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Escape The Backrooms: Advanced Levels Guide (94, Fun, End)
In brief
The four advanced Levels of Escape The Backrooms — Fun, 188, The End and 94 — demand total mastery of co-op coordination, silence and entity management. This guide details every environment, its hidden traps, its monsters and the strategy to get through them without a catastrophic wipe.
Escape The Backrooms, developed by Fancy Games, exploded on Steam thanks to its faithfulness to the Kane Pixels lore and its 1-4 player co-op. Once you've made it through the first yellow rooms, the difficulty ramps up a notch. The four chapters we detail here — Level Fun, Level 188, The End and Level 94 — concentrate the most vicious entities and the most punishing puzzles in the campaign. This guide is aimed at advanced players who already have a handle on the inventory, almond water, the flashlight and stamina. The goal: understand the order, spot the hidden traps, and get out alive without screaming at each other on Discord.
Why these Levels scare advanced players
Before diving into the details, keep in mind that the game is not translated into French and that all the names — Partygoer, Aranea Membri, Scratcher, Animated King, Animators, Window Entities, The Thing — appear in English on screen. Memorize them, because the slightest confusion in co-op can cost you a wipe. The difficulty never comes from pure reflexes: it stems from managing sound, light, patience and coordination. In the advanced phases, a single poorly-timed sprint can alert an entity and ruin ten minutes of exploration. Always think silence, patience, plan. Also note that the order of the Levels can vary depending on your branching paths and the exits you choose: this guide covers the four major advanced chapters without imposing a rigid route, as each team organizes its sessions according to its own pace and tolerance for stress.
Level Fun — the birthday party that turns into a nightmare
Atmosphere: garish orange walls, plush blue carpet, cardboard tables, multicolored balloons and streamers strung across the ceiling. A children's nursery rhyme loops endlessly and pollutes your voice chat.
Layout: a series of rooms connected by low-ceilinged corridors. Tables regularly block the way and force you to crawl. The exit is a ball pit with four tube slides leading to Level 37.
Entities: the Partygoers, humanoids dressed up as birthday children with party masks and pointed hats. They patrol standing still, often motionless, and detect the slightest noise or direct movement within their field of view. An alerted Partygoer draws the attention of all its neighbors.
Objective: cross the rooms without being spotted, reach the pool room and jump into one of the slides (it doesn't matter which one).
Co-op tips: one player pops a balloon sitting on a table to turn a key Partygoer's gaze away, while the others crouch-walk under the opposite table. Never run, never jump, never speak loudly. Stay hugged to the wall when the room opens up.
Average time: 15 to 30 minutes for a well-drilled team, up to an hour on the first run.

Level 188 — the courtyard of windows and the Aranea Membri
Atmosphere: an abandoned hotel overlooking a fully glazed interior courtyard. Yellowish lighting, heavy silence broken by the clicking of legs on the tiled floor. Ground floor as the Lobby, upper floor with numbered rooms.
Layout: looping corridors around the central courtyard, rooms to be opened one by one, bathrooms scattered throughout. The hole in the small courtyard only appears once the puzzle has been solved.
Entities: the Aranea Membri, an enormous araneiform creature topped with an animal skull, with four extremely long legs. Faster than a player, it sprints down corridors and has no cooldown. The Window Entities shake the curtains in certain bedrooms: at that exact moment, do not approach the window under any circumstances.
Objective: find three televisions marked A, B and C, push them to the spawn area to unlock the metal door. Then jump into the hole in the courtyard to reach Level 37.2.
Co-op tips: split up the floors as soon as you arrive. One player in a stationary bedroom keeps watch over the corridors while two others push the TVs. If the Aranea approaches, enter the nearest available bedroom, press against the back wall, stay away from the door, and wait for it to leave. Never stand with your back to an open door.
Average time: 25 to 40 minutes as a team.
The End — the Scratcher's trapped library
Atmosphere: a nearly silent modern library, empty shelves, the inscription THE END woven like a web across the ceiling. This is a Trap Level designed to make you believe you've reached the end of the campaign — hence its name.
Layout: a large central room, perpendicular aisles, two tables to duck under in an emergency, and two fire alarms you can trigger.
Entities: the Scratcher, a gray humanoid with a hunched back, glowing red eyes, and abnormally long arms and legs. It is blind and hunts by sound. Once it detects you, it becomes faster than any player.
Objective: collect the VHS tapes on the shelves — 24 solo, 32 with two players, 48 with three or more players — then interact with the central computer, which will summon The Orb, an exit portal to Level 94.
Co-op tips: divide the aisles geographically, communicate in whispers, and turn off open voice chat. Never sprint without reason. Regular light outages force you to pull out your flashlight: keep it on at all times during these phases. If the Scratcher spots a player, another player triggers a fire alarm to create a diversion, while the target slips under one of the two tables and stays still there for a few seconds.
Average time: 20 to 35 minutes with three players.

Level 94 — the castle, the Animators and the Animated King
Atmosphere: a fir forest, thick fog, the silhouette of a fairy-tale castle in the background. The day-night cycle speeds up. The creatures have a chilling stop-motion aesthetic.
Layout: an outdoor path with a rope to climb, several cabins with closable doors scattered along the way, an indoor funhouse with a cube puzzle, then a throne room with a podium and a roller coaster attraction in the background.
Entities: the Animators, small creatures that appear as soon as night falls outside; and above all the Animated King, the castle's animatronic boss.
Objective:
- Outside: reach the castle without dying. When night falls, immediately enter a cabin, close the door, turn off the light and hide in the wardrobe placed near the staircase.
- Funhouse: push the four cubes (star, circle, square, mixed) onto their respective floor plates to unlock the next door.
- Boss: look away from the podium for a few seconds to trigger the fight. Survive 100 seconds while keeping the flashlight as your main item and at least one almond water in your pocket, then board the roller coaster that teleports you to Level 6.
Co-op tips: assign roles before the boss. One player handles the lights and the flashlight, another holds their gaze on the Animated King during the flash phases to immobilize it, and the third prepares the almond water and access to the coaster. Rotate the camera horizontally during the dark phases to prevent the Animated King from reaching you.
Average time: 30 to 50 minutes, more if you wipe several times on the boss.
Our co-op recap for a clean run
A few principles that apply across all four Levels:
- Communication: short push-to-talk is mandatory. The Level Fun nursery rhyme and the deceptive silences of Level 188 make open voice chat unmanageable.
- Role split: a scout out front, a carrier who pushes or picks things up, and a lookout who watches for entities.
- Items: always at least two almond waters on The End and Level 94, and a flashlight per player.
- Saves: the game doesn't save in the middle of a chapter. Plan for dedicated sessions of 45 minutes to 1 hour.
- Death: in co-op, a dead player respawns at the next checkpoint. Don't ruin the run for a needless rush.
Final word
These four chapters make up the finish line of Escape The Backrooms. A prepared team, briefed on the entities and puzzles, clears the whole thing in 2 to 3 hours. As a reminder, Fancy Games' title remains English-only: coming face to face with the Partygoer, Aranea Membri, Scratcher or Animated King directly on screen is part of the game's charm. Memorize their names, respect their mechanics, and you'll finally hear the silence of the true exit.
If you want to push the experience further, the Level Fun+ mode unlocks a denser variant with more Partygoers and additional rooms, and some updates add alternate branches toward The End. We keep tracking the patches on playnews.gg: subscribe to our survival horror section so you don't miss any of Fancy Games' upcoming content additions, and to find our guides on the other major chapters, from Level 0 to Level 37.
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Frequently asked questions
Is there a mandatory order for tackling these four Levels?
Why does sprinting even once always attract entities?
How do you handle the Aranea Membri on Level 188 if it spots you in a hallway?
Does the Scratcher on Level The End detect noise or light?
Do you absolutely need four players to collect the 48 VHS tapes on Level The End?
Key takeaways
- Noise and direct movement are your worst enemies: a single blunder alerts the entity and ruins ten minutes of exploration.
- Co-op coordination relies on clear roles — scout, carrier, lookout — and disciplined push-to-talk, not open voice chat.
- Each Level hides a specific mechanic: moving objects (TVs, cubes), collecting VHS tapes, or surviving a timer against a boss.
- The Animated King on Level 94 requires a flashlight as your main-hand item and almond water in your pocket to get through the 100-second fight.
- Saves only happen at chapter transitions: plan for sessions of at least 45 minutes to 1 hour for each advanced Level.
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