Escape the Backrooms

Escape the Backrooms

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Escape The Backrooms - Complete Escape Guide + 100% achievements
作者: Lance と 1 のコラボレーション
A complete guide with videos and photos, as well as how to get all achievements!
New Achievements 1/25/2024
Rewrite by Just Valerie, videos by Lance
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Intro and Tips
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For starters, If this game gets an update with new levels, I will play them and make an update on this guide about it. Now the tips.

The developer added or might add a procedural generation so might be spawning in a different location on level 0 so your position will be different than mines when I did the video guide on level 0.

in this game, there are different types of consumables, like Almond water which restores your sanity, Energy bars which gives you a stamina boost, The juice gives a speed boost, and Liquid pain gives a lot of pain.

Your sanity will decrease over time and will decrease rapidly when in danger.

You can get rid of entities that chase you by hiding under tables, closets, or closing doors behind you.

Play and complete multiplayer achievements first so you can have map and puzzle knowledge when you play single-player.

Good Luck
Other Helpful Guides
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If you are looking for more detail or more helpful tips and tricks, check out these guides.

https://steamcommunity.com/sharedfiles/filedetails/?id=3007075917
https://steamcommunity.com/sharedfiles/filedetails/?id=3147199698
Multiplayer Achievements
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I recommend you do this achievement in the order listed with friends because it's easier and for learning purposes because in the Nightmare difficulty if 1 of your teammates dies, you need to restart the whole game.





















The rest of the Achievements are single-player and I will talk about them alongside how to complete each level.
<-------------- Levels -------------->
Level 0
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Before you escape Level 0 there is an achievement to be completed.

Simply survive within level 0 for 15 minutes.


In this level you need to first find 2 things: A locked door and the nearby cubby where the key to it is. To get the key, first find the door and from facing it: turn 90 degrees right and go straight until you reach a much longer wall. Follow this wall until you find the room with the alcove. Around it are pieces of a ladder which you need to collect to reach up to the cubby.

After you get the key head back to the door to unlock it. You'll find a large room with square holes all over. All you need to do is make your way to the other side to get to the exit, but if you do fall and are in multiplayer another player can use a rope on the other side to get you back up. Should you fall and are unable to get back up, look around the area you fell to find arrows that will point you to the alternate exit.


Here is a video guide on how to go through Level 0, as well as a map that shows where the key is as well as both exits.

After completing this level, you will unlock this achievement.

The Habitable Zone
The only achievement you can get in this level is.

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The Parking Garage

This level has four parts, the first part will require you to look for a code to unlock the elevator next to the start of the level.

The code itself is given by the position of the colored cars on the other side of the level. There are also items within cabinets in the side rooms of the first two parts of this level which can come in handy for the third part.


In this picture, there are two cars in the back and two cars in front, there can be other combinations but this is the one a came across in all my playthroughs so just restart your session if you have a different one.

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Down the Elevator

After you leave the elevator you will see a similar parking lot but in this part: you need to look for 4 keys that are in the rooms scattered around the map. There are skin stealers in this area, so be careful going deeper in. Of the keys: three can be found in the rooms away from the skin stealers, while the last can spawn in the room behind them so getting it may be a bit of a challenge. They cannot open doors so use this to your advantage!


After you get all the keys, make your way to the door in the center of the map and you'll find four slots to enter the keys. You'll need to turn them all close to the same time, as if you take too long they will reset. Once the keys are turned the door will unlock and you can go to the next part.


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The Dark Garage

After going through the door you will find yourself in another yet darker and smaller parking lot, your job here is to look around for a door that will take you to the next level, there are two skin stealers on this level that will wander between floors, and due to the darkness may be hard to spot before running into them. Once you find the elevator, it will take you to the next level.


The Hub
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M.E.G. Base

The hub is the central point where you can jump between levels, making it a very useful place for returning and gathering items.

After you go out of the elevator you will find yourself in this room. There is a garage door, which we will need to open to continue, and an exit door (which is were we are going first).


Once inside you will find yourself in a traffic tunnel with doors lining one side. These doors go to the different levels and can only be opened on the other side of them within the levels they lead to, but for now, you'll want to head to the only other door opposite of all the others, which will take you to the M.E.G. base within this level. The door to the base is locked with a puzzle terminal on it's right side. To complete you need to match the given code with its equivalent of the group given.

Once inside, all thats left to do is turn on the lights (the switch is just to the right of the door) and check out the terminals. While these terminals are locked, their password is written down on a notepad nearby. The password for this is:

Once you've logged into the computers You'll have some desktop icons to click. One will unlock the garage door we passed at the beginning of this level.


Here is a video guide if you need further assistance getting through this level

After completing this level you unlock this achivement:


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The Smilers

After you open the garage door you will have to look for a door that will lead to level 2: Pipe dreams. To do this, you'll need to stay in the hallways on the sides of the car garage where the lights are, as to not get killed by the smilers that have infested this level. The lights flick on and off at random intervals, but from what I've seen the lights always stay on for the same amount of time, regardless of how long it remains dark. To exit, check every set of doors in the side hallways until you find one thats different from the rest.

Pipe Dreams 1 & Electrical Station
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Pipe Dreams 1

On this level you have to go left to the station, as the right path to level FUN is blocked by a Smiler. On your way there, it will be a long walk, however, you will know you are close when you find a flashlight on the floor and a dark hallway. The dark hallway will trigger a Smiler to chase you, however you will have infinite stamina to reach the exit to the station (which appears on the left).


After completing this level, you will unlock this achievement.


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Electrical Station

In this level, you have to activate 9 fuse boxes to open the Exit door. These boxes are scattered randomly around the level in groups of 3. Head through the open door and look around, as there are a ton of items that can spawn on the shelves. The boxes all have red lights above them when not turned on, and turning on all of them in an area will unlock the next.


In the second area you will have your first encounter with a Hound. Hounds can be stunned by flashing them with a flashlight! This hound will appear down a long hallway and will chase you to the door. Simply close the door and it will run off and despawn. The last box for this area is in the room with the second Hound.

The last 3 switches are being guarded by several hounds, and will have new puzzles to solve them. Check side rooms and areas that need to be crouched into to find them! After all 3 are switched on, the exit door from the start of the level will be unlocked.


Here's a video guide on how to pass this level, as well as a map


After completing this level, you will unlock this achievement.

Abandoned Office
Level 4 Is an office space with plenty of collectible items among the cubicals. The door back to the main hub is straight from the entrance then take a left to the doors on the far side of the large, empty room.

To get through this level, take a right from the entrance room to head down a hallway to a break room. This room is a puzzle, where you need to select the number on the vending machines matching number of items in the room shown on their display covers.

Continuing through the level you'll come to a larger series of rooms and halls with 4 total cameras in them. Should any of these cameras see you, the door to the next level will be locked and the cameras will need to be reset back at the start of the challenge. Stick to side rooms and halls, as well as waiting for the cameras to turn away from you to sneak through them.


Here is a video guide for how to get through this level.


After escaping this level you will unlock this achievement.

Terror Hotel
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The Lobby

When you first enter this level, you'll find cans of bug spray and a locked door. The door's unlock is a puzzle involving the several paintings around the room for which you need to select in order of age.

In the next area, there is a locked door that needs 3 keys to open, and if you turn left. a dumbwaiter at the end of the hall. Next to the dumbwaiter is text that indicates needing to give food to it to get keys, however, it doesn't accept anything except Moth Jelly.

If you search around this area you'll find groups of male Death Moths to which your can of bug spray will be quite effective against! Spraying them will result in the moths dying and leaving behind a block of Moth Jelly; which is an extremely useful item giving both stamina and speed when eaten, so search around and collect as much as you can!


Once you've gotten 3 moth jellies head back to the dumbwaiter. All you need to do is place the jelly into it to get the 3 keys you need to head to the next area.


Here is a video guide for the first part of this map, should you need more specifics.

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The Rooms

After taking the elevator you will enter a small lobby. To the left you will see a mailbox for each room. The boxes for rooms that have their mailbox open for the rooms that have a piece of paper with a letter on it which you will need to exit this part of the level. There are two Skin Stealers in this level that wander the halls and will attack should you be seen.


After collecting all papers put them together in the mailbox at the start of the level and the code to unlock the nearby door will appear. Possible lock combinations are 17564, 89472, and 05938.


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The Service Crawlspace

This level is a giant maze full of Female Death moths and Fake Rooms. You will need those thermometers left for you at the table at the start of the map. Female Death moths and Fake Rooms both give off lots of heat, so you'll know when they're nearby. The Female Death Moths are sensitive to motion, so stay far from them and crawl past to sneak through this level. Should one catch you, it will attempt to bring you back to their nests in the Fake Rooms.


Here is a video guide as well as a map of the level's layout.

After completing this level you will unlock this achievement.

Pipe Dreams 2 & Level Fun!
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Pipe Dreams 2

You will be returned to level 2 after completing the Horror Hotel, but this time have to take a right to level Fun!. The Smiler that had blocked you last time will be gone, however there will be another dark area and a chase leading to the exit which will be on the right.


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Level Fun!

Level Fun! is quite a difficult level due to the Partygoers that stand around each of it's areas. These creatures can both see and hear should you get close enough. Should they give chase the music will stop and you will hear them all roar and move to your location but you can hide under the tables to avoid them.

To get past, you'll need to first sneak past the first couple of Partygoers and bait a few so they face in ways that let you slip past. Eventually, you'll come to a larger room full of Partygoers. Stay on the left wall and about halfway through the room theres a large gap to it's center. You'll need to sprint through to the next hiding spot to escape the creatures.

Here is a video guide for how to get through this level.

After escaping this level you will unlock this achievement.


Poolrooms
The Poolrooms are a safe level so long as you stay in the areas with the white tiles. After spending so many levels being chased by Smilers, Skin Stealers, and Hounds this level is a relaxing breath of (admittedly heavy with chlorine) fresh air.

The Hub door is straight through the first main room and up some stairs.

If you get lost, simply follow these photos to get to the exit, otherwise enjoy your time at the pool!


Follow the right side of the room with the pillars to reach these rooms.


Keep going through to find a room with a door that has a red light, which will take to you level RUN


After that, you will finish this level and will unlock this achievement.

Level Run For Your Life!
In this level, like in the title, you will have to run for your life. I did not make a video for this level nor did a take pictures because that won't help, just play the level and doge the furniture in your way. Good Luck and Don't Look Back.


After completing this level, you will unlock this achievement.


Level The End
In this level, you are trapped in a small room with the Crawler. While it cannot see very well, it's hearing makes up for it. In this level you need to collect a number of tapes, indicated by the number on the computer in the center of the room, to progress to the next level. The Crawler can be distracted by the fire alarms placed around the room, giving you time to collect the tapes off of the surrounding shelves.

The number of tapes need changes depending on how many players you have. You have to collect 32 Tapes if you have 2 Players, or 48 if you have 3 or 4. This information was found by The Ghost (cited at the bottom). Once all tapes are collected the Crawler will leave and you'll be left to watch a video that plays on the computer. (To note: this video can be changed in the game's files lol)

Here is a video guide if you need help.

After completing this level, you will unlock this achievement.

Level 922
This level is a series of identical rooms. What you need to do is climb up to 94 or higher and then jump down the center of the staircase. There are no entities to this level.


After completing this level, you will unlock this achievement.

Level 94
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The Village

In this level, you'll need to move to the floating building in the distance (the Animated King's castle). Getting there will take some time, so do remember to have some items on hand to help make the trip safer. Should you die or not have a lot of items there are vans around the place that have items scattered about, and some will even give you a ride should you hop into them!.


This level DOES have entities as well as a day and night cycle. When night begins to fall you'll want to quickly get into a house and find a place to hide so that the entities (the Animations) won't kill you.

The level is pretty large in terms of size, so getting to the Castle will likely take a couple nights. When you do reach it all you'll need to do is climb the rope up into it.

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The Castle

Once inside the floating castle you'll face a small puzzle. There are several boxes on the ground which have symbols that match the symbols on the floor.


After the door opens you need to go to the roller coaster in the center of the space. The Animated King sits front and center of this room... until hes not. To get on the coaster you'll need to press the button at it's control box, where the lights will cut out and the Animated King will attempt to kill you. You'll need to shine your flashlight on him to make him disappear for a short time, repeating until the time on the coaster counts to one hundred. After, just hop on and you'll be taken away to the next level.


After completing this level, you will unlock this achievement.

Lights Out
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The Maze

This whole level is a maze, however, the first half is much easier than the other. There are Wretches in this maze so be careful when moving through it. Items are scattered about which can help with sanity in this level. To continue: simply follow the different paths until you reach a room that contains several tools.


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The Darkness

From this point forwards your flashlight will not work. You'll need to use the tool given to you to spray light patters on the walls of the rest of the maze to navigate it. In the darkness there is a wretch who wanders the only hall that moves deeper into the level, so stay low and stay out of its way. You'll be able to see it moving should you spray lights behind it.

Here is a map should you want it

Here is a video guide to help you through this level.

After completing this level, you will unlock this achievement.

Thalassophobia
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The Flooded Village

This level is full of water, which you'll need a boat to traverse. In many of the houses are items, making this an excellent level to stock up with. The door leading back to the Hub is next to the entrance of the level, simply going up the stairs. To head to the next part of the map, sail through to the other side of the Village where you'll find some docks. On the docks are pieces of equipment needed to continue, as well as a diving cage that will take you to where you need to go.


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The Depths

Once you start sinking you'll get a little visit from a large creature. Once you hit the bottom you'll be free to swim through the Depths. What you're looking for is a cave that is forwards from where your cage crashed that will lead you to the next level.


After completing this level, you will unlock this achievement.

Level 8
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The Moth Caves

This level has three types of creatures: Female Death Moths, Fake Rooms, and Skin Stealers. The first part of this map has the first two of these creatures.

Sneaking through the first section of this level, follow the left wall once you enter to find a M.E.G checkpoint which will take you deeper. Then the right wall to the glowing mushrooms. Through the hole surrounded with glowing mushrooms, you'll find a straight shot to a bridge and the next checkpoint. This bridge is rickety so do not run on it.

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The Stealer Caves

This next section is pretty dangerous with skin Stealers. They carry flashlights, so its much easier to tell when they're coming close. Turn yours off and try to not get in their line of sight.

First, follow the right wall to pass through the first choke point, then dodge the Skin Stealers and run until you reach the final checkpoint.


After completing this level, you will unlock this achievement.

Level 0.11 and 188
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Level 0 Sublevel

This first portion of the map is a small puzzle. First lets get the hub door: simply take a left before reaching the room with the projector light.



There is a room with a projector where the lights can be turned off to create the shadows of shapes on the wall and ceiling. These shapes go to the locker in the next room which unlocks to reveal a chainsaw. There's some boards nearby that could definitely use some cutting!

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Level 0.11

The Bacteria is back from the original level 0, and unfortunately your new chainsaw isn't strong enough to tackle this creature. Around this area are 4 switches that you'll need to flick within a short time period to unlock the garage door near the end of the level. Each of the switches can be found in the side rooms that need the chainsaw to be opened.

Once the door is opened you can pass on to the next subsection.


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Level 188

This is a very short portion of the map, being one puzzle and two rooms. The puzzle next to the door can be solved by looking over to the lights of the buildings across the courtyard from the bridge.

The Code for the door at the end of the level is.

█ █ █ 4 █
1 █ █ █ █
█ █ █ █ 5
█ █ 3 █ █
1 █ █ █ █
█ █ █ 4 █


Here is a video guide to help get through this level.

I decided to fix this level thx to:



After completing this level, you will unlock this achievement.

Level 9
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Neighborhood

Level 9 is a small neighborhood containing a series of houses. Some of these houses have items and some have Wretches, often having both. The Hub door is in the second house from the right of the start of the level. At the other side of the start there's a M.E.G. base that's locked behind a gate. Out front there is a map that indicates which houses contain M.E.G. computers.

To unlock the gate is pretty simple: use all 3 computers, but the streets are guarded by the Neighborhood Watch; a large creature that stomps around the roads.

Watch out for these entities lurking around out and inside the houses.


After the last computer is interacted with, the gate outside the M.E.G. base will be unlocked and you can head inside. The house is safe, and has two exits: one to a M.E.G. sub-level and another to the next level. You'll need to go to the M.E.G. sub-level first.

This is a map of the level which can help you navigate it should you get lost while looking for those computers.

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Abandoned Outpost

A short informational tape plays when you enter which explains the task: needing to use the shower in the center of the starting room to cure the Wretch and get their key card. The Wretch will be wandering the halls and you can hide in lockers to avoid them.

Around the base there are four bottles of cure to bring back to the shower. Once all four are set up you'll have to lure the wretch into the pressure plate trap which will lock him into place. Roll the shower over them which will turn them back to normal and allow you to get the admin key card.

After getting the admin key card, exit the outpost the same way you entered and head around the back of the outpost and you'll find another gate that can only be accessed with the key card. This will bring you to the next level.


After completing this level, you will unlock this achievement.

Level 10
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The Road

This level begins at a long road with cornfields on both sides. Facelings move through the field, so you'll need to move quickly to get to the barn at the end of the road.


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The Fields

The fields are the main portion of this level. You'll need to follow the fields to get to the turbines scattered throughout so you can turn them on. Each turbine will lead to the next until you get out of the fields.

There is also a Faceling that will chase you through the field with a chainsaw, but he can easily be left behind if you're fast!

The corn can make it pretty hard to see, so hug the fences to find gaps to get deeper into the fields, and once you complete the last turbine you'll find yourself in a large parking lot; a large building laying opposite is your goal.


After completing this level, you will unlock this achievement.

Level 3999
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Elevator introduction

There is not much in this level, but a small introduction to the upcoming difficulties that are going your way, so prepare. There is an elevator that needs a code to go down, which is nearby on a ticket. Simply press the corresponding floor buttons with the code to get the thing moving.

Once it starts you'll get a short informational video explaining the next level's mechanics which can be pretty useful for first time explorers.

The code for the elevator is 931,


Here is a Video Guide if you need it.

After completing this level, you will unlock this achievement.

Level 0.2
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Residential Area

At this level, you'll need to close the gate to the large black tunnel, as a Bone Thief lives in it and will kill you should you try to cross to the elevator. To close it you'll need to turn on 5 switches which are scattered around the map within smaller rooms.


These rooms are locked from the safe side of the level so as the instructional video in the elevator showed: you'll need to no clip. There are several spots around the map where you can no-clip into The Red Rooms. The Red Rooms have Smilers and Skin Stealers, which you can avoid by checking the traffic lights above the clip spots which will change from green to red depending on the danger level nearby where you'll fall into.

These no-clips are also not 1:1; going in one may move you several feet in a different direction. As well, the no-clips back to the safe areas are not in the same spot (although they're still pretty close by. To unlock those doors: simply open them in the Red Rooms side and then swap back to the safe one to tinker with the electrical boxes (left click when the marker is in the designated area to activate them).

Once all of them are green, which you can check for on the map at the start, you'll be able to throw that switch and temporarily block the tunnel. Once the gate lowers sprint across to get to the elevator safely.

Here is a Video Guide if you need it.

After completing this level, you will unlock this achievement.

The Snackroom
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Sanity stop

There's a ton of resources in here so feel free to stock up while you can, though sadly you may lose a lot of it in the next level. Also in the room is a typewriter, which needs a code to open the door to the next level. Fortunately, the code is simply on the other side of the room next to the entrance. Press the keys that match the blacked out ones on the paper.

This marks the end of the smaller rooms as the upcoming areas are all pretty large, so prepare yourself for some challenges.


Here is a Video Guide if you need it.

After completing this level, you will unlock this achievement.

Level !~!
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The Hunt

This is another level for running for your life, though this one is a lot longer and much more fun. When you first begin you'll find a pressure plate on the left that, when stepped on, will open a nearby gate. Down that hall is a switch that'll kick off the monster chase so quickly turn around and run the way you came to the gate that was closed previously.


As you run you'll find places with blue lighting which are safe from the Clump chasing you and will allow you to catch your breath between chases.


In the first blue section you'll find a chainsaw that'll be used as soon as you reenter the case. Once you head through the door quickly spin around and saw the door open to escape the Clump that spawned on the far side of the hallway. Then, run through to find a blue pit you can hop down to enter the third phase of the chase.

Next, you'll need to run forwards to a T juncture: take a left then immediately right down the right hall to find a big room with bookshelves. Sprint around the shelves to get to a staircase that goes down.



Take the first door our and then go right, which'll take you to another split with some blue light on the left. This is a trap; run right.



Then its just one final left and you're home free!


Here is a Video Guide If you need it.

After completing this level, you will unlock this achievement.

Sub Level 188
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2nd Visit

When you first enter the area, take the first door on your left to unlock the Hub door.

For this level you'll need to find 3 televisions, marked A, B and C, for the corresponding areas in the lobby where you first enter. The televisions are old CRTs on carts labeled with sticky notes, which you'll find up the elevator past the lobby.

Going up the elevator you'll notice a second one open on the floor you get off at, but is full of electricity. This elevator is where you'll deposit the TVs when you find them. But first, lets go over the monsters you'll be seeing here. The first one will be a shadowy figure in the windows, called Windows, in some of the rooms which'll attack should you get too close to them. The second is a Aranea Membri who will charge you should it see you down the hall and can be evaded by simply entering a room.



The TVs can spawn in rooms and bathrooms, so be sure to check everywhere. Once you find one you can interact with it to grab it and drag it around the room. The Membri patrols in pretty simple patterns, so a trick is to get the cart into the doorway and wait for the monster to turn down the next hallway before pushing that cart as fast as you can back to the elevators.

I'll slot itself into the elevator once you get close enough so head back down and move it into position before going for the next two TVs. And once all three are in place the door next to them will open, where you'll need to jump into the pit to get to the next level


Here is a Video Guide If you need it.
Level 37.2
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Poolrooms Section 1

This section of poolrooms is much larger than the previous level; having several sublevel challenges that you'll need to pass through to move on.

First you'll find a safety raft which you'll need to maneuver through the whole level, but do watch out for the bacteria in the water which will kill you pretty quickly if you fall into it. To get the raft moving just head up the nearby ladder to reach a series of valves. These valves raise the water but like the keys way back in Level 1: they all need to be turned in a short amount of time.

Once the water is raised hop into your boat and paddle it down the water slide at the far end of the room where you'll find once again you'll need to raise the water. Climb out and head up the nearby ladders to reach...

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Stagnant Pools Section 1

The goal is to turn 4 valves hidden in the maze of this level to fill the tank found at the start with water. This section isn't that big, but you have to work around a Clump that is patrolling between valves. The tank near the start will track how many valves need to be turned and once full will raise the water back on the main level to get your boat out.

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Poolrooms Section 2

The next area is the same as the first: turn the 8 nearby valves quickly. However there is a bridge separating the areas with valves, which when sprinted over will break and drop you into the pit you're trying to fill. The timer for these valves are a lot more lenient and once they're all set the pit will fill and you'll be able to get your boat across to a short stop.

In order to progress you'll need to drain the water which can be achieved by going to the nearby entrance to the Stagnant Pools.

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Stagnant Pools Section 2

This is another valve turning quest, but easier as you only need to turn 3 valves. This time there's parasites in the small platforming section required to get to one of the valves. Once you've got all three the water around the raft will be drained and you'll be able to continue, though now with bacteria in the normal Poolrooms water.

The last area is a large room where you'll need to leave your raft behind after you've completed the final Stagnant Pools section.

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Stagnant Pools Section 3


This area is much larger area and with many more valves to turn (7 in total). There's an arrow on the right that points to a valve, but its also a trap because the monster does enter that area so be mindful coming back out. The other valves are scattered around tight hallways and dead ends, which can make getting back out quite tricky.

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Poolrooms Section Final

Once the valves are turned the water back in the main room will be high enough for you to swim over the barrier and be rewarded with this lovely site (friends not included):


All that's left its to climb the stairs up and take a slide out of here.


Here is a Video Guide if you need it.
Level Fun+
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The Party

Welcome back to level Fun(+). In this level there are 4 keys that you need to collect to open the gate, which are scattered around the four hallways.

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Pink Hall: Simon Says

This area is short and safe: starting with needing to find a tape in a nearby room to put into the TV. In the room with the TV are a bunch of balloons that need to be popped in order to unlock the door to the key. Once you've slotted the tape in it will flash with the colors you need to pop in order until all the balloons are gone.

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Blue Hall: Party Hosts

In this section you are given fireworks, which can be found on most tables. These will be needed to kill the Party Hosts that are keeping the doors to the key locked. Simply throw the fireworks at the Party Hosts to kill them, but be mindful, as these fireworks can kill you as well.

In the first room the Host is on the ceiling in the center of the room. The second room has the Host on the left wall above a set of double doors, which will occasionally open for Party Goers to rush out and try to kill you. The third room has the Host on the right wall on the far side, which when killed unlocks the nearby single door.

This room is smaller, with the host on the far side of the room than when killed unlocks the door on the other side of the third room. The fifth room has the host on the right wall above the double doors, unlocking the final door in the third room. The last room has two hosts in it: one on the right wall from the door in and the other one on the ceiling past the play castle.

Once all of the Hosts are killed you can safely grab the key and walk back to the main room.

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Red Hall: Illuminate the Symbols

In this section of the level, you will get the provided glow sticks to light up matching symbols on the panel to the key's door. The panel shows which color goes with which symbol and will light up when correctly illuminated. These symbols can be found in the dark section upstairs, but watch out for the Partygoer as he will wander between rooms. He will not attack you if you don't get on his way.

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Cloud Hall: Pop the Balloons

This section is larger with the goal of popping balloons to find the key. Partygoers wander the area and will notice the sound of balloons so keep close to the nearby tables.

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The Party

Once you've gotten all the keys head back to the main room and look for the machine next to the gate. Interacting with it will allow you to control a mechanical arm holding a colored key. The keys match colored boxed and just need to be left clicked on once the key is in the position where it can extend through without touching the box itself.

Once all keys are through the gate will open and you're finally free.


Here is a Video Guide if you need it.
Level 52
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The School Halls

This level is much simpler than the previously long levels as all you need to do is follow the Partypooper down the hall to escape. There will be sections where you'll need to either sprint or crouch to slip past Partygoers but overall the level is not too difficult.



Here is a Video Guide if you need it.

After completing this level, you will unlock this achievement.

Level 55.1
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The Elevator

This is the final level so far. There are three different floors separated by a rickety elevator, which you will need to visit and take photos of things on each floor.

The cameras next to the elevator will display what you need to find and take a photo of: starting with the graffiti on the first level just off the elevator, followed by the entrance back to level 0. Screenshots attached are the relative directions from the elevator.



The next two are on the next level. The first is a van that sits a short distance from the elevator, followed by the entity from Level 0 that is on this level. The first screenshot is the relative position of the Van, and the second is where I found the monster.



The final level is where you'll find the last two photos. The first is a group of Easter Island heads found farther out than the other location photos. The final photo is of the Skin Stealer who wanders the final level. Photos work as previously stated.




Here is a Video Guide if you need it.

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The End

This level is the last in this current update. After entering through the double door, there will be a cutscene and will end the game.














After completing this level, you will unlock this achievement.

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Credits and Special Thanks
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For some of the pictures I have used, I got it from the
Escape the Backrooms wiki[escapethebackrooms.fandom.com].

Other pictures were used from Just Valerie, Thank you so much.

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Special thanks to those other players that help me fix issues in this guide.

Thank You
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Wish you all the best and congratulations on completing the game with its achievements. Good Luck and see you all in the back rooms.

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62 件のコメント
Lance  [作成者] 4月27日 6時17分 
I'm glad it helps :GhostFlowerHappy:
KindOfBooooring 4月27日 4時23分 
this guide was very helpful. Thanks
Vermithor 3月14日 13時48分 
Level 52: just turn right its so obvious
Vermithor 3月14日 13時47分 
so, level 188 (the one after !-!) turn to the left after the little corridor on the entrance and open one of the doors, specifically the left one
Vermithor 3月14日 13時44分 
hey im back
Lance  [作成者] 2月18日 15時19分 
Yes, Not sure if a glitch but it's been there since the beginning where you leave an old zone by entering a new one and if there's a way to go back to that old level it will count as escaping the new one, by so granting you the achievement of escaping that area.
BluBun 2月18日 8時33分 
Unsure if this is a glitch, but after you get the achievement for escaping the habitable zone, you can turn right around back from where you came from and the "Escape the Hub" achievement pops up. I just wanted to know if you can turn around like going back, and that just popped up
Lance  [作成者] 1月28日 10時29分 
I had one of my Tvs spawn right were the Membri roams, It was like in an open area that look like a living room. :hnm_emm:
ATHZombie 1月28日 4時48分 
I have been playing the new update and it is fun and the guide helps me a lot but I had one thing happen in single player and it was that in sub level 188 I had a TV spawn where the hallways meet and where the monster can most easily kill you.
carnavistas 1月19日 9時25分 
why is bro just repeating the guide