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{{trope}}
[[File:
In the beginning, levels were their own separate entities, completely disconnected from one
This concept was fleshed out and improved with the invention of the
A common tack when using this trope is that the
This is most frequently used in [[Platformer
If you have to spend a lot of time [[Talk to Everyone|Talking To Everyone]] in the Hub Level just to unlock the next stage, then you're looking at [[Fake Longevity]].
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[[Playable Menu]] is this trope taken to the next ''(ahem)'' level.
Not to be confused with [[
{{examples}}
== Action-Adventure ==▼
== Literature ==
* ''[[The Magician's Nephew]]'', the (chronologically) first book of ''[[The Chronicles of Narnia]]'', has the 'Wood Between Worlds'. Put on one ring in Earth, Narnia, or Charn (and presumably many others) and you get magicked to a forest filled with ponds. Stand in one of the ponds and put on a second ring, and you get transported to the corresponding universe.▼
* Hikari Photo Studio in ''[[Kamen Rider Decade]]''. However, the way Tsukasa and company go to different worlds relies on pulling some chains, though sometimes other methods are used, for example, the way they entered Den-O's world was that Tsukasa and Yuusuke gave each other a high five.▼
** Plus, they can't really select a world it seems, as random chains open different worlds, the same chains used to open some worlds open others (making them inconsistent) and also, the different methods as mentioned above.▼
* ''[[Planescape]]'' has Sigil, connected via portals with pretty much all the Multiverse. Also, the top (i.e. immediately accessible with non-specific planeshifting) layer of Abyss is called The Plain of Infinite Portals - it's riddled with portals to the innumerable deeper layers.
▲=== Action-Adventure ===
* In ''Kao the Kangaroo: Round 2'', Dark Docks serves as the hub. There are, thankfully, ducats in them, making raising the bribe money that much easier.
* The hubs in the [[Lego Adaptation Game
** In ''Lego Batman'', the Hub is the [[Elaborate Underground Base|Batcave]], where you can access settings and minigames from the Bat-Computer, and explore the [[Superhero Trophy Shelf|Trophy Room]]. Villain Mode comes with its own Hub: [[Bedlam House|Arkham Asylum]].
* ''[[Rayman]] Revolution'', the [[
* In ''[[
* The Devil's castle in ''[[Graffiti Kingdom]]''.
* ''Taz: Wanted'', a GCN game about Taz the Tazmanian Devil destroying wanted signs, has 3 hubs. One hub is for the 3 "zoo" levels, with various tutorial books. The second hub is for the 3 town level, and the third is for the 3 Wild West levels. While there is a 10th level, it hasn't a hub.
* Despite being by far the largest area of the game, Dracula's Castle in ''[[Castlevania]]: [[Portrait of Ruin]]'' is a hub of sorts, because the rest of the game is in paintings which are scattered around the map. Often you go into a painting, beat the boss of it to get an upgrade, allowing you to progress further into the castle.
* The castle in ''[[Maze of Galious]]''. Uncharacteristically for this trope, it's a labyrinthine complex bigger than some of the actual worlds, the entrances to which can be a bit hard to locate.
* Thorntail Hollow in ''[[
* Mean Street in ''[[Disney Epic Mickey]]''.
* [[Dynasty Warriors Online]] has 6 different hubs, one for each faction as well as the peach garden. Since there's not always 5 factions fighting, not all of them are always available, and you're usually not allowed to go to any more than two of them at a time.
=== Action RPG ===
▲== Action RPG ==
* In ''Demon's Souls'' the player's souls is bound by the Nexus after dying, which is the game's hub level that connects the land of Boletaria through archstones.
* The ''[[Marvel Ultimate Alliance]]'' games have many of these. Exemplifying with the first game: after saving the S.H.I.E.L.D. Helicarrier, the heroes are relocated to Stark Tower, which serves as a hub until the Mandarin's Palace stage. After that, they are relocated to Sanctum Sanctorum, Dr. Strange's home. Then, after beating Mephisto's Realm, everyone heads off to Asgard (which seemingly works more like a hub than the others, since all other levels - except possibly for Niffleheim - ARE in Asgard), and from there to Attilan, when Uatu saves the heroes' bacons from Dr. Doom. After fetching the items necessary to beat him, they go back to Earth, as it is being modified by Doom, and stay at a Doom-themed Stark Tower before heading off to Latveria. In total, five hubs (or four if you count both iterations of Stark Tower as the same).
** Spiritual predecessor series ''[[X-Men Legends]]'' used the X-mansion in the first game and various temporary bases in the second.
* ''[[
* The sub-games of the ''[[Kingdom Hearts]]'' series like to use this trope: Castle Oblivion in ''[[Kingdom Hearts: Chain of Memories
* The village in Arcanus Cella in ''[[Cla Dun]]''.
* The original ''[[Diablo]]'' had the town of Tristram, where you were given quests and sold loot. Also, every four or five dungeon levels, a portal directly to that level would open, making backtracking easier. The sequel gave us a hub in each of the four (five with the expansion) Acts: Rogue's Camp, Lut Gholein, Kurast Docks, Pandemonium Fortress, and Harrogath. They served the same purpose as Tristram, though the portal mechanic has been enhanced with Waypoints, which allowed you to go anywhere you already visited.
* The town of Redmont in ''[[Ys
* Most of the major areas in ''[[Wonder Boy III the Dragons Trap
* The main plot of ''[[
** [[Skylanders:
=== Adventure ===▼
▲== Adventure ==
* ''[[Myst]]'' used the titular island as a sort of hub from which the protagonist traveled to other odd locations.
** ''Riven'' (the sequel) similarly had a hub area from which any of the other areas could be quickly accessed, but in an inversion, reaching it was one of the main goals of the game.
** ''Myst III'': Exile also did it with J'nanin, and like Myst, it used the other ages as [[Plot Coupon]]-retrieval levels.
** ''Myst IV'': Revelation continued the theme with each of the three game worlds being connected only to the first world, Tomahna.
** In ''Myst V'': End of Ages the various game worlds were connected by interdimensional platform things to the first area, on K'veer.
** Finally, in ''Uru'', any area the player reached could be quickly returned to from the hub world Relto, which in turn could be instantly reached from any area.
* An interesting variant in ''[[Halo 3: ODST]]'': You start the game playing as [[The Faceless|The]] [[
▲== First Person Shooter ==
* Possibly the most surreal example is in ''[[Quake (
▲* An interesting variant in ''[[Halo 3 ODST]]'': You start the game playing as [[The Faceless|The]] [[AFGNCAAP|Rookie]]; during the combat-drop at the start of the game, the Rookie gets separated from the rest of the squad, and the landing knocks him unconscious for six hours. When he wakes up, he wanders the nighttime city streets (the hub) trying to find his squad. When you find a clue as to what happened to them, the game goes into a playable [[Flash Back]] where you control the squad member related to the clue you just found as the Rookie. When the flashback ends, you return to the Rookie, and go looking for another clue.
* ''[[
▲* Possibly the most surreal example is in ''[[Quake (Video Game)|Quake]]'', where it even functions as a ''menu system'' and can be played as a ''deathmatch map''. This allowed for the hardest difficulty to be hidden ''within'' the hub. (The other three difficulties? They are the hub's ''entrances''.)
* The faction-specific Sanctuary in ''[[
▲* ''[[Clive Barkers Undying|Clive Barker's Undying]]'' had whatever themed enemies populated the next level begin infesting the Covenant estate as a [[Now Where Was I Going Again|hint of where to go next]].
* The first two ''[[Turok (
▲* The faction-specific Sanctuary in ''[[Planet Side]]''. The planet doesn't have a name, it's just NC/TR/VS Sanctuary. This is were platoons ready themselves to travel through a warp gate for a vehicle/dropship assault or use the HART Shuttle.
* ''[[Wolfenstein (
▲* The first two ''[[Turok (Video Game)|Turok]]'' games had these. The one in the second game was even named ''The Hub''.
▲* ''[[Wolfenstein (Video Game)|Wolfenstein]]'' (2009) has this in the form of the town of Isenstadt; all locations in the game are either in or around it, and can be accessed via its streets or sewers.
* ''[[Hexen]]'' introduced support for hub levels to the ''[[Doom]]'' FPS engine. Their presence both increased the areas players needed to search to find keys and triggers, and by ensuring the player would keep moving between them, allowed the side levels to be more strongly themed than would be the case if they were standalone levels as with the game's predecessor.
* ''[[Tek War]]'' was one of the first games to feature a Hub, in this case a subway station.
* ''[[Catacomb]] Apocalypse'' might have been one of the first games to feature this.
** Though the earlier ''Catacomb 3-D'' also had elements of this, as far as I recall.
* The ''[[Marathon
=== ''Mario'' games ===▼
* The
▲== ''Mario'' games ==
▲* The [[Hub Level]] really came into its own with Princess Peach's Castle and the surrounding grounds in ''[[Super Mario 64 (Video Game)|Super Mario 64]]''. The castle even had 15 -- well, nine, really, if you don't count the cap course and Bowser's world stars -- stars of its own.
** ''Super Mario 64'' was so successful it can most likely be seen as the [[Trope Codifier]].
* Delfino Plaza in ''[[
* The Comet Observatory in ''[[
** The Starship Mario in the sequel can't really be called a hub in the classical sense, since the game returns to the [[World Map]] format used in the 2-D games and ''[[New Super Mario Bros
* ''[[
* ''[[
* And the ''[[Paper Mario (
* The ''[[
* ''[[
* Averted in ''[[Super Mario 3D Land]]''. It's the first 3D Mario game not to have a hub.
=== Platformer ===▼
* [[Epic Games]]' first ''[[
▲== Platformer ==
▲* [[Epic Games]]' first ''[[Jill of the Jungle (Video Game)|Jill of the Jungle]]'' game uses this between levels. At first things are linear and it seems like a gimmick, but soon the same key-collecting and powerup-collecting mechanics from the levels themselves become necessary to progress ''between'' levels, and reaching the secret level requires some backtracking in the hub. Mercifully, the hub doesn't provide any enemies or ways for you to die. The second game had a purely linear progression while the third game adopted a top-down overworld.
* ''[[Kirby]]'s Adventure'' may be the first game that used the same engine in the "between levels" segments as in the stages themselves.
** ''Kirby and the Amazing Mirror'' had a MASSIVE hub level that had more and more accessible areas as you hit switches in the levels.
* Whoopie World in ''Rocket: Robot on Wheels''.
* Station Square, Egg Carrier, and Mystic Ruins in ''[[Sonic the Hedgehog|Sonic]] [[Sonic Adventure
** Soleanna in ''[[Sonic the Hedgehog (2006
** Each world in the 360 and PS3 version of ''[[
** ''[[Sonic Advance Trilogy|Sonic Advance 3]]'' features hubs for all seven zones.
** The 360/PS3 version of ''[[
* Various [[The Theme Park Version|Theme Park Versions]] of real-world locations in the ''[[Sly Cooper]]'' series.
** Only the first game actually played this straight. The second and third game actually made the locations itself the main stages of the missions. There will be some few "mini-areas" in it, but generally a lot of the missions take place in the hub itself.
* The Gallery of Shame in ''Stretch Panic''.
* Whispering Rocks Camp in ''[[
** The Collective Unconscious serves as a mini-Hub of sorts, allowing you to access people's brains even when they are not present in the actual Hub.
* Many ''[[Crash Bandicoot]]'' and ''[[Spyro the Dragon]]'' games have a Hub to connect their different levels.
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*** And then they topped that again with Showdown Town in Nuts & Bolts. Rare claims it is the largest hub level it has ever created. It's only the size of a small city, apparently.
* DK Isle in ''[[Donkey Kong 64]]''.
* Arguably, Windy in ''[[
* ''Chakan: The Forever Man'' on the Genesis/Mega Drive.
* Used rather jarringly in ''[[Metroid]] Fusion'', ''[[Metroid Prime]]'' ''2: Echoes'', and ''[[Metroid: Other M]]'' in the form of the Main Deck, Temple Grounds, and Main Sector respectively. Jarring in the sense that the game series is much more well known for organically connected areas that don't particularly revolve around a central point. Though to call these three areas simple hub worlds isn't particularly fair, as they are just as fleshed out as any other area, they just happen to be the main connections to the other areas of the games.
** It's justified anyway, in ''Fusion'' and ''Other M'' you're inside a space station so a hub is understandable, and in ''Echoes'' the Luminoth specifically built the great temple at the center of their other three dwelling areas on Aether, hence, the hub area.
* The ''[[Mega Man Zero]]'' series has the three incarnations of the [[La Résistance]] Base as a hub for missions: one is set in a city deep underground (1st game), the second is more elaborate with a harbor and turrets (2nd and 3rd), while the last is a two-truck trailer, with [[New Eden|Area Zero]] just next door.
* All of the 3D ''[[Gex]]'' games have one of these. The second game has just one, the third has
* The Outback in ''[[Ty the Tasmanian Tiger]] 2: Bush Rescue.'' However, instead of walking around it normally, you drive around it in a four-by-four. It's faster than walking, thankfully, because the outback is pretty big...
** Rainbow Cliffs, in the first game.
* ''Lode Runner 2'' had one, aptly titled ''World Hub''. It was rather nice to look at, partially because one of the coolest of the game's seven tilesets (called ''Jump Station'') was dedicated to it exclusively. You couldn't even use it with the in-game [[Level Editor]] unless you hacked your level files.
* ''[[
* An early example for platformers is ''[[
* [[Jett Rocket]]'s ship is a tiny version, with switches that lead to the level maps.
* ''[[Spelunky]]'' features the hub in which you unlock shortcuts to deeper levels by paying increasingly exorbitant prices which you will have to pay for within ''at least'' three playthroughs.
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** ''Jak II'' has [[Vice City|Haven City]], which has several gates scattered throughout that provide access to outlying areas which act more as levels in the traditional sense. However, unlike the first game's hub worlds, the vast majority of the game's plot occurs in Haven City, and the city itself houses quite a few of the game's missions as well.
*** While ''[[Gaiden Game|Daxter]]'' also features Haven City as a hub world, in this game it's only a small section of the city, and it's a hub world in a much more traditional sense than the ''Jak II'' version.
* The pod in ''[[
* ''[[
* Levels in ''[[FHBG]]'' are grouped into sets of four behind doors. After all four are completed, the player can enter an elevator to the next set of four.
* ''[[Yooka-Laylee]]'' has the Hivory Towers, which is intended to act as a throwback to Gruntilda's Lair in [[Banjo-Kazooie]].
=== Puzzle ===▼
* ''[[
▲== Puzzle ==
▲* ''[[Portal 2 (Video Game)|Portal 2]]'''s co-op mode features a hub area that connects the mode's five test courses. What you can access is determined by the farthest test chamber you or your partner have made it to, with any test courses/chambers beyond that locked and inaccessible. This effectively means that a first-time co-op player can access every test chamber from the start if their partner has completed them all, but then may find later chambers locked if they later switch to a partner who hasn't progressed as far. It also allows players to skip test chambers or even entire courses if they want. Because of this, a first-time player can literally go from the calibration course to the final test chamber and see the credits in a whopping ten minutes if they have the right partner.
** In a rare example, you can literally kill your robot off by jumping into the [[Bottomless Pit]] below while in the hub, which GLaDOS proceeds to mock you or even be confused at how you died in an area that wasn't a part of the test. Since your robot always respawns after death with no ill repercussions, this example is most likely [[Played for Laughs]].
=== RPG - Eastern ===▼
▲== RPG - Eastern ==
* ''Makaitoushi [[SaGa]]/Final Fantasy Legend'' had The Tower, which fits this trope in spades.
* ''[[
* Firelink Shrine in ''[[Dark Souls]]'', with most of the trainers and relatively quick and easy access to most of the rest of Lordran after you unlock the shortcuts.
* [[
▲== RPG - MMO ==
* One of the dungeons in the MMO [[
▲* [[Ever Quest|EverQuest]] originally did not have a Hub Level, and instead let characters wander the entire world on foot to get to the various dungeons and adventure areas. With the release of the ''Shadows of Luclin'' expansion a Hub Level called "The Nexus" was created that had portals to and from 4 of the 5 continents in the world and merchants that would sell to any character (and was located on the moon, essentially a sixth continent for gameplay). With the release of the next expansion, ''Planes of Power'' a new Hub Level called the "Plane of Knowledge" was created: an extraplanar city with trainers for all classes, shops selling almost everything that Player Characters would ever need to buy at a store, and portals to every single city in the game (which seriously cut down on the games [[Nintendo Hard]] travel element)
* While rather small in comparison to some of the other examples, the Null Chamber from [[Gaia Online|zOMG]] serves as both a respawn point, a transportation hub (provided you've attuned yourself to the relevant crystal), and the only place in the game world that allows you to power up and rearrange your rings.
▲* One of the dungeons in the MMO [[Asherons Call|Asheron's Call]] became known as the Hub because it contained within it portals to most of the games major towns and cities. As a direct result of this the large chamber at the start of the dungeon became the best place to meet other players and trade items. It ended up being the most populous place in the game.
▲* While rather small in comparison to some of the other examples, the Null Chamber from [[Gaia Online|zOMG]] serves as both a respawn point, a transportation hub (provided you've attuned yourself to the relevant crystal), and the only place in the game world that allows you to power up and rearrange your rings.
▲* Arguably, the Jita system in ''[[Eve Online]]''.
** Partially why people have begun to avoid the system. Everybody uses it as a hub and now it just kills them with lag.
** Also it just kills them in general. Undocking in a hauler? Enjoy getting suicide ganked for your cargo.
* ''[[Toontown Online]]'' has not one, but ''six'' hubs: the Playground in each of the six neighborhoods. These areas are Cog-free and slowly restore your HP. The central area of each Cog HQ could also qualify, as they lead to more areas within the HQ, but they are treated more like the streets are: if you lose your HP, you return to the last Playground you set foot in.
* This ended up happening ''inadvertently'' in ''[[World of Warcraft]] Wrath of the Lich King''. There was already Dalaran, a city with portals to all the other cities. Then that was combined with the ability to enter a queue for nearly any dungeon (within your level range) or PVP area in the entire game from the UI. It led to people never going out into the world for ''anything'' once they hit level cap except for the occasional raid (dungeons using a large number of people) or grinding professions. Blizzard has attempted to fix this, but now they've added a way to queue for raids from anywhere alongside the system for dungeons and PVP, which is [[What an Idiot!|kind of the opposite of solving the issue]].
* ''[[
* The city of Stormreach in ''[[
* ''[[Vindictus]]'' has the town of Colhen and the city of Rocheste, from where you travel to instances that make up the majority of the game's action.
* ''[[
* The Republic and Imperial Fleets in [[The Old Republic]] are the Hubs for players instead of the capital planets Coruscant and Dromund Kaas, surprisingly. The fleets contains shops for everything you need in the game, skill trainers for class/crew and also the entrances to dungeon raids (Flashpoints and Operations) via shuttles.
=== RPG - Western ===
▲== RPG - Western ==
* In ''[[Ultima Underworld]]'' II, Britannia acts as something of a hub for the various worlds you must visit.
* Depending on the chapter, ''[[The Witcher]]'' demonstrates this in variations or averts it completely. The Epilogue has no clear Hub, the first and fourth chapters are too wide open a sandbox to identify a Hub. The second chapter has an [[Vice City|entire city district]] as a Hub, in the third chapter when the [[Capital City|range of exploration expands]], the Hub contracts to a single tower. The [[Amazing Technicolor Battlefield|war-torn battlefield]] in the fifth chapter appears to be a Hub at first, but it's really the [[Bubblegloop Swamp|swamplands.]] The Epilogue is a [[No Sidepaths, No Exploration, No Freedom|linear rail]] of No Return.
* [[
** ''
** ''[[Knights of the Old Republic]]'' gave you the ''Ebon Hawk'', a [[Cool Starship]] where you always returned before traveling to another world. ''KotOR II'' recycled the ''Ebon Hawk'', despite replacing most of the main cast including the protagonist. Additionally, it serves as the residence of the party members who are not on your current strike team.
** The SSV ''Normandy'' plays the same role in ''[[Mass Effect 1]]'' and is [[So Last Season|replaced with]] ''Normandy'' SR-2 in ''[[Mass Effect 2]]''.
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* ''[[Dungeon Siege]]'' had a teleporter system in its Utraen Peninsula multiplayer maps. The actual central location was just a small platform floating in blackness with a fountain and a bunch of teleport pads. It was called the "Helios Utrae Basilicus," or "H.U.B." for short.
=== Shoot 'Em Up ===▼
▲== Shoot 'Em Up ==
* ''[[No More Heroes]]'' takes place in the city of [[Vice City|Santa Destroy]], which may seem like a [[Wide Open Sandbox]] to the untrained eye, but is practically more of an extremely elaborate hubworld where the player can take menial part-time jobs and low-paying assassination gigs between tackling the game's boss levels.
=== Roguelike ===
* The guild and the surrounding town in the ''[[Pokémon Mystery Dungeon]]'' games.
* Your home base in ''[[Zettai Hero Project]]''.
=== Simulation ===
===
▲* Timber's Island in ''Diddy Kong Racing'' for a rare [[Driving Game]] example of a [[Hub Level]].
* A trope in horror games is to have the hub level become less safe every time you return to it. Since the hub level is usually a safe area, it can be a good way of invading the player's sense of security.
** The Roivas Mansion in ''[[Eternal Darkness]]: Sanity's Requiem'' was one of the first to do this.
** It may have been perfected in ''[[Silent Hill 4]]: The Room'', in which the titular room was the Hub {{spoiler|until the Hub ''itself'' begins attacking you.}}
** ''[[Amnesia:
▲== Turn Based Strategy ==
* [[Nippon Ichi]] strategy games frequently use these:
** The ''[[Disgaea]]'' games have relatively small hubs with a gate and a "Dimensional Guide" to help you through to each of the levels. In the first game, it's the Overlord's Castle. In the second game, it's Adell's hometown. The third's is the lobby of Maritsu Evil Academy, and the fourth's is the lobby of the Hades prison facility (Though it can later be any map that you've cleared/made).
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** ''[[Zettai Hero Project]]'' uses the main character's secret base. You can even customize the facilities.
* In ''[[Yume Nikki]]'', the strange world outside your dream home serves as a
▲== Wide Open Sandbox ==
▲* In ''[[Yume Nikki]]'', the strange world outside your dream home serves as a [[Hub Level]], called the Nexus. It featured a weird Aztec silhouette floating in a black background, with bizarre doors, all of which were unique, floating the in the abyss as your gateways.
* Your home planet/colonies in the Space phase of Spore.
* The ''[[X (
== Real Life ==
▲== Non-Video Games ==
* [[Disney Theme Parks]]: Central Plaza, located at the end of Main Street, USA in both Disneyland and Disneyworld, connects directly to the four major themed "lands"--[[Jungle Japes|Adventureland]], [[The Wild West|Frontierland]], [[Magicant|Fantasyland]], and [[Tomorrowland]], as well as Mickey's Toontown Fair. It is even has The Hub as an alternate name.
** The novel ''Utopia'' has the titular theme park being very similar to this.
* In the same Vein as the Disneyland Example, the Port of Entry at Islands of Adventure, (part of [[Universal Studios|Universal Orlando Resort]]) originally functioned as a Hub of sorts. Seuss Landing and Marvel Superhero Island were easily accessed, while the other islands could be accessed quickly by boat. The boat service is now defunct, however.
** Citywalk, also at Universal Orlando, is a straight example, connecting all the hotels, parks, and attractions. It even features scenery shifts when someone is approaching one of the theme parks. The area closer to Islands of Adventure begins to resemble the Port of Entry, while the entrance for ''Universal Studios'' contains it's iconic globe fountain and giant arc entrance.
* Real
▲* Hikari Photo Studio in ''[[Kamen Rider Decade]]''. However, the way Tsukasa and company go to different worlds relies on pulling some chains, though sometimes other methods are used, for example, the way they entered Den-O's world was that Tsukasa and Yuusuke gave each other a high five.
▲** Plus, they can't really select a world it seems, as random chains open different worlds, the same chains used to open some worlds open others (making them inconsistent) and also, the different methods as mentioned above.
▲* The Magician's Nephew, the (chronologically) first book of ''[[The Chronicles of Narnia]]'', has the 'Wood Between Worlds'. Put on one ring in Earth, Narnia, or Charn (and presumably many others) and you get magicked to a forest filled with ponds. Stand in one of the ponds and put on a second ring, and you get transported to the corresponding universe.
▲* Real life cities are usually like this, especially in sparsely populated areas such as the Midwest US and eastern Russia; the spread of railroads in fact turned nowheresvilles like Worcester, Massachusetts into major hubs by virtue of being convenient transfer points. (Subverted in the case of Bielefeld, Germany, where the "Bielefeld Conspiracy" (the meme that Bielefeld doesn't actually exist despite having a population of 300,000) has to do with the fact that a) Bielefeld is a major city essentially in the middle of nowhere (at least by European standards) and b) the nearest major railroad trunk never goes anywhere near the city center).
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