survival Difficulty: ??? (Undefined)
Entities: None visible, but constant whispering sound.

After collecting all tapes in The End, interact with the white Orb — you’ll be transported here.

Description:
An infinite white void filled with faint echoes of previous levels. Walking far enough triggers faint visual distortions. There’s no death here — only looped consciousness.

Objective:
There is none. This is the true “end” of the Backrooms cycle.

Symbolism:
The level name references a programming integer overflow, symbolizing the endless recursion of the Backrooms — escape is impossible because the number itself represents infinity.


Bonus Tips for Survival Across All Levels

ResourceUseTip
Almond WaterRestores sanity & healthStockpile whenever possible.
Moth JellySpeed boostUse before chase sections.
CrowbarOpens vents, doorsWorks on wooden barriers only.
RopeBridge gapsLevel 0 & 37 utility item.
ThermometerDetects overheating zonesEssential for Level 5 Boiler Room.

Common Entity Weaknesses

EntityWeaknessStrategy
SmilerBright lightKeep flashlight aimed directly.
Skin-StealerSound distractionThrow an item or use light flicker.
HoundFlashlight glareFlash and retreat.
PartygoerStealthStay crouched and don’t run.
HydrolitisShallow areasStick near surface edges.

Level 94 – The Suburbs (Revisited)

Survival Difficulty: Class 1 (Safe)
Entities: None detected
Main Items: Photo Frame, Key

This dreamlike version of the suburbs features bright daylight and looping neighborhoods. Everything looks calm — but none of it is real.

Objective

  • Follow the white house with open curtains.
  • Inside, find a key on the kitchen counter.
  • Open the attic door, walk into the light, and you’ll return to The Hub with additional access unlocked (Levels 94 & 188).

Lore Note:
Many survivors claim Level 94 is a “memory echo” — a snapshot of life before no-clipping into the Backrooms.


Level 188 – The Theater

Survival Difficulty: Class 2 (Safe but Deceptive)
Entities: Smilers (scripted)
Main Items: Tape Reel, Flashlight

A small, looping cinema room. The screen constantly replays short, distorted films that react to player movement.

Objective

  • Find 3 Film Reels and insert them into the projector.
  • Sit in the front seat and wait through the full screening.
  • A door behind the screen opens, leading to The Hub or Level 3999.

Tip: If you move or look away before the reel ends, the sequence resets.


Level 3999 – The Shopping Mall

Survival Difficulty: Class 3 (Unstable but Calm)
Entities: None (ambience only)
Main Items: Coins, Credit Card, Flashlight

A huge mall stuck in permanent midnight. Music echoes faintly from empty shops.

Objective

  • Collect three coins and insert them into vending machines labeled “Exit.”
  • After the third machine, the mall lights dim — follow the lit Exit Sign to leave.
  • Leads directly to Level 52 – The Metro.

Lore Note:
Level 3999 was once a “rest zone” before its lights began failing — now it connects unstable timelines of other levels.


Level 52 – The Metro

Survival Difficulty: Class 2 (Navigable)
Entities: Shadow Commuters
Main Items: Train Ticket, Flashlight

An abandoned subway station with moving trains that shouldn’t exist.

Objective

  • Collect a Train Ticket from vending machines or benches.
  • Wait for a train labeled “Departure.”
  • Board, stay inside, and wait until the car fades to white. You’ll awaken in The Hub.

Tip: Leaving the train early sends you back to Level 11.


Level Fun 2 – Party Never Ends

Survival Difficulty: Class 5 (Highly Unsafe)
Entities: Partygoers, Party Hosts
Main Items: Confetti Bombs, Fake Cake

An alternate fun level accessed via secret vents in Level 5 or 11.

Objective

  • Collect Confetti Bombs to distract Partygoers.
  • Use them to clear your path to the “Happy Exit” — a smiling door that leads to Level 37.

Caution: Don’t interact with the cake until you’ve cleared the area — it’s a trap.


Level 7.1 – Deepwater Tunnel

Survival Difficulty: Class 4 (Unstable)
Entities: Hydrolitis Swarms
Main Items: Oxygen Tanks, Flares

A narrow flooded corridor below Level 7. Serves as an alternate route to The Station.

Objective

  • Collect three oxygen tanks before entering.
  • Follow red flares to stay on the correct path.
  • Survive until the tunnel opens into a dry zone — that’s the safe checkpoint.

Tip: The tunnel has no checkpoints — if you drown, restart from Level 7.


Level 922 – The Frozen Corridor

Survival Difficulty: Class 3 (Cold and Hostile)
Entities: Frostbiters
Main Items: Heat Pack, Almond Water

A snow-covered hallway lined with flickering fluorescent lights. Breathing fog indicates your temperature.

Objective

  • Activate wall heaters using Heat Packs.
  • Maintain your temperature meter until reaching the glowing red door at the far end.
  • Exiting takes you to Level 0 or 4 randomly.

Tip: Don’t sprint — exertion makes you freeze faster.


Multiplayer / Co-op Notes

Escape the Backrooms plays differently in co-op — here’s what changes when you play with friends.

MechanicSoloCo-op
EntitiesFixed spawn countScales by player number
Almond WaterSingle-useShared pool (refills every 3 mins)
ItemsOne per findShared pickups (auto distributed)
Tapes (The End)24 total32 total
SanityIndividualGroup linked (one death affects all)
CommunicationN/AProximity voice chat only

Tips for Co-op Survivors:

  • Stay close — distance reduces voice clarity.
  • Assign one flashlight holder and one resource carrier.
  • Use crouch signals (two crouches = stop, one crouch = move).
  • When chased, split only if you have multiple exits visible.

Developer Easter Eggs

LevelEaster EggHow to Trigger
Level 0Dev RoomUse “noclip” through far-left wall in Lobby spawn.
Level 5Hidden LoungeInteract with all portraits in order of placement year.
Level 11FuturLab BillboardFound in city skyline view after 3AM cycle.
The EndSecret Monitor TextType ECHO on computer after collecting 24 tapes.

Endgame & Replay Tips

  • Speedrun Route: Level 0 → 1 → 4 → 5 → 2 → Fun → 37 → ! → End (fastest no-death path).
  • No-Entity Route: Use Hub progression to skip hostile levels.
  • Lore Completion: Access all Hub doors to unlock the true ending sequence and lore terminals.
  • Replay Loop: After Level 9223372036854775807, restarting spawns random dialogue changes and sound cues — proof the cycle continues.

Recommended Tools for Players

ToolPurposeSource
WeMod (Single Player Trainer)Practice difficult chase levels safelywemod.com
Backrooms WikiDeep lore explanationsbackrooms.fandom.com
Community MapsLayouts for Levels 0–11Steam Workshop

Final Thoughts

You’ve reached the end of Escape the Backrooms! Every level demands observation, patience, and smart resource use. Remember: the yellow rooms are just the beginning — and the real horror lies in what’s beyond.

by gameros