Level 3737: Empty Corridors
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Level Classification

Difficulty 3/5 Occasionally really dangerous elements
Entity Count 0/5 No entities appearing in this level
Chaos Gradient 2/5 Many unexpected elements
Basset-Frazier Index 1.6666666666667/5 This level is safe on same places but can get extremely hazardous at some areas

Description

Level 3737 is called Empty Corridors. It is made up of corridors, often with blue and green paint on them, and can stretch out for thousands of kilometers. There are doors about 10 meters away from each other, and they often lead to empty rooms, sometimes with desks, office equipment, and minimal supplies in them. Occasionally, the doors may connect to and lead through other doors on the level, which are on the corridors. If the rooms are opened and then left, there is a chance they will regenerate from scratch. These hallways sometimes intersect each other, although these parts are often locked behind closed iron bars. The level is completely devoid of entities. Some of the rooms have windows on their sides, and they show the void among the buildings of this level.

If the wanderer spends about one week here, they will experience extreme paranoia or depression. The rate will fluctuate constantly, though. These effects will not be experienced by those, who were born in Level 3737.

Special Areas Inside the Level

The Wires

The Wires is an electrical room on Level 3737. Its' walls are filled with wiring, and a dim, yellow lamp can be found on its' top, otherwise, the room is entirely dark. At around every ten minutes, a loud siren is heard in Wires, warning the wanderers to the electrical shock that is coming. When the shock hits, the floor - full of salty water puddles - will be electrocuted by the wires, with the voltage of approximately 12000 volts, likely killing anyone inside. This room is the easiest to no-clip in, even a larger jump could send someone to a distant location of Level 3737.

Ventilation

Ventilation is an unimaginably large maze of airpipes. The width and height of these tunnels are large enough to fit a human inside. One can get inside these by climbing to one of the vents on the corridors. In this area, the wanderer will be able to move in any direction, and the depression and paranoia of the base will be gone, although being here for over 24 hours will probably cause mild feelings of claustrophobia, which will increase with the time spent. This place is a very efficient way to get around the level, and minor supplies of food, drinks, and medicine are scarcely found here.

The Flooded Hallway

There are a few corridors in this level that are lower, than the others, and when they are filled with water, these areas are called Flooded Hallways. Sometimes, the water is sometimes toxic, and the poison inside is so strong, that even the very touch with the skin causes death within several minutes, so swimming through these is not recommended. If the liquid inside is splashed too far away from this area, it will flow back to it by an unknown force.


Recommended Equipment

Since it is not available in other levels, getting a set of Neutrino Absorbing Clothing as soon as possible is highly recommended to avoid the mental effects of this level.

Valuable Resources

The previously mentioned Neutrino Absorbing Clothing is very important and will help one's journey in this - and potentially other - level(s). Almond Water is scarcely found in some of the rooms. A mysterious medicine is rarely in the Ventilation and is able to neutralize the toxins of the Flooded Hallway.

Recommended Actions

1. Do not enter the Wires rooms if you don't have a good reason to do so!
2. Do not enter Flooded Hallways unless you have the toxin neutralizer!
3. Do not confront Corporation members, and be careful even with UNCB and Pipers members!
4. Be peaceful!
5. Find a good place far far away from everyone on this level where you can rest yourself, your teammates, and unload your supplies!
6. Get good, trustable people to be with you during your time on the level!


Communities

The Corporation

The Corporation is a confederacy of bandits who settled in Level 3737. They are usually very hostile towards newcomers, although they sometimes offer them "work". These groups are at war with the occasional patrols of UNCB, so some corridors the wanderer may come across are in combat. The Corporation has a rapidly increasing population, partially from desperate people who were stuck in this level, and mainly from those, who were born there. The main working force of this group is slavery since the work they offer newcomers are often with little to no payment, minimal food, and comfort. Violating human rights is the reason the UNCB declared war on The Corporation. This group is able to produce almond water from the objects found within 3737, and they often trade it with less desperate travelers or groups. The first people of this community presumably no-clipped into the Backrooms during the early Industrial Revolution.

Steamtown

Steamtown is the only known centralized Corporation outpost. It is found at an intersection of two massive corridors, which is barricaded by the desks found inside the rooms. In the center, there is a large supply of resources, and it is also locked among barricades. Around this, a few tents are set up where a population of around 300 lives, stacked like sardines. Sometimes, the desks are set on fire and replaced with new ones, hence the name Steamtown. It was founded around 1890. In recent years, the UNCB set out on a campaign to annihilate this colony and win the war against The Corporation, but their teams either did not find it or were met with ferocious resistance.

UNCB

The United Nations and Colonies of the Backrooms have around 1200 employees and citizens stationed in Level 3737. There are two known bases of the UNCB, the rest is scattered.

Point Freedom Research Base

Point Freedom Research Base is a small camp set up near a "Wires"-room to study the anomalous behavior of Level 3737. They named this location Point Freedom because it was taken from The Corporation in a war, and liberated numerous enslaved people.

Mainz-Springfield Military Facility

The Mainz-Springfield Military Facility is a base of operations for the UNCB on Level 3737, mainly made up of German and American settlers. It is surrounded by iron bars and has a large supply of weaponry and food. It was created in the early 2000s, was originally an independent camp until it joined the UNCB due to the increasing threat of Corporation attacks.

Pipers

The Pipers is a faction, who settled in the Ventilation area of the level. They are usually friendly and are willing to trade with nearly anything. They are the only known group that is capable of manufacturing Neutrino Absorbing Clothing, so they can neutralize the paranoia and depression caused by this level. This civilization is in a cold war with The Corporation and declared a non-aggression treaty with the UNCB. Even though this group is cohesive, they don't have a single centralized base(likely in fear of The Corporation), they just live in small camps in the Ventilation. These bases contain small amounts of loot, likely almond water.

Independent Camps

The wanderer may come across multiple small bases while exploring Level 3737, but these are often either abandoned or in a pact with UNCB or The Corporation. If not, they have some abundant loot and populations of 5 to 15 people.


Entrances and Exits

Entrances

The only way Level 3737 can be entered is through smooth plastic doors found in Level 3. This door will be gone on both levels once one enters.

Exits

One of the ways to leave Level 3737 is by finding a Flooded Hallway and swimming to the part where there are no air pockets above the water. There is a small chance there will be a water canal, and after swimming up in it, one will find themselves in Level 8, meters below the water level. Once somebody leaves this canal, the hole leading back will be gone.
Another way is through going up in the Ventilation for as long as possible, and if one finds a vent and takes it out, they'll find themselves in Level 11, on the top of a very high building. When one leaves this vent, it will disappear.

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