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Escape the Backrooms Reroll Guide

Updated 2026-06-25

The horror exploration game Escape the Backrooms sends you into an endless labyrinth of office corridors, garages and damp pool rooms. In this big walkthrough, we show you the way through all the levels – with tips, enemy hints and new updates from 2025. Originally published in June 2023, last revised in October 2025.

Escape the Backrooms: walkthrough for all levels

The game from Fancy Games is still in Early Access, but has been receiving regular content and balance patches since 2024. Mechanics have been changed, particularly in the hotel, garage and pool areas. In this updated walkthrough you will find all the paths, puzzle solutions and current dangers.

LevelGoalNew since updates
Level 0 – Back roomRepair ladder, find key, open doorEnemy spawns slightly adjusted; sound design revised
Level 1 – GarageEnter color sequence, activate elevatorHints remain visible longer; flashlight now fixed spawn
Level 2 – The HubPower on, find code, execute “Tor” fileCodes more readable; stability fixes
Level 3 – Habitable ZoneOnly move with light, find door with tubesTiming of the light phases more precise
Level 4 – Pipe DreamsTake the “station” path, lose your pursuersSmiler aggro & sound cues adjusted
Level 5 – Electrical StationAlign crates correctly, avoid houndsInteraction zones and waypoints more stable
Level 6 – Abandoned officesCount objects, avoid cameras, terminal codeCamera detection more tolerant
Level 7 – Terror HotelCollect moth jelly, swap keysJelly no longer falls through grounds
Level 8 – Boiler roomFind the right exit with a thermometer“Hot” effects more clearly visible
Level 9 – Pipe Dreams (Fun)Take the “fun” path, follow the waymarksImproved visual readability
Level 10 – Party roomUnseen through tables/fans, balloon puzzlePathfinding less random, enemy AI adjusted
Level 11 – PoolroomsReach the exit illuminated in redHydrolitis: no more instant kill
Level 12 – Run for your lifeIgnore the tempting car doorTrigger for door event more reliable
Level 13 – The end24 Find tapes after PC startEnemy patrols slightly adjusted
Level 14 – Infinite staircaseJump down from the middle of the stairsCase windows better telegraphed
Level 15 – Hill HousesTo the floating castle, avoid the nightNight cycles & audio cues sharpened
Level 16 – Synth WaveCrate circle, clown hang out, roller coasterClown stun through flashlight more constant
Level 17 – Lights OutUse scanner, avoid red dot (wretch)Exit corridor more clearly illuminated
Level 18 – ThalassophobiaTo the jetty/boat; reach the finalCompletion feedback supplemented

Level 0: The back rooms

You wake up in a yellow-lit room. Repair the ladder with two pieces, find the key to the right of the start and open the only door. Balance over the wall blocks; the first enemies may spawn sporadically – keep moving until you reach the dark door.

Level 1: Garage & Skin-Stealer

From the spawn on the right to the red door with window: Behind it are cars (red, green, blue, yellow). Remember the order, enter it at the terminal – the elevator will open. Take the flashlight on the tool table.

Section 2: Find four keys for the middle rooms. Skin stealers imitate players and transform nearby. In co-op: Announcements (“I’m jumping”, “I’m ducking”) help to distinguish real from fakes. Close doors: Opponents do not open them.

Section 3: Very dark; look for the elevator with a flashlight on the lower levels. The randomness of the spawn has been reduced – check the lower parking level first.

Level 2: The Hub

Activate the power panel, find the note in the window area, log in to your PC and run the Tor file. The large gate will then open at the start, leading to the next section.

Level 3: Habitable Zone (Smilers)

Only move when there is light! If it goes out, stand still, otherwise Smilers will attack. If the light flickers on again, you have about 10 seconds. Look for the door with visible pipes – continue there.

Level 4: Pipe Dreams

At the fork: take “Station” (left). There is a flashlight in the left-hand corner of the room, if there isn’t one already. A Smiler follows you in the dark corridor – don’t turn around, use the sound cues. The door on the left in the corridor is your way out.

Level 5: Electrical Station

At the end of the corridor, a door opens automatically to crates with red lamps. Move 3-4 crates so that the lamps light up green; a door opens. A hound is lurking behind it. Blind it briefly with a flashlight and keep your distance. Objective: repair all crate areas, then return to the start gate – another gate opens into the next section with another 3 crates.

Level 6: Abandoned offices

Read the warning file (“avoid false windows”). Count objects correctly and enter the result on the terminal. Avoid cameras, otherwise reset in the security room.

Level 7: The Terror Hotel

Lobby: Picture buttons from youngest to oldest. Search for insect spray, collect moth jelly, exchange for 3 keys at the elevator. Spawns are stable since Fix.

Part 2: Hounds & Shapeshifters patrol. Find letters in rooms, feed matching mailboxes. Code for white door is random (often: 89472, 05938, 17564). In case of danger: use cupboards as hiding places.

Level 8: Boiler room

Use the thermometer on the table. Wrong exits appear “hot” (effect). Dodge giant moths. The real outlet shows normal temperature.

Level 9: Pipe Dreams – Fun trail

Now take the “fun” route. Use waymarks for orientation, the lighting has been improved. Stick to distinctive color accents in the corridors.

Level 10: Party room

Remain undetected by the spawn: Hide under tables, wait for party guests’ paths. Do not drink the “liquid pain” item – it is a trap. Follow balloon and tile clues to the tile room.

Level 11: Poolrooms

Go up the stairs, then keep far to the right. Look for the red-lit exits. Water no longer causes instant death after patch, but damage over time – have almond water ready as a cure.

Level 12: Run for your life

Ignore the self-opening door. It is a decoy that will lead you to a dead end.

Level 13: The end

Start the computer, then collect 24 tapes. A dangerous creature is patrolling – lure it away with one of the two fire alarms. Attention: Luring does not work during an active pursuit.

Level 14: Infinite staircase

Lighthouse stairs: Don’t follow the stairs endlessly upwards. Jump down from the middle of the stairs to reach the exit.

Level 15: Hill Houses

Spawn at the edge of the town with yellow hill houses: The goal is the floating castle. Pay attention to the night cycle – monsters are active at night. Carry almond water in cupboards. Loudspeakers that fall silent signal approaching night.

Level 16: Synth Wave

Section 1: Move the boxes (checkerboard pattern) to form a circle. Section 2: Stun the killer clown briefly with a flashlight until you hear the honking of the rollercoaster. Sprint there and escape.

Level 17: Lights Out

Follow the correct path with the scanner: Illuminated dots mark the walls, a red dot indicates the wretch. The exit is a bright corridor with a white door.

Level 18: Thalassophobia (Final)

Spawn on the stairs: Down to the sea, boat at the jetty. This ends your journey – the “Completion” status is displayed with a short glitch.

FAQ: Frequently asked questions from the community

How many levels are there currently?

Currently 18 levels. Further sections are in progress.

Is there VR support?

Yes, activate via SteamVR; performance varies depending on system.

How does co-op work best?

Four players, use voice chat. Clear callouts help against skin stealers and hounds.

Do patches change the solutions?

Partially. A quick check of the patch notes is worthwhile after major updates.

We hope this updated walkthrough will help you to successfully master all the stages of Escape the Backrooms – and escape the madness.

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