Backrooms: Escape Together

Backrooms: Escape Together

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Backrooms: Escape Together - Short Guide and Entities Explained
By Grandma
Here you can find detailed descriptions of each level and the different entities you may encounter.
   
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Short Description
Level 0 - The Lobby, Class 5 Extremely Unsafe
  • Level 0, often referred to as "The Lobby," is the starting area in Backrooms: Escape Together. It consists of endless, yellow-lit corridors with damp carpeting and an unsettling, constant humming sound.




Level 0.11 - Water Damage, Class 2 Low Safety
  • Level 0.11, called "Water Damage," is an extension of Level 0 in Backrooms: Escape Together, accessed by either taking the elevator or falling through hidden traps. This section has noticeably dimmer lighting.




Level 1 - The Habitable Zone, Class 4 Highly Unsafe
  • Level 1, known as "Habitable Zone," serves as the second main level in Backrooms: Escape Together. It is a vast, low-lit industrial zone with scattered hallways and various storage spaces.




Level 2 - Pipe Dreams, Class 5 Extremely Unsafe
  • Level 2, also named "Pipe Dreams," is the fourth area players encounter. It features a maze-like network of dark industrial passageways packed with pipes and utility rooms.




Level 3 - Electrical Station, Class 7 Highly Dangerous
  • Level 3, titled "Electrical Station," acts as the third level in the game. This area spans multiple floors of an old electrical facility, divided into three sections connected by machinery spaces.




Level 4 - Abandoned Office, Class 1 Generally Safe
  • Level 4, called "Abandoned Office," is the fifth zone. It includes deserted office rooms, flickering fluorescent lights, and dusty, timeworn cubicles.




Level 6 - Lights Out, Class 6 Low Safety
  • Level 6, known as "Lights Out," makes up the sixth area. This level is entirely shrouded in darkness, forcing players to use the lidar mechanic to find their way.




Level 37 - Sublimity, Class 1 Generally Safe
  • Level 37, titled "Sublimity," is the seventh level. It contains a huge, surreal environment filled with towering, dreamlike structures and long, shadowy corridors.




Level Fun, Class 4 Highly Unsafe
  • Level Fun, also called "Fun," appears as the ninth level. At first glance, it resembles a playful children’s area but hides far more danger than it suggests.




Level ! - Run For Your Life, Class ! Dreadful
  • Level Run, known as "Run for Your Life," serves as the eighth level. It is a relentless chase sequence where players must sprint through endless hallways while being hunted by a single entity.




The Hub, Class 1 Generally Safe
  • Level Hub is a portal-like area unlocked at the end of the game. It lets players revisit any previously cleared level and acts as a central hub to choose their next destination.




Level ???, Class 1 Generally Safe
  • Level ??? is a hidden sub-level connected to the Level Hub in Backrooms: Escape Together.
Entities Explained
Entity 0 - Bacteria, Class 4 Extremely Hostile

  • The Bacteria is a highly aggressive entity that roams ⁠Level 0. It has exceptional vision and hearing, making it a major threat. It is a tall figure that appears to be made out of some kind of mold.

Behavior:

  • It is highly sensitive to sound, detecting walking, running, jumping, and whistling.
  • It has long-range vision, allowing it to spot players from afar.
  • It has fast movement speed.
  • There is a 50% chance he gets triggered whenever a VHS tape is picked up.
  • Once he is triggered, he will chase the player.
  • Once the player collects the last VHS tape, the Bacteria will no longer be triggered by them.
  • Alarm Event: Forces it into an immediate chase

Weaknesses:

  • Can be outrun by taking sharp turns instead of running in a straight line.
  • Crouching makes it easier to avoid him by reducing your noise.
  • Can be tricked or avoided by:
  • Hiding in wall holes.
  • Walking on a pitfall area.
  • Temporarily using the elevator (not recommended for prolonged hiding).
  • Use the chair to slip past it.
  • Can be slipped past while attacking, as it must use both hands to kill.




Entity 3 - Smiler, Class 2 Unfriendly

  • The Smiler is a passive but dangerous entity found in ⁠Level 0 and ⁠Level 0.11. It only appears during the Blackout Event, and encountering it results in a sanity-draining jumpscare that also stuns the player.

Behavior:

  • Can see through the darkness.
  • Doesn't react to sounds.
  • Does not chase the player, but being near one will trigger a jumpscare, stun, and sanity loss.
  • Blackout Event: Multiple Smilers will spawn near the player.

Weaknesses:

  • Staying away is the only way to avoid being affected.




Entity 10 - Skin-Stealer, Class 3 Hostile Phobic

  • The Skin-Stealer is a hostile entity that appears in ⁠Level 1. It is afraid of light and will flee when exposed to it. However, during the Blackout Event, it becomes aggressive and hunts players.

Behavior:

  • It is faster than the player, making escape difficult.
  • It can see through the darkness.
  • Blackout Event: Actively chases the player
  • Spawn one at a time whenever the level enters a Blackout Event, with a total of three Skin Stealers possible.
  • Light Event: It runs away from the player.

Weaknesses:

  • Light sources such as flashlights will repel it.
    Can be avoided by:
  • Hiding in storage rooms.
  • Hiding at the start of the level.
  • Jumping on a cone can keep you safe—but only if you land exactly in the center and stay completely still. If you're even slightly off or move afterward, it will still kill you.




Entity 64.1 - Scratcher V.1, Class 4 Extremely Hostile

  • The Scratcher V.1 is a blind but highly sensitive entity found in ⁠Level 2. It relies on sound to detect players and moves very fast when alerted. Stealth is the key to survival.

Behavior:
  • Blind, but has exceptional hearing—it detects walking, running, jumping, whistling, and alarms.
  • Moves at high speed when chasing a player.
  • Checks the area where a sound was made.

Weaknesses:
  • Completely reliant on sound—it won’t detect players who move silently.
    Can be avoided by hiding in:
  • Lockers (found in hallways).
  • Under tables (found in rooms and the main area).
  • Elevator (the exit).
  • Other objects - such as metal poles, boxes, or anything you can squeeze past—can also help you slip by.




Entity 64.2 - Scratcher V.2, Class ! Dreadful

  • The Scratcher V.2 is a relentless pursuer found in ⁠Level Run. It cannot be avoided and its speed dynamically changes based on its distance from the player.

Behavior:

  • Spawns in Level Run and begins chasing the player.
  • Speed varies:
  • Closer = Slower
  • Farther = Faster
  • Breaks doors blocking its path.

Weaknesses:

  • No direct weaknesses. Escape is the only option.




Entity 15 - Wretch, Class 2 Unfriendly

  • The Wretch is a fast-moving and unavoidable entity found in ⁠Level 6. It only appears when the lidar mechanic is used at full potential, making its presence entirely dependent on player actions.

Behavior:

  • Has a medium chance to appear only when lidar is used at full power.
  • Cannot be avoided once revealed.
  • Moves very fast around the level.
    When it catches a player, it:
  • Depletes sanity.
  • Resets all revealed lidar particles, forcing the player to scan again.

Weaknesses:

  • Never appears unless the lidar mechanic is overused.




Entity 67 - Partygoer, Class 3 Hostile Phobic

  • The Partygoer is a sight-based entity found in ⁠Level Fun. It becomes highly aggressive during Blackout Events and will hunt players. However, during the Light Event, it only attacks if a player makes eye contact for too long.

Behavior:

  • Three Partygoers spawn in total, one per maze.
  • Has long-range vision and can see through the darkness.
  • Doesn't react to sounds.
    Blackout Event:
  • Actively chases the player.
    Light Event:
  • They calm down after the blackout event every time.
  • Harmless unless the player makes eye contact. If stared at for too long, its mouth will slowly open - once fully open, it begins to chase. It will eventually calm down, but only if the player looks away. Continuous eye contact prevents it from calming down. However, it will always calm down after a blackout event, even if the player keeps looking.

Weaknesses:

  • Safe rooms provide full protection.




Entity 5 - Clump, Class 4 Extremely Hostile

  • The Clump is a sound- and sight-based entity found in ⁠Level 3. It is extremely aggressive and responds to nearly all noises, including walking, running, jumping, and whistling. It often uses deceptive tactics - pretending to leave, or behaving unpredictably near jail doors, making it especially dangerous.

Behavior:
  • Three Clumps spawn in total, one per floor.
  • May either run toward or away from sounds made from jail doors to trick the player.
  • Immediately starts checking the area where the player made a sound.
  • Briefly stops upon seeing a player before beginning the chase.
  • It has medium-range vision.
  • If the power goes out, the Clump instantly knows your location and will chase you endlessly.
  • Can remember escape routes and will try to find alternate paths if blocked.
  • Immune to stuns.

Weaknesses:
  • Can be outrun.
  • Can be blocked using jail doors.
  • Can be tricked or avoided by:
  • Moving beneath the stairs.
  • Crawling through a vent.
  • Hiding in machine rooms.
  • Walking on the mini catwalk.
  • Loses track if you change locations quickly enough.


You can find more information on the website:Backrooms: Escape Together[backrooms-escape-together.fandom.com]
Copyright
Copyright:

Copyright 2025. This item is not authorized to be published on Steam, except under the Steam account with the name lxa333 (Grandma).

Most of the information comes from the website: Backrooms: Escape Together[backrooms-escape-together.fandom.com]

Originally posted by author:
lxa333 (Grandma)