The Hub is a secret level/area in the Backrooms that can be used to access other levels.
An image of The Hub.
Contents
Description
The Hub, also named "The Crossroads", is a concrete tunnel of unknown length with doors that access certain levels of the Backrooms. It is used as a teleportation hub by the people of The Backrooms, and is one of the most popular non-Main Nine because of that.
Entities are unable to enter The Hub due to unknown circumstances, which makes it a very popular location for Wanderers. Additionally, normal processes like hunger and thirst seem to be slowed, possibly even stopped completely.
This is one of the few levels where Blue Octagons can be found. Blue Octagons can be found on random parts of floor anywhere in the level, but are extremely rare, as about 1 octagon spawns every 1000 square miles in this level.
Another image of The Hub.
Doors
Doors are the primary ways of entering other levels and exiting The Hub, and are the reason this level is the busiest out of all other levels. Although, there are multiple ways of exiting through no-clipping or dying.
Throwing an object or yourself into a door will teleport you to a random place inside the level at least a mile from another person.
There are different door types, Global, Locked, Coded, Access, and Non-Openable.
Global Doors
Global Doors have a dark brown color and have gold doorknobs. They are the most popular kind of doors as they are close to the spawn point and travel mostly around the Main Nine. One Global Door lies at the end of every one of the small tunnels that are, as mentioned, at the spawn location of the level. They are typically labeled with the level number they lead to.
Global Doors are the smallest category of door types, as they only include Level 0, Level 1, Level 2, Level 3, Level 4 and Level 25. However, while no one has found it, Level 100, The Metro, The Void and The Frontrooms are presumed to have Global Doors, but this is yet to be confirmed. All Global Doors are seen open or ajar, but never closed.
Locked Doors
Locked Doors are usually found in smaller sub tunnels, in numbers of 5-6. They are similar to Global Doors in every aspect, except for some changes for specific levels. Locked Doors can only be accessed if you have visited the level it shows. These doors are seen closed, and once opened, will remain permanently opened. These doors will have themes that give you feelings. These theme decorations and effects can not be removed or erased.
Locked Doors are the biggest category of doors, featuring every level except for certain exceptions, examples: The Void, The End, The Middle, The Beginning, etc.
Coded Doors
Coded Doors are found in sub tunnels with themes of the level. numbering in either one door in a sub tunnel or every door in a sub tunnel, usually with one kind of theme, like The Glitched Rooms, Oddball Levels, etc. They tend to appear pretty far from the spawn area, and have many different door types. They require visiting the level, and getting a key card, special pass or a specific code. Once opened, they will close after a minute or two, and then remain closed unless you scan yourself or input a card or code again.
Coded Doors are pretty rare, but include many hard to get to levels and special levels. As mentioned, groups of similar level doors can appear, like in The Glitched Rooms and more.
Access Doors
Access Doors have a similar layout to Locked Doors, and lead to more common levels. Access Doors are a really small category, and have nearly the exact same look as a Locked Door, except they need specific instructions and have different designs and plates that are a theme among the doors.
There are a few Access Door examples, but they are limited. Mostly, they are limited to Level -1, Level 4 and more.
Non-Accessible Doors
Non-Accessible Doors are locked and cannot be opened no matter how hard you try. It is rumored that these doors lead to The Void, but this has not been confirmed.
Colonies and Outposts
Backrooms.tf
- No known leader, and indeterminate member count;
- Individuals have the goal of making as much profit as possible trading Almond Water for items.
- Members take interest in oddities or rare items, such as Return Pills and Super Almond Water, even if they have no use for it;
- Members primarily use Almond Water as a currency similar to dollars, but can make do with item to item trading, especially with rarer objects.
[Novus ōrdō sēclōrum] Outpost Turpis
- 80 members reside here
- Their goal is to trade with Backrooms.tf
Entrances and Exits
Entrances
- From the spawn of Level 1, you need to continue to the end of the corridor, double back to the entrance, go left, then right, then left, then right, then take the door labelled B and then the door labelled A.
- Some exiting methods from Level 2 have a chance of teleporting you to The Hub.
- Going down 380 floors in Level γ.
- Entering Mint Paintings in Level 237.
- Getting sacrificed by Srecifircas in Level Þ.
- Trying to no-clip in Level 927.
- Trying to no-clip into a photo of The Hub in a car magazine in Level 894.
- No-clipping into a ghost in Level 1075.
- Driving North on the US Interstate 101 Freeway on Level 25.
- Praying to gods or angels in Level 512.
- No-clipping into a wall with a child's drawing in The -Hub.
- Going through the tunnels in Level 1819 has a small chance of bringing you to The Hub.
- Find a door in The Smiling Room and entering it.
- When you no-clip to the backrooms you will see a watch with a note saying "please put it on and press the button to enter the hub." Pressing it will take you to the hub while still wearing it.
- Press the "HUB" button on the number pad of Level -1.96231.7
- No-clip into a grave on Level 2035
- No-clip inside the blender of Level 6.05. (0.5% Chance.)
- Going through a red door in Level 1398.
- Giving a Mallwalker on Level 359 a bottle of Almond Water and an Almond Cake.
- Ask Matthew to bring you here in The Middle.
- Falling into a pit in The Listening.
Exits
- Take any of the doors to teleport to the levels that the doors show.
- No-clipping into a door will teleport you to Level -1, Level 4 or Level 9007199254740992.
- No-clipping into the walls will teleport you to Level 392.
- Going through a hot pink door labelled "The Toy Halls" will teleport you to Level 406.
- There are reports of something called the "Secret Hub", which can supposedly be entered by no-clipping through a corner.
- Traveling 1 mile in this level will lead to Level 114514.
- This is very rare, but going through a door in here will lead to Level 2354.
- No-clipping through the floor has a 6.66% chance of teleporting you to The Hall of Bewildering Dreams.
- Taking an unusually bright-orange door will lead you to Level 120.
- Going into a mansion like hallway will teleport you to Level Frown.
- A wooden door to Level Maker.