Find verified elevator codes, passwords, and puzzle routes for Escape the Backrooms without losing progress to a missed clue.
Quick-reference puzzle desk
Codes are only useful when you know where they belong
Use this page as a route companion. Fixed passwords and elevator codes are
called out directly, while randomized tasks explain what to observe so you
can solve your current run instead of forcing an answer from a different
session.
Before you enter anything
Confirm the room, then decide whether the answer is fixed
Elevator and computer values on this page are fixed only when the matching
keypad or terminal is confirmed. Object counts, wire layouts, toy cars,
and mailbox clues can change between runs, so use the route description to
locate the puzzle and solve the version in front of you. If the room
itself is the problem, check the map and landmark notes before trying another input.
Level 0 — The Lobby
Repair the ladder, then read the blackout clue
Collect items
Broken ladder route
Search the opening halls for four ladder fragments. Repair the ladder,
climb to collect the key, then carry it to the wooden door that
advances the level. Treat the central intersections as reset points so
the repeating wallpaper does not pull you off route.
When you return from Level 8, use the miniature area’s light switch.
Each short blackout reveals another symbol over a wall number. Enter
the symbols in this order: Square → Circle → Arrow.
The locker provides the chainsaw used to clear boards in the Manilla
Room.
Level 1 — The Habitable Zone
Count the cars, synchronize the keys, then find the active elevator
Color lock
Floor 1 elevator
Behind the red door, count the colored toy cars. Press each keypad
color as many times as its matching cars appear. The combination is
generated from the room, so count your own set rather than copying a
previous run.
Key objective
Floor 2 vault
Find four keys in desks, closets, and drawers. Place them in the four
vault keyholes, then turn every key together before the timed locks
reset. A coordinated team should assign each player a keyhole before
starting.
Search
Floor 3 elevator
Check the possible elevator areas across the three similar floors. A
locked door marks a location that can host the elevator, but the
active spawn changes between runs. Search methodically instead of
assuming the first floor is always correct.
Enter it on the elevator keypad to reach the station’s required floors.
Zone 1
East Substation fuse boxes
Activate three fuse boxes by setting their switches to the working
position. Opening the entrance bars gives you access to Zone 2.
Zone 2
West Substation fuse boxes
This section is darker and more hostile. Find three more fuse boxes,
keep a flashlight ready for Hounds, and use the opened bars in the
main room to reach Zone 3.
Zone 3
Generator wire puzzles
Triway Puzzle: rotate the hexagonal connectors until matching
red, blue, or green fuses face one another. Colored Wires Puzzle: pair every left-side wire with the same-color terminal on the right.
Use this on the M.E.G. Base computer, then open Gate.exe to
unlock the gate connected to Level 1.
Level 4 — Abandoned Office
Enter 729 and solve the office in observation order
Elevator code729
Use it to move through the office floors.
Count objects
Vending machine room
Find the locked room with four vending machines. Count the chairs,
tables, water coolers, and book stacks in the room, then select the
matching number button on each machine. Correct counts open the
way forward.
Stealth
Camera corridor
Use the Reset Cameras control at the far end of the cubicle room
before moving through the camera route. A detected player triggers an
alarm and locks the Level 5 door; use the hallway vent route with a
crowbar to reset a failed attempt.
Press the four portrait buttons from the youngest person to the
oldest: child, young adult, middle-aged adult, then elderly adult. The
correct sequence opens the Main Hall route.
Collect items
Deathmoths and keys
Use bug spray on three Male Deathmoth clusters to make Moth Jelly.
Send each jelly through the dumbwaiter to receive a key, then use all
three keys on the glass-door locks to reveal the elevator hall.
Room 235
Mailbox ceiling code
Return the loose papers to their matching open mailboxes. They point
you to look at the ceiling, where the room code appears. The possible
Number Lock values are 17564, 05938,
or 89472.