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This guide is about how to escape and everything about the entitys.
This is just for fun btw, if u want you can follow it ig.
Level 0
HOW TO AVOID THE ENTITY(S) IN LEVEL 0?
1: It is advisable to limit the amount of time spent in level 0. Please note that there is a predetermined timer prior to the spawn of the HOWLER. Additionally, the HOWLER will teleport in close proximity to your location after a certain period of time. It is worth mentioning that falling into the poolrooms will bypass the timer entirely, leading to the immediate spawn of the HOWLER.
2: Pay close attention to a distinct knocking sound, as the HOWLER emits this auditory cue when you are in close proximity to it.
HOW TO EXIT LEVEL 0?
Exit 1: Vents
In order to progress beyond level 0, locating and gaining entry to the vent is essential.
Exit 2: Pitfalls
Should you encounter an unfortunate descent into the area termed “Pitfalls,” diligently adhering to arrow guidance will eventually guide you to a structure reminiscent of a residential dwelling within said obstacles.
Items:
There are no additional objects present, execpt for the key situated at the ladder, which doesnt go in your inventory but is still useable
Instructions for Exiting the Level:
Although the specifics of the exit route cannot be precisely elucidated, key locations in level 0 can be provided for guidance purposes.
Commence the search for a note suspended on one of the walls within level 0. Subsequently, locate a chamber featuring a breach in its perimeter wall. Subsequent to this, gather all components of the ladder and proceed towards the designated door.
To traverse the treacherous pitfalls with ease, cautiously maneuver along the edge. In the eventuality of a fall, adhere to the subsequent steps: identify and track a sequence of arrows leading to a dwelling, then enter the aforementioned structure and ascend the stairs.
Level 1 [Part 1]
HOW TO AVOID THE ENTITY(S) IN LEVEL 1
There are no entitys in Level 1 [Floor 3]
Exit 1: Elevator
press da button that says 2 to go down
Items:
Almond water
Flashlight
Instructions for Exiting the Level:
To move past Level 1 [Floor 3], you need to find a room with four cars inside. These cars have colors that match the elevator code. When you figure out the code, just type it in and get into the elevator to go ahead.
yeah thats it for part 1 super simple
Level 1 [part 2]
Level 1 part 2 is a bit more complex than part 1.
HOW TO AVOID THE ENTITY(S) IN LEVEL 1
To evade encounters with skinstealers within the level, it is advisable to assume a crouched position in order to minimize noise and remain undetected.
In the multiplayer version, exercise caution and refrain from placing trust in individuals until they present their identification.
To determine the likelihood of someone being a skin stealer, watch out for certain behavioral cues. For instance, if a person begins charging directly towards you without deviation, there is a high probability that they are a skin stealer. Similarly, individuals aimlessly wandering without any discernible objective are also likely to be skin stealers.
Exit 1: Gate
Within a designated chamber, you will come across keyholes which necessitate the insertion of keys for further progression. It is imperative to swiftly and attentively place all the keys into their respective keyholes, as a timer is in place before they reset.
Items:
Almond water
Flashlight
Keys
Instructions for Exiting the Level:
In order to successfully progress from Level 1, it is imperative to diligently locate keys dispersed across different rooms. Once acquired, it is essential to locate a designated room containing corresponding keyholes, wherein these keys must be promptly inserted. It is crucial to complete this task expeditiously, given that a timer imposes a time constraint before the keys reset.
Once the gate opens you can just enter and proceed to level 1 part 3.
Level 1 [Part 3]
HOW TO AVOID THE ENTITY[S] IN THIS LEVEL:
Crouch when your behind it, If your getting chased then just go into a hiding spot.
You can also see a part of it glowing when no longer in the MEG suit.
Instructions to exit this level:
Find the elevator in this level.
Items in this level:
Almond water and Flashlights. There is no point in checking elsewhere than spawn.
Details about this level:
Level 1 part 3 seems to be a parking lot with various floors
Sanity Risk in this level:
LEVEL 2: Low Sanity Risk
Entity Count in this level
One entity
Others:
Put your graphic settings to a lower level in order to enhance visibility of the elevator through the door. Additionally, take note that the vacant rooms can serve as effective hiding spots during times of pursuit.
ENTITYS IN THIS LEVEL:
A skinstealer predominantly inhabits the lower levels.
Level 1 Part 3,5
HOW TO AVOID THE ENTITY[S] IN THIS LEVEL
There are no entitys until you open the gate.
Instructions to exit this level:
Go through the door that says EXIT.
Items in this level:
Nothing
Details about this level:
This part of level 1 connects to the hub and level 2
Sanity Risk in this level:
LEVEL 2: Low sanity risk
Entity Count in this level:
0
Others:
O P E N T H E D O O R
Tips n` Tricks:
Open the door that says EXIT
ENTITYS ROAMING THIS LEVEL:
Smilers [when you have opened the gate]
THE HUB
How to open the gate and progress:
In order to gain access to the gate at level 3,5, it is required to enter the MEG base. However, prior to entering the base, one must successfully complete a puzzle on the keypad. This involves locating a specific piece of code that corresponds with the green code displayed on the far right side.
How to turn on the power
On the right wall there is a tablet. Once you press interact on it, just click the dots to turn it on
Next you want to enter the password itheardyou on the pc, then open Gate.exe and click yes.
Now the gate is open
After doing that you need to go back to level 1 part 3,5
Details:
The hub, serving as a pivotal point, seamlessly connects various levels within the infrastructure through an exquisite tunnel adorned with vibrant orange lighting that extends seemingly indefinitely. One of the hub’s doors leads to the MEG base, an acronym for the Major Explorer Group, which is widely recognized as a notable and extensive collective operating within the realm of the Backrooms.
Distinguished by their substantial presence, the MEG has played a pivotal role in both the construction and management of a significant portion of the comprehensive database containing a plethora of pertinent information relating to the Backrooms.
Level 1 Part 4
After you have activated the gate you just need to press the green button on the gate and proceed
HOW TO AVOID THE ENTITY[S] IN THIS LEVEL
Stay away from the darkness
Instructions to exit this level:
Check every door for the entrance to Level 2
Items in this level:
Almond water
Details about this level:
This level is a parking lot again.
Sanity Risk in this level:
LEVEL 2: Low sanity risk
Entity Count in this level:
????
Others:
You can find almond water inside the various cabinets behind most of the doors inside Level 1 Part 4
Tips n` Tricks:
Just stay out of the darkness and run to the next spot with light [preferably the closest one]
Also if you hear lights flickering then going back on, just go back or if your near the next spot continue running until your there
ENTITYS ROAMING THIS LEVEL:
Smilers
Level 2, Pipedreams
HOW TO AVOID THE ENTITY[S] IN THIS LEVEL
You cant
Instructions to exit this level:
Go to station and run until you find a room with red bricks, If you miss it well. your dead
Items in this level:
1 flashlight right before you enter the darkness
Details about this level:
Level 2 is a small hallway with pipes that smell like bugspray. [is it bugspray? for what tho]
Sanity Risk in this level:
Level 1: No sanity risk
Entity Count in this level:
1
Others:
Tips n` Tricks:
Dont look behind you
ENTITYS ROAMING THIS LEVEL:
Smiler [King smiler?]
Level 3, The station
HOW TO AVOID THE ENTITY[S] IN THIS LEVEL
There is no real way to avoid them, as you have to encounter atleast one.
To reduce the chance of them seeing you, crouch
Instructions to exit this level:
Turn on all of the power boxes [randomly generated] and then go back to the room where you spawned in because the gate will be opened and you can open the white door and proceed to level 4
Items in this level:
Water
Flashlight
Details about this level:
Level 3 represents an electrical station in a state of gradual deterioration, evidenced by the presence of water seepage, potentially electrified, originating from the roof.
Sanity Risk in this level:
Level 4: High
Entity Count in this level:
9
Others:
On hard mode you can only blind them dawgs once
Tips n` Tricks:
Flashlights blind the HOUNDS inside the level.
ENTITYS ROAMING THIS LEVEL:
9 hounds roaming
Level 4, The office
HOW TO AVOID THE ENTITY[S] IN THIS LEVEL
No entitys
Instructions to exit this level:
continue until you locate the vending machines. In order to solve the puzzle, it is necessary to accurately count the number of objects and insert the corresponding amount into the respective vending machine. Once the correct numbers have been inputted and the door has opened, proceed to open all of the doors.
There is an option to return to the hub if desired. When you come across a room with filing cabinets and another door, proceed through the door and then through yet another door in the room you just entered. In front of you, there will be a prominent red button labeled “RESET CAMERAS”. Pressing this button will reset the cameras. However, it is important to note that the cameras can still detect you while crouched, so it is advised to remain crouched even when the cameras are not immediately visible.
Locate a door that leads to a room with tiled floors, cameras, and crowbars. If you have managed to avoid being detected, the door in that room should remain open. However, if you have been spotted, you have the option to either backtrack or use a crowbar to break open the vent on the right. Breaking the vent will result in the game labeling you as an “idiot”. Proceed to break the second vent, which will bring you closer to the area where the restart button is located. Upon entering the subsequent door, you will advance to Level 5.
Items in this level:
Water
Chocolate
Juice
Details about this level:
Level 4 is an office complex characterized by its unique climate, which predominantly consists of rainfall, occurring approximately 99.9 percent of the time. Additionally, Level 4 is well-stocked with a variety of refreshments, including almond water, various juices, and delectable chocolate options.
Sanity Risk in this level:
Level 1: No sanity risk
Entity Count in this level:
0
Others:
Cameras are in level 4
Tips n` Tricks:
Stay out of view from cameras, everyone should know this
ENTITYS ROAMING THIS LEVEL:
Nothing
Level 5, Terror hotel Floor 3
HOW TO AVOID THE ENTITY[S] IN THIS LEVEL
Floor 3 has friendly entitys known as Male deathmoths, they dont cause harm so there is no point in avoiding them.
Instructions to exit this level:
Arrange the paintings in the correct order, from the most recent to the oldest.
Next, grab the bugspray and efficiently eliminate three packs of male deathmoths.
Upon collecting all three, place them inside the miniature elevator contraption to receive a reward. Each moth jelly entitles you to a unique key.
Once you possess all the keys, unlock the previously sealed door and descend using the elevator.
Items in this level:
Water
Bugspray
Juice
[Moth jelly]
Details about this level:
Level 5 is a hotel that goes by the name “Terror Hotel.” It gives off a historical vibe, like stepping into the 19th or 20th century. This level is home to male deathmoths, but don’t be alarmed as they pose no threat; in fact, they are no bigger than a bottle cap.
Sanity Risk in this level:
Level 4: High Sanity Risk
Entity Count in this level:
High
Others:
Floor 3 of the terror hotel
Tips n` Tricks:
If your playing multiplayer, you can dupe the jelly and use it for other levels
ENTITYS ROAMING THIS LEVEL:
Male Deathmoths
Level 5 Terror hotel Floor 2
HOW TO AVOID THE ENTITY[S] IN THIS LEVEL
There is no real way to avoid a hound, as you have to encounter atleast one.
To reduce the chance of them seeing you, crouch. Shine a light on the hound to stun it up to 3 times before it runs away. [it only stuns once on hard]. To evade encounters with skinstealers within the level, it is advisable to assume a crouched position in order to minimize noise and remain undetected.
In the multiplayer version, exercise caution and refrain from placing trust in individuals until they present their identification.
To determine the likelihood of someone being a skin stealer, watch out for certain behavioral cues. For instance, if a person begins charging directly towards you without deviation, there is a high probability that they are a skin stealer. Similarly, individuals aimlessly wandering without any discernible objective are also likely to be skin stealers.
Instructions to exit this level:
- To exit you just need to find a paper in some rooms of this level
- Once you find them all go back to the place with the room codes and look up,
- Your code should be on the roof.
- Now enter the code inside the lock on the door next to you
The rooms with papers are the opened vaults near spawn.
Items in this level:
Almond water
Flashlight
Details about this level:
Part 2 of the Terror hotel is where all of the rooms are
Sanity Risk in this level:
Level 4: High sanity risk
Entity Count in this level:
Really low
Others:
To skip a major part of the terror hotel just enter the codes 17564, 05938 and 89472
Tips n` Tricks: Hide inside a closet or under the bed if your getting chased
ENTITYS ROAMING THIS LEVEL:
A hound and a Skinwalker
Level 5, Terror Hotel Part 3: Boiler room
HOW TO AVOID THE ENTITY[S] IN THIS LEVEL
Plauging this level are Female deathmoths, unlike their male counterpart they are infact bigger than a bottle cap, reaching sizes comparable to a human. They also are way more agressive.
To avoid them just crouch when it gets really hot on your thermostat or a wavy effect is on your screen.
Instructions to exit this level:
Cant really explain this because its a maze. Green pipes are usually a good sign
Near the end is a moth that wont be detected by the thermostat and has no visual effect.
Items in this level:
a Thermostat
[Moth jelly]
Details about this level:
Level 5, part 3 is a designated boiler room. However, the design of this room seems impractical. In the event of a boiler overheating, it would be challenging to quickly locate the specific boiler causing the issue.
Sanity Risk in this level:
Level 4: High
Entity Count in this level:
High
Others:
Tips n` Tricks: Turn the
ENTITYS ROAMING THIS LEVEL:
Female deathmoths and male deathmoths