Clump appearance and behavior
Appearance: A tangled, low-to-the-ground mass of joined arms and torsos. It is easiest to recognise by the sudden chase pressure it creates in a flooded lane, not by stopping for a close look.
Behaviour: The Clump takes over when it finds the group in Dark Poolrooms. It is quicker than a player in the open, but briefly going under water breaks its pursuit and lets the valve route restart.
Threat scale: 4/5 — the score groups directory entries; the written threat label above remains the player-facing assessment.
Observed in: 1 documented route.
How the Clump changes Dark Poolrooms

The valve lane needs an escape plan before it needs speed
The Clump is most dangerous when it makes the team forget what it was doing. Treat every valve platform as both a progress marker and a place to decide where the next reset will happen.
A short underwater reset gives the route back to the player. The important part afterward is returning to a known count, not taking the fastest-looking corridor.
The Level 37.2 Dark Poolrooms walkthrough follows the valve order, toxic-water crossings, and the route back after a Clump reset.

One reset call prevents four different recoveries
In a group, the Clump often causes players to surface at different moments and head toward different landmarks. A single “down, last valve, next valve” call keeps the route recoverable.
That discipline also avoids the more frustrating failure: solving the chase but losing the run to a repeated or skipped interaction.
What to do when the Clump finds you
Reach each valve with the next water reset already in mind, then use a short dive to end a chase instead of turning the flooded section into a blind sprint.
Recognition signal
The moment the Clump commits to the group is the signal to stop counting valves aloud and move to the nearest usable water entry.
Best immediate response
Call the dive, submerge briefly, and surface at the last confirmed platform or valve. Do not keep running along the open edge to prove you can outrun it.
Reset the encounter
Use the underwater break to lose the Clump, then take a second to confirm the completed valve count before leaving the waterline.
Clump tips for co-op
Call “down” before anyone separates. The group should use the same reset instead of sending one player ahead with the valve count; after surfacing, confirm which valves are already complete.
What ends runs: Treating the toxic flooded route as if it were ordinary sprint space. The dive is a deliberate chase tool, not an accidental fall.
Clump pressure points in the valve route
These are route-level encounter notes, not a promise that an entity will always stand in one fixed spot.
Dark Poolrooms water lanes and raised valve areas
A valve check can become a chase reset, so the nearest place to dip below the surface is part of the route plan.
How to reset a Clump chase
Do not try to race the Clump across an open lane. Break the chase by ducking under water, then re-enter the route from a safe ledge or valve platform. Keep the reset short so the environmental water hazard does not become the new problem.
Clump route notes for solo and co-op
Use these as a short reset checklist. They describe what we change before, during, and after the encounter—not a script to follow blindly.
Before the first flooded phase
Solo: Identify the first raised valve area and a nearby place where you can dip below the surface. Start moving only when both are clear in your head.
Co-op: Name the first valve and the reset water before boarding the next section. A teammate who knows the count should not be the only one who knows it.
When the chase starts
Solo: Go under promptly, surface, and return to the last confirmed objective. Do not try to finish an interaction while the Clump is already in the lane.
Co-op: Use one short call—“down”—then regroup at the last valve. Do not send a scout ahead while others are still resetting.
After a missed valve
Solo: Rebuild the count from the last safe platform rather than sweeping the whole flooded area. The next route choice should have a reset beside it.
Co-op: Assign one player to count and one to navigate. Both should confirm the next valve before the group leaves cover.
Water resets and valve timing
The useful rule is not “run faster.” Keep the next water entry in mind while working the valves. If the Clump commits, submerge long enough to lose it, climb out, and resume from the last confirmed valve rather than swimming farther into the toxic route.
Submerge to reset, then surface with a plan
The point of the dive is to stop the chase. Use the next few seconds to restore the valve count and choose the next platform, not to drift farther into the flooded lane.
Valves are progress markers
A chase can make the route feel random. Calling the completed valve after every interaction prevents a reset from erasing the group’s memory of the route.
Open water is never the recovery route
If the Clump is already active, crossing a longer exposed stretch usually compounds the problem. Reset first, then travel the planned segment.
Clump location in Escape the Backrooms
Before starting the next valve
- Which valve was the last confirmed one?
- Where is the nearest dive reset?
- Is the group about to cross open water with no planned response?
Clump questions
Quick answers for the point where a broad rule needs a concrete next action.
Can I outrun the Clump?+
Do not rely on it in the open Dark Poolrooms lanes. A brief dive is the repeatable way to break the pursuit.
Should the group split to finish valves faster?+
No. A chase reset is much cleaner when everyone knows the same valve count and uses the same water entry.
What should I do after surfacing?+
Return to the last confirmed valve or platform, call the next objective, and only then leave the waterline.
