SURVIVAL DIFFICULTY:
Class 2
- Safe
- Unsecure
- {$three}
The Hub is a hidden level which serves as the nexus to the entire Backrooms, containing an entrance to every single level. It is a safe place for any wanderer looking to pass by and/or live in.
Description:
The Hub is made up of two sections: " The Crossroads", a vast network of tunnels containing entrances to every level, and "The Tower", a mysterious structure at its center in which The Keymaster resides.
The doors in The Crossroads are large immovable slabs of concrete which have a strange symbol right above them. Included with these large doors is a strange lock device that morphs its shape on the inside to keep others from lockpicking and braking the lock. These locks seem to correspond with the various symbols above the doors, the origins of which remain unknown. The doors in The Tower are very similar. The only thing noticeably different is that these doors are more ornate in design and less blocky. Still, these doors remain with the same locking mechanism.
All doors are unlocked with an object known as a level key, which can be found all over The Backrooms. If you enter The Hub while in possession of a level key, you can follow its resonance towards the respective level door and unlock it yourself. However, all doors to have previously been manually unlocked always become locked once again for any subsequent entrants into The Hub.
The Hub has an outside. While not visible in most areas, a balcony in The Tower reveals a dark void filled with wind, rain and lightning storms. Deep bellow, one may see the entirety of The Crossroads' tunnel systems, which places The Tower in the center of The Hub itself.
The Crossroads:
The Crossroads is considered to be the large systems of concrete underground tunnels that The Hub is mostly made from, and the first discovered area of The Hub. The Crossroads are made up of concrete walls, with a seam between every slab. The road is made of dark dry asphalt with three sections of yellow dotted lines flowing across. This area is devoid of sound on its own, besides the various wanderers living within, making The Crossroads a bit eerie in unpopulated areas. The Crossroads twist in just about any direction, and split into multiple intersections. With the lighting being fairly dim, it could make the whole layout look very strange.
Along the walls of The Crossroads, the aforementioned levels doors are lined up on either side. The doors themselves are not numbered or otherwise labeled with anything else, and the order of the doors does not correspond to the order of Levels in any existing Database. Most of the doors are locked, and cannot be opened without its respective Level Key. The doors leading to Levels 1, 11, and 178 are the only ones that are unlocked, and permanently remain so. The door to Level 1 is in the 7th tunnel, the door to Level 11 is in the 10th tunnel, and the door to Level 178 is in the 5th tunnel.
The Tower:

Photo of The Tower.
The Tower is a tall temple-like structure which resides at the center of The Crossroads, accessed from any one of ten entrances dotted throughout the crossroads. These come in the form of ornate doors at the ends of certain tunnels. Entering the door will bring you into a tall cylindrical tower. The architecture is distinctly Greco-Roman and lacks windows, with dusk-shaded light provided by an untraceable source. A broken marble statue stands is in the center of the complex.
A spiral staircase of varying length extends around The Tower's interior, granting access to higher rows of the tower which are lined with various doors and artifacts, some of which are identified while others are not. Upon exiting The Tower, re-entry is impossible.
Entities:
The Keymaster:
The Keymaster is known to reside in The Hub, primarily within The Tower. An encounter is unlikely, unless one is in possession of a Level Key, or if one finds their way into The Tower. Regardless, he does not take kindly to the presence of others in The Tower, behaving as if his boundaries are being violated whenever someone enters. You may request him to provide a level key and/or guide you to the corresponding level door of whatever level key you have — which he will be eager to do in order for you to leave.
Other entities have been documented in The Hub, but they are only benign ones. All hostile entities that have been seen attempting to enter The Hub are not found within the level, as if having disappeared. It is speculated that the level may be able to detect the intent of all who enter, including even wanderers, thus ensuring the permanent safety of The Hub.
Bases, Communities, and Outposts:
The Hub's Crossroads serves as a hotspot for various wanderers and travelers alike. Many different outposts have been made in The Crossroads for various activities, such as makeshift homes or trading routes. However, The Tower is off-limits for seeking refuge. You may find many different places to visit before walking into your next Level.
M.E.G. Outpost Doorstep Carpet:
- This serves as The M.E.G,'s Hub outpost.
- This is mainly where Regiment Lock Breakers deposit the keys they have collected.
- Level keys may traded here.
Camp Amber Hub Outpost:
- This is the fourth base from Camp Amber.
- This group usually helps newcomers and teaches them about The Backrooms, and what levels they may find.
- This specific outpost will provide limited supplies for any wanderer that comes their way if needed.
- This group doesn't really have a fixed point, as they wander around to help others.
Entrances And Exits:
Entrances:
- Following a specific sequence of halls and doors in Level 1 may lead to The Hub.
- Given its connection to every level, it is hypothetically possible to no-clip into The Hub from any given level.
- A rare phenomenon exists in which a door to The Hub temporarily manifests in a random level.
Exits:
Unlocking and entering any level door in The Hub will bring you to its respective level. It should be noted that the level doors are one-way and you cannot return to The Hub from the other side, as the doorway from within the entered level will disappear after being crossed — along with the level key that was used for it.