Forum

Join the discussion with other gamers!

Backrooms: Escape Together - Complete Strategic Guide

Milky Milky 📅 18.10.2026 07:35 💬 0 Replies 👁️ 175 Views Last post: 4 days ago
Milky
18.10.2026 07:35
✏️ Edited
Quick note: This game is still in early access, so things change. This guide is based on recent versions (up to 0.13.x). There will be spoilers. If you haven’t played a level yet, try it blind first that’s where the fun is. If you’re stuck, jump to the level you need.

Level 0 - The Lobby

Overview
The classic yellow maze. Flickering lights, damp carpet, endless humming. Linear space lies to you. There are also grid-like floor gaps walk on the dividers too much and you’ll fall in. You start in an elevator, complete two objectives, then return to the elevator. Surprise: it crashes. The lower level is dark but safe no entities. Use your flashlight (T) to find the exit. Turn it off occasionally to spot light leaking from other sections, or hug walls.

Objectives

Collect six VHS tapes scattered on the ground near walls.

Record specific events: during a blackout, a Smiler, or an alarm. Use camera (C). Smilers are harmless (mostly) and their glowing eyes are easy to spot.

Entity
The Lifeform / Bacterium a black stringy thing. If it spots you, run. Hide in wall holes or stand on the floor-gap dividers (don’t fall).

Tips

Remember your path back to the elevator.

Yellow-and-black striped tape on the floor leads to the elevator.

Landmarks: floor gaps, abandoned chair (often has a VHS), black wall drawings.

Don’t linger sanity drops, and low sanity ends your run.

Easter egg shortcut: In the floor-gap area, look for circular black moldy spots on the ceiling above certain gaps. Jump through that gap to land safely on mattresses in the lower level.

Secret door (0.12.8+): In the lower levels there’s a wooden door. Procedurally placed, so explore a bit. Currently a teaser for Level -1.

Multiplayer

VHS tapes needed increase: +2 per extra player.

Smilers on the upper floor now fly at you and drain sanity. Lower-floor Smilers don’t fly but still drain.

Stick together but take slightly different routes to find tapes faster.

New objectives include recording the Bacterium during a blackout and recording the pitfalls.

Level -1 - The Grayscale Halls

Overview
Added in 0.13.0. Reach it from the lower levels of Level 0 find a hole in the wall, walk a grey corridor, and enter a wooden door. You’ll skip Level 1 and go straight to Level 3 afterward. It’s an old, damp, freezing hotel. Liminal corridors, rotting doors, water damage. Something here feeds on fear.

Objective

Complete the ritual: set lights on or off in specific hotel rooms. Look for a white light-bulb marking on the wall. A bulb with a cross means light OFF. A plain bulb means light ON. Flip the switch once when entering to set it correctly.

Entity

A fast dark spirit. You’ll hear screeching before you see it. Run to the nearest light switch and flick it on/off rapidly to repel it. Do not try to outrun it or hide in rooms that doesn’t work.

Tips

Memorize light switch locations as you pass them. They’re always near a lamp.

The entity turns off lights as it passes, leaving a trail of darkness.

Keep lights on to spot switches easier.

In dark areas, find the utility closet and flip the power switch first. Keys for locked rooms are often on a key rack inside the closet.

Check cupboards and tables for food to manage sanity.

Level 1 - Habitable Zone

Overview
A huge parking lot. Well-lit most of the time, but blackouts happen. During blackouts, hostile entities activate. Safe rooms are permanently lit and contain almond water, orange juice, etc.

Objective

Activate five diesel generators scattered around. Once all are running, blackouts stop and the exit opens.

Entity

Skin Stealers active during blackouts. If caught in the open, use your flashlight (T) to repel them. Best defense: hide in a safe room, or stand back-to-back with a wall/corner.

Tips

Find safe rooms first, then generators.

Starting a generator: hold F until fully started. Letting go early resets it.

First blackout takes the longest use that time to activate one or two generators.

After all five are on, blackouts stop, but Skin Stealers still lurk. Be careful on your way to the exit.

Search safe rooms for sanity items.

Multiplayer

Generators needed: +1 per extra player.

Partner up, stand back-to-back, synchronize flashlight sweeps.

Split up to find safe houses, but regroup for blackouts.

Level 3 - The Electrical Station

Major visual overhaul. No more gasoline mechanic. Multiple Clumps per floor. Fuse-powered deposit boxes. Jail doors can be sealed with fuses. Bolt cutters optional but needed for the secret level “???” and for food lockers.

Objectives

Gain access to each sector: 0/3.

Restore power to the catwalk: 0/1.

Entity
The Clump grotesque, fast, aggressive. Multiple can patrol a floor. In light it’s less aware, but there are no true safe zones except generator rooms. Use fuses to lock jail doors behind you. Don’t run in straight lines; open and close doors to break pursuit.

Tips

Stock up on electrical tape and wire bundles early first sector often has plenty.

Fuses are for doors, deposit boxes, and the final catwalk. Keep spares.

Bolt cutters open chain-locked food lockers. Take them if you have space, but prioritize required items.

Generator room is always top floor of each sector.

Don’t linger. Keep moving.

Avoid hanging electrical wires (they stun you).

Stick to one side of the level (left or right) to reduce Clump encounters.

Deposit boxes: higher fuse cost usually means better loot, but sometimes empty.

Legacy versions

Gasoline mechanic existed you had to refuel generators to keep lights on.

Fewer Clumps, sometimes avoidable.

Bolt cutters were required for the exit in some versions (now optional).

Fuse lockers and electrical cupboards existed.

Multiplayer

More items needed (+1 generator equivalent per player? Actually for Level 3, more wire/tape/fuses scale with players).

Stick to one side, collect in one go.

Bandages can revive downed teammates.

Coordinate door closures.

Level 2 - Dream Pipes

Overview
Dim maintenance hallways, steam pipes, maintenance rooms with sanity/health items. The Blind Entity (Scratcher) hunts by sound. Walk slowly. Don’t run unless absolutely necessary.

Objectives

Open valves in maintenance hallways: 0/3. Valves are at ends of corridors marked B, C, G.

Avoid the Blind Entity: 0/1.
After opening all three, numbers appear above hallway entrances. Use them to align the main section valves (B, C, G) in the main hall. Then the main door opens.

Entity
Scratcher blind, incredible hearing. If you make noise, it comes. Hide in maintenance rooms or metal lockers. If it enters the steam room, quietly leave.

Tips

Search maintenance rooms for almond water, orange juice, soup.

When turning a valve, an alarm sounds. Either hide in the steam room (risky) or sprint to a nearby maintenance room (safer if close).

Observe Scratcher’s patrol before moving.

After each valve, plan your route to avoid crossing its path.

Multiplayer

Scratcher has erratic search pattern now. Be extra careful.

Carry bandages.

Go in pairs to sections.

Hide in lockers if it approaches.

Level 4 - Abandoned Offices

Overview
Endless gray cubicles. No entities. Rain on windows. Find the breaker room by collecting four monitor codes (number + color). Then input code and flip switch.

Objective
Find the electrical closet and turn off the power: 0/1.

Tips

Drop items (soup cans) to mark explored areas.

Note each monitor’s number and color. Some colors are similar (light green vs white).

Explore methodically, section by section.

Multiplayer

Same as singleplayer, just divide search areas.

Drop items to mark searched rooms.

Level 6 - LIDAR

Overview
Trapped in a computer system. You have a LIDAR scanner: local scan (LMB), global scan (RMB). Stalkers (red dotted humanoids) crash your system if scanned erasing your map. Follow blue and red cables on the floor. Avoid holes in the floor.

Objectives
“Please don’t leave me”: 0/1.

Section 1: follow red cables to three buttons. Press to unlock red door.

Section 2: follow blue cables to three switches. Flip them. Then scan near doors to find three cages with entities. Match cage color + entity to one of three doors. Go through correct door and jump into hole (mattresses below).

Section 3: scan ground for holes. Move toward sound. Find yellow door. Jump through.

Entity
Stalkers scanning them crashes system. Avoid global scans if you suspect one nearby. Camera glitches slightly when close.

Tips

Cables are your navigation.

Listen for beeping near switches.

Collect orange juice and almond water near switches.

Use local scans, not global, unless sure.

Mark your path.

Multiplayer

Whistle (R) to find each other.

Same cable-following strategy.

Level 37 - Poolrooms

Overview
Bright, clean, surreal pools. No entities. No sanity drain. Easy to get lost. Stick to one direction (always left or always right) at intersections.

Objective
Find a way out: 0/1.

Puzzle
At the end, colored valves on pipes. Each pipe has a symbol (star, dot, infinity, etc.). Count how many times that symbol appears nearby. Turn the valve that many times, then push handle down. Light turns on. First door: one pump. Second door: two pumps. Final door: tricky need all handles with same symbol up, while keeping second door open. Coordinate in multiplayer.

Tips

Wall-following works.

Mark path if possible.

Stay calm during puzzle.

In multiplayer, everyone must be near the button for it to work.

Level RUN!

Overview
Chaotic hospital. Sirens, red lights, abandoned equipment. Scratcher chases you. VHS tapes disappear from inventory (mystery). Three sections. Follow exit signs on ceiling.

Objective
Follow the exit signs: 0/1.

Run through corridors, only taking paths with exit signs.

Reach first morgue. Immediately close door via controls (F) on right. Find blue keycard on wooden shelves.

Open metal exit door (beeping alarm helps locate). Run again to second morgue. Repeat.

Final section: run to exit door marked with arrows. Open and escape.

Entity
Scratcher relentless. Morgues are temporary safe zones. Act fast.

Tips

Follow exit signs. Wrong turn = death.

Close morgue door immediately.

Search keycard efficiently.

Don’t stop. Stamina and sanity are not factors here.

Multiplayer

Last player must announce when to close morgue door. Timing is critical.

If door closes too early, teammate is trapped with Scratcher. Too late, Scratcher gets in.

Level FUN!

Overview
Party level. Collect 1500 tickets via minigames. Two rounds of 750+ tickets is ideal. Start in main room, scavenge coins and food. Find noclip floors (black/yellow tape, jittering furniture, buzzing). Cross walking bridge. Enter Party Zone maze.

Objective
HAVE FUN!: 0/1. Collect 1500 tickets.

Entity
Partygoer triggered by running, darkness, or silence. Hide in game rooms during blackouts.

Tips

Scavenge coins and food.

Noclip floors lead to minigames.

Cross bridge: sprint + jump over gaps. Falling resets to start.

Party Zone: walk slowly. Open locked doors with coins. Higher cost = better loot.

If lost, spend 3 coins on alarm to guide toward exit.

Traffic-light game: move on green, stop on yellow/red. Moving on red deducts tickets.

Repeat until 1500 tickets. Unlock main exit.

Multiplayer

Same strategy. Mic helps coordinate traffic lights.

Watch traffic lights carefully they switch fast.

Level 232 - Infinite Grocery Store

Overview
Procedurally generated grocery store + warehouses. You have three shopping days, 5 minutes each. Steal $1000 worth of products. Security guards (Facelings) watch you.

Objective
Reach the quota: $1000.

Entity
Facelings security guards. They become suspicious if they see you stealing or carrying large items. Beeping = warning. Alarm = run.

Tips

Check billboards outside for product values. Expired product (red) deducts points don’t take it.

Day 1: sprint and find a mobility scooter ASAP. It increases speed and lets you carry large items safely.

While searching for scooter, grab small items (olive oil, cans, milk).

Remember locations of large items to return with scooter.

Scan aisles by moving perpendicular across aisle ends (diagonal sprint: Shift + W + A/D).

Avoid dark, closed sections guards trigger immediately.

Leave before time runs out. Lights out = guards chase.

After each day, go through warehouse, use vending machine for punch card (free). Blue keycard optional.

Quota: ~$333 per day.

The HUB & Level ???

The HUB
After finishing all levels, you can explore the HUB tunnel. Walk straight for ~15 minutes (sprinting shortens it). At the end, darkness. On the right, a door chained with rusty chains. Needs bolt cutters from Level 3. Get them, then exit to HUB via menu to keep them. Open door to reach Level ???.

Level ???
Infinite tunnel segments connected by wooden planks or interconnecting tunnels. Move vertically across mental grid. Avoid falling into void. Find green exit sign to return to HUB.

Objective
Find the exit.

Tips

Get bolt cutters from Level 3, then exit to HUB immediately.

In Level ???, walk to edges to spot connections. Avoid falling.

Eventually find green exit sign.


That’s the whole thing. Good luck in the Backrooms and remember: if you hear something, it already heard you.
🔒 You must be logged in to reply to this thread.