Escape the Backrooms Walkthrough Part 3: Level 94 to Ending A (Wrong Door)

The floating castle of Level 94, The Village, seen across the rooftops at dusk

Source note: every code, count, level name, and step below is drawn from cross-checked community guides for Escape the Backrooms 1.0 (the Steam 1.0 complete guide, gamesron, grindnstrat, and Destructoid’s endings coverage). Where the community sources disagree, this guide keeps the hedge rather than hardening a contested number. In-game screenshots are from the Escape the Backrooms Wiki, edited for this guide.

This is Part 3 of our five-part Escape the Backrooms walkthrough, picking up where the mid-game left off and running the main story all the way to Ending A — “Wrong Door.” If you need the overview or the levels before this, jump back to the hub or replay Part 2. One heads-up before you dive in: the late game has a long tail of levels whose exact ordering can shift between game versions, so treat the sequence below as a reliable route rather than a fixed, immutable list — the puzzles inside each level stay the same even when the order around them moves.

The floating castle of Level 94, The Village, seen across the rooftops at dusk
Level 94 — cross the village toward the floating castle, looting vans on the way.

Level 94 — The Village / The Castle

You arrive in a village beneath a floating castle, and the castle is your goal. Work across the rooftops and streets toward it, looting as you go and timing your movement to the day/night cycle.

The Village

  1. Travel toward the floating castle, using it as your constant landmark.
  2. Loot items from the vans scattered through the village — they hold the supplies you’ll need.
  3. When night falls, the Animations become active. Hide indoors until daylight returns; do not try to cross open ground while they roam.
  4. Find the rope and climb it to reach the castle interior.

The Castle

  1. Move the boxes so they line up with the symbols on the floor.
  2. Press the coaster button to start the sequence.
  3. The Animated King appears — repeatedly flash your flashlight at him, which freezes him and advances a timer. Keep flashing until the timer reaches 100.
  4. Ride the coaster out of the level.

Level 7 — Lights Out

A dark maze built around light. You gather tools and use sprayed light patterns to read your way through, dodging the entities that live in the gloom.

  1. Collect the tools scattered through the maze.
  2. Spray light patterns on the walls to mark your route and navigate.
  3. Avoid the Wretch as you move — it hunts in the dark.
  4. Use a keycard on the M.E.G. door to open the way forward.
  5. In the LIDAR section, scan ahead and follow the right wall to the exit.

Note for completionists: the side M.E.G. doors in this level connect to Ending D — you’ll come back here with the ID Card later. We cover that route in Part 4.


Level 8 — Moth Caves → Stealer Caves

Two cave stretches back-to-back. The trick is knowing which wall to hug in each one, and remembering that a wrong move on the bridge is fatal.

Moth Caves

  1. Follow the left wall until you reach the checkpoint.
  2. From the checkpoint, switch to following the right wall toward the glowing mushrooms.
  3. Cross the bridge — do not run on the rickety bridge, or it gives way.

Stealer Caves

  1. Turn your flashlight off.
  2. Follow the right wall in the dark to slip past the Skin-Stealers patrolling the caves.

Level 0.11 & Level 188

Two puzzle levels paired together — a shadow-matching room that leads into a light-code courtyard.

Level 0.11 — the shadow puzzle

  1. Turn off the projector and match the shadow shapes.
  2. Find the chainsaw and use it to cut the boards.
  3. Flip 4 switches within a time limit to open the garage door.

Level 188

  1. Look across the courtyard and read the building-light pattern.
  2. Enter that pattern as the code at the final door.

Level 9 — Neighborhood / Abandoned Outpost

A suburban level followed by a research outpost. Both are about routing around a single dangerous creature while you hit the objectives.

The Neighborhood

  1. Activate the 3 M.E.G. computers — the front map shows which houses they’re in.
  2. Avoid the Neighborhood Watch, a large stomping creature; listen for its footfalls and route around it.
  3. The Hub door is in the second house from the right.

The Abandoned Outpost

  1. Collect 4 cure bottles.
  2. Place them in the shower.
  3. Lure a Wretch onto the pressure plate, then roll the shower over it to trap and destroy it.
  4. Grab the admin keycard and exit through the rear gate.

Level 10 — The Road / The Fields

An outdoor sprint through cornfields and turbines. Speed and route discipline matter more than fighting here — everything that chases you can be outrun.

The Road

  1. Sprint past the cornfield, where Facelings lurk, and make for the barn.

The Fields

  1. Follow the gaps in the fence to keep on the correct path.
  2. Switch on the turbines in sequence.
  3. Dodge the chainsaw-wielding Faceling — you can outrun it, so don’t panic.
  4. Reach the large building in the parking lot to leave.
Wind turbines rising over the cornfields of Level 10, The Fields
Level 10 — switch the turbines on in sequence and outrun the chainsaw Faceling to the parking lot.

Level 3999

A short, mostly safe interlude that doubles as an important landmark. Read your ticket, ride the elevator, and watch the show.

  1. Read the code on your ticket.
  2. Press the matching elevator floor buttons — the code is 931.
  3. Watch the informational video.

Remember this one: Level 3999’s M.E.G. base / arcade is where the True Ending eventually plays out. You’ll return here in Part 4 once you hold all four endings.


Level 0.2 — Residential Area

A no-clip puzzle level. You phase into the Red Rooms to reach switches, but every clip point has to be read for safety before you commit.

  1. No-clip into the Red Rooms to reach the 5 switches in locked rooms.
  2. Before each clip, check the traffic light above the clip point — green means safe, anything else means a Smiler or Skin-Stealer is waiting.
  3. When the light is green, open the electrical box and flip the switch.
  4. Once all five switches are active, sprint across the gate to exit.

The Snackroom

A breather level for restocking, gated by a single typewriter puzzle.

  1. Restock your resources from the shelves — take what you can carry before moving on.
  2. Solve the typewriter puzzle: match the blacked-out keys shown on the provided paper.

Level !~! — The Hunt

A pressure-plate-and-sprint gauntlet where blue light is your friend. The Clump chases hard, but the blue-lit areas are safe.

  1. Step on the pressure plate, then hit the switch down the hall.
  2. Sprint back through the opened gate before it closes.
  3. Use the blue-lit safe zones to break line of sight and recover.
  4. Grab the chainsaw and cut the door.
  5. Drop into the blue pit.
  6. Navigate the T-junctions, avoiding the blue traps, to the exit.

Sub Level 188

A collect-and-place level. You gather three old TVs while two different entities prowl, then power your way out.

  1. Unlock the Hub door.
  2. Collect 3 CRT televisions — the cart labels tell you which ones you need.
  3. Avoid the Windows and the Aranea Membri as you carry them.
  4. Place the TVs in the electrical elevator.
  5. Jump into the pit to descend.

Level 37.2 — Poolrooms Extended

A water-management level: valves raise and drain the water in batches, and the tank display tells you how many valves are left. As always in the Poolrooms, the bridge is a trap if you rush it.

  1. Grab the raft.
  2. Turn the valves in batches — roughly 3 first, then 4 around a Clump patrol, then 8, then more. The tank shows how many valves remain, so use it to pace yourself.
  3. Don’t sprint across the bridge — it breaks.
  4. With the water at its raised level, swim over the barrier.
  5. Slide out to finish. Watch for Clump and Parasites throughout.

Level Fun+

The party returns, bigger and color-coded. Four colored halls each hide a key behind a different mini-puzzle, and a final mechanism ties them together.

Pink — Simon Says

  1. Insert the tape into the TV.
  2. Pop the balloons in the color sequence shown.

Blue — Party Hosts

  1. Throw fireworks at the Party Hosts hidden across 5 rooms, the ceiling, and the walls to kill them and claim the key.

Red — Illuminate Symbols

  1. Use glow sticks to light the symbols matching the panel colors.

Cloud — Pop Balloons

  1. Pop balloons to find the key.
  2. Stay near the tables and away from the Partygoers.

The final mechanism

  1. Use the mechanical arm to move the colored keys through their matching colored boxes without touching the sides.

Level 52

A quick chase level that funnels you toward the finale.

  1. Follow the Partypooper down the hallway.
  2. Sprint or crouch past Partygoers as the situation demands.

Late-game entity quick-reference

The back half of the campaign reuses several entities under new conditions. Here’s how to handle the ones you’ll meet across these levels:

Entity Where How to handle
Animations / Animated King Level 94 Active at night — hide indoors; the King vanishes when you flash him.
Wretch Lights Out, Neighborhood/Outpost Hides in lockers; can be trapped on a pressure plate.
Skin-Stealer Stealer Caves, Residential Area Can’t open doors; keep your flashlight off in the caves to slip past.
Smiler Residential Area Glowing grin in darkness; read the traffic light before clipping in.
Neighborhood Watch Level 9 Large stomping creature; route around it by sound.
Faceling The Fields Chainsaw-wielding — you can outrun it.
Clump The Hunt, Poolrooms Extended Persistent chaser; blue-lit zones are safe.
Windows / Aranea Membri Sub Level 188 Avoid while carrying the CRT televisions.
Partygoer / Party Host / Partypooper Level Fun+, Level 52 Party Hosts die to fireworks; hide under tables from Partygoers.

Level 55.1 — Photography → Ending A (“Wrong Door”)

The last level of the main campaign is a photo scavenger hunt. Complete the assignment and the game takes over — this is the cutscene that drops you into Ending A.

  1. Visit 3 elevator floors.
  2. On each floor, take photos of the assigned subjects. Across the assignment these include graffiti, the Level 0 entrance, a van, an entity, the Easter Island heads, and a Skin-Stealer.
  3. Completing the photo assignment triggers a cutscene: you’re dropped onto a road, hit by a car, and wake in the Bunker holding the ID Card.

That is Ending A — “Wrong Door,” the default ending and the only one that existed in early access. Crucially, the ID Card you wake up with is the master key for the other three endings: it opens the M.E.G. doors that lead to Endings B, C, and D.

Waking in the Bunker holding the ID Card after the Ending A cutscene
Ending A — you wake in the Bunker with the ID Card, the key to every other ending.

That wraps the main campaign. With the ID Card in hand you’re ready for the post-game routes — head to Part 4 for Endings B, C, D and the True Ending, where we use that card to open the Bunker, Habitable Zone, and Lights Out M.E.G. doors and finally escape back to the Frontrooms.

Frequently asked questions

What is the elevator code in Level 3999?

Read the code printed on your ticket and press the matching elevator floor buttons — the code is 931. Then watch the informational video to proceed.

How do I beat the Animated King in Level 94?

After matching the boxes to the floor symbols and pressing the coaster button, repeatedly flash your flashlight at the Animated King. Each flash advances a timer; keep flashing until the timer reaches 100, then ride the coaster out.

How many switches do I need in Level 0.2 (Residential Area)?

You need 5 switches in the locked Red Rooms. Check the traffic light above each clip point first — green means safe — then open the electrical box and flip the switch. Once all five are active, sprint across the gate.

What triggers Ending A in Level 55.1?

Completing the photography assignment — visiting 3 elevator floors and photographing the assigned subjects — triggers a cutscene where you’re hit by a car and wake in the Bunker holding the ID Card. That is Ending A, “Wrong Door.”

Why does the late-game level order seem different in my game?

The late game has a long tail of levels whose exact ordering can shift between game versions. The route in this guide is reliable, but if your sequence differs slightly, the individual puzzles and entities inside each level still work the same way.

Do I need the ID Card after Ending A?

Yes — the ID Card you receive after Ending A is the master key for the rest of the game. It unlocks the M.E.G. doors leading to Endings B, C, and D, which combine into the True Ending. Those routes are covered in Part 4.