Level -37

The information about the level is quite varied, according to what many wanderers have reported. The name and section of the level also vary depending on the perspectives of wanderers.

Despite these descriptions having such huge differences, it is apparent that the levels all lead to the wild sea area, which is indefinitely expanding. No one knows if the difference in description has anything to do with the level itself, but wanderers who have examined these documents concur that it is just a different interpretation of the same level by archivists from different countries.

**The cold light sea** is somewhat similar to Level 37, in which we are familiar with. At first glance, this level seems to be a large hotel pool. However, these swimming pools of various forms are not restricted to the narrow room but circulate in other places of this level, and the depth of the bottom fluctuates proportionally with the changes in different areas. The level's walls and ceiling are covered in various colors of blue tiles, and the water on this level is particularly translucent and clear due to the reflection of these tiles.

The water inside the level shimmers when observed from a distance, and distinct locations are spread around the floor. The environment inside the floor is gloomy, with an average temperature of less than 10 °C all the time. This feature has given this place the name "pool of Siberia," and its outdoor section has been given the name "pool of the Arctic Ocean" by wanderers. **At first sight, this level appears to be a paradise in a marginal area.** The average water temperature inside the level is less than 0 °C at all times, and it will not freeze as the temperature drops.

When you suddenly step into water or find yourself on the edge of an interior space, the bone marrow sends cold signals to your brain, causing your body to shiver. The bone-chilling cold, which is unlike everywhere else, leaves you physically and psychologically tired. You attempt to relax on the beach for a bit, but your body begs you to go since your small body can no longer tolerate the heavy and intense cold.

### Sections:

#### The Indoor Section:

The M.E.G. has reclassified the indoor section of this level for future exploration. **Normally, wanderers who become imprisoned on this level will seek shelter in the indoor section first.** The previous division simply divided the indoor section based on depth, but we discovered that this overly simplistic and crude division did not reflect the true reality of this section at all **— In general, there is no set regulation for the depth distribution of pools in the indoor section.**

The average temperature in the indoor section is typically low. In addition, basic hotel decorations such as **chairs, tables, umbrellas, and light bulbs** may be seen on the floor. The average temperature of these items varies; some are the same temperature as the ambient temperature, while others are extremely cold. If you are not careful, you will develop frostbite symptoms. The lights placed around the edge of the space give illumination. Unlike the normal one, they will emit cold light, which causes the area surrounding to become colder, with the coldest reaching -50°C, even though these light have such an eerie impact that they remain the sole source of light to retain visibility in the indoor section. The most common items in the indoor area are slides. They are passageways that connect to other levels. Sliders of multiple colors go to various levels.

Exploring the slide's inside, one can locate some typical supplies such as Almond Water, Cashew Water, and Liquid Pain, but no additional supplies are currently visible. Swimming rings of various colors are put at random on the pool of the indoor section. Sitting on them can bring the wanderer to the confluence point.

##### Absolute Silence:

The sound decay rate in the indoor section is considerably enhanced, similar to Level 37; therefore, wanderers will not hear any echoes when walking or talking in this area.

There is no Wi-Fi in this section, and due to environmental effects, conversations between other wanderers cannot be made normaly, making exploration much more difficult.

##### Extreme Cold Occurence:

This occurrence especially refers to temperature drops that occur often in the indoor section. The temperature of the whole area will quickly drop below -20°C during this occurrence, causing the temperature of the area where the light is positioned to suddenly drop below -50°C, making this level one of the lowest temperature levels in The Backrooms.

The lights inside the area will be brighter than usual before the occurrence begins. **Wanderers who are in the indoor section at this time should leave as soon as possible or move to a warmer location.**

##### Blurred Edges:

**Blurred Edges** will occur in some areas of the indoor section, making it difficult to touch the afflicted area's edge. At this moment, wanderers can end up on any level if they are stranded in these areas. This occurrence will occur at random over the whole indoor section. As a result, it is not considered a normal entrance and exit.

#### Outdoor Section:

**This is the most densely populated section on the level.**

Wanderers travel through a hole in the indoor section that is **full of natural light which is different from the indoor section** to reach the outdoor section. It has the appearance of a wide blue sea, a wonderful horizon formed by the blue sky and the water, and an eternally spreading plane full of boundless reverie. The light is emitted by the blue sky above the ground. These naturally occurring lights reflect off the surface of the water, making the surrounding area appear tranquil and quiet. The sky has no visible celestial objects. As a result, M.E.G.CN is still unaware of the true source of the light in the outdoor section. However, when contrasted to the outdoor section lights, these natural lights are no different than the sunshine in The Frontrooms, making the outdoor section feel somewhat warmer than the indoor section.

There is no distinction between day and night in the outside section, and the bottom of the sea is incomprehensible. The overall brightness and darkness of the space is totally determined by the status of the sea surface: in general, the higher the wave, the darker the outdoor section; the lower the wave, the brighter the outdoor section. Except for artificial yelling, there is no indication of a transition between the two states, making this area the most perilous on the whole level in the mind of the wanderer.

**If you do not use external force and tools to investigate, the wanderer may be thrown overboard by the furious waves.**

##### Sound Amplification:

**The speed of sound transmission in this section is substantially increased due to its nature.**

Shouting loudly in the area will disperse the sound further. When the dp value created by the wanderer's yell hits a particular threshold, the atmosphere of the entire outside area changes substantially with the person's shout.

At this point, the scene on the entire area will change from **peaceful silence** to **frenzy**, and a peculiar hallucination will arise in the vision of all the wanderers present, which we refer to as **Hallucination Occurrence**.

##### Silent State:

When there is silence, the entire area becomes tranquil, the horizon inside the area can be seen in the distance, and the clouds above become apparent under natural light.

##### State of Frenzy:

When you're in a frenzy, the entire area becomes choppy, and the horizon is no longer apparent. In reality, the water in the area is currently in a state of hazy chaos. The wanderer will be engulfed by the illusion of the unknown realm as well as the awful wave layer. An additional layer of buttock was raised, flipped, and melted. It will be too late by the time the rover discovers he has plunged to the bottom of the area.

##### Hallucination Occurence:

This occurrence refers to the **Hallucination Occurrence** that happens during a frenzy in the outdoor section. The wanderer will view a scene of random levels in this event, and the chaotic vision will make it difficult for the wanderer to determine the line between reality and illusion. A wanderer reportedly described seeing a chaotic and fascinating location with all of the components of the water floor.

#### The Confluence Point:

The confluence point is an isolated section and is only reachable by swimming ring.

Wanderer will immediately materialize on the shore nearest to the room's entrance when you get to this section by the swimming ring, and the swimming ring will move back to its original spot.

The room's interior has an autonomous influence that is unaffected by other places; the internal structure is steady; and the temperature is maintained at around 10 °C at all times. Almost identical to the indoor section is the scene inside the room. In the depths, the light bulb is the only source of illumination. The moment natural light enters the room, it starts to violently dim until it disappears altogether.

Throughout the room, there are several stairs or platforms. They are built of highly durable, unique materials and are loaded with numerous resources and goods. Materials will be renewed at random intervals, with no particular sequence for the refresh types. Almond Water, Cashew Water, Liquid Pain, Almond Cake, and more varieties are presently available.

For various reasons, researchers from various groups continue to debate the nature of this section, but they all agree that this is the true end of all water in the level. These cold fluid substances, regardless of where they were previously in **The Cold Light Sea**, will eventually collect here, exchange, fuse, and flow from the end of the area to a fireplace producing a strange light, allowing them to leave this cold sea. A relatively tiny opening inside the fireplace moves the water inside that section from that level to other areas, and eventually to another level.

**It has been established that no entity may enter the fireplace's interior; any attempt would result in The Void.**

##### Echo Effect:

The echo effect, a unique feature of this section, causes the area to display more sound waves than the surrounding area when wanderers make noise there. This is because the floor's tiles are smoother and tougher than regular tiles, and they don't include any other unique ingredients.

##### Clearing Effect:

The room will periodically clear the foreign objects from the floor on its own to keep the interior clean. This effect's cleaning range includes, but is not limited to, rubbish on the floor, hostile creatures, foreign objects blocking the fireplace, and efforts to destroy things in the room entity.

##### Plugging Effect:

If wanderers have not departed after the seawater entirely covers the whole area and foreign matter from other levels plugs the fireplace and its surrounding area, the water level within the room will rise fast and fill the area after a given amount of time. Wanderers will be transported to Level 7 from this room. The room will first fill with the echo of rolling waves before this effect takes place. In order to escape being submerged in sea water, wanderers who hear these noises should immediately go to other areas from the exit or get stranded on this level through the hole leading to Level 37. This effect lasts for two hours, and water in the area cannot flow to other locations during that time.

### Things:

The M.E.G. has planned expeditions to explore this level because the items there have many distinctive properties.

#### Water:

The water on this level differs significantly from the regular water in many ways, and some of these differences are similar to those on Level 37.

Likewise, we discovered that the change in water pressure on the level differs from that in The Frontrooms. The water pressure remains constant after reaching a specific depth. At this moment, anyone looking up at the top may see natural light from the sky.

**When the water is removed from the level, the purification effect is removed.**

##### Relevant Levels:

* Level 37's water has similar properties, so it's not impossible that the two levels are mirror reflections of one another.
* Level 7's distilled water is similar to this type of water, and it cannot be ruled out that the water within this level is likewise distilled water.

#### Blue Light Bulbs:

The floor and ceiling borders contain an unknown number of fluorescent blue light bulbs that emit a frigid light and have weird features that differ from the regular light bulbs. When wanderers attempt to take the light bulb from the level, a new light bulb appears in the location where the original light bulb was placed, and the previous light bulb disappears.

According to research, the metal wire utilized inside is not the normal tungsten wire, but rather an undiscovered new element that does not exist in The Frontrooms.

##### Swimming Ring:

The swimming ring in the indoor section is made for transportation on this level, and its materials and internal makeup are unknown.

After wearing the swimming ring, it will automatically shrink and keep the wanderer's body temperature constant in an unknown manner. At this point, the wanderer is unable to physically remove themselves from the swimming ring. Following that, the swimming ring will automatically float in the water and transport the wanderer to the confluence point. After the wanderer lands, the swimming ring will vanish and return to the indoor section.

Our scientists tried but failed, and the level effect cannot be ruled out.

##### Effect:

This part only documents the effect of covering the entire level. Because there is no typical signal at this level, the mobile phone cannot be called, making communication at this level impossible.

###### Isolation Effect:

The floor itself has an isolating effect, and wanderers that are imprisoned on this level alone will not come into contact with other wanderers. Unlike other levels, however, the team members who are collectively stranded on this level will not be separated but will be viewed as a whole by the level and appear in any area of the room at the same time.

The wanderers as a group may only explore one area at a time, and the wanderers in the team cannot travel to other places on their own. If a wanderer attempts to leave the group and travel to another area to explore alone, the level will transport wanderer back to the group's present location as wanderer enters the path to the next area. This status will continue until all wanderers leave together after exploring the area, at which point they will be able to enter other areas.

In actuality, the effect merely helps to segregate the wanderer from other locations, so that when one wanderer joins the level and becomes stuck on the level, other wanderer may still see the belongings and messages they left behind. However, separate teams that are investigating at the same time cannot run into each other.

### Entity:

Due to the level effect, there are no entities on this level.

### Colonies and Outposts:

Due to the level effect, no colonies or outposts can be set up inside this level.

### Entrances and Exits

#### Entrances:

* The dark blue pool in Level 37 will transport you here.
* It is said that a dark blue tile at the bottom of Level 7 will take you here, but this entrance has not been confirmed.
* Jump in a dark blue hole on any negative floor, and you will come here.

#### Exits:

* When you get stuck in the confluence point that gets filled with water, you will end up in Level 7 but entering the cave will lead to Level 37.
* The white slide will transport to Level -5.
* The yellow slide will transport to Level 0.