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Level 926 is the 927th level of the Backrooms.

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Survival Difficulty: Class 2
》Unsafe
》Secure
》Low Entity Count

Description

Level 926 resembles a large (possibly infinite) office complex that appears to have technology normally found in The End with well-furnished areas. From the wanderer's perspective, it looks like a regular office building. The lights hum-buzz just like in Level 0, but do not flicker and remain stable. The most noticeable thing is the amount of papers on the floor and how messy some parts of the office are. The entrance is kept clean with minimal litter, but as the wanderer moves forward, the floors start to get messier. It is recommended that the wanderer starts by going through the door labelled "420".

Going further into Level 926 will cause slow variations in the room design, such as dirtier walls, flickering lights, more mess, and little to no technology. The technology found at the entrance has been tried and tested, but does not work. Certain rooms have bottles on the desks. There is approximately a 75% chance of finding almond water in one of them. Certain rooms also have traps, although these traps are usually not lethal but will still pose harm to the wanderer. There are around 25 rooms per 200 rooms that have these traps, and 30 rooms per 200 rooms that have almond water.

A complete list of traps found in Level 926:

  • Monitors of Deception: Monitors will be displayed as on, but attempting to use these monitors will result in it exploding and possibly attracting entities. To avoid this, just don't use any computers at all.
  • Electric Ceiling: Loose ceiling tiles will come out when the wanderer walks underneath, unveiling a taser. To avoid, watch for loose ceiling tiles.
  • Actually Watch Your Step: The floor will start creaking as a sign that this trap is starting. If not dealt with in time, the floor will collapse and take you down. To avoid, the second you hear the floor creak, run out of the room as fast as you can.
  • Walnut Water: A deceptive type of water that tricks you into thinking it's almond water, but it will actually cause you to go blind for the next 2-3 hours. To avoid, walnut water will be slightly more discolored than almond water.
  • Anvil Airdrop: Self-explanatory; if a wanderer is not careful, an anvil will fall on their head. To avoid, stay away from darkened ceilings.
  • Delivery Order #2: If you're lucky, this is not necessarily a trap. Triggering a tripwire in Level 926 will cause a package to fall on the ground. There is a 1 in 100 chance of getting nothing; otherwise you will get something harmful. To avoid, don't trigger tripwires.
  • Holes In The Wall: Certain walls will collapse on the wanderer if they get too close to it, causing the player to get knocked out. Avoid walking near extremely dirty walls.
  • Die Concerto (The Concerto): Walking far enough will cause you to hear a beautiful piece of classical music. However, walking towards it will cause the player to start experiencing hallucinations before eventually knocking them

Entities

There is only one known entity on this level: Windows. They pose the largest threat to the wanderer in Level 926.

Level 926 Windows:

  • Level 926 are a special breed of the Windows entity. They do not allow you to see what is outside, but will let in sunlight. They will occasionally open and reveal an image of a random Backrooms level; this is not a portal.

Colonies and Outposts

No colonies or outposts have been reported in this level yet.

Entrances and Exits

Entrances:

  • The easiest way in is by writing down the words "Take me to work" on a piece of paper.
  • The only other reported way is by plugging in an unplugged computer in The End.

Exits:

  • Entering a door labeled "500" will take you to level 500.
  • Sitting in an office chair and managing to roll it for 5 kilometers will take you to level 4.
  • You can attempt to get out of the office building; however you choose to do it, you will be taken to level 11 afterwards.


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