Backrooms: Escape Together

Backrooms: Escape Together

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Backrooms: Escape Together (strategic guide to all levels)
By Red Thunder Strike Leader
Hi everyone, Game of Life here!

We're excited to bring you a comprehensive guide for one of our favorite games, Backrooms: Escape Together! This guide is packed with tips and tricks to help you navigate the complex and often tense levels of the Backrooms. Since the game is still in early access, we’ll keep this guide updated with the latest strategies and insights as the game evolves. Please note that while we’ve taken care to make this guide as helpful as possible, it may contain spoilers. For the best experience, we recommend trying each level on your own before consulting the guide. If you’re truly stuck, feel free to jump to the relevant section below for level-specific tips. Each section also includes a YouTube walkthrough to guide you step-by-step.
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#0 The Lobby


Level overview
The first level in Backrooms: Escape Together, also known as Level 0 or The Lobby, is an intense introduction. This level features an endless maze of yellow-tinted rooms resembles the forgotten backrooms of an abandoned building. Every room appears similar but slightly different, featuring old, damp, dirty carpets, flickering fluorescent lights, and a constant unsettling hum that makes navigation nearly impossible. You may think you’re retracing your steps, only to end up somewhere completely unfamiliar, as linear space twists and defies logic.

Alongside the yellow maze, you'll encounter mysterious square gaps in the floor organized in a grid-like pattern. Although you can walk over the dividers between these gaps, be cautious! Extensive navigation across the dividers will often result in falling into one of the holes...

You'll start the level in a mysterious elevator that takes you down to The Lobby, with a set of two objectives to complete. After completing the objectives, you'll need to return to the main elevator where you started. Although entering the elevator for a second may give you hope of escape, but it will dramatically crash into the lower levels—because, let's face it, nothing is ever that easy. In the lower level of The Lobby, it's dark and ominous but surprisingly safe. There are no dangerous entities here, so you can navigate freely. Use your flashlight (default 'T' key) to locate the exit. Navigation can be tricky, as the entrance to the next sections can be hard to find in the dark. A useful tip: turn off your flashlight occasionally to spot light coming from other sections, which can guide you. Alternatively, hug the walls to locate the path.

To exit Level 0, look for a square noclipping area on the floor marked by yellow-and-black striped tape. This area is often revealed by a low-frequency humming sound or a jittering object. Jump into this square noclipping patch to enter the next level. Congratulations on escaping Level 0!

Objectives
In the first section of this level, you'll need to complete two objectives:

1 | Collect six VHS tapes: These tapes are scattered across the level, usually lying on the ground near walls or between sections.

2 | Record certain events: The second objective can vary and involves recording specific events during gameplay:
  • Record during a blackout
  • Record a smiler :)
  • Record during an alarm

When the event of interest occurs (e.g., lights go out, a Smiler appears, or an alarm sounds), grab your camera (default 'C' key) and start recording. Note thatSmilers are harmless entities that often appear in the dark and are easy to spot using your camera, with their glowing eyes create a glare that's hard to miss. It might take a while before a specific event occurs. Stay safe in one of the holes in the wall or stand on the dividers between the square gaps (this way the entity cannot get to you ;))

Entity
Sounds simple, right? Not quite! A dangerous entity, the Lifeform (or Bacterium), is present in the first section of this level. This black, stringy creature makes a dramatic and loud entrance when it spots you. To avoid instant death, turn around and run when you see it! When being chased by this entity leaves you with two options:
  • Hide in one of the many holes in the walls.
  • Navigate to the section with floor gaps and stand on the dividers. Be careful not to fall into the gaps when doing this!

Tips and Tricks
While this level isn't the hardest, careful navigation and quick movement are essential. Here are some tips:
  • Remember your path: Keeping track of your general direction will help you find the elevator again after completing the objectives.
  • Use the striped tape: Yellow-and-black striped tape on the floor serves as a helpful guide. If you locate it, you should have no trouble finding the elevator.
  • Distinguishing features: Other notable landmarks include sections with floor gaps, an abandoned chair (which often holds a VHS tape), and black drawings on the walls.
  • Don't linger too long, as there are not many items to restore your sanity. When your sanity level drops dangerously low, it can cause premature termination of your assignment!

Easter Egg
Too scared to face the entity or finish the objectives? There’s a shortcut to the second section!
In the area with floor gaps, some gaps allow you to safely fall through. Look for circular black moldy spots on the ceiling above certain gaps. These are procedurally generated and not always present. If you spot one, jump through that gap—it will lead you safely to the lower level, where you'll land on a pile of conveniently placed mattresses. UPDATE :This video will show you how to look for the correct gap and take the leap of faith!

#1 Habitable Zone

Level Overview
Alright, that was close… we barely escaped The Bacterium (also known as Entity ##, the Lifeform Fellow, or as I like to call it, the Stringy Black Thing). We managed to record during a blackout, collect six VHS tapes, and avoid falling into those pesky floor holes. Now, it’s time to face our next challenge: generators!

Welcome to Level 1 – The Habitable Zone, an enormous open liminal space that resembles a massive parking lot (at least, that’s what I think it is…). While the area is well-lit and looks safe most of the time, temporary blackouts occur frequently, making it dangerous to stay out in the open. During blackouts, numerous hostile entities become active, and survival hinges on finding safe zones. These rooms are permanently lit, offering protection from entities and housing useful items like almond water and orange juice to keep your sanity in check.

Your main goal here is to locate and activate five diesel generators spread across the parking lot. Starting these generators stabilizes the power, eliminates blackouts, and makes the level safe from entity attacks. It also opens the door you need to exit the level. However, activating the generators and navigating between safe zones requires some planning. The level layout is procedurally generated, so exploration is crucial. A good strategy is to locate safe rooms first, then identify generators nearby that you can activate before returning to the safe room when a blackout is imminent.

Once all the generators are powered up, return to the starting point where the emergency door will open, allowing you to progress to the next level. If you lose track of the starting point, stick to the outer walls and look for the concrete staircase you used to enter the area.

Objectives
Fix backup generators: 0/5. Your objective is to locate and activate five diesel generators scattered throughout the level to restore power and end the blackouts.

Entity
The Skin Stealers are your main threat in this level. These entities are active during blackouts, making it vital to seek shelter in a safe zone when the lights go out. If you’re caught in the open during a blackout, use your flashlight (default ‘T’ key) to repel them.
  • The best way to keep away the Skin Stealers is to hide in a safe room (they won't be able to enter)
  • If you are not able to make it back to a safe room in time, position yourself with your back against a concrete wall or in a corner to limit their attack angles (this will help you fending them off).
  • Skin Stealers will screech when deterred by light and retreat for a brief period before returning.
  • Remember, there are a total of four Skin Stealers, so keep scanning your surroundings.

Tips and Tricks
This level is less chaotic than Level 0 but still demands careful navigation and planning.
  • Starting Generators: Locate the bright yellow diesel generators scattered across the parking lot. Use the ‘F’ key to interact and hold it down until the generator is fully started—letting go too early resets the process. When you sense a blackout is imminent (you’ll get a feel for the timing of these blackouts over time), head back to a safe zone immediately, as it will take time to get there. If a blackout occurs while you’re activating a generator don't panic, stop immediately and grab your flashlight. Stay still rather than moving, as repelling Skin Stealers is more difficult when you’re on the move.
  • Blackout Strategy: The first blackout takes the longest to occur, giving you enough time to activate one or two generators before heading to a safe room. Plan your route accordingly, prioritizing safe zones when blackouts are near.
  • Sanity Management: Sanity drains slowly over time, so replenishing it is crucial. Search safe rooms for almond water, orange juice, or soda cans, which are typically found on metal shelves. During blackouts, keep an eye out for these items while staying alert to your surroundings.
  • Procedural Layout: Safe rooms and generators are randomly placed with each run, so thorough exploration is essential. Focus on locating safe rooms first, and remember the location of any generators you find along the way to make returning easier.
  • Post-Generator Safety: Once all five generators are active, blackouts stop, and entities become inactive. However, Skin Stealers still lurk in the level, so be cautious and avoid accidentally running into them as you make your way to the emergency door.
#3 The Electrical Station (old)

Note: If you are playing version 0.11.0 or higher, this level will be significantly changed and it's better to go to the next section '#3 The Electrical Station (new)!

Level Overview
Welcome to The Electrical Station, a tricky and nerve-wracking level in Backrooms: Escape Together! After escaping terrifying challenges in the previous levels you now face the challenge of fixing faulty electrical equipment in this dimly lit and dangerous area. Although the level is challenging, you don’t have to worry; we’ve got your back!

Note: After the recent update of the game to version 0.10.3, the order of the levels was changed and the Electrical Station is now the third level (after level 0 (Lobby), and 1 (Habitable Zone). Thanks to Pelu for noticing!

The Electrical Station can be divided into four main sections:
  • The generator room (top floor, left side at the first junction).
  • Three floors (3, 2, and 1), accessed via a staircase on the right side of the first junction.

Your primary objective is to extend the walk bridge in the generator room to reach the exit. However, the electrical equipment in the generator room is faulty and requires repairs. To fix it, you’ll need wire bundles (3x) and electrical tape (4x) scattered across the three floors. Sounds simple, right? Here’s the catch: these floors are patrolled by Entity 5 (Clump)—a fast, silent, and aggressive creature made of human limbs.

The entity is less dangerous when the floors are lit, so you’ll need to start the generator using gasoline (scattered around the station) and switch on the lights for each floor. Be warned: the generator runs out of fuel quickly, so you’ll need to refuel it frequently. This means that in addition to the wire bundles and electrical tape, you'll have to search for cans of gasoline.

Electrical fuses are your main currency in this level. You’ll need 8 fuses to activate the walk bridge and more fuses to open special lockers on the walls of each floor that contain essential items like wire bundles and electrical tape. However, once a fuse is used in a locker or the generator room switch, it’s gone so plan and spend them wisely! Fuses can also be used to control the doors on each floor, though they can be removed and re-inserted to open and close doors as needed.

The best approach in this level is to work your way down the floors:
  • Start with Floor 3 to collect food items, gasoline, and electrical tape (aim for 4x). These items will serve as a foundation for keeping your sanity stable and managing your inventory. Use fuses strategically to open lockers for essential supplies but keep a few spare fuses for emergencies. If the Clump chases you, locking doors behind you can buy precious time. Take wide turns in the maze to spot the Clump early and make quick escapes when needed.
  • Once you’ve collected items, return to the generator room to refuel, drop non-essential items (the ones that are not required for your journey on the floors), and repair the second (middle) console with electrical tape. Then, turn on the lights for Floor 2 (middle console).
  • Move to Floor 2 to gather wire bundles (3x). These take up significant inventory space, so ensure your sanity is stable and you have enough gasoline (collected earlier from Floor 1).
  • After collecting the wire bundles, return to the generator room to refuel the generator again and repair the third console using a wire bundle and electrical tape. Repair the wires of the switch controlling the walk bridge as well. Then turn on the lights for Floor 1.
  • On Floor 1, your main goal is to find the bolt cutters needed to unlock the exit chains. These are typically found on shelves and are easy to spot once you know what you’re looking for. If you want extra supplies, use the bolt cutters to open closets locked with rusty chains.
  • When you’ve gathered all the required items, head back to the generator room, repair the wires to the walk bridge and insert all 8 fuses (if you haven't done that already). With everything repaired and powered up, cross the walk bridge to the exit. Good luck escaping!

Objectives
There are two objectives in this level:
1 | Gain access to each floor of ‘The Electrical Station’: 0/3. The items required for your escape can be found on the three floors that can be accessed through the stair case. The consoles in the generator room

2 | Restore power to the catwalk: 0/1. Repair the switch to the catwalk by using fuses (7x), wire bundles (2x), and electrical tape (2x). Once repaired, cross the catwalk with bolt cutters in your inventory to unlock the door and exit the level!

Entity
The Clump is the primary threat in this level. It’s a grotesque, fast-moving pile of human limbs with teeth, thriving in the dark and highly aggressive when unlit. In the light, the entity becomes less aware of your location and thereby less dangerous as long as you keep your distance.
  • Never enter a floor in the dark. The Clump will instantly know your location and attack.
  • Keep an eye on the fuel gauges on each of the floors to ensure the floors stay lit. Stockpile gasoline whenever possible.
  • Use fuses to lock doors behind you when necessary to create time and space to evade the entity. Always keep a few spares in your pocket.

Tips and Tricks
This level is challenging, but with proper planning and a systematic approach, you can survive and escape. Follow these tips to improve your chances:

  • Start with Floor 3: Begin on the third floor (marked with a large ‘3’ on the staircase wall). This floor contains essential items like electrical tape, gasoline, and food. Collect as much as you can and build a solid foundation for your run. Return to the generator room to drop off non-essential items to free up inventory space.
  • Prioritize food and small items: Food items like rice crackers take up less inventory space and are useful for keeping your sanity in check. Stockpile these on Floor 3 to ensure space for larger items like wire bundles later.
  • Move to Floor 2 for wire bundles: Wire bundles take up four inventory slots each, so plan accordingly. These are often found in lockers, which require fuses to unlock. Carefully manage your fuses—keep at least one spare for emergencies to lock doors behind you if the entity chases you.
  • Finish with Floor 1: The bolt cutters needed to unlock the exit are found on Floor 1, typically on shelves. Navigation here is trickier, so stick to one wall and systematically turn in one direction (i.e., always turn right or left) to avoid getting lost.
  • Use wide turns: When navigating the maze, take wide turns to give yourself time to spot the entity coming around corners. This can help in preventing from directly running into the entity when moving around the corner.
  • Fuse management: Always keep one fuse handy to quickly close a door behind you in case you are suddenly getting chased by the entity. This can force the Clump to take a longer route, buying you precious time to escape or regroup.


#3 The Electrical Station (new!)
Level overview


Hi all, this is an updated guide after the significant overhaul of Level 3: The Electrical Station, playable from version 0.11.0 of the game. There are major changes to the level layout and some gameplay elements. The new Electrical Station is fun to play, but in many ways, it feels significantly more difficult than the previous version (at least to me 😉).

The old Electrical Station had large areas that could be considered safe zones—essentially the generator room and the staircase. The only real threat was on the floors themselves, with the Clump patrolling each of the three. If things got dicey, you could always make a run for the exit and try another floor to reach your objectives. The structure was pretty clear: yellow tape on the third floor, wire bundles on the second, and a bolt cutter—essential for the escape—on the first.

In the new Electrical Station, all floors are connected in a fixed sequence with generator rooms in between. You now start on the first floor and are immediately in the danger zone. The Clump is already patrolling, so be careful! The mechanics are mostly similar to the old version: you use fuses to open doors and can re-insert them to close doors behind you. Closing doors is essential when you’re being chased, since there are no longer true safe zones (except for the generator rooms, if you’re close to it). The gasoline and sanity mechanics are also still in place, although it seems like the gasoline meter drops faster as you move through the level (maybe it’s just my imagination). If the generators run out of gas, the power shuts off and the Clump will know your exact location. At that point, it’s pretty much game over if you still need to collect a lot of items.

The required items are still electrical tape and wire bundles to repair the equipment. A key change is that bolt cutters are no longer required to escape! Still, I found them useful, because valuable food items can be found behind the chain-locked iron cupboards. To proceed to the next floor, you’ll need to repair the electrical equipment on each floor to open the metal door leading to the next. The required items vary per playthrough, but generally, you’ll need more as you advance.

On the first floor, you only need to repair the wire connection to the door console—this usually takes just one roll of tape, or at most one wire bundle and one tape. To exit the second floor, you’ll need to fix both the door console and the electrical wiring on the wall. You can spot the broken connection more easily by flipping the door switch, which causes sparks to appear where the wire is damaged. This floor generally requires a maximum of two wire bundles and two rolls of tape. On the third floor, you’ll need up to two wire bundles, three rolls of electrical tape, and four fuses. These are used to fix the door console, the broken wall wiring, and the fuse box that lowers the catwalk—which is required to escape. Once the catwalk is lowered, you can cross it and open the final grated door to move on to the next level.

Objectives
Objectives in this level are straightforward: collect the necessary items to progress through each floor and restore power to the catwalk to escape. There are two main goals to complete:

1 | Gain access to each sector: 0/3 of the Electrical Station

2 | Restore power to the: 0/1 catwalk

Entity
In the new Electrical Station, the Clump is the primary threat in this level. It’s a grotesque, fast-moving pile of human limbs with teeth, thriving in the dark and highly aggressive when unlit. In the light, the entity becomes less aware of your location and thereby less dangerous as long as you keep your distance.
  • Make sure to keep the lights on by pouring enough gasoline in the generators. If the power (and with that the lights) is off, the Clump will instantly know your location and run towards you.
  • Keep an eye on the fuel gauges and anticipate gasoline levels in the generators to make sure the lights are lit.
  • When the Clump is chasing, use fuses to lock doors behind you when necessary to create time and space to evade the entity. Always keep a few spares in your pocket. Make sure to create distance and confusion by opening and closing other doors to shake the Clump (otherwise it will still find you).

Tips and Tricks
This level is all about resource management and staying one step ahead :) Below are practical tips to help you survive and progress more smoothly through the new Electrical Station:

  • This level is all about resource management and staying a step ahead of what’s coming. There are essentially three categories of items you’ll need to keep an eye on: (1) Food items, to manage your sanity levels (2) Electrical items—wire bundles, electrical tape, and fuses—needed to repair equipment, unlock doors, and eventually lower the catwalk. (3) Gasoline, to keep the generators running and the lights on.
  • Inventory space is limited, so you’ll need to make choices. Try to memorize where items spawn instead of carrying everything. Essential items like fuses and gasoline often spawn near or inside the generator room.
  • [Prioritize wire bundles, tape, and food early on. Once you've used some for repairs, you’ll have more space to run back and bring gasoline cans to the generator rooms.
  • Bolt cutters are optional but very helpful. They allow you to open chain-locked cupboards that contain valuable food items. They’re usually found on metal shelves, but take up a lot of inventory space. Use them if you can spare the room.
  • Remember: the generator room is always on the top floor of each sector. If you find the stairs, you’re on the right track. Navigation can be awkward with procedural layouts, but there’s always a way up.
  • Electrically locked cupboards require a large number of fuses. While they’re full of food, unlocking them drains nearly all your fuses. In most cases, they’re not worth it, especially if you're already using bolt cutters.
  • The Clump seems to become more aggressive as you progress. After flipping the switch to unlock a new sector, it often feels like it knows where you are—especially near the generator room. Consider delaying the switch until you’re prepared.
  • Stuck in the generator room with the Clump nearby? Watch its patrol pattern, then sprint in the opposite direction when it turns a corner. Close doors behind you to buy time and create distance.
  • Avoid touching hanging electrical wires on the upper floors. They’ll electrocute you—not fatal, but it knocks you down and slows your movement. If the Clump is close, this could be fatal.
#2 Dream Pipes

Level Overview
After the nerve-wracking ordeal of fixing five diesel generators and escaping the terrifying Skin Stealers, we now venture into Level 2, aptly named Dream Pipes.

This level is a maze of dimly lit concrete maintenance hallways lined with steam pipes and scattered maintenance rooms. These rooms often contain valuable items to replenish your sanity and health, so be sure to explore them thoroughly. Look out for orange juice, almond water, and, if luck is on your side, chewing gum, soup cans, or even a bag of crisps.

Danger in this level comes in the form of the Blind Entity, also known as the Scratcher. While it cannot see, it has an incredibly sharp sense of hearing. Stealth is critical to survival—avoid making loud noises, walk slowly, and under no circumstances should you run unless absolutely necessary!

There are a few steps you need to take to escape:
  • Open three steam valves located at the ends of corridors marked ‘B,’ ‘C,’ and ‘G’.
  • Each time you open a valve, an alarm will sound, attracting the Scratcher. Quickly move to a safe corner or nearby room to avoid being attacked.
  • Once all three valves are opened, a number will appear above each hallway entrance. Use these numbers to correctly align the corresponding main section valves (‘B,’ ‘C,’ ‘G’) in the main hall.
  • When the main door opens, move silently and carefully to the exit without alerting the Scratcher.

Objectives
Your main objective is to escape the area by opening the steel doors blocking the exit. These doors require steam pressure, controlled by three valves.
1| Open valves in maintenance hallways: 0/3 The valves are located at the ends of three long corridors marked ‘B,’ ‘C,’ and ‘G.’
2| Avoid the Blind Entity: 0/1 Accomplish this by staying silent and avoiding the Scratcher.

Entity
The Blind Entity is a large, slow-moving creature that navigates the level. As its name suggests, it cannot see but uses sound to locate you. Loud noises, such as running, will trigger it to chase you. If you stay calm, quiet, and deliberate in your movements, you can avoid detection. When the Scratcher enters the steam room, quietly make your way out. If it’s blocking your path, wait patiently for an opening before proceeding to the next area.

Tips and Tricks
Good preparation and patience are key to surviving Dream Pipes. Stay calm, stay quiet, and you’ll make it through—hopefully unscathed! 😊
  • Start by choosing a corridor where the Scratcher is not present. This will give you some breathing room to explore and prepare. Before tackling the valves, take time to search the maintenance rooms for health and sanity items like almond water, orange juice, or soup cans. Stocking up early can make a significant difference later.
  • When you begin turning a steam valve, keep in mind that this action will trigger an alarm, summoning the Scratcher to the steam room. You have two main options for evading it: either hide within the steam room or sprint to a nearby maintenance room. Hiding in the steam room is riskier but often unavoidable if the adjacent maintenance room is too far away. If you choose to stay in the steam room, the safest spots are near doorways or corners, where you can avoid the entity’s path. On the other hand, sprinting to a maintenance room is safer, as the Scratcher will bypass you and head straight to the steam room, but this strategy only works if the room is close enough—running long distances risks drawing the entity’s attention.
  • After opening the first valve, observe the Scratcher’s movements carefully and plan your route to the next hallway. Avoid crossing its path to ensure a safer journey. Repeat this process for the remaining valves, staying calm and deliberate in your actions. Rushing will only increase the chances of being caught.
  • Once all three valves are activated, return to the main hall and align the corresponding main section valves (‘B,’ ‘C,’ and ‘G’) according to the numbers displayed above the hallways. This will unlock the main door. From here, move quietly and cautiously to the exit, avoiding unnecessary noise to prevent alerting the Scratcher.
#4 Abandoned Offices

Level Overview
Welcome to Level 4, also known as The Abandoned Offices, a maze of empty office buildings with sprawling cubicle spaces. At first glance, this level seems almost peaceful. Picture yourself high above the clouds, with raindrops ticking gently against the windows and the idea of camping out in a quiet cubicle corner—it almost feels therapeutic. But beneath this calm exterior lies a disorienting labyrinth of gray carpets and endless cubicles.

Your mission? Find a way to escape this oppressive monotony by unlocking the breaker room (or "electrical closet"). To do this, you’ll need to solve a puzzle involving four monitors scattered throughout the level. Each monitor displays a number and a color, which together form a code to unlock the breaker room.

Exploring this level can be tricky due to its repetitive layout. To avoid getting lost, drop items like soup cans or other objects in areas you’ve already explored. This will help you track your progress and minimize backtracking. Once all four numbers are collected, input the code to open the breaker room, flip the switch, and turn off the power to complete the level.

Objectives
Find the electrical closet and turn off the power: 0/1. This is the single objective of the level, find the monitors, remember the number and the color and proceed to the keypad to punch in the numbers. There is a single switch that turns everything off :).

Entity
Good news! This level doesn’t have any hostile entities lurking in the shadows. However, don’t let your guard down entirely. The monotonous, infinite cubicles can quickly disorient you, so focus on maintaining your bearings and avoid wasting time retracing your steps.

Tips and Tricks
Although this level has a calming atmosphere without any imminent danger present (accept growing frustration of not finding the monitors and wondering whether you visited specific areas already), there are a few tips that can help:
  • Mark your path: Drop items like soup cans or other small objects to mark areas you’ve already explored. This makes navigation easier and prevents unnecessary backtracking.
  • Note the monitors: Each monitor displays a number and a color. Write these down and note their order to construct the code for the breaker room. Note that some colors are difficult to distinguish from each other (e.g. lighter bright green and white).
  • Plan your exploration: Divide the level into sections and methodically explore each one to ensure you don’t miss any monitors.
  • Stay calm: Without any entities to worry about, your main challenge here is staying focused and keeping track of your progress.
#6 LIDAR

Level Overview
Welcome to Level 6 (also known as LIDAR) in Backrooms: Escape Together! After shutting off the power in the Abandoned Offices, we’ve found ourselves trapped in a mysterious computer system. While it might sound like something out of a sci-fi movie, this is no simulation; it’s the Backrooms!

Fortunately, we’ve acquired a powerful new tool: the LIDAR pulse scanner. This technology lets us map out our surroundings by sending out pulses to reveal the environment. Mapping out the level will help us escape the dangers lurkin around as well as find relevant items.

You can perform a local scan (default LMB) for small areas or a global scan (default RMB) for larger sections. But be careful, this level isn’t as empty as it seems. Lurking in the unexplored areas are Stalkers, red, dotted humanoid figures that spell trouble. Scanning them will crash your system, erasing your previously scanned environment and leaving you disoriented. If your camera feed starts to glitch, it’s a warning that a Stalker is nearby. Exercise extreme caution, especially when performing a global scan.

Navigation in Level 6 relies heavily on following the blue and red cables on the floor, which guide you to buttons, switches, and ultimately, the exit. Be prepared for puzzles, environmental hazards, and a touch of paranoia as you make your way through this disorienting and eerie level. One of the fatal dangers lies in falling into gaps in the floor, which will directly terminate your assignment. Whatever you do, don't fall into one of these!

The level consists of three sections:
  • In the first section, follow the red cables to locate three buttons. Pressing these buttons will unlock the red door, allowing you to proceed.
  • In the second section, follow the blue cables to find three switches. Flip each switch to unlock the doors at the beginning of the section. Be cautious—falling into hidden holes or encountering Stalkers can derail your progress.
  • Once the switches are activated, scan the area near the doors to locate three cages containing entities. Match the color of a cage and the entities to one of the three doors and head through the matching door. At the end of the corridor, jump into the hole (don’t worry, mattresses will break your fall—as long as you chose the correct door!). The entities displayed in the cages are the ones you previously encountered; Blind entity (Scratcher), Lifeform (Bacterium), and Skin Stealer. As a first step, search for doors with a color matching to that of the cages. If there are multiple doors of the same color (e.g. two doors magenta), then look for the entity in the cage. Match the entity in the cage to the sign on top of the door. There is only one combination of color and entity that is correct.
  • In the last section, carefully scan the ground to reveal small holes and avoid falling in. Move forward until you hear a sound. The closer you get to the exit, the louder the sound becomes. Locate the yellow door, jump through, and escape to the next level.

Objectives
Please don't leave me: 0/1. Sounds creepy... we have to move on though and exit the level...

Entity
The Stalkers are the main threat in this level. These red-dotted humanoid figures appear harmless but are dangerous to your progress. Scanning a Stalker will cause your system to crash, erasing your previously scanned environment and making it harder to navigate. Although there is no way to directly know where a Stalker is, you'll get a feeling for it. I do believe that the camera feed begins to glitch slightly when a Stalker is nearby (though this needs more confirmation). Avoid using global scans (RMB) if you suspect a Stalker is close, stick to local scans (LMB) to reduce the risk.

Tips and Tricks
  • Use the cables for navigation: The red cables in Section 1 and blue cables in Section 2 are your best guides to finding buttons, switches, and the correct path forward.
  • Listen for audio cues: When near switches in Section 2, you’ll hear a beeping sound that helps pinpoint their locations.
  • Collect items: Search near the switches for orange juice and almond water to maintain your health and sanity.
  • Avoid hazards: Watch out for small holes in the ground, marked with red highlights. Regularly use your LIDAR scanner to reveal them and avoid falling in.
  • Plan your scans carefully: Stick to local scans unless you’re sure the area is clear of Stalkers. A cautious approach can save you from losing progress.
  • Mark your path: Use scanned areas as your guide, and avoid rushing through unfamiliar sections.
#37 Poolrooms

Level Overview
Welcome to Level 37 – The Poolrooms, a tranquil yet disorienting area in Backrooms: Escape Together. This level is filled with interconnected, brightly lit pool spaces, complete with pristine white tiles and the cleanest water imaginable. If you’re a fan of surreal pool environments, you might almost find this level relaxing until you remember you’re still trapped.

There are no entities here, and your sanity doesn’t drain over time, so you can take a moment to breathe. However, don’t let your guard down entirely. Escaping this labyrinth is more challenging than it seems, with numerous branching hallways and identical chambers that can easily confuse even the most seasoned explorers.

To navigate, it’s recommended to systematically explore the tunnels and chambers. A good strategy is to stick to one direction; either always turning left or always turning right at every intersection. This method might take time, but it ensures you’ll eventually find the exit without endlessly backtracking.

At the end of the level, you’ll encounter a glass door puzzle. To solve it, count the colored dots on the wall and turn the valve corresponding to each color to match the number of dots. Although I haven’t witnessed it myself, it’s possible that this puzzle has a time limit, with water beginning to rise once you start. Thankfully, there should be more than enough time to complete the task if you stay calm and focused.

Objectives
Find a way out: 0/1. Let's make sure to find the exit!

Entities
Good news—this level is entity-free! There are no threats to worry about, and your sanity remains stable. The challenge here is purely about navigation and solving the final puzzle. But… perhaps the entire level itself could be considered an entity? Its disorienting halls and endless sameness might play tricks on your mind. Who knows? At least there are no direct, lethal threats.

Tips and Tricks
To help you tackle this level efficiently, here are a few essential tips to guide you toward the exit in a reasonable time.
  • Stick to one direction: Always turn either left or right as you progress through the halls and intersections. This method minimizes confusion and ensures you’ll cover the entire area systematically.
  • Mark your path: If possible, leave small markers (such as dropped items) to help you track where you’ve already been.
  • Stay calm during the puzzle: The rising water might seem intimidating, but there’s plenty of time to count the colored dots and turn the valves correctly. Don’t rush and double-check your work.
  • Plan your approach: Before you start the puzzle, quickly survey the valves and dots to ensure you understand the layout. This will save you valuable seconds during the (what I think might be) time-limited task.
  • Many thanks for the tip from WhiteZORA! When playing the game in multiplayer mode, everyone has to be next to the button in the puzzleroom in order for it to work (I was not yet able to verify this by myself).
#RUN!

Level Overview
Say goodbye to the peaceful serenity of the Poolrooms! Level RUN! takes chaos to a whole new level. Imagine a loud, disorienting hospital filled with blaring sirens, flashing red lights, and hallways strewn with abandoned medical equipment. As if that weren’t enough, your old nemesis, the Scratcher, is hot on your trail.

Adding to the mystery, the game made all the VHS tapes disappear from my inventory. I was saving them for later, though honestly I had no real purpose for them. Still curious what was on them, though! We may never know, and there’s no time to dwell on that now as there’s only one job: Run!

Level ‘!’, better known as ‘RUN!’, is divided into three sections, each more intense than the last. Your goal is simple: navigate through the chaotic hospital corridors, locate the blue keycards in the morgues, and reach the final exit before the Scratcher catches up and gets to you.

During your frantic dash, remember that only one corridor will lead you to the morgue sections or the exit. The correct path is marked by exit signs mounted on the ceiling. When you encounter branching corridors, look for the one with an exit sign above it. To maximize your chances of survival, scan forward to plan your route accordingly and keep moving—don’t stop for anything! After your first run, you’ll reach the first morgue section. Upon entering, immediately close the door behind you by interacting with the door controls (default ‘F’ key) located to the right of the door. Once the door is sealed, start searching for a blue keycard. The keycard will be on one of the wooden shelves scattered throughout the morgue. Since this level is procedurally generated, the layout and keycard location will change with each playthrough. Systematically search the morgue to locate the keycard as quickly as possible. Time is critical, if the Scratcher breaks through the doors before you find the keycard, it’s game over.

When you’ve found the keycard, locate the metal exit doors of the morgue. A beeping alarm will help you in locating the door’s location. In multiplayer, ensure your team is gathered near the door before opening it, as opening it will simultaneously open the door on the other side and release the Scratcher. Once the door is open, start running again. Navigate the second set of hospital corridors in the same way, following the exit signs to reach the second morgue section. The objective here is the same: find the blue keycard, open the exit door, and prepare for one final run. In the third and final section, run through the corridors to reach the exit. Look for a door marked with arrows, this is your signal that you’ve reached the end. Open the door, escape, and celebrate your survival!

Pro Tip: Unlike other levels, stamina and sanity are not factors here, so you don’t need to worry about collecting items to maintain them. Focus solely on running, navigating, and surviving.

Objectives
Follow the exit signs 0/1. A nice tip from the game, indeed follow the exit signs, otherwise you won't make it on the short run ;)

Entity
The Scratcher returns in this level and is as relentless as ever. It will chase you through the hospital corridors, leaving you no time to linger. Here’s what you need to know about the Scratcher:
  • Persistent Pursuit: The Scratcher will relentlessly follow you, giving you little room for error.
  • Limited Safe Spots: Temporary safe zones are the morgues which provide brief respites but won’t stop the Scratcher for long. Act fast to locate keycards and keep moving.

Tips and Tricks
To survive Level RUN!, speed and precision are essential. Follow these tips to maximize your chances:
  • Follow the Exit Signs: Stay alert and stick to the marked exit routes. Taking a wrong turn will cost you valuable time and bring the Scratcher closer.
  • Act Quickly in Morgues: Once inside a morgue, head straight for the door controls on the right to seal the doors behind you.
  • Search Thoroughly: The keycards are randomly placed in each morgue, so check carefully but efficiently. A systematic approach works the best, keep sprinting and don't linger, wasting time could mean the difference between escaping and being caught.
  • Watch Your Path: While navigating the morgue, try to keep track of your movements and avoid doubling back unnecessarily.
#FUN!

Level Overview
Time to celebrate escaping the Scratcher! Welcome to Level FUN! 🎉 At first glance, this level seems like an ordinary party with balloons and cake, but don’t be deceived; surviving this level is no laughing matter. Your goal is to collect 1500 tickets to unlock the main exit. Tickets are earned by completing mini-games found in different areas of the level, and with efficient gameplay, you can finish in just two rounds by earning at least 750 tickets per game. The level begins in the main room, where you can scavenge for coins and food to manage your sanity. These resources are crucial for unlocking doors and maintaining focus.

To access the mini-games, locate noclip floors, easily identified by black-and-yellow danger tape, jittering furniture, and a faint buzzing sound. Dropping through these floors leads to a subterranean walking bridge. Sprint (default Shift) and jump (default Spacebar) to cross gaps in the bridge. Falling into a gap isn’t fatal but will reset you to the beginning of the level, so stay cautious.

After crossing the bridge, you’ll enter the Party Zone, a maze-like area filled with interconnected rooms and doors. The Party Zone is patrolled by the Partygoer, a hostile entity that becomes aggressive if triggered by running, darkness, or silence (when the music stops). Move carefully through the zone, walking slowly to avoid provoking the entity.

In the Party Zone, collect coins and food while searching for the exit. Many doors are locked and require coins to open—higher-cost doors (up to 5 coins) often yield more valuable resources. If you get lost, spend 3 coins to activate an alarm, which emits a sound guiding you toward the exit. Once you locate the exit, you’ll enter another subterranean area featuring a traffic-light game.

The rules of the traffic-light game are simple: move when the light is green, stop when it’s yellow or red. Moving during a red light results in a penalty, with tickets deducted from your total. After completing this game, you’ll return to the main room with your updated ticket count. Repeat the process until you’ve collected 1500 tickets. Once you have enough tickets, use them to unlock the main exit and leave Level FUN!

Objectives
HAVE FUN! (=: 0/1. At least we can try to have fun :), make sure to focus and win those tickets!

Entity
The Partygoer is the main threat in this level, patrolling the Party Zone and waiting for an opportunity to strike. With the lights and music on, there is little to worry about. However, when a blackout occurs, make sure you're in one of the game rooms to take refuge from the Partygoer!
  • Triggers: The Partygoer becomes aggressive when you run, the lights go out, or the music stops.
  • Avoidance: Walk slowly and avoid sudden movements when in the Party Zone.
  • Safe Zones: Once inside a locked room, the Partygoer cannot harm you, so use these moments to gather resources and plan your next move.

Tips and Tricks
  • Scavenge resources: Collect coins and food in the main room and the Party Zone to maintain sanity and unlock doors.
  • Plan your navigation: Stick to one direction while exploring the Party Zone to avoid getting lost. Use coins wisely to open paths and access resources.
  • Use alarms: When you have enough coins, spend 3 coins on an alarm in the Party Zone to emit a sound guiding you toward the exit. This can be helpful at times
  • Cross the walking bridge carefully: Sprint and jump to navigate gaps, but stay alert to avoid falling and resetting to the beginning of the level.
  • Master the traffic-light game: Move only during green lights to avoid ticket penalties, and stop immediately on yellow or red lights. In a number of occasions, the next traffic light might be not be visible, look for another traffic light in the distance to determine when it is safe to walk. If the light turns yellow, immediately stop!


# Backrooms Update 0.10.2 and 0.10.3 [Differences]
Official release notes
A major update was released on the 7th and 8th of March 2025. It took some time before I could make a walktrhough and see (and experience ;)) the changes. The developer posted some interesting changes! Level 3 Electrical Station and FUN! are now out of Beta and included in the game. This caused also a change in the order of the levels (with Level 3 coming just after Level 1 Habitable Zone). Interested in seeing the changes? Here is a full walkthrough (longplay) video of 'Backrooms Escape Together' update 0.10.3!


The following gameply changes (from the release notes) have been incorporated:

Level 0 The Lobby
  • Made Pitfall Mold Marking Spawn Randomly Now
  • Updated Caution Tape Path Look
  • Fixed Pitfall Task not Working
  • Fixed Smiler Record Task Sometimes Not Registering

Level 1 Habitable Zone
  • Increased Level Size by 25%
  • Increased Number of Generators
  • Needed Generators Now Increase with Player Count
  • Added Exit Sign to Exit Door
  • Fixed Items Floating in Level 1 Spawn
  • Performance Improvements in Storage Rooms
  • Smoothed Generator Restart Progress Bar
  • Minor Audio Tweaks

Level 3 Electrical Station
  • Clumps Are Now Faster
  • Increased Item Amount, Especially Bandages
  • Increased Gasoline Amount
  • Each Floor Item Crate Requires an Increasing Amount of Fuses
  • Gasoline Drain Rate is Now Different on Each Floor
  • Bolt Cutters are Now Found in Lockers
  • Fixed Clumps Camping Floor Entrances
  • Fixed Clumps Spawning Inside of Shelves
  • Added Wire Hazards that Can Stun You
  • Implemented Unique Hallway Generation Per Floor
  • Terminals Now Show the Item the Floor Provides
  • Fuse Amount is Now A Fixed Ratio Instead of Random
  • Fixed Multiple Bugs with Control Room Levers
  • Jail Doors now Alert and Attract the Clump
  • Decreased Tape Amount
  • Fuses Can Now Be Found in Various Lockers and Shelves
  • Polished Control Room Environment
  • Polished Clump Animations
  • Added Sounds to Cat Walk
  • Fuse Panels can Be Closed
  • Fixed Issues with Clump Sounds not Playing
  • Ending Door Now Requires Bolt Cutters
  • Minor Ambient Audio Tweaks

Level 2 Dream Pipes
  • Lowered the Sound Generated By Footsteps
  • Added Chance of Items Inside of Lockers
  • Fixed Bug that Made Interact Text Persist After Opening Valve on Client
  • Switched Valve Indicator Light to Green for More Clarity

Level 6 Abandoned Offices
  • Fix Level 6 Wire Sometimes Not Appearing
  • Redid Level 6 Wire for a More Realistic Look
  • Changed Wire Endpoint Logic
  • Level 6 Drop Rooms Now Show their Respective Color
  • Level 6 Doors Do Not Open Until All Buttons Are Pressed
  • Added Informative Objectives to Level 6
  • Added Pitfalls to Second Section to Pose Hazard
  • Added More Items and Loot to Level
  • Portrait Background are Now Blue
  • Removed Colors in Puzzle That Could Be Mistaken for the Same

Level 37
  • Various Fixes to Textures
  • Fixed Crash on Clients During Level Generation

Level ! (Run)
  • Morgue Door Control Panel Now Flashes When Open

Level FUN!
  • Decreased Ticket Penalty When Moving in Red Light Green Light
  • Added Hint When Minigame Reward is 0
  • Increased Lights on Duration
  • Added Chance for Lights to Turn off Within 7 Seconds of Turning on
  • Added New Ending
  • Fixed Bug that Caused Partygoer to Become Immediately Hostile After Lights Come On
  • Fixed Issue That Crammed Players into Play Place Upon Teleport
  • Increased Quality of Various Meshes in Level
  • Small Updates to Arcade Rooms
  • Added Safe Zone to Start of Minigame That Will Not Deduct Tickets When Moving
  • Fixed Chance for Minigame to Deduct Tickets for Players Outside of Play Place
  • Lights Now Only Turn off in Warehouses and Parkour Play Places
  • Exit Locator Now Plays for Client
  • Lights Now Stay On in Warehouse Rooms
  • Exit Locator has a 33% Chance to Spawn Instead of 100%
  • Random Decrease Coin Cost of Larger Rooms
  • Cleaned Up Teleportation Logic For Smoother Transitions
  • Minor Adjustments to Warehouse Room Layouts
  • Tweaked Coin Spawn Chances
  • Optimized Play Place Performance
  • Teleport Holes are Now Green In Play Places
  • Decreased Food Item Spawn Chances
  • Increased Spawn Chances of Cupcakes and Cookies
  • Fixed Issue that Caused Partygoer Head to Snap
  • Fixed Exit Locators Having Collision
  • Increased Balloon Count
  • Various Performance Improvements
  • Decreased Effectiveness of Cupcakes and Cookies on Sanity
  • Minor Fixes to Numerous Mesh's Collision
  • Minor Graphical Issue Fixes

Level Hub
  • Minor Visual Tweaks
  • Fixed Issue that Caused Journey Summary to Sometimes Not Show
  • Fixed Time Calculation on Journey Summary
  • Minor Journey Summary Tweaks
24 Comments
Red Thunder Strike Leader  [author] Mar 22 @ 2:23pm 
@FatedMoonFall I completed two times the entire game after the new update (1.10.3). Played level FUN about 4-5 times, however, I was unable to reproduce the issue you mentioned (in the level's minigame where you have to go on red and stop on green). In all cases, I had to move on green and stop on red. Were there some particular conditions under which you played the game (e.g. settings/multi- or single player)?
Red Thunder Strike Leader  [author] Mar 22 @ 9:47am 
@Pelu Thank you very much for your nice comment! Good to hear the guide was helpful :). Out of curiosity I replayed the new update and I had the same thing (the order is now level 0, 1 and then 3 electrical station!). I'll adjust the order in the guide :)!
Pelu Mar 21 @ 10:36am 
Great guide! I just finished the game and the electrical station came before the dream pipes, then is abandoned offices, dunno if is intended or if the order changed
Red Thunder Strike Leader  [author] Mar 16 @ 4:09pm 
@FatedMoonFall Very interesting, haven't heard about the variation in the game where you have to move on red! Was the sound also reversed (i.e. the higher pitch *bleep* sound when the red lights turn on and lower pitch when the green lights turn on)? I'll replay the level this week to see if I get the same effect (and update the guide if necessary) Thanks for your comment :)
FatedMoonFall Mar 14 @ 8:34pm 
Replayed the game to see the updates and found something odd. When we got to level: Fun and played red light/Green light part. We got no tickets as we passed twice. Following the normal Red light/Green light rules. Turns out sometimes the Red light/Green light section can require you to Go on Red and Stop on Green. Was this ever intended for the Red light/Green light game to have two different variations?
Red Thunder Strike Leader  [author] Mar 7 @ 2:56am 
Hi @^2AimDG, is it possible that you haven’t activated the Beta version of the game? In the regular single-player mode, you go straight to the Abandoned Offices after Dream Pipes. The Electrical Station (and I believe also the level FUN!) is still part of the Beta. You can enable Beta features by right-clicking the game in your Steam library, selecting Properties, then navigating to the Betas tab and choosing 'beta - Beta builds for testing' from the dropdown menu. I also had to complete the game first (finishing all other levels) before I could enter the junctions level—which is essentially a long tunnel with different numbered doors allowing you to replay levels. Look for the door with a '3' on it—that’s the Electrical Station! Let me know if this helps!
^2AimDG Mar 5 @ 6:02pm 
Interesting, when I played I never came across the electrical station. I beat dream pipes and ended up straight in the abandoned offices.
Red Thunder Strike Leader  [author] Feb 2 @ 3:46am 
@WhiteZORA, wow good find! I didn't know this, very relevant for all the multiplayer fans around here :) Thanks for your comment! I included it in the guide (with credits to you ofc :)!)
WhiteZORA Feb 1 @ 4:00pm 
We were stuck in the poolrooms for a long time because pressing the button didn't do anything, turns out everyone has to be next to it for it to work and the game doesn't tell you.
Lil Scoob Jan 23 @ 11:05pm 
So we just gone act like 1.5 is not here. Is it released yet or not?