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A location in a video game that serves as a base of operations. Usually contains anything you need to replenish your Hit Points and the like, save the game
, etc. If the player's inventory is capped
, this location is likely to have access to an unlimited storage container.
You may not necessarily have it from the start, but it must be easy to access once you have it. You may even be able to decorate it.
Often mobile; see Cool Ship
, Cool Boat
and Base on Wheels
. If fixed, it may or may not be a Hub Level
Compare Hub City
- Arthur's House in Cave Story. You're locked out at first, and you won't even be able to get to the key until the plot thickens a little, but it then becomes the player's jumping off point for the rest of the first part of the game.
- The Dark Tower in Overlord. It's a bit dilapidated at the start of the game, but once you find the vital parts that were stolen from it and some construction equipment, your minions can restore it to it's former glory. Along with the throne room, armoury, and spawning pit, the tower comes equipped with customizable private quarters for you and the mistress of your choice- complete with a vault to store all your ill-gotten gains.
- Overlord II has the new Overlord working out of the Netherworld Tower. Built into a massive stalactite suspended over a fiery abyss, this tower is even grander than the previous one; along with much more luxurious private quarters and the ability to resurrect dead minions at the minion burrows, you're also given the opportunity to drop offending visitors into the abyss. You can even travel around the Netherworld on floating asteroids!
Hack and Slash
- Inverted in Left 4 Dead (and any other game which is based around escaping a hazardous area), where the whole point is to reach such a place (although the "safe rooms" which start and end the levels may count as they allow you to stock up on ammo, switch weapons, provide a medkit for each person in your party and allow fallen players to respawn once the surviving players reach them). However, going there is not that easy, and staying in these safe rooms for too long can bite you in the ass when zombies inevitably force their way in.
- In Deus Ex, the UNATCO headquarters on Liberty Island served as JC Denton's homebase. At least for a while.
- The Batcave levels in Batman Doom. Since it's a Doom mod, you cannot really return to it whenever you want to, but in between each "chapter" (two to three levels centering around a single villain) you return to the Batcave where you find some supplies. More interestingly, the Batcave has a different, cleverly hidden secret area each time you revisit it.
- No More Heroes has Travis' hotel room where he could change, watch TV or save the game. He also received missions via the phone.
- No More Heroes 2: Desperate Struggle makes it better by letting Travis move around and play several minigames, other than occasionally talking to his friends.
- City of Heroes has fully customizable Super Group bases that allow, among other things, storage of salvage, enhancements and inspirations; teleporters to the various zones; a medical reclaimer where you can resurrect when defeated (instead of the in-zone hospital or worse, a hospital in another zone); access to empowerment stations where you can buff your stats, and more.
- Phantasy Star Online 2 has the Arks Ship, a spaceship where players can shop for supplies and arrange parties and missions to other worlds. Players can also purchase their own customizable rooms.
- Star Trek Online plays with this trope a bit. Technically, your Cool Starship is your player character's home base. However, you do not have any storage functions on your ship beyond sending something to your limited Account Bank from your ready room. Your character's personal storage and mail systems can only be access at Hub Levels like Earth Spacedock, New Romulus, Qo'Nos, Deep Space Nine and so one or by using a summonable freighter.
- Players who own playable freighters and the Suliban Cell Ship have one proper as their Cool Starship. The trade off being its a Used Future cargo vessel and not a combat-ready ship.
- Fleets have their own Starbases and holdings that serve as this. At high enough rankings, players can instantly transwarp to them.
- In some games, to 'win' you need to protect your Player Headquarters. Homeworld is an example (with The Mothership as your Player Headquarters), but there are many others, such as Starcraft.
- Pikmin has the ship Olimar came in which traveled into high orbit to avoid the nocturnal creatures every night.
- The Pokemon Paradise in Pokémon Mystery Dungeon: Gates to Infinity serves this purpose; the home of your hero and partner, the mission boards, a place to adjust your team roster and a basic shop being there initially. Over time, you're able to expand it into a proper place for Pokemon to live, having them open and run more specialized shops, dojos to power up your moves at, and farms that can grow seeds and berries, among other things.
Shoot 'em Up
- Most Final Fantasy games rather use the biggest Global Airship as a mobile HQ:
- The Invincible of Final Fantasy III: Airship. This one even had shops in it.
- The Lunar Whale in Final Fantasy IV: Spaceship.
- However, Final Fantasy V had the Catapult, the Lost Technology underwaterground base where you dock your Lost Technology airship. With two scientists working for you full time!
- The Blackjack in Final Fantasy VI: Airship. Complete with lounge, engine room, bedroom, merchants, and casino! The Falcon replaces the Blackjack later on, but it has fewer creature comforts. Both allow you to change your party.
- The Highwind in Final Fantasy VII: Airship, which even contains a chocobo stable. The game also allows you to purchase a luxury home in Costa Del Sol. You can rest there as a free inn after paying the initial cost. Of course, it costs 300,000 gil, and you'll never spend that much in game purely on inns.
- Balamb Garden in Final Fantasy VIII: Starts as large military academy, and then lifts off and flies around.
- The Fahrenheit in Final Fantasy X: Airship. Comes with a merchant and several recruitable blitzball players, and readily accessible from most save spheres.
- Quite explicitly, the Celsius in Final Fantasy X-2, complete with item shop.
- A Mog House (which is a misnomer, as it's really a Mog Room) in Final Fantasy XI allows adventurers to:
- Check their at-Moogle inventory, which includes a Safe, possible storage space from furniture, and a Locker acquired as a mercenary of Aht Urhgan,
- Check for any deliveries, which include gifts from players and profits from auctions,
- Change your job class into pretty much whatever the hell you want,
- Perform gardening, which can result in possible rare items,
- Place and arrange furniture, which adds storage space and bonus effects,
- And even invite your friends in, no matter if the House is a pig's sty or not.
- Final Fantasy XII: Revenant Wings takes this and runs with it. It's the only area in the game where nothing is trying to kill you.
- Kingdom Hearts has a few. Most notably Traverse Town in Kingdom Hearts I and Radiant Garden in Kingdom Hearts II.
- The Normandy in Mass Effect. In the Pinnacle Station DLC, if you survive Ahern's insanely hard simulation, he will give you his house on a nearby colony world. In addition to a cool view, it also has grenade and medi-gel dispensers, and a radio you can use to purchase equipment from passing convoy ships.
- Your apartment in Taris, then Ebon Hawk in both Knights of the Old Republic. It's a Telos apartment, then the Hawk in Sith Lords.
- Dragon Age series:
- The camp in Dragon Age: Origins and Arl Eamon's estate in Denerim during the endgame. Soldier's Peak also serves the same function in the DLC once you clear out the demonic infestation and deal with Avernus; in Awakening, it's Vigil's Keep.
- Dragon Age II has Gamlen's house in Act I and Hawke Estate for the rest of the game.
- Dragon Age: Inquisition has Haven for the first act. After it is attacked by the Big Bad, the Inquisition moves to Skyhold, an abandoned fortress in the mountains.
- The Elder Scrolls:
- Daggerfall and Oblivion give the player the option to buy himself a house on multiple in-game locations to store their loot in. Battlespire, Redguard and mobile phone games don't have things like that. In Morrowind you can't buy, but if you feel like it, you can just kill the owner of a house and it's yours to keep. Beware of breaking any quests though.
- In Morrowind, you are allowed to continue using the house of your early Quest Giver once he leaves, and can actually have one of three different manors built, complete with guards and servants, depending on which of the great houses you join. This intersects with the 'kill the owner of a house' option, since the other two manors get built at the same time, and you get quests to kill the non-player characters that are lords of those manor instead of you.
- In Oblivion, you can buy houses from the head of any major town/city. Each one is different: the house in Bravil is cheap and kind of run-down, but large; the house in Skingrad is extremely expensive, but it's a massive mansion, and you can get a servant!
- In Skyrim, it's similar to Oblivion. You can buy houses from the heads of the major towns and cities, but unlike Oblivion, you need to earn the respect of the head through completing quests for the people in their town. Yes,even if you're a well-known Dragonborn who resolved the civil war and prevented The End of the World as We Know It.
- Fallout 3 has two Player Headquarters: the Megaton house for good players and the Tenpenny Tower suite for evil ones. Brotherhood of Steel bases serve this function (late) in the first two games. Medical facilities, item storage, even surgery to improve your stats are available.
- Fallout: New Vegas features a variety of them, including faction-affiliated safehouses, hotel rooms in Novac and Freeside, the Lucky 38 Presidential Suite, and — after completing the relevant DLC — an abandoned Brotherhood of Steel bunker and the Sink at Big MT.
- In Sonic Chronicles: The Dark Brotherhood, there's a place near the GUN base where you can go to replenish HP and PP, and change who's in your current party without having to wait for a plot point. It's not really a hub, as part of the game lets you fly from area to area using the Tornado, and on foot, its area only separates the first area from the rest of the world.
- Another example is the End of Time from Chrono Trigger, which has a Hub Level, a save point, a healing point and a dock for your Global Airship, a portal to the final boss, and the God of War's crib.
- Neverwinter Nights has the various Temples of Tyr.
- In Neverwinter Nights 2, the Sunken Flagon inn is this at first, succeeded in mid-Act II by Crossroad Keep (which doubles as an Unexpected Gameplay Change). The first expansion Mask of the Betrayer has the Veil Theater. Storm of Zehir, again, has Crossroad Keep, and more specifically your Merchant Headquarters inside its courtyard.
- Skies of Arcadia has the two ships you travel on, most notably the Delphinus. Vyse also establishes his own pirate base in the latter sections of the game.
- The Suikoden series has the non-mobile version; in each game you get a castle (or some sort of similar building) that serves as your headquarters. Once you've recruited the right people, you can quickly teleport between it and the outside world.
- In Earthbound, you'd think this would be Ness' house, and you'd be right until you leave Onett and getting there becomes inconvenient. Saturn Valley later takes its place, especially once you get Teleport Beta.
- Raidou Kuzunoha vs. The Soulless Army has Tsukudo-Cho, which has the Narumi Detective Agency (Save/Review/Push in the right direction (if Narumi's there)), Konnou-Ya (item shop), and under that, the Gouma-Den (Fusion/Healing).
- The Van Eltia in Tales of Eternia.
- The Lhant Manor serves as a non-mobile version of this in Tales of Graces. The shuttle serves as a mobile version but you have to pay to sleep in it... but can use it to fly around the world for free!
- In Divine Divinity you can use abandoned houses for this cause, or buy/rent one after solving a quest.
- You can get a secret base in Pokémon Ruby and Sapphire and Pokémon Diamond and Pearl. The Gen III one can be made anywhere there's a marker once you have a Pokemon with Secret Power. In Gen IV, it's in the Underground, the subterranean labyrinth under the Sinnoh Region. You can decorate it and interact wirelessly with other players/visit their bases. There's also the Pokémon Centers, which serve as this to all Pokémon trainers, especially in Gen V onwards, since the Pokémart was combined with the Pokémon Center, allowing you to rest up, organize your team, do shopping, trade/battle with other players (in Gen V) and change clothes (in Gen VI), all under the same roof.
- Professor Krane's lab in Pokémon XD is a bit more straight example.
- Your house in Legend of Mana.
- Exit Fate has Elysium Castle, which starts out with save points, an inn and the ability to swap party members and eventually grows to contain every type of shop, multiple optional minigames, the ability to teleport to and from anywhere in the world and more.
- Baldur's Gate 2 had different strongholds for almost every class in the game. The expansion upped it with a private dimensional pocket you could teleport to at will.
- Persona 3 has the special Mega Corp-funded dorm where all the SEES members live. Persona 4 one-ups it with the Investigation Team's very classy "secret headquarters," which is the Junes food court.
- The Observatory in Pandora's Tower.
- The first Mana Khemia game has the party claim a communal workshop where you can save and synth items.
- Grillin Village in Brave Fencer Musashi.
- Metal Walker has various base camps. Some are in fixed locations, but most you can place yourself.
- In Dragon Slayer, you can return to the house you start off at to replenish your health and, if carrying the right things, increase maximum health and attack power. If you have a ring, you can move the house to a spot more convenient for grinding. You also have to bring the four crowns back there after slaying the dragon, but it's not so easy.
- Breath of Fire II has Township. At first it doesn't seem like much, but later on in the game you can heal, save and change your party there, the Fusion Dance granny and her shamans move in there, you can invite various people, some of which will open shops or provide other services, and late in the game it is possible to make it fly.
- In Kingdoms Of Amalur, the player gets a home in every area where they can store items, change their appearance, brew potions, create gems, and/or forge armor and weapons. They slowly build in opulence from an abandoned house in Canneroc to a full-fledged castle on the Caeled Coast.
- In Legacy of the Wizard, the Worzen family home is the only place to switch characters or save the game.
- Star Control 1 and 2 have starbases where you can build additional ships. In the first game, The star base is just good for cranking out ships. In the second game, you have one starbase that you continue to go to for resupply, story info, and is pretty much your staging ground for the entire campaign.
- Of course, your house in Animal Crossing games! In addition to being yours to decorate as you choose, it's where you store your items, listen to music, play NES games (in the original), save, and receive your mail. New Leaf adds the Mayor's Office, where you can set ordinances and order the construction of decorations and new buildings.
- Your farmhouse in the Harvest Moon. In several games in the series, you can buy other properties and build smaller houses on them.
- The tram loading rooms in Dead Space usually contain a store and a save point, but occasionally contain enemies, especially if you're coming back to them a second time.
- Silent Hill 4: The Room plays with this. In between the action levels, you can go to your apartment, where you can save, store and retrieve items, and, most importantly, slowly regenerate your health. For the first half of the game, you'll settle into a pattern of entering the apartment, then leaving the game to grab a snack while the health goes up. As the game progresses, a bunch of evil spirits start to move in and can damage you, eventually doing more damage than is repaired by resting. You end up spending as little time as possible there, saving and doing item work at a paranoid pace.
- The Security Room in Dead Rising. Then later on, Carlito's hideout.
- Giants: Citizen Kabuto not only did this but had the player construct his own, RTS-style, complete with walls, defense turrets and upgrade-dispenser buildings for two of the playable species. The other one just ate everything he didn't throw.
- Ghostbusters: The Video Game has the titular Ghostbusters' famous firehouse, complete with the fire poles, Ecto-1 in the Garage, and the containment unit in the basement.
Wide Open Sandbox
- In Silent Storm, you go there between missions, and can heal, equip, or switch out members of your team.
- X-COM and its Spiritual Successors allow you to construct multiple bases to support your team and research captured alien technology.
- Nippon Ichi games often have one:
- The Grand Theft Auto games, starting with Grand Theft Auto III, have the safehouses. You can save, heal and clear your Wanted level in them, and in some games you change clothes in safehouses too. You usually get one free at the start of the game, and to get more, you have to buy them. Though you usually get a few other free ones along the way (in Grand Theft Auto: San Andreas you can count on getting one every time you reach a new part of the state).
- Saints Row 2: Not only can you buy several apartments, wharfs and an airport hangar (and a lighthouse!), The Saints also have a pretty big HQ. You can upgrade your apartments looks to gain style points while the gang HQ evolves along with your progression in the game.
- Jimmy's dorm room in Bully. Later in the game, he gets another five headquarters: a beach house from the Preps, the Nerds' comic shop, the Jocks' clubhouse, the Greasers' pool hall and a Townie-controlled building in the industrial park.
- The Saboteur starts with one hidden in a strip club, and you gain more as the story progresses.
- In Minecraft the player has to build everything from scratch: from a simple hole in the side of a hill, to a small house made of dirt, to a colossal castle.Which the player can outfit with beds to rest/respawn, crafting stations, storage, plantations and any mechanism the player can invent.Other than being a safe haven from the nightly monsters, of course.
- The X-Universe games starting with Reunion have the er.. Player Headquarters. The headquarters in each game are gained by doing a small sub-plot. The HQ lets you reverse engineer ships (to learn their blueprints), build ships (using learned blueprints and resources), scrap ships (for gaining resources), repair ships (using some resources), and adjust the hue and saturation value on your ship's hull paint (except for Boron ships because of their organic construction). The HQ has a massive storage bay for storing all your crap, 12 external docking ports for capital ships, 20 external docking ports for freighters and corvettes, and a infinitely large internal docking bay for fighters, making it an excellent parking location for your unused ships.
- Real Life: In military history, many armies have used something like this, perhaps falling back to a fort at night.
- Romans built a fort every night when on the march.