Escape the Backrooms: All Maps (Updated for Level 421)

all maps are taken from the internet, not all maps are here, and they do not belong to me, THIS GUIDE IS NOT DESIGNED FOR BEGINNERS

 

Level_0_Map.png

Habitable Zone (Section 3)

Level 3 (Electrical Station)

Level 4 (Abandoned Office)

Level 5 (Terror Hotel) – Floor 1: (The Lobby)

Level 5 (Terror Hotel) – Floor 2: (The Hotel)

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Level 5 (Terror Hotel) – Floor 3: (The Boiler Room)

Level Fun

Level Run

Level 6 (Lights out) – The Dark Area

Level 7 (Thalassophobia) – Over the water

Level 7 (Thalassophobia) – Underwater

Level 8 (Cave System)

Level 0.11 (Water Damage)

Level 9 (Darkened Suburbs)

Abandoned Outpost

Level 10 (Field of Wheat)

 

Level 421

Level 421 is an unfinished map, but the layout notes below are still useful if your goal is simply to reach the gate. Sketches of the hiding spots, the entity roaming routes, and the door setup around the exit are all here.

Credit: Al backrooms

How the Level 421 Map Is Split

The hand-drawn map is divided into two halves, and reading them separately makes navigation much easier.

Map Side What It Shows Prerequisites Editor Rating
Left half Hiding spots and the real map layout None Essential
Right half Entity roaming map None High risk area

Treat the left side as your route planner and the right side as your danger overlay. Cross-reference them to avoid walking straight into an entity path while heading for a hiding spot.

The Doors Around the Gate

The doors surrounding the gate have a flower design on them. Their exact function is not confirmed — the map author had not worked it out yet.

The upper door next to the gate is left blank on the map. That is not a hidden secret; the author had simply not entered it yet. It may contain hiding spots, so treat it as unexplored territory rather than an empty room.

Editor Warning: Assuming those flower-marked doors are safe is a mistake. Go in expecting to test them, not to walk through blind.

What Works Well in This Level

  • The level is surprisingly large for a new player, and there are still small areas around Level 421 worth exploring.
  • The new color palette is a genuine highlight. Working with unfamiliar colors is a fresh challenge, and this kind of feature deserves to appear in more levels.
  • The level includes another jump-and-no-clip transition into a separate section, which is a strong design choice.

Known Problems and How to Handle Them

Several issues are confirmed, and two of them can cost you a run if you are not careful.

Editor Warning: The flower color-painting section can soft-lock you. It happened to me once, so save your progress before entering that area if the game allows it.

The color puzzle itself has no feedback system. There is no confirmed way to know if you picked the correct color other than guessing, and running all the way around the room just to check whether a light turned on gets old fast. One extra problem: different flowers in the same room can show a slightly different palette, so matching by memory alone does not work.

Plastic ball pickups are also buggy.

  1. Jumping into the pit with the balls before the second major section can trigger a looping sound of balls moving under your feet as you walk. It does not block progress, but it is annoying.
  2. In the Final section, pressing the pickup input on a ball often does nothing. Jumping first usually fixes it — you then pick up what appears to be an invisible ball.

Getting Through to the Ending

Reaching the end of this route drops you into Overgrowth with roughly five Howlers and the grass rooms, which is a rough transition to take immediately. Be ready for that fight the moment you arrive.

Even with the soft-lock risk and the buggy pickups, the level holds up. It extends the abandoned city ending in a way that feels earned, and the overall update is solid. The only real complaint is scale — a single added level leaves you wanting a bit more from the patch, which is a mild gripe rather than a serious one.

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