Escape the Backrooms: Bunker Level Guide & Secret Levels
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Walkthrough

Escape the Backrooms: Bunker Level Guide & Secret Levels

Fabian Fabian Lainé
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In brief

Escape The Backrooms received five secret levels with its 1.0 version: The Bunker, Overgrowth, The Grassrooms, Level 974, and Level You Cheated. This guide details how to access each of them, their specific mechanics, and the deadly traps scattered throughout these areas that have long remained poorly documented in French.

Released out of Early Access on October 23, 2025, version 1.0 of Escape The Backrooms slipped five brand-new levels into the nooks of its map: The Bunker, Overgrowth, The Grassrooms, Level 974, and the enigmatic Level You Cheated. Nine months later, these zones remain the most poorly documented in the game in French, even though they are now accessible everywhere: on Xbox Series X|S, PlayStation 5, and Game Pass since May 28, 2026, and on Nintendo Switch 2 since July 7.

The timing couldn't be better, since Fancy Games' title has just been crowned "Tiny Champion" of the Tiny Teams Festival, along with a 20% discount on Steam announced on August 6. If you're jumping back into a save this weekend, it's probably in these levels that you still have things left to see.

This guide explains how to reach each of the five levels added in the 1.0 update, their exact mechanics, and the traps waiting for you there. It complements our walkthroughs for Levels 0 through 11 and the advanced levels (94, Fun, End): here, we're only covering the secret content from version 1.0.

Before you go: what you need to unlock

These levels aren't on the main route. Almost everything hinges on three prerequisites:

  • The Wrong Door ending: this is the "default" ending, obtained by making it to the end of the long main path (Level 0 through Level 55.1). Until you've seen it, the shortcuts to the secret levels remain locked.
  • The ID Card: several access points go through secured M.E.G. doors fitted with a badge reader. Pull out your card with the C key (on PC) and present it to the scanner.
  • Waking up in The Bunker: any ending you get — except for Final Escape — has you subsequently open your eyes in a room in The Bunker. The game thus naturally loops back to this level, which serves as a base camp between runs.

The Bunker: the M.E.G.'s secret base camp

The Bunker is a small, abandoned M.E.G. shelter, completely safe: no entities, no sanity loss, just a simple flashlight sitting on a table. There are two ways to get there:

  • After an ending: any ending other than Final Escape will automatically have you regain consciousness there.
  • Through the Hub elevator: once the Wrong Door ending is unlocked, the elevator at the M.E.G. base in The Hub displays a "B" button at the very bottom of the floor panel. Press it to go straight down to the bunker.

Don't leave without examining the two bulletin boards in the M.E.G. area: they show the full layout of the game's levels, including the locations of the secret ones. It's by far the best compass available in-game for planning your runs.

To continue, head to the secured M.E.G. door, scan your ID Card, and step into the dark corridor: it leads straight to Overgrowth. The elevator also serves the Level 3999 endings room (more on that below) and the M.E.G. base in the Hub.

Overgrowth: disarming the four Death Slides

Overgrowth is a dilapidated copy of Level 0: same damp carpet and beige wallpaper, but covered in graffiti, collapsed ceiling tiles, and bacterial buildup. The level houses three entities: patrolling Bacteria (anywhere from three to six depending on the run), a Bone Thief lurking in its hole, and four unconscious explorers who are the key to the exit.

Step 1 — opening the gates. You spawn in a small area enclosed by three gates. Head to the Death Slides, the famous slides, and enter the room to their right: a window there looks out onto the Bone Thief's lair. Pull the lever in this room to unlock the three gates and free up access to the rest of the level.

Step 2 — disarming the slides. Explore the level to find the four unconscious Wanderers, carry them to the slides and send them down: each body sent down disarms a slide. When a Bacteria spots you, slip into one of the holes dug into the walls and wait for it to move on.

Watch the order of operations: a slide that's still armed sends you into a fan, which is fatal. A disarmed slide drops you in front of the Bone Thief's hole — also fatal — as long as all four haven't been neutralized. It's only once all four Death Slides are disarmed that the slide finally becomes the official exit: it then sends you off to The Grassrooms. Along the way, pick up whatever's lying around: Almond Water, juice, energy bars and flashlights are scattered throughout the level.

The concrete and grass complex of The Grassrooms in Escape The Backrooms
The Grassrooms, a concrete puzzle without a single entity. Credit: Fancy Games.

The Grassrooms: ropes, knives and M.E.G. buttons

A complete change of atmosphere: The Grassrooms (originally known as Level 369 – Comely) is a vast concrete complex with a floor covered in grass and flowers, pierced by large bay windows. No entities, no sanity loss: it's a pure puzzle level, perfect for catching your breath.

First part. Explore until you reach a large grassy room equipped with two levers: each one moves a walkway that lets you cross. On the other side, a concrete block holds ropes and a hanging wooden plank. Pull the block's lever to unlock a metal door below: it hides some Knives, the knives introduced in 1.0. Grab one, go back to the block, cut the rope holding the plank, then cross over it. In the next room, climb the stairs and cut the second rope: the wooden plank falls onto a skylight and breaks through it, opening up the next area.

Second part. A metal door is sealed shut by four red lights. Enter the adjoining maze and press the four M.E.G. buttons to turn the lights green. Behind the door, a room full of platforms hides another rope to cut with the knife, which opens the final room. Same principle, with a twist: the last four buttons aren't in the maze, but on an elevated walkway, accessible via a staircase overlooking the labyrinth. Once all four buttons are pressed, the final door opens onto an elevator with an oversized panel. Entering it triggers the Empty City ending cutscene: the cabin descends to an eleventh floor that opens onto a completely deserted city, before the usual wake-up in The Bunker.

The abandoned pink house of Level 974 in Escape The Backrooms
Level 974, the derelict pink house where Mr. Kitty prowls. Credit: Fancy Games.

Level 974: Mr. Kitty's pink house

Level 974 — originally named "Kitty's House" — is reached from Level 6 (Lights Out): a secured M.E.G. door is located right next to the entrance to Level 7. It only opens to the ID Card after completing the Wrong Door ending. Behind it, look for the level's access point in the small maze-like area. You'll find yourself in an abandoned two-story pink house. Sanity doesn't drop here, and only one entity lives there: Mr. Kitty, a tall black humanoid with no mouth, also added in 1.0.

His rule is simple and merciless: as long as you're looking at him, he doesn't move and stays harmless, even at point-blank range. The moment you look away, he advances toward you; if he reaches you, it's death — with, according to the community wiki, the loudest jumpscare in the game. Three details that change everything:

  • He teleports regularly elsewhere in the house, even right in front of you.
  • He opens doors: locking yourself in a room won't protect you.
  • He can reappear behind you: never search for long without checking where he is.

The objective: retrieve twelve Toys scattered around the house and seat them on the twelve seats in the ground-floor show room. In co-op, constantly call out Mr. Kitty's position out loud and search in short bursts by area: it's blindly wandering back and forth down a hallway that gets you killed. Once the twelve toys are placed, spotlights illuminate crosses on the stage — as many crosses as there are players. Everyone stand on them: the curtains open onto four Wanderers sitting in front of a projector displaying "Sweet dreams little one", gas falls from the ceiling, and you get the The Pink House ending before waking up in The Bunker.

Level You Cheated: the room nobody talks about

One last secret, and the best kept: Level You Cheated isn't mentioned anywhere in-game, not even on the boards in the Bunker. It's hidden behind Level 188: after putting the three televisions back in place to unlock the metal door, the exit room contains wooden doors guarded by the Aranea Membri. The trick documented by the community: take cover behind the glass panels in the room, wait for the entity to patrol to the far end, then sprint to the doors, keeping the path as short as possible.

The reward is deliberately absurd: a single room with beige walls and a dark pink ceiling, empty of any object or entity, with a door that's impossible to open… from which knocking sometimes echoes. It's the smallest level in the game, with no objective or continuation: a pure Easter egg from Fancy, originally designed as an anti-cheat room before becoming a "legitimate" secret. You leave the way you came, through the same hallway. Reserved for completionists — but anyone who's made the trip talks about it.

What's next? Check your endings in Level 3999

These secret levels aren't just simple detours: they hold two of the game's endings (Empty City and The Pink House) and complete the non-linear structure put in place by 1.0. To find out what you're missing, take the elevator from The Bunker back to Level 3999: behind the locked door of the M.E.G. base is a room of arcade machines, one per ending. Each unlocked machine displays the setting of its ending — cloudy blue for Wrong Door, pink for The Pink House, Level 94-style green for The Suburbs, urban for Empty City — while missing endings show "UNDISCOVERED ENDING". An efficient order to clear it all: finish the main route (Wrong Door), explore The Bunker, chain Overgrowth then The Grassrooms right after, do a dedicated run for Level 974, and save Level You Cheated for an evening when you already have a group in Level 188. With cross-platform matchmaking active since May, you'll always find three teammates to head down the slides.

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Frequently asked questions

How do you unlock the secret levels in Escape The Backrooms?
You must first complete the game with the Wrong Door ending by following the main path to Level 55.1. After that, The Bunker becomes your default spawn point after every ending. The ID Card is required to pass through the M.E.G. secure doors that grant access to the secret levels.
What is the rule for Mr. Kitty in Level 974?
Mr. Kitty stays still as long as you're looking at it, but moves toward you the moment you look away. It can teleport anywhere in the house, open doors, and reappear behind you. If it touches you, you're dead, accompanied by the loudest jumpscare in the game.
How do you escape Overgrowth without being killed by the Death Slides?
You must carry the four unconscious Wanderers to the slides and send them down to disarm each one. A slide that's still armed will launch you into a deadly fan. Once all four Death Slides are disarmed, sliding down becomes the only safe exit to The Grassrooms.
Does The Grassrooms contain any dangerous entities?
No, it's an entirely peaceful level with no creatures or sanity loss. It's a pure puzzle involving ropes, knives, and M.E.G. buttons that you must solve to reach the Empty City ending.
Where do you reach Level 974 from the rest of the map?
Level 974 is accessed via an M.E.G. secure door located right next to the entrance to Level 7, itself reached from Level 6 (Lights Out). This door only opens with the ID Card if you've unlocked the Wrong Door ending.

Key takeaways

  • The Bunker serves as a safe base camp between attempts and provides access to the secret levels via the Hub elevator.
  • Overgrowth requires carrying four unconscious Wanderers to the Death Slides to disarm them before you can escape.
  • The Grassrooms is a puzzle level with no entities, where knives and levers are your only tools to progress.
  • Level 974 traps players with Mr. Kitty: an entity that only moves when you're not looking at it, capable of teleporting and opening doors.
  • Access to these secret levels requires having unlocked the Wrong Door ending, except for Level You Cheated, which remains the patch's puzzle.

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