Escape the Backrooms Endings Guide: All 4 Endings & the True Ending

The Grassrooms wooden catwalks above lethal grass in Escape the Backrooms

Every code, level name, and step in this guide is cross-checked against the community 1.0 complete guides (Steam, gamesron, grindnstrat) and the Destructoid endings breakdown. Where the game randomizes a value or scales it by player count, we say so rather than hardening a number that isn't fixed. In-game screenshots are from the Escape the Backrooms Wiki, edited for this guide.

This is Part 4 of 5 in our complete Escape the Backrooms 1.0 walkthrough. If you've just finished the campaign and woken up in the Bunker clutching a strange card, you're in the right place. Start from the series hub if you need an earlier chapter, or jump back to where the main story ends in Part 3. Here we close the book: all four endings, the True Ending, and quick-reference tables you can keep open on a second monitor.

The post-game branches at a glance

Finishing the main campaign earns you Ending A — "Wrong Door", and with it the single most important item in the game: the ID Card. Think of it as the master key. The ID Card unlocks the M.E.G. doors that gate Endings B, C, and D, each reached from the central Hub (M.E.G. Base) rather than by replaying the whole campaign.

There are four endings total (A, B, C, D), and collecting all four is what unlocks the fifth result — the True Ending. So the plan from here is simple: bank A, then knock out B, C, and D in any order, then trigger the finale. Each branch below tells you exactly where it splits off and what it asks of you.


Ending A — Wrong Door (recap)

You earned this one already by completing the campaign through Level 55.1 (Photography) — finishing the photo assignment triggers the cutscene where you're dropped onto a road, hit by a car, and wake in the Bunker holding the ID Card. That's Ending A, the "Wrong Door," and historically it was the only ending available in early access.

The full lead-up — Level 94, Lights Out, the caves, Level 3999, and the final photography level — is covered step by step in Part 3. If you don't yet have the ID Card in hand, go back and earn it there before attempting anything below; nothing else opens without it.


Ending B — The Garden (Grassrooms route)

Ending B is the most mechanically demanding of the three branches — expect catwalk balancing, a glass-breaking puzzle, and timed parkour. Start from the Bunker after you've beaten the game at least once.

  1. Open the M.E.G. door in the Bunker to drop into Overgrowth (The Death Slides).
  2. Overgrowth: hit the lab switch, then carry each injured wanderer into the slide chute that matches it. Work through them one at a time.
  3. The Grassrooms: stay on the wooden catwalks at all costs — stepping onto the grass kills you.
  4. Hit the 2 platform switches to extend your path (or crouch-jump across the gaps if you're confident).
  5. Grab the knife, then cut the board and the hanging spool. Dropping the spool shatters the glass below you.
  6. Drop through to the timed 4-button door: hit the 4 buttons positioned at the ends of the halls before the timer runs out.
  7. Complete the parkour section, then trigger the second 4-button door, which opens the ending.
  8. Take the elevator down (floor 11) to lock in Ending B.
The Grassrooms wooden catwalks above lethal grass in Escape the Backrooms
Stay on the wooden catwalks in the Grassrooms — the grass itself is a kill zone.

Ending C — The Suburbs (endless staircase)

Ending C is the quickest to describe and the most surreal to climb. It branches off from Level 1 (The Habitable Zone), which you reach from the Hub.

  1. From the Hub, enter Level 1 (Habitable Zone) and head upstairs.
  2. Use the ID Card on the M.E.G. door up there to reach Level 9223372036854775807 — the endless staircase. (Yes, that's the level's name; it's the maximum value of a signed 64-bit integer.)
  3. Climb the staircase until you reach the floor mislabeled "94."
  4. Jump down the center of the stairwell to claim Ending C.

Ending D — The Pink House (Kitty's House)

Ending D branches from Level 7 (Lights Out) and leans on the Lidar device for navigation. The trick most players miss: you have to use the Lidar machine without actually progressing through Lights Out normally.

  1. From the Hub, enter Level 7 (Lights Out).
  2. Use the Lidar machine but don't progress — don't advance through the level the usual way.
  3. Use the ID Card on the M.E.G. door to open a new maze.
  4. Navigate the maze with the Lidar until you reach Level 974 (Kitty's House).
  5. Collect the 12 teddy-bear toys scattered around — they emit sounds, which helps you find them.
  6. Place each teddy bear on a chair. With all twelve placed, Ending D is yours.

Handling Kitty: Kitty is harmless while you watch it directly. It teleports on audio cues, so keep it in view as much as you can while you hunt for and place the toys.


The True Ending — Final Escape

Once you hold all four endings (A, B, C, and D), the finale becomes available. After you wake by the Bunker elevator for the fourth time:

  1. Press the Level 3999 button.
  2. Enter the secret arcade.
  3. Play the Level 3999 arcade machine.
  4. You wake back in the Frontrooms — reality at last.

The implication is deliberately unsettling: the whole ordeal reads as time spent gaming inside an arcade. Whether that's a literal frame or a metaphor for being lost in the Backrooms, the game leaves to you — but mechanically, this is the canonical "you escaped" result.

The Level 3999 secret arcade machine that triggers the True Ending in Escape the Backrooms
The Level 3999 arcade machine — the last button you press before waking in the Frontrooms.

Endings at a glance

Ending Where it branches from Key requirement
A — Wrong Door Main campaign (Level 0 → Level 55.1) Finish the photo assignment; wake in the Bunker with the ID Card
B — The Garden (Grassrooms) M.E.G. door in the Bunker Survive Overgrowth + Grassrooms (catwalks, knife/glass, timed 4-button doors, parkour); elevator down
C — The Suburbs (staircase) Level 1, upstairs (from the Hub) ID Card on the M.E.G. door → Level 9223372036854775807; climb to floor "94" and jump down the center
D — The Pink House (Kitty's House) Level 7 (Lights Out, from the Hub) Lidar without progressing → ID Card on M.E.G. door → Level 974; place 12 teddy bears on chairs
True Ending — Final Escape Bunker elevator (after holding all four) Press the Level 3999 button → secret arcade → play the arcade machine

Entity quick-reference

Entity Where How to handle
Howler / Bacteria Level 0 Stay on the paths.
Skin-Stealer Many levels / caves Humanoid mimic; can't open doors (close one to hide); flashlight off in caves.
Smiler Dark hallways / Hub Glowing grin in darkness; retreats when lights are on.
Hound Electrical Station Stun with flashlight; listen before you look.
Death Moths Terror Hotel Male killed by bug spray (drops Moth Jelly); female is motion-sensitive — move slowly.
Partygoer / Party Host / Partypooper Level Fun / Fun+ / 52 Party Hosts die to fireworks; avoid Partygoers, hide under tables.
The Mangled / Shadow Figures Lights Out Navigate carefully through the dark; rely on light patterns and Lidar.
Wretch Caves / Neighborhood Hides in lockers; can be trapped on pressure plates.
Neighborhood Watch Level 9 / Neighborhood Large stomping creature — keep your distance.
Faceling Fields Chainsaw-wielding; you can outrun it.
Crawler / Scratcher The End Poor sight, great hearing; distract with fire alarms.
Clump The Hunt / Poolrooms Extended Chaser; blue zones are safe.
Hydrolitis / Drowned Ones Flooded areas Threats in water sections — keep moving and use the raft.
Animations / Animated King Level 94 Active at night; the King vanishes when you flash your light at it.
Windows / Aranea Membri Sub Level 188 Avoid while moving the CRT televisions.
Kitty Level 974 (Ending D) Harmless while watched; teleports on audio cues.

Item quick-reference

  • Flashlight — your default light source and the way you stun Hounds and dispel the Animated King.
  • Key & Ladder pieces — collected in Level 0 to fix the broken ladder and reach the Key.
  • ID Card — the post-game master key; unlocks the M.E.G. doors for Endings B, C, and D.
  • Bug spray — kills male Death Moths in Terror Hotel.
  • Thermometer — detects heat sources in the Service Crawlspace (Fake Rooms and moth nests read hot).
  • Keycard — opens M.E.G. doors during the main story (e.g. Lights Out).
  • Chainsaw — cuts boards and doors in Level 0.11 / 188 and The Hunt.
  • Crowbar — a tool you'll pick up along the way.
  • Lantern — alternative light source.
  • Lidar device — maps dark spaces; essential for Lights Out and the Ending D maze.
  • Glow sticks — light the symbols in the Red hall of Level Fun+.
  • Fireworks — thrown at Party Hosts in the Blue hall of Level Fun+.
  • Pickaxe — a utility tool found in the run.
  • Fire alarms — distract the Crawler in The End.
  • CRT TVs — three are collected and placed in the electrical elevator in Sub Level 188.
  • Raft — used to cross water in the Poolrooms Extended valve sections.
  • Diving gear / oxygen tank — for submerged sections.

Frequently asked questions

How many endings are there?

Four endings — A, B, C, and D. Collecting all four unlocks a fifth result, the True Ending ("Final Escape").

What is the ID Card for?

The ID Card is the post-game master key you receive after Ending A. It unlocks the M.E.G. doors that lead to Endings B, C, and D. Without it, none of the post-game branches open.

Do I need to replay the entire campaign for each ending?

No. Endings B, C, and D are post-game branches reached from the Hub (or the Bunker), using the ID Card on specific M.E.G. doors — you don't run the full Level 0 → Level 55.1 campaign again for each one.

In what order should I do the endings?

You must earn Ending A first to get the ID Card. After that, B, C, and D can be done in any order. Once you hold all four, the True Ending becomes available.

What does the True Ending mean?

After holding all four endings, you press the Level 3999 button, enter the secret arcade, and play the arcade machine — then you wake back in the Frontrooms. The framing implies the whole ordeal was time spent gaming in an arcade, leaving the interpretation up to the player.

Why is one of the endings reached through "Level 9223372036854775807"?

That's the in-game name of the endless staircase used for Ending C. You climb it until you reach the floor mislabeled "94," then jump down the center. It's the maximum value of a signed 64-bit integer, used here as a tongue-in-cheek "endless" label.