Wretch appearance and behavior
Apparence : Un ancien Wanderer devenu un humanoïde sans peau. Celui du niveau 6 chasse au bruit dans le noir ; ceux du niveau 9 voient et peuvent ouvrir les portes.
Comportement : The Level 6 Wretch is blind in the darkness; the Level 9 Wretches are not. They can see, carry crowbars, and open doors, so copying the LiDAR-maze strategy into the Suburbs is a fatal shortcut.
Niveau de menace : 3/5 — The rule changes at the level boundary: red dot and breathing in Lights Out; footsteps, sight, and a locked door in the Suburbs.
Observé dans : 2 itinéraires documentés.
Where Wretches change the route

A Wretch is a former Wanderer, not a generic blind monster
The exposed red tissue fits the game’s description of a Wanderer lost to sanity. That origin also explains why reducing every appearance to one sensory rule is unreliable.
Use the level to identify the behavior. Lights Out removes its sight; the Suburbs and Outpost do not.

The door must be locked in Level 9
House Wretches do not use the breathing cue from Level 6. Listen for footsteps, and if one sees you, retreat into a room.
The last input matters: lock the door. A merely closed door can be opened by the Wretch, which is why “close the door” advice by itself keeps failing in this section.
The Level 9 Suburbs and Lab walkthrough separates the six guarded houses from the Abandoned Outpost route and its Admin Card objective.
What to do when a Wretch is close
Use the rule for the location: LiDAR and crouching in Level 6; locked doors in the Suburbs; locker or vent at the Abandoned Outpost.
Signe distinctif
In Level 6, the red LiDAR dot moving toward the screen center and louder breathing mark the approach. In Level 9 houses, footsteps replace the breathing cue.
Réaction immédiate
Level 6: crouch and move along the side. Level 9: retreat into a room, close the door, and lock it.
Réinitialiser la rencontre
In the dark maze, quietly return to the last wall reference. In a house, wait behind the locked door. At the Outpost, use the locker or vent.
Wretch tips for co-op
One player scans or checks the house. Everyone else leaves the retreat clear instead of following into the same doorway.
Ce qui fait échouer une partie : Writing or playing as if all Wretches are blind. That is true for the Level 6 encounter, not for the Level 9 houses.
Wretch locations and objectives
Ces notes concernent les itinéraires ; elles ne promettent pas que l’entité sera toujours à un emplacement fixe.
Lights Out maze
The red LiDAR dot, breathing, and short scans tell the player when to crouch and move along the side of the corridor.
Level 9 interiors
House Wretches can see and open doors; the Outpost Wretch guards the Admin Card and requires a locker or vent reset.
How to escape Level 6 and Level 9 Wretches
Level 6: crouch and move along the side. Level 9: retreat into a room, close the door, and lock it.
Wretch route notes for solo and co-op
Utilisez ces points comme un court rappel. Ils décrivent les décisions à prendre avant, pendant et après la rencontre, pas un script rigide.
Level 6 LiDAR maze
Solo : Use short scans, watch the red dot, crouch as it approaches the center, and pass along the wall without filling the screen with unnecessary pulses.
Coop : The scanner leads and the next player leaves a full retreat gap. Nobody sprints forward to catch up near the dot.
Level 9 houses
Solo : Listen for footsteps before entering. If a Wretch sees you, fall back into a room and lock the door; closing it without locking is not enough.
Coop : Send one checker. A second player stays outside to keep the doorway and lock interaction clear.
Abandoned Outpost
Solo : The Wretch holds the Admin Card and crowbar. Use the locker or vent to reset it, then return for the objective.
Coop : One player draws the route while another is ready at the hide. Do not crowd the card interaction.
LiDAR, sight, sound, and door rules
Use the rule for the location: LiDAR and crouching in Level 6; locked doors in the Suburbs; locker or vent at the Abandoned Outpost.
LiDAR shows the threat as a red dot
In Level 6, the closer the dot moves to the screen center, the more immediate the encounter. Breathing adds a second distance cue.
Level 9 Wretches can see
Do not crouch in front of them expecting blindness. Break sight, enter a room, and lock the door they would otherwise open.
The Outpost Wretch carries progress
The Admin Card and crowbar make this encounter worth returning to after the reset. Use the locker or vent, then collect the items when the lane opens.
Wretch locations in Escape the Backrooms
Escape the Backrooms : Niveau 6 (Lights Out)
Le Wretch du labyrinthe noir ne voit pas et apparaît comme un point rouge sur le LiDAR.
Meilleure réponse : Scannez brièvement, accroupissez-vous lorsque le point approche du centre et longez le mur.
Ouvrir le guide du niveau →Rencontre 02Escape the Backrooms : Niveau 9 (The Suburbs) & le laboratoire
Des Wretches occupent six maisons et l’avant-poste ; ici, ils voient et ouvrent les portes.
Meilleure réponse : Reculez dans une pièce, fermez et verrouillez la porte ; à l’avant-poste, utilisez le casier ou la bouche d’aération.
Ouvrir le guide du niveau →Before entering the next dark room or house
- Which level-specific Wretch rule applies here?
- Is the door actually locked, not merely closed?
- Can the lead player reverse without hitting a teammate?
Wretch questions
Des réponses rapides lorsque une règle générale doit devenir une action précise.
Are Wretches blind?+
The Level 6 specimen cannot see in the darkness. The Level 9 house and Outpost Wretches can see.
Can a Wretch open doors?+
The Level 9 variants can open doors. Close and lock the door to make it a real barrier.
What does the red LiDAR dot mean?+
It marks the Level 6 Wretch. When it approaches the center and the breathing grows louder, crouch and give it space.
