[[quoteright:350: [[Film/GalaxyQuest http://static.tvtropes.org/pmwiki/pub/images/galaxy-quest_1256.jpg]]]]

->''"This is the Endless Corridor. A path that goes on forever."''
-->-- ''VideoGame/{{La-Mulana}}'', grail tablet for the Endless Corridor.

A corridor is very, very long. No, longer than that. No, longer than ''that''.

This is used to either make a place seem [[UnnecessarilyLargeInterior bigger than it should]] or [[BiggerOnTheInside could possibly be]], or [[WrapAroundBackground to save budget money]]. Sometimes it's a desert or an ocean or even more rarely, a forest.

Compare with ScoobyDoobyDoors and games with [[WorldShapes looping]] world/nation/kingdom maps.
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!!Examples:

'''Hallway variety'''\\
[[foldercontrol]]

[[folder: Anime and Manga ]]

* The Virtual World in ''Anime/YuGiOh'' has Honda and Otogi trapped in one of these. They then break the wall to escape the endless hallway.

[[/folder]]

[[folder: Film ]]

* When Sarah enters the eponymous ''Film/{{Labyrinth}}'', she first finds herself in an endless corridor, before a worm shows her the invisible side exit. [[spoiler: Unfortunately, the exit offers two paths, and it tells her to avoid the one which would take her directly to the castle, believing she would ''not'' want to go there, when in fact, she does.]]
* The service tunnels in ''Film/GraveEncounters'' become this at one point, after previously having different pathways to go between the asylum's various buildings.
* The massive office building where Sam Lowry works in ''Film/{{Brazil}}'' is presented as having these.
* One exists in ''Franchise/TheMatrix'', and contains every door (or a connection thereto) in that artificial world.
* ''Film/HellraiserInferno''. When Joseph visits the hospital, reality turns nightmarish and the hallway briefly extends out before him indefinitely.
* Occurs twice inside the spaceship from ''Film/GalaxyQuest''. Once when the bridge crew visits the seemingly endless living quarters and again when Jason and Gwen head down an extremely long stretch of corridor.

[[/folder]]

[[folder: Literature ]]

* In ''Literature/TheWheelOfTime'', an alternate world has a tower (or two) full of these. They also seem to loop the same section of corridor, passing the same rooms and windows. Mat is lead through one of these for several hours, going nowhere.
* In ''ThePhantomTollbooth'', the stairway to infinity land is, predictably, infinite.
* Appears in ''HouseOfLeaves'', but begins with the 'Five and a Half Minute hallway' and soon becomes an Endless Everything [[spoiler:or not, considering the house sort of changes depending upon the mindset of the person in its labyrinth.]]
* The eponymous Fourth Dimension from ''Literature/SonicTheHedgehogInTheFourthDimension'' is this. It's literally nothing but rows and rows of endless corridors on-top of endless layers of floors of similar looking corridors.

[[/folder]]

[[folder: Live Action TV ]]

* An episode of ''Series/{{Angel}}'' (the one in which SummerGlau guest-stars as a ballerina) contains endless corridors in the basement of a dance house.
* ''Series/{{Charmed}}'': There's one in Hogwa-[[SerialNumbersFiledOff err]], the [[WizardingSchool Magic School]].
* The TARDIS in ''Series/DoctorWho'' is implied to have these, due to being BiggerOnTheInside. In the tie-in adventure game, "[[Recap/DoctorWhoTAGE03TARDIS TARDIS]]", when giving directions to his private study, the Doctor mentions that Amy would have to walk for about ''two miles'' before she reached it.
* In ''Series/{{Supernatural}}'', after [[spoiler: Crowley]] becomes the new Lord of Hell, he decides to get rid of the fire and brimstone. Instead, he turn it into an endless corridor where people are forced to [[CoolAndUnusualPunishment queue forever]], but never get to [[MundaneMadeAwesome the front of the line]].
* ''Series/{{Space 1999}}'': in the episode ''Mission of the Darians'', Morrow finds himself in a very long corridor aboard the Darian's 20 mile long space ship. He starts to run.. The special effects don't quite stand up to high definition screencaps, but it can be seen [[http://catacombs.space1999.net/main/epimghd/timotd9.html here]].
* In the live-action version of ''Series/{{Goosebumps}}'' "Haunted House Game", the protagonists have to escape the haunted house itself to win the game with their lives. The corridor to the front door stretches out into infinity before them, requiring them to pull it towards them with a fishing rod.

[[/folder]]

[[folder: Theme Parks ]]

* TheHauntedMansion in the Disney theme parks uses mirrors to create the impression of one of these.

[[/folder]]

[[folder: Video Game ]]

* ''VideoGame/{{Zork}} Grand Inquisitor'': When you first enter GUE Tech, the hallways to the classrooms appear to be endless.
** And they indeed are. To make them finite, you have to remove the first bit of the "Infinite Corridor" sign above the entrance.
** TruthInTelevision: GUE Tech is based on MIT, which has an "Infinite Corridor" (actually 815 feet long).
* ''VideoGame/SuperMario64'': If you didn't have enough stars to face Bowser in the final battle, you were doomed to walk up forever; there was a bug, however, where you could reach the end of the stairs without enough stars if you could boost Mario's speed high enough. Needless to say, {{Speed Run}}ners milk this for all it's worth.
** Strangely enough, no matter how far up you went, walking back down was always a very short trip.
* ''VideoGame/PrinceOfPersiaTheSandsOfTime'' has a looong stairway towards the end, descending this time. It's part of some kind of spiritual magic-induced dream sequence that culminates with [[spoiler: The Prince making love to Farah]].
* ''VideoGame/NoMoreHeroes'': The path to the Rank 5 fight is literally a long, long, long hallway.
* ''VideoGame/LaMulana''[='s=] aptly-named Endless Corridor. Which is funny, because it is NOT the Trope Namer! It contains four iterations of this trope (five technically, but there's a wall in the middle of the last one).
* The hallways of Eientei in the ''VideoGame/{{Touhou}}'' game ''Imperishable Night'' were made this way through either eternity manipulation or inducing madness on the protagonists (depending on the stage). The ones made by the former do end, but only because the one who created it decided to just screw it already. It isn't known whether the latter would have been infinite, as the player characters go through an open door.
* The hallway before the final battle in ''SilentHill2'' is intended to invoke this, although it's not as long as most examples if the player chooses to run to the end (although they will miss most of the heartbreaking disembodied conversation that plays during the trek).
** This is also incorporated into the gameplay - if you run to the end of the corridor and pass through the door without waiting for the end of the conversation [[spoiler:it functions as a flag that directs you more towards the 'Maria' ending]]. Likewise, if you listen to the whole conversation [[spoiler:it flags you towards the true 'Mary' ending.]]
** In ''SilentHill4'', if you don't get rid of the house key in the Forest World, a few screens after appear foggy and repeat endlessly. Though the game pretty much tells you it's coming.
* A slight outdoor variation of this exists in the original ''[[TheBardsTaleTrilogy Bard's Tale]]'' game, aptly named the Endless Byway. This street in the southeastern corner of the city would seem to go on forever by invisibly teleporting you back a few squares as you went down it. Turning around and leaving put you back in the city proper after a few steps.
* ''UltimaVIIPartII'' featured one as a trap in a certain dungeon. Unlike other hallways, this one became endless in either direction. The exit is an invisible side-passage.
* The final level of the new version of ''{{Eversion}}'' dispenses with the random eversions of the previous games' final level and throws you into a series of looping corridors, starting with Layer 8 and having to find eversion points after in order to progress through the level until you reach Layer 1. If you missed an eversion point along the way, the part of the level you're currently on loops until you can find it and move on to the next part.
* In some ''SuperMarioBros'' games, taking the wrong path in a castle level would send you back to an earlier point in the castle, effectively duplicating the level until you found the correct path.
** ''The Lost Levels'' also does this with some of its overworld levels, e.g. 7-2 and 8-2. In the former, you take a pipe to get out, in the latter, you have to climb a hard-to-reach beanstalk.
* The first dream sequence in ''VideoGame/MaxPayne'' has a repeating hallway [[TheMaze maze]].
* Like the looping maze dungeons in ''SuperMarioBros'', there are several sections in the ''SonicTheHedgehog'' games that endlessly loop or WrapAround until you find the correct path out, eg the Endless Waterfall in Labyrinth Zone Act 3, and part of Sandopolis Zone Act 2. There's also one in the DummiedOut Hidden Palace Zone.
* In ''VideoGame/DragonQuestI'', if you take the wrong stairway in Charlock Castle, you end up in the infamous Infinitely Repeating Hallway. Luckily, you only need to go up the stairs once to get out of it.
* In ''VideoGame/LeisureSuitLarry 5'' Atlantic City's boardwalk is infinitely long (supposedly), and it will take you the same time to get back as it did to get out there.
* The [[TheLostWoods Woods]] level in ''MickeyMousecapade'' consists of looping corridors where you must shoot the trees to find the secret door to the next section, and in the Winter area, the true door doesn't appear until you loop at least once.
* ''PoliceQuest III'' has a GameBreakingBug that can cause you to get stuck on an endless highway.
* ThePath has a few examples. First, you can try running away from the house, but each time you pass the telephone, you are somehow pulled back. In the the house, there are two corridors that appear to be short, but suddenly extend when you enter.
* In ''VideoGame/DarkSouls'' Gwyndolin magically creates one to fight you in. He teleports down it while shooting magic at you.
** [[SubvertedTrope Subverted]], however, since players have discovered that Gwyndolin's boss room ''does'' in fact [[http://www.youtube.com/watch?v=-OFYORl6Iyg have an end]]; it just takes about ten minutes or so to reach it.
* ''Jade Cocoon'' has the Eternal Corridor which you can keep playing until Corridor 255 at which the game freezes.
* ''VideoGame/QuestForGloryII'' features a WizardingSchool where a magic using hero will be tested with a number of trials while walking along an endless, narrow pathway.
* During the tutorial level of ''[[VideoGame/AssaultOnDarkAthena The Chronicles of Riddick: Assault on Dark Athena]]'', Riddick enters a seemingly endless hallway after he's killed all the enemies and goes through the last door. Walking towards the end makes all the lights progressively go out as Riddick notes how the dark doesn't scare him.
* [[{{Hell}} The Bad Place]] is represented like this in ''Videogame/FurFighters''; where each person has their own [[IronicHell personal torment]] and to travel between them you must traverse an endless hotel-like corridor.

[[/folder]]

[[folder: Web Original ]]

* When in Faerieland in ''{{Neopets}}: the Darkest Faerie'', You have to go down an endless stairway. It seems like it goes on forever, until you realise the fact the statues point the way to the exit.
* The ''SCPFoundation'' entry, [[http://www.scp-wiki.net/scp-087 SCP-087]] is a dark staircase that seems to go on forever, with what sounds to be a [[SchmuckBait crying child]] coming at the bottom. Despite this, explorers can never get any closer to the source of the crying and typically tend to run afoul of ''whatever'' is scurrying around in the darkness instead.

[[/folder]]

[[folder: Western Animation ]]

* ''TheSimpsons'': In the dental plan episode, Homer is visiting Burns' mansion and has to use the bathroom, so he asks and is told it's the 23rd door on the left.
** There's also a CouchGag where they chase the couch as it disappears to infinity down one of these.

[[/folder]]

[[folder: Real Life ]]

* MIT has an architectural feature known as the Infinite Corridor. Well, no, it's not actually infinite, and only about a quarter mile long, but it is a long hallway located right at the center of campus. Bonus points since, for one or a few days every semester, the sun will shine directly down the entire length of the hallway, an effect known as "[=MITHenge=]".
* Similar to MIT, the University of Leeds in the UK has the 'Red Route', known as the longest corridor in Europe. It's around a fifth of a mile long, all on one level, and acts as one of the main thoroughfares on campus for students. The university even offers audio tours for people interested in the history of the route and the buildings it passes through...
* The [[https://en.wikipedia.org/wiki/Vasari_Corridor Vasari Corridor]] in Florence puts them to shame. This is a kilometre long elevated corridor built in 1564 over the roofs of houses and ''across a river'' to connect the royal residence of Cosimo I de' Medici to the government palace, so he didn't have to walk through the streets.

'''Desert variety'''\\
[[/folder]]

[[folder: Videogames ]]

* The Endless Desert variety occurs in ''VideoGame/KingsQuestV'', even noted in the official (?) hintbook that trying to explore said desert may end up ruining your PC, if Graham doesn't die of exhaustion first. Specifically, after going about fifteen screens in one direction, the desert becomes truly endless, in that Graham ''cannot leave''. There is, of course, no indication of when this happens.
** ''VideoGame/KingsQuestIII'' has one of these as well. If you go 2 screens west into the desert, you can go east for quite a long time before going out (it's random). Setting the walking speed to fastest will probably get you out eventually. There is also an ocean, but if you swim in it too long you'll die.
* Subverted in ''VideoGame/QuestForGloryII''; the desert is massive, but you can in fact walk from the CityOfAdventure to the one in which the endgame occurs if you have adequate water and don't mind spending a LOT of time doing so.
* ''VideoGame/GrandTheftAutoSanAndreas'': Unlike the other GTA games, which stopped players from leaving the designated zone with an InvisibleWall, leaving the island (via boat plane or even swimming) would lead you through an endless zone of sea and sky. You can fly in one direction for an hour straight trying to get to Liberty City; it will also took you an hour to get back to land.
** Subtly lampshaded in that one particular airplane mission happens a significant distance away from the map.
** Actually subverted in GTA 4. If you travel far enough you get a message asking you nicely to "Go back to the game map, or get blown up". [[ExactlyWhatItSaysOnTheTin If you continue you get blown up.]]
** ''Franchise/{{Halo}}'' has a similar endless ocean on The Silent Cartographer. In the latter two games, going into the ocean will generally [[SuperDrowningSkills kill you]], or you'll run into an InvisibleWall while flying.
** And after going out a certain distance, you can't get back to land except by crashing or restoring the game.
* Towards the end of the official multiplayer map for the first ''DungeonSiege'' the players find themselves in an oasis at the edge of a desert that just goes on, and on, and on... Made even more frustrating by the fact that one of the NPC's met in the oasis gives a hint about crossing the desert to find TheVeryDefinitelyFinalDungeon. It's possible reach it after an approximately 5-minute run, but if you get your heading wrong by just a few degrees...you end up at a very dull-looking wall of cliffs.
* All outdoor environments outside the city walls in ''VideoGame/TheElderScrollsArena'' extend infinitely. They are procedurally generated on-the-spot, but are surprisingly detailed.
* The second region of ''SecretOfEvermore'' contained the Desert of Doom, a textbook wasteland dotted with spiders, rocks, and the occasional tumbleweed. You could fork over a rare Amulet of Annihilation for a quick ride across, but it was an awful long trip on foot.
** Of course, just for sadism's sake, the Amulet of Annihilation is hard to get and expensive, and that's just ''after'' you cross the desert. You can purchase a "Chocobo's Egg" before and the seller will throw in a Amulet out of pity, but it's far more expensive than you'd likely have the funds for at the beginning - in other words, you ''have'' to run across the desert ''at least'' once. It takes about four minutes of real-time.
* The Desert of Death in ''BreathOfFireIII'' was literally endless, and you could only get anywhere by carefully looking at the stars and following directions. Get it wrong and you'll just run out of water and have to start over.
** Made particularly evil by the fact that a) there are ''false stars'', and b) you're given the directions verbally, and then given a note with the directions to take with you. ''The written directions are wrong'', and unless you're paying attention, you'll ''never'' notice. Finally, the desert is not an enemy-free zone, and every battle screws up your direction.
* Used in [[http://xkcd.com/505/ this]] ''XKCD'' strip.
* ''VideoGame/TheLegendOfZelda'' contains two areas which constantly repeat: The Lost Woods and the Lost Hills. You can only get out of them by going in the correct directions (typically something like up, left, up, right, up). The Lost Woods have become somewhat of a series staple and appear in subsequent games as well.
** The final dungeon in ''VideoGame/TheLegendOfZeldaLinksAwakening'' was like this. You needed to complete the ChainOfDeals to get a magnifying glass to read a book that would tell you the proper route to the final boss.
** The final dungeon in ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]'' is sort of like this. Avoiding the enemies and running straight through the room will cause you to re enter the same room. To advance you must kill every enemy ineach room (there are only 3 or so rooms).
*** There's also Tarm Ruins, where there are two possible ways through - one leads to a dungeon, the other to a sword upgrade. Both not only involve direction, but changing the season as well, making it even more frustrating. Not knowing that secret ([[spoiler:both paths involve the temperature rising - winter, fall, spring, summer]]) can get you stuck.
** The dungeon you unlock by beating a Oracle of Seasons/Ages linked game is also like this. If you don't know what you're doing you'll end up wandering the halls forever (unless you're damn lucky). To proceed you need to go through the door that none of the eyes look at (it makes sense when you actually see it).
** The desert in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' keeps sending you back to the start unless you follow the path of the Phantom Guide. Same for the murky Great Bay in ''VideoGame/TheLegendOfZeldaMajorasMask''.
* The forest mazes in the NES ''VideoGame/MetalGear''. And there are no hints anywhere in the game for the correct paths, GuideDangIt!
* In ''SilentHill4'''s Forest World, if you try to go back through the gate after digging up the key, the same room keeps repeating. You have to leave the key in the apartment, then come back for it through a different hole in the level.
* One dungeon in ''VideoGame/FinalFantasyI'' has an area that feels infinite if you don't know the trick (imagine the area as a grid, go two junctions horizontally and two vertically).
* If you try to pass through the Sleeping Forest without first excavating the Lunar Harp in ''VideoGame/FinalFantasyVII'', the first screen repeats endlessly whenever you try to move forward.
* Akandia in ''{{DROD}}: Gunthro and the Epic Blunder''. To progress, you need to find a clue in another level telling you how many rooms west and north to move; get the number wrong and you get stuck in an infinite loop.
* ''VideoGame/ShiningTheHolyArk'' features another dimension where the pious escaped to in an ancient war. There is only one village, surrounding it is one temple and an endless stretch of featureless desert. Probably wouldn't be so bad if not for the fact time has no meaning in that dimension so those people have been stuck there for thousands of years with no change at all (still has an inn though).

'''Other/Miscellaneous'''
* Many, many, '''''many''''' screensavers, including those that simulate Franchise/StarTrek-style warpspace. Other designs include texture-mapped tunnels, wormholes, randomly-generated terrain, and even one for [=XScreenSaver=] that does a flythrough of the "data stream" graphics from Film/TheMatrix.
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