Escape the Backrooms Entities: Choose Your Response
Identify what you are facing, then check the rule for that encounter.
Start with the entity’s appearance and the level you are in. Each guide connects warning signs, escape options, and co-op notes, so you can choose a response that fits the situation.
Pursuit threats
Entities that force an escape, stealth, or line-of-sight decision.
ModerateBacteria
A howl and a wire-like silhouette signal a Bacteria encounter. Check the level-specific escape advice before choosing a route, because putting distance between you and the creature is not enough in every location.
DeadlySkin-Stealer
A familiar hazmat suit does not always belong to a teammate: a Skin-Stealer can disguise itself after killing a Wanderer. Confirm who is approaching and check the hiding options for your current level.
ModerateSmiler
Identify the encounter before deciding how to respond to a Smiler. A scripted chase calls for following the escape route, while direct light can hold back a roaming Smiler.
ModerateHound
A Hound can outrun you, so identify a usable door before crossing its patrol route. Aim your flashlight at its eyes to gain a brief opening, then move toward cover.
DangerousFemale Deathmoth
The giant Female Deathmoth needs a different response from the harmless male. In the Boiler Room, use temperature readings and nearby spray pipes to plan your movement; cave encounters also demand careful light and noise control.
ModerateScratcher
The Scratcher follows sound, making unnecessary movement a risk during your search. In The End, know where the tables and fire alarms are before collecting tapes, and distinguish an escape hiding place from a distraction.
ModerateWretch
Check which level you are in before relying on a Wretch’s senses. The Level 6 encounter centers on sound and darkness; Level 9 Wretches can see you and open doors.
DangerousClump
Running across the Dark Poolrooms will not reliably shake a Clump. Learn the brief submersion response before starting the valve route, then choose the next objective after the pursuit breaks.
DangerousAnimation
Reach a usable hiding place before Level 94’s curfew brings the Animations outside. Entering a house is only part of the response: you still need to get under a bed or into a closet.
DeadlyAranea Membri
Before carrying a television through Level 188, identify a room you can retreat into. Aranea Membri patrols the corridors, making short moves between available rooms useful for keeping the delivery route manageable.
DeadlyNeighborhood Watch
Heavy footsteps warn that the Neighborhood Watch is near your route through Level 9. Leave the open street and use nearby houses to break the encounter before continuing your computer search.
DangerousFaceling
Level 10 has two Faceling encounters with different demands. Keep checking behind you for the Stalker, and use the windmill route guidance when the Farmer starts its chainsaw pursuit.
Mechanic-driven threats
Entities whose rules change through puzzles, equipment, or direct interaction.
FriendlyMale Deathmoth
These small moths are harmless, but their Moth Jelly matters to the Level 5 key objective. Use Bug Spray to collect it and set aside the jelly needed for the dumbwaiter exchanges.
DangerousPartygoer
The balloon identifies a Partygoer, but the level determines your next move. Check whether the encounter calls for hiding under tables, using a distraction or following a chase route before acting.
DangerousMr. Kitty
When Mr. Kitty targets you in Level 974, looking away gives it a chance to advance. Keep its position in view while the group searches for dolls, and remember that doors do not keep it out.
DeadlyParty Host
Check ceilings and walls for the one-eyed Party Host when entering a Fun+ sector. Its alarm can bring Partygoers into the encounter, so locate a retreat and review the firework response before approaching.
FriendlyPartypooper
The masked Partypooper leads your group through Level 52, but keeping up requires attention to its movements. Copy its crouching and stopping rhythm so the escort does not expose your team to Partygoers.
Survivor profiles
Player-facing dossiers about coordination and route ownership.
FriendlyWanderer
The Wanderer is the player character beneath the hazmat suit, so this entry is a starting point for identifying your group. Compare appearances and keep track of teammates as you explore together.
ModerateWindow
A knock from a window is a reason to keep your distance from the glass. In Levels 4 and 188, continue along the corridor and warn teammates before they approach the figure.
