Backrooms horror on Roblox — explore, solve, survive

Apeirophobia Wiki

Apeirophobia by Polaroid Studios is a multiplayer horror experience inspired by liminal spaces and Kane Pixels' Backrooms. Each level mixes navigation, puzzles, and entities that punish mistakes. This single-page wiki consolidates walkthrough summaries, entity counters, and update notes so you spend less time searching scattered guides.

Game overview

Released in 2022 and continuously updated, Apeirophobia has millions of visits and a dedicated Chapter 2 expansion (Levels 17–24). Progress is linear: your squad spawns into a new environment, completes objectives (valves, keys, codes, paintings), then exits before entities end the run.

Difficulty spikes come from maze navigation, randomized puzzles (especially Level 7), and entity-specific rules — sound attraction, line-of-sight, or freeze-on-sight mechanics. Co-op helps for split tasks (counting objects, holding doors, callouts).

This site is an unofficial fan resource. Trademarks belong to Roblox Corporation and Polaroid Studios.

Controls & settings

Move

W / A / S / D — use shift to sprint when safe

Interact

E — valves, keys, computers, doors

Flashlight

Toggle in dark sectors; required on some Chapter 1 levels

Graphics

Higher settings improve visibility; lower if mobile stutters

Audio

Headphones recommended — many entities are audio-driven

Co-op

Voice chat or text callouts reduce puzzle errors on Level 7 and hospital splits

Level guide

Chapter 1 covers Levels 0–16; Chapter 2 adds Levels 17–24. Expand any card for objectives and survival notes.

Chapter 1

Level 0

Lobby

●○○○○

Hub area before runs. Learn mechanics and queue into Level 1.

  1. Interact with the level door when your squad is ready.
  2. Use the lobby to practice sprint and interaction timing.
Level 1

The Poolrooms

●●○○○

Pool-tile maze with water sections and six valves to open the exit pool route.

  1. Exit the long pipe corridor into the main pool area.
  2. Turn all six valves; a klaxon confirms completion.
  3. Drop into the pool, resurface, climb the ledge, then drop once more to finish.
Level 2

The Windows

●○○○○

Linear path inspired by Kane Pixels footage. No entities — focus on routing.

  1. Follow stairs and the white-wall wooden corridor.
  2. Peek the right window for a Level 188 reference.
  3. When emergency exit signs cluster, drop through the gap to trigger the exit cutscene.
Level 3

Abandoned Office

●●●○○

Large office maze with a blind, sound-sensitive hound-like entity.

Entities: hound

  1. Move quietly; sprinting and noise attract the entity.
  2. Use flashlight only where lighting fails.
  3. Memorize loop landmarks — the path is long and easy to over-run.
Level 4

Sewers

●●○○○

Sewer network with no active hunters — navigation and stamina management.

  1. Follow pipe and grate cues toward the marked exit ladder.
  2. Stick together in co-op to avoid splitting into dead ends.
Level 5

Cave System

●●●○○

Dark caves with Smiler risk. Light discipline matters.

Entities: smiler

  1. Mark safe corners before sprinting.
  2. Avoid staring at grinning faces in darkness — retreat and reroute.
Level 6

!!!!!!!!!

●●●●○

High-pressure chase level bridging into the library puzzle.

Entities: smiler, howler

  1. Listen for audio cues before committing to corridors.
  2. Do not stop in open halls when pursuit audio is active.
  3. Reach the transition drop to enter Level 7.
Level 7

The End / The Library

●●●●●

Hardest puzzle level: randomized color counts form a priority code. No entities.

  1. One player counts colored objects on shelves (red, green, blue, grey, yellow, purple, orange).
  2. Read the computer legend for color priority order.
  3. Build codes as quantity + color number per priority (see Puzzles section).
  4. Enter the full code on the computer, then use the staff keypad code shown after success.
  5. Maze segment: hug the left wall; crawl vents until the rear library exit opens.
Level 8

Lights Out

●●●○○

Near-total darkness with Smiler patrols. Slow and deliberate movement wins.

Entities: smiler

  1. Minimize unnecessary light exposure.
  2. Use short sprint bursts between cover.
  3. Call out safe paths for teammates.
Level 9

Sublimity

●○○○○

Breather level with surreal scenery and no hunters.

  1. Follow environmental flow toward the bright exit marker.
  2. Use this level to regroup resources and morale.
Level 10

The Abyss

●●●●○

Vertical drops and Pit hazards — falling is the main threat.

Entities: pit

  1. Test ledges before committing the whole squad.
  2. Leave space on narrow bridges.
  3. Watch for fake-safe drop zones.
Level 11

The Warehouse

●●●●○

Shutter doors and key hunts across a wide warehouse grid.

Entities: duller

  1. Track shutter doors on the right-side route for the first key.
  2. Second key sits inside a shutter room deeper in the map.
  3. Use keys to clear plank blockades toward the exit conveyor.
Level 12

Creative Minds

●●●●○

Collect three wall paintings while vision slowly reddens.

  1. Two paintings lie through the main entrance maze; one sits via the right-side entrance cluster.
  2. Check every wall surface — paintings never spawn on floors.
  3. After placing all three, follow the sole white light in the red-tinted room to exit.
Level 13

The Funrooms

●●●○○

Party-themed rooms with Party Jelly nuisance — low lethality, high disorientation.

Entities: party-jelly

  1. Ignore bait distractions; route to exit signage.
  2. Keep squad in voice range — layout loops are deceptive.
Level 14

Electrical Station

●●●●○

Industrial sector with Vent Dweller ambushes from ceiling paths.

Entities: vent-dweller

  1. Listen for vent rattles before crossing open bays.
  2. Crouch under active vent lines when audio peaks.
  3. Restore power routing in the order hinted by spark trails.
Level 15

The Ocean of the Final Frontier

●●●●○

Oceanic liminal space — traversal timing and oxygen-like pressure mechanics.

  1. Stay on marked safe platforms; do not idle in hazard water.
  2. Sync jumps with teammates to avoid collision knock-off.
Level 16

Crumbling Memory

●●●●●

Chapter 1 finale with unstable terrain and Memory Worm pressure.

Entities: memory-worm

  1. Keep moving when floor segments crumble.
  2. Memorize safe islands during worm patrol cycles.
  3. Finish cutscene leads into Chapter 2 rollout.

Chapter 2

Level 17

Left Scarred

●●●●○

File a key to match wall diagram while avoiding the Caretaker; Watcher gives hints.

Entities: caretaker, watcher

  1. Follow wall arrows to the storage room reference image.
  2. File the key in up to three depth passes per groove shown.
  3. Retrieve the storage code, find the upper-floor gate, and enter it before Caretaker catches you.
Level 18

Mall

●●●●○

Among-Us-style reactor task plus statue and Hound rules.

Entities: hound, hoax

  1. Complete reactor wiring in the order shown on panels.
  2. Maintain eye contact with wooden statues when prompted.
  3. Crouch-walk near the Hound sectors — sound and sight both matter.
Level 19

Store

●●●○○

Retail layout — freezer and shower routes hide the true exit.

  1. Check back-of-house freezers first.
  2. Shower corridor loops back to front exit only when tiles change.
  3. Mark checked aisles to avoid triple loops.
Level 20

Neighborhood

●●●○○

Follow streetlights to the one lit house in a suburban liminal block.

  1. Only enter homes with active porch light.
  2. Ignore dark houses — they are loop bait.
  3. Interact inside the lit home basement exit.
Level 21

Graveyard

●●●●○

Tombstone keys, Keeper chase, church blackout finale.

Entities: keeper

  1. Collect keys from marked graves in order of moon shadow hints.
  2. Break line of sight with Keeper using obelisks and walls.
  3. Inside church: extinguish lights sequentially, then sprint to rear gate when silence hits.
Level 22

Party Mall

●○○○○

Rare safe level — navigation only, festive decor.

Entities: party-jelly

  1. Enjoy the breather but still mark exit neon signs early.
  2. Party Jelly may slow you — do not chase it.
Level 23

Hospital

●●●●●

Split route: vent light puzzle + Titan Smiler, or dark ward with Cruelest.

Entities: cruelest, titan-smiler

  1. Right path: solve light grid, then crawl vent without looking back at Titan Smiler.
  2. Left path: when lights die, freeze until Cruelest returns to cage; pull all levers in sync.
  3. Only one route is required — assign roles in co-op.
Level 24

Train Station

●●●●○

Chapter 2 cap with Memory Worm pursuit across platforms.

Entities: memory-worm

  1. Board markers show safe train cars — do not random jump.
  2. Sprint only on straightaways with clear worm audio fade.
  3. Exit gate opens after timed platform sequence completes.

Entity encyclopedia

Entities are level-specific threats. Learn triggers before mechanics punish the whole squad.

Smiler

high

Behavior: Appears in dark zones with a visible grin. Approaches when stared at or when players linger without light discipline.

Counter: Back away without prolonged eye contact; reroute through lit corridors; keep one player on lookout while others interact.

Hound

high

Behavior: Blind but hears footsteps and voice chat proximity. Patrols office and mall layouts.

Counter: Crouch-walk, stop sprinting near audio peaks, mute unnecessary noise. In mall, break line of sight behind shelves.

Howler

medium

Behavior: Audio-based hunter in tight cave geometry. Scream indicates proximity.

Counter: Freeze when scream peaks, then reposition quietly after fade. Do not stack players in one choke point.

Pit

medium

Behavior: Environmental pseudo-entity — floor gaps that insta-fail careless players.

Counter: Test edges solo before squad follows; use jump timing callouts in The Abyss.

Duller

medium

Behavior: Warehouse stalker that accelerates when players sprint in open aisles.

Counter: Move shelf-to-shelf, cut line of sight, complete shutter tasks before final crossing.

Party Jelly

low

Behavior: Low-damage distractor in party-themed levels; pushes players off route.

Counter: Ignore unless blocking exit; do not waste sprint chasing it.

Vent Dweller

high

Behavior: Drops from ceiling vents when players stand under active rattles.

Counter: Listen for metal shake, cross vents in crouch, never idle under open vent grids.

Memory Worm

extreme

Behavior: Large pursuit entity on crumbling and train levels; speed scales with line-of-sight duration.

Counter: Break sight with pillars and train cars; sprint only after confirmed turn away.

Caretaker

extreme

Behavior: Chapter 2 hunter in Level 17; teleports when players linger on filing puzzles.

Counter: Work in pairs: one files key, one watches audio cues. Abort filing and hide when footsteps spike.

Watcher

low

Behavior: Friendly voiced guide in Level 17 — not a threat.

Counter: Listen to prompts for storage code and gate location; do not confuse with Caretaker audio.

Keeper

extreme

Behavior: Tall graveyard entity with long sightlines and fast re-engage after key pickup.

Counter: Grab keys then immediately break sight behind large tombstones; never loot in open moonlight.

Cruelest

extreme

Behavior: Cage entity in hospital left wing — attacks when lights die unless players freeze.

Counter: Lights out = stop all input until audio confirms return; assign one player to levers only.

Titan Smiler

extreme

Behavior: Oversized Smiler variant in hospital vent route; crawls behind players.

Counter: Do not look back during vent escape; crawl continuously until drop light appears.

Hoax

medium

Behavior: Mall decoy entity — fake prompts and misleading audio.

Counter: Verify tasks on physical panels only; ignore whisper directions without UI confirm.

Puzzle systems

Most levels combine spatial puzzles with survival. Level 7 is the benchmark: every run randomizes object counts, so copied codes from videos will fail.

General rule: assign roles — counter, computer operator, navigator. One voice should read counts to avoid double-counting colors.

Level 7 color code (priority method)

  1. Assign one player to count each color instance on shelves (chat numbers to squad).
  2. Open the computer legend — note priority order (each color maps to a digit).
  3. For each color in priority order, write: (count)(color digit). Example: three reds where red digit is 1 → 31.
  4. Concatenate all color groups with no spaces — that string is the main computer code.
  5. After success, use the four-digit staff door code shown on the computer corner.
  6. Maze: hug left wall, crawl vents, type Y on terminal if prompted, use secondary keypad when light turns green.

Survival tips

Navigation

Use left-hand wall rule in mazes (Level 7, warehouses). Drop breadcrumbs via chat compass (N/S junction labels).

Co-op roles

Split puzzle vs scout on Level 7, hospital splits, and Level 17 filing. Rotate scout every 60 seconds to avoid fatigue misses.

Mobile play

Lower graphics, enlarge UI buttons, use wired audio. Avoid voice proximity bugs by typing counts.

Update discipline

After patches, re-verify Level 16→17 transition and hospital lever order — hotfixes often tweak interactables only.

Frequently asked questions

How hard is Apeirophobia?

Early levels teach mechanics; difficulty spikes at Level 6–7 and Chapter 2 (17+). Expect trial-and-error and co-op learning.

Why does my Level 7 code fail?

Codes are per-run based on object counts. Re-count every color, follow priority order from the computer legend, and concatenate without spaces.

Which levels have no entities?

Levels 2, 4, 7, 9, and 22 are commonly cited as low or no combat — still bring navigation focus.

Is this the official wiki?

No. This is an independent fan site at apeirophobia.wiki. Official community wiki also exists on Fandom in English, German, and French.

How many levels are in Chapter 2?

Eight levels (17–24) as of recent updates, with more planned per developer roadmaps.

Best settings for horror visibility?

Max brightness if allowed, disable motion blur, use headphones. Lower settings only if device thermals throttle.

Update log (summary)

  • Chapter 2 expansion: Levels 17–24 (Left Scarred through Train Station), new entities Caretaker, Keeper, Cruelest, Titan Smiler variants.

  • Level 16 post-completion cutscene teases Level 17 Watcher encounter; animation passes on Titan Smiler.

  • Polaroid Studios continues balance fixes — verify patch notes on Roblox experience page before speedrun strats.