Voices of the Void/Entities (2024)

For named entities, see Voices of the Void/Characters.
For what causes an entity to spawn, see Voices of the Void/Events.

Voices of the Void/Entities (1)

Under Construction

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Voices of the Void/Entities (2)

Content Warning

This article contains material that may not be suitable for some viewers.
Material in question: Gore, Descriptions and Depictions of Graphic Violence, Possible Suicide

Voices of the Void/Entities (3)

Spoiler Warning

This Section contains spoilers for Voices of the Void. Please be careful when reading.
Spoiler type: Extreme Spoilers

All of the entities listed on this page are ones that appear in the game.

Contents

  • 1 Aliens
    • 1.1 Arirals
    • 1.2 Rozitals
  • 2 Anomalous entities
    • 2.1 Forbiddens
    • 2.2 Wisps
    • 2.3 Unclassified
  • 3 Flora and Fauna
    • 3.1 Bugs, Animals, and Other Critters
  • 4 Misc
    • 4.1 General Creatures and Miscellaneous Entities
    • 4.2 Objects of Interest
    • 4.3 Green Cabinet/SCP-432
  • 5 Joke Entities
    • 5.1 Duendes
    • 5.2 UFO
    • 5.3 Green Alien Ariral
  • 6 Game-Ending Threats
    • 6.1 "THE END IS NEAR"
    • 6.2 Rufus and Thiccfus
    • 6.3 Bad Sun
    • 6.4 Other
      • 6.4.1 Spider Argemia/Argemimic

Aliens[]

Arirals[]

Arirals are an alien race that somewhat resembles anthropomorphic cats with no fur, white skin, and colorful hair (hair color depends on the ariral). Their spacecrafts are long, slender, and pyramid-shaped, and appear in various locations throughout the game. Arirals tend to refrain from interacting with the player directly, and instead prefer to prank the player through various means. They will under certain circ*mstances, however, engage the player directly. In addition to being space-faring, their technology also includes active cloaking, both for their spacecrafts and for individuals, and energy-based weaponry. Their favorite food is shrimp, and large amounts of emptied shrimp containers oftentimes signal that there have been Arirals in that location. A multitude of small plushies resembling an individual Ariral, Argemia, can be found throughout the forest..

EntityDescriptionSpawn conditions

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slapper.npc
these guys will slap the sh*t out of you cus why not(WIP)
  • Type "Ariral.pls" into the console.
  • Microwave an Argemia plush
  • Steal a bed, lantern, or heater from the Ariral campsite
  • Spawn via sandbox spawn menu.

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stalker.npc
WIP(WIP)
  • Spawns at the Ariral campsite on Day 29 at (Insert time here)
  • Retrieves the Ariral gun after an undetermined amount of time.
  • Spawns close to sleeping player, and running away if player wokes up before food meter will not reach +100 (needs loyal rep.)
  • Spawn via sandbox spawn menu

Rozitals[]

Rozitals are an advanced Mechanical "species" that are brought to life via a Life crystal in their core, as well as being built from an exotic material called anperfysium. They are mostly quite complex, often having technology which gives them unique abilities such as flight, extreme strength and telekinesis. Their ship designs are simple yet odd, taking shape of cylindrical or giant cubes. They are more advanced than arirals as they are capable of controlling wormholes with stabilizers, destroying/capturing supernatural entities such as wisps as well as creating mutants such as Antibreather

EntityDescriptionSpawn conditions
Voices of the Void/Entities (6) AntibreatherThe Antibreather was originally a minor enemy in AEwVS, for that version, see here.

In Votv, the Antibreather is a brown, bloody, and humanoid patchwork monster. It sports 2 scythe-like arms and legs comprised of anperfysium. It has white glowing eyes that illuminate the area in front of it, though this function is useless as it is blind. At night, it will spawn at the cave entrance near Romeo and roam the area before despawning at 6:00 A.M. It gallops on all fours and will knock over the player upon contact. The Antibreather is non-hostile and will simply mind its own business.

In prior versions, you were able to feed the Antibreather burgers. However, this function was removed because it would break its pathfinding. There was also once a small Life crystal in the cave named "AB_friend," If you were to steal this object, the Antibreather would become hostile and hunt you down. It was later removed for being too buggy.

Spawns at the cave entrance every night at 21:30 while unobserved.

Despawns at 6:00 A.M. or later while unobserved.

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Rozital Ship
The Rozital ship is an unknown Rozital device of equally unknown origin. This object is situated at X: 637, Y: 44. The Rozital ship is cylindrical in shape and composed of eight gold-orange gears, an orange cap, and a cluster of nine thrusters in the back. The object will remain static until the player detects the "Life crystal" signal and processes it to Level 3, triggering the "Rozital ship event".

After the event, the Rozital Ship will emit a pink glow. Approaching the object will cause it to activate, and the gears of the object will begin to rotate. Other mechanisms of the object will turn, before the object begins levitating in the air. The ship will begin to emit pink sparks, which intensify before it disappears in a blinding pink explosion. The object will not return following this event. A skull can also be found buried underneath its original location.

N/A, spawns as part of the map. Disappears after the Rozital ship event.

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Soltomia
Soltomia was a planned entity in AEwVS, for that entry, see Soltomia.

On day 47, at 19:00, a Soltomia will spawn in the garage and clean your ATV. Upon opening the door to the garage, it will run away and despawn, leaving a sponge behind. This action may be an apology for the recent inconveniences, though this is unconfirmed.

An untextured Soltomia can also be found dancing at the bottom of The Hole.

Spawns in your garage on day 47 at 19:00

The untextured one spawns as part of the world.

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Obelisk
On Day 29, at 17:30, a large boom will be heard, causing minor screen shake. Soon after, the Obelisk will descend from the sky like a mortar shell, landing at X: 80, Y: 2, just outside of the base and visible from the main window. The crash will cause a shockwave that will ragdoll the player and displace objects in and near the base (likely making a mess). The crash will also cause the base alarm to go off. Turn it off at the radar.

Approaching the object, the Obelisk possesses the same color palette as Rozitals: orange, gold, and brown. The object is decorated with winding lines, with a gray, plated disk at the base, surrounded by red studs. Soon after the player approaches, the object will beep and project a red hologram. This hologram depicts a humanoid entity getting ripped apart by a star-like entity when approaching and disappearing when fleeing. It has been confirmed that this is actually a warning for the Arirals and not Dr. Kel, as evidenced by the humanoid entity having a tail, not a weapon.

After this, Yellow whisps will begin appearing around the map at night. Object will remain there indefinitely.

Spawns due to an event on day 29.

Voices of the Void/Entities (10)

Voices of the Void/Entities (11)ProskoposOn Day 37, a group of five Rozital Scouts will spawn, destroying a Transformer in the process. These Scouts will roam around the Signal Array, searching for Yellow Wisps until eventually despawning.

Should the player approach one of the Scouts, they will be grabbed, scanned, and subsequently released. Should the player run from the Scouts before being properly scanned, they will open fire and kill them. They will also shoot at a Kerfur Omega should the player attempt to send one to fix the broken Transformer.

Spawns on Day 37

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Pyramid Tripod
On day 43 (35 on 0.7.0), at 18:00, you will hear a series of booms in the distance from the northeast corner of the map. If you climb the radio tower, you may observe the Pyramid Tripod (More commonly known as the "Big Pyramid"), approaching your location. The entity stands upon three multi-jointed, mechanical legs, sporting two scythe-like arms, an ornately decorated pyramid-shaped head, and a singular, large, glowing pink eye.

Despite the entity's immense size, earth-shaking steps, and deafening roars, the entity appears to be benign: the entity will traverse the map, approaching the hostile yellow whisps, extending its arms, before seemingly absorbing the interlopers, siphoning them away in yellow beams of light. The entity seemingly shows no interest in the player, only fixated on its targets. The entity does not cause any damage to the terrain, though its steps can cause the base alarms to activate due to the shaking.
Once all Yellow whisps have been collected, the entity will leave through the southwest corner of the map. The player will not be able to pause until it is gone, and the basem*nt will be blocked off with a grate. The entity may also get stuck.

Under normal conditions, Spawns on day 43 at 18:00.

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Wormhole
One of many unique signals in the game. This object has been confirmed to be a wormhole, with the rings around it being wormhole stabilizers. The object was also constructed by the Rozitals and is likely a Rozital itself. The community has pointed out that its appearance is similar to that of biblical ophanim, though this has not been confirmed to be the intention.
The signal's audio is a distorted version of "Place in the World Fades Away", the very last song of Leyland Kirby (The Caretaker)'s Everywhere at the End of Time. The last 5 minutes to be specific. It has also been confirmed that the other side of the wormhole is relatively close to the Ariral home planet and that the signal itself comes from there.
You are more likely to receive this signal within the first ten days. Possibly overwritten by other story mode signals

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Voices of the Void/Entities (15)

Kavotia
The Kavotia are an entity that first appeared in AEwVS, for that entry, see Kavotia.

On day 44 an event involving the hole would trigger and a large platoon of Kavotias would spawn patrolling the area and protecting the Hole from intruders, including the player. If they see the player they would open fire, shooting pink lasers at the player. But if the player would reach the hole, the kavotias would cease fire and won't attack the player unless provoked.

Kavotia are the Rozitals foot soldier with a main circular "head" and three legs protruding from them. On its head is a gun that can be used to shoot laser. Kavotia can extend or retract this gun whenever they want.

In AEwVS they first appeared in the PPaP Station level but unlike in VoTV, they appeared as dark brown rusted colors instead of yellow and fire bullets instead of lasers

A horde of Kavotias Spawns at Day 44 near the Hole

File:Igetis in VoTV.png

Pagonioplo-Igetis
Pagonioplo-Igetis was a planned character in AEwVS, see Pagonioplo-Igetis for more information.

Originally they were supposed to part take in the event at the hole on day 44, but as of now they are on hold and can only be found in the testing map.

N/A

Anomalous entities[]

Forbiddens[]

Forbiddens are enigmatic entities of unknown nature, commonly observed as shadowy figures or dark objects. The entities remain unnamed supposedly due to their true names being forbidden, and not meant to be known. The origins of these entities and objects are unknown. (Note that the characteristics of forbiddens are not well defined.)

EntityDescriptionSpawn conditions

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Fast Shadow Figure
This entity appears as a dark, lanky, shadowy figure, with a build not unlike the old alien cutout prop. The entity is supposedly not harmful, though it can definitely give unexpecting players a fright. The entity will rapidly dart in circles around the player, moving even while the game is paused. The duration of the entity's haunting is unknown or otherwise random, but is likely not to last long. The entity's appearance can happen as soon as Day 1, according to documented evidence. (WIP)Very rare and random. (WIP)

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"The Fridge"
The "Fridge" is an entity that inhabits the areas outside of the main playable area, beyond the invisible walls that surround the map. Through means of glitching through these barriers, you are able to access these out-of-bounds areas. From then on, it is only a matter of time before the Fridge finds you.

The Fridge appears as a dark, slim figure with a vague humanoid form. It can appear at any time without warning, most often casting a long, dark shadow across nearby surfaces. Once Fridge appears, you cannot escape. The game will crash moments after it arrives. (This could be a reference to the freezer from Saints Row 2.) (WIP)

Spawns randomly outside the world border.

(WIP)

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The Hanged Man
Appearing likely as a random event, the Hanged Man is located on the south side of the bridge near the Oscar satellite. The Hanged Man, as can be inferred, is a dark figure hanging from the bridge by a noose. It is completely invisible, only visible by shadows cast by shining lights upon it. The Hanged Man does not move and will remain indefinitely. While not inherently harmful, it can be potentially distressing. The Hanged Man will set off the EMF detector. (WIP)(WIP)

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Basalt pillars
The Basalt Pillars, also simply called the Black Pillars, are hexagonal, stony pillars, classified as Forbidden-type objects, buried in the ground at X: 465, Y: -86, near the Uniform satellite. They can be found via metal detector. Upon excavation, the first of the pillars will begin to slowly arise from the earth. The pillars will multiply over time, infesting towards the base and blocking off paths. Fortunately, it can take a long time for the pillars to grow, and the pillars can be destroyed via crowbar, shovel, or any other swingable implement you wish. Once all of the pillars are destroyed, the threat is effectively eliminated and will not reappear.Must be dug up.

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Intangible Rock
Located at X: 436, Y: -469, near the satellite Tango, an intangible black rock that is invisible to the player. This rock cannot be viewed by the naked eye and has no collision. However, it can only be viewed through cameras or while under the effects of LSD. It also sets off the EMF detector. Little to no information or context as to its origins has been revealed, so it currently remains an odd mystery within the game until it gets updated in the future. Its place here in the forbidden section is currently questionable as it does not possess many of the characteristics shared by other forbiddens.

(WIP)

N/A, spawns as part of the world.
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Shadow Man
The shadow man is a tall boxy figure that can rarely appear out of the player's sight, disappearing a couple frames after the player spots them.

(more research required)

Rare and random
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Chimey
Chimey is an extremely rare entity, only spawning during thunderstorms.

After spawning, it will quickly play the chime commonly known from the INTERLOPER ARG (see below) and quickly disappear. It is said to have an existing model, however it has not been seen ingame before. Due to a message on the discord server, Chimey is likely associated with gas masks.

Rarely

during thunderstorms

Mountain Spirits
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Large figures on a mountain, not much to say about them.Random spawn.

Forest Beasts and Spirits

Forest spirits are a possible type of entity that classifies the more mystical or paranormal denizens of the forest.

EntityDescriptionSpawn conditions

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Tanneul
Tanneul is an enigmatic, abstract entity with vague humanoid appearance. Tanneul sports long, slender, branch-like limbs and several sharp, pointy protrusions on various areas of it's body, similar to that of a pinecone. Tanneul is overall wooden in texture, with strange "face"-like markings.

Tanneul is not hostile, instead opting to float around aimlessly at very quick speeds. Tanneul is most likely to perform this behavior at or near the main base, darting around before vanishing once again.

As of 0.5.2, Tanneul has been temporarily removed from the game. Tanneul has NOT been removed from the game. Tanneul can only be visible with the digital camera and/or a security camera. A reference to Tanneul can be found via a signal, appearing to be from Earth. The signal displays a low-quality picture of what looks to be a place in the playable area, with a white figure shaped like Tanneul visible. The signal's name is, fittingly, "Tan". (WIP)

(WIP)

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FurFur
At X: 408, Y: 24, yet again near the Uniform satellite, there is a peculiar sight: a lone, run-down shed or shack in the middle of the woods. It has a small fence surrounding it, along with yellowed plants and scattered bones. The single window is blocked off by a rusted metal sheet, and the wooden door is shut and cannot be opened. However, this strange structure can still be entered via getting atop the roof and jumping down into the hole in the roof. Inside this structure, there are only a couple of things: scattered, decayed wooden debris, and a single, large, blood-red fern, planted upon a patch of scorched earth. Inspecting the fern, two objects can be pulled from within: a shovel, and the skull of a deer.

While Furfur can randomly spawn in normal gameplay, disappearing quickly upon being spotted or despawning if not spotted in time, if you are to place the skull in a microwave and activate it, the deer skull will quickly catch fire, begin emitting a red glow, and an inhuman roar will be heard.

From that point forward until you leave the game (or perhaps sooner; more investigation needed), you will be frequently "visited" by the game's interpretation of Furfur. The aforementioned creature is depicted as a ghastly, lanky entity with multijointed limbs and a deer skull in place of a head. The entity emits a dim red glow around it, allowing it to be somewhat visible against a dark night. The player may know of the creature's manifestation by a nearby crunching sound. The entity will remain, unmoving, until it is either spotted by the player or until it simply despawns. Upon disappearance, in the place of the entity will appear either two bones or one of many possible stick totems. These totems are useful indicators of Furfur's presence, but otherwise serve as little more than props. The totems can be destroyed. Otherwise, they will eventually despawn, sometimes leaving behind more bones. The EMF detector will trigger when used in spots where the Furfur had recently appeared.

Despite the intimidating haunting performed by the entity, Furfur poses no real threat to the player, other than causing paranoia or spooks.

For whatever reason, Furfur can be very briefly conjured by flushing the toilet at 3:33 AM precisely, leaving behind a few bones on the toilet. In addition, Furfur can also appear seemingly randomly in the Backrooms maze area. It will disappear quickly once the player spots it and leave behind a couple of bones. (WIP)

(WIP)

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Ghost Deer/Zombie Deer
With the 0.6.0 update, there has been the addition of a new ambient entity that spawns in the forest. Initially, it takes the form of a regular, healthy-looking buck. It seems to simply wander passively. However, if the player approaches the deer, it will simply vanish into thin air. The ghost deer appears to spawn at random, and it would seem that the player does not even need to spot the deer for it to vanish.

While the true trigger of the deer's next instance, or whether or not it is a separate entity altogether, is unknown, it is likely that what we see is the same entity, but much different. The deer now takes a rotten, gory form, with half of its face missing, one antler missing, and its spine and ribcage exposed. This more disturbing instance is seemingly more aggressive, able to even spawn in the base before vanishing once being spotted.

When this "Zombie Deer" is active, one will find the rotting corpse of a deer outside the base, with a form identical to its haunting counterpart. As the Help section of the menu states, the only way to banish the Zombie Deer is to consume the corpse of the dead deer. Lovely.

You can also burn a deer carcass and process it into a wood chipper. (WIP)

(WIP)

Wisps[]

(WIP)

EntityDescriptionSpawn Conditions

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Pink Wisps
The Pink Wisp is completely harmless towards the player. As soon as the player approaches one, it will disappear.Spawns anywhere in

Pink Wisps Roams Event.

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Yellow Wisps
Yellow Wisps are one of the most common Wisp variants and will begin to spawn after the Obelisk Event. They will roam around the forest randomly until they spot the player, at which point they will begin to give chase; however, they cannot see through glass. They are able to pass through doors. If a Yellow Wisp catches the player, it will will lift the player up into air before proceeding to violently tear their limbs off, killing them.Random spawn,

after Obelisk Event.(WIP)

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Green Wisps
Green wisps will wander randomly throughout the forest, but may decide to start chasing the player if they see them, moving at a rate slightly slower than the player's running speed. Upon touching a Green Wisp, the player will be teleported to a randomly location on the map, ragdolling as they are teleported. They are able to open doors and leave a small trail of green particles behind them as they move.Random spawn at

night.(WIP)

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Blue Wisps
Blue Wisps are passive and will not attempt to chase or attack the player. Upon spawning, they will wander the forest slowly and aimlessly. They deal minor burn damage upon contact or close proximity. These Wisps have a unique blue flame effect around them and emit a quiet burning sound.Random spawn.

(WIP)

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Red Wisps
Red Wisps are explosive, can cover yards in mere seconds, and are incredibly aggressive towards the player, attempting to attack the player if they are spotted. Red Wisps cause explosions upon contact with other objects.Random spawn.

(WIP)

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Orange Wisps
Orange wisps appear to be passive wisps like the blue and purple wisps. Upon contact, they will ragdoll the player and reverse all map, texts, ATV control and control on PC. Rotate on all saves. This can be changed by toggling "Mirror mode" in video settings... (WIP)

(There is currently very little documentation on orange wisps. This entry is subject to change.)

Random spawn.

(WIP)

Voices of the Void/Entities (33)Purple WispsPurple Wisps, not to be confused with Pink Wisps, are another passive Wisp that can be identified by their medium-pitch tone and long streaks that they leave behind while moving. If getting too close, they will start following the player. Upon contact, they will disappear and cause the screen to go white then slowly fade back as well as cause the player to ragdoll. After that, time will be rewinded by a few hours.(WIP)

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Black Wisps
Black Wisps, like most other Wisps, wander the forest randomly until they spot the player, at which point they will gave chase. If the player comes in contact with a Black Wisp, a noise similar to that of the Insomnia Demon's attack will play, at which point the screen will go black and the player will be forced to close and restart the game. They can appear during day and have a unique warping effect that surrounds them.Random spawn.

(WIP)

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White Wisps
Like most other Wisps, White Wisps will wander the forest randomly until they spot the player, at which point they will give chase. Upon contacting with a White Wisp, they will cause a sort of black hole warping effect on the player's vision and emit a loud, static-y, scream-like noise before causing the game to close.Random spawn.

(WIP)

Unclassified[]

Anomalous entities that don't fit into the other categories.

EntityDescriptionSpawn Conditions

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Fossilhound
See Fossilhounds. In Voices of the Void, the Fossilhound can spawn somewhere either within or outside the outer fence. The Fossilhound is aggressive and will unrelentingly chase the player at a swift speed until it eventually despawns. Contact with the Fossilhound will result in the player ragdolling. Fossilhound can be killed with melee weapons and explosives allowing you to take it's Life Crystal.

As it appears in Voices of the Void, something interesting to note is the presence of a small, glowing pink crystal embedded within its left eye socket. If this is indeed a Life Crystal, the same that power the Rozitals, then it is likely that the once-deceased fossils have been reanimated by the power of the crystal.

(WIP)

Spawns near and beyond the fence at night.

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Jellyfish

Jellyfish are passive entities that spawn during the Jellyfish event, in which a group of flying, glowing, pink Jellyfish slowly fly from one side of the map to the other before despawning. Might be a SpongeBob reference.

(WIP)

Spawns during the Jellyfish event.

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Living Mannequins

Mannequins are initially decorative objects that can be found around the base and elsewhere and can also be purchased from the store. After an unknown amount of time and for unknown reasons, each Mannequin will disappear one by one, leaving their stands behind. Afterward, they will appear in an unknown location and begin following the player, only moving while out of their line of sight. Mannequins cannot harm the player and will only follow them until they are uncomfortably close. However, if a Mannequin were to be lit on fire, they would proceed to chase the player in an attempt to attack and damage the player, even while in their line of sight.

There is also the Stolen Mannequins event, in which all dormant mannequins and mannequins stand will be teleported to the end of the gravel path near Uniform for unknown reasons.

Mannequins can easily be destroyed with blunt force, though it will not stop more from spawning.

Destroying the empty Mannequin stands seems to stop the Living Mannequins from respawning. This can be accomplished by selling them via an item box or putting them into a wood chipper. Remember to check the end of the path near Uniform to see if there are any empty stands after the Stolen Mannequin event. Any Mannequin that was already spawned when its stand was destroyed will remain until it is also destroyed.

(WIP)

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Moving Trees

Moving trees are passive entities that are indistinguishable from normal trees, except for the fact that they move. Moving trees will randomly move in a random direction incredibly slowly. They will not move while under observation from the player but will still move while observed by security cameras. They will occasionally move onto gravel pathways and even onto the riverbed. It is unknown how or why they move, but considering they can also drop grenades and glass, it is not surprising. It is also entirely possible that all trees in this forest are capable of motion. They will also appear on the radar while moving.

(WIP)

(WIP)

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Green Campfire
A giant campfire that is lit by a green fire. It forces the player's camera to always face in the same direction of the object and forces the player to walk in to the center point of the object. It can and will hurt the player if standing on it. Note that it emits an EMF level of 5.

(WIP)

Spawns in a fixed location at X:680, Y:-573, at night.

(WIP)

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The White Door
The White Door is a stationary entity that is a white door and door frame with a boarded-up backside. The door can randomly spawn anywhere on the map and remain there for an undetermined amount of time. At first, the entity seems completely inert. However, if returned to, can sometimes be found open to an unknown location. It will loudly slam shut upon approach.

There is a second form of the white door. When a the game has been played for roughly 12 hours in one play session, a white door will spawn and begin chasing the player. It has no collision, ignoring doors and walls; and attacks from tools such as the crowbar or shovel will not contact it. Once the door touches the player, the game will crash. Presumably, this is a signal from the game/developer that it's time to exit the game and take a break. (WIP)

Spawns randomly and rarely.

also spawns by playing the game for 12 hours(WIP)

Flora and Fauna[]

Bugs, Animals, and Other Critters[]

EntityDescriptionSpawn condition

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co*ckroaches
co*ckroaches spawn when food is left on the ground, they can spawn in many different sizes and can be eaten, they can be repelled by the Roach repellent, they can spawn more frequently with Bryn Fruit

(WIP)

Triggered by any food that is left open.

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Wasps
The wasps (not to be confused with the wisps) are, as one can infer, aggressive swarming insects. They are only encountered by random chance; as a part of the 0.6.0 update, wasp nests can now be dug up at random from Metal Detector spots. Soon after excavation, the wasps will buzz and swarm the player, causing them to ragdoll repeatedly until they leave their vicinity. The hive can be broken, falling to pieces, but this will infuriate the wasps even more. To rid the wasps, all fragments of the hive must be destroyed. The wasps will then soon disperse.When a wasp nest is existent, it will spawn wasps at the nest location.

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Fish
Fish are passive animals you can find by fishing. They will flail around upon exiting water till they either enter water and swim away or are killed. They come in different species, colors and sizes; however, they will mostly act the same.Spawned by fishing. (Specified by chance of bait.)

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Wolfgang
Wolfgang is a giant centipede-type creature, with a chocolate-brown body and dozens of pale yellow legs. It sports a set of beady eyes and two antennae. Wolfgang can be encountered in two different ways: Wolfgang can spawn at random, seemingly anywhere outside. The second and more reliable method of encounter is via bringing a pumpkin (or multiple) to the cave near Romeo and waiting. Placing/throwing the pumpkin(s) at the entrance will spawn out.

Wolfgang is passive and non-hostile, but shy. It can very quickly scuttle away when approached. However, Wolfgang has collisions and can thus be jumped onto, allowing for the player to "ride" him. Holding a pumpkin or any other food over him can allow the player to lead him around. Wolfgang cannot be harmed.

Can spawn randomly or be manually spawned by placing a pumpkin in the cave.

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Fireflies
Fireflies are a harmless glowing entity that will spawn most naturally at night.

(WIP)

Random chance to spawn.

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Deer
(WIP)(WIP)

Misc[]

General Creatures and Miscellaneous Entities[]

[WIP] Currently expanding the Voices of the Void bestiary. Come back later. [WIP]

Hallucinations
EntityDescriptionSpawn condition
Voices of the Void/Entities (48)The GearsThe event in question remains an enigma. This event is likely triggered by sleeping until the Sleep/Stamina need reaches 100, though more investigation is needed. When this event is triggered, the drone of machinery can be heard in the distance. Looking through windows, the player can observe eleven massive gears rotating against the terrain. Attempting to leave the base, either via the door to the garage or the door to the front porch will result in the gears vanishing in an instant.

Due to the color of the gears and the machinery of Rozitals, it is possible that the gears are of Rozital origin. However, what the presence of these gears implies, why they vanish when exiting the base, or why they would appear when reaching 100 Sleep/Stamina are all unknown. (WIP)

Rarely after sleeping until full stamina

(more investigation is needed)

Voices of the Void/Entities (49)Insomnia Demon/"The Eyes"This entity appears when the player's stamina is below a certain amount (currently determined to be any point below 10.0 and/or 20.0 stamina). The camera will slowly begin to drift in the direction the entity spawned. It cannot be looked at directly, only appearing in the corner of the player's vision, however it will slowly begin to become more visible over the course of approximately 3 - 5 minutes.

The entity initially appears as a floating pair of eyes, but over the course of time its body can be seen as dark and skinny with long, spindly limbs and fingers. Once it fully appears, it will begin its "stalking" phase and pursue the player. Its speed is slower than walking speed, however if you're not near your base and you let your stamina get that low, you're not making it back to bed in time. If the entity catches the player before they can make it to bed, it will cause the player to pass out on the spot and begin a random dream event. Sleeping at any point while the entity is active will cause it to despawn.

Slowly starts forming when you have 20 stamina or below. The less stamina you have the more you can see it.

Objects of Interest[]

This section describes objects/locations that, while on their own may not count as "Entities", should be noted due to their strange or anomalous properties.

Green Cabinet/SCP-432[]

[WIP]

Joke Entities[]

The following are entities that only made brief appearances in the joke version of the game, the "Gray Edition" (d052_0001_gray).

Duendes[]

Voices of the Void/Entities (50)

Duendes are small grey aliens that relentlessly chase after the player, occasionally making high-pitched "mimimimimi" and low-pitched "house" sounds. Like many entities, Duendes can open unlocked doors; however, exclusive to Duendes is the ability to literally blow up doors and destroy them. Once a Duende reaches the player, it will punch them and send them soaring. These punches are accompanied by a Half-Life 2 Stalker scream, of course.

Duendes naturally spawn in groups. However, in the Gray Edition, typing "alien" into the console will instantly spawn around 100 Duendes in a circle around the Base.

There is a method to the madness, thankfully. Duendes can not jump, so climbing onto an elevated platform like a desk will keep them away. Additionally, Duendes don't follow or attack player ragdolls, giving the player extra time to escape.

A small Duende cameo can be found via the "sh*t Duende" signal in modern game versions.

UFO[]

A crappy model of a UFO covered in watermarked textures. It replaces the drone model and floats above the ATV when the player uses it. Emits a green light from its underside and a deep bassy sound.

Green Alien Ariral[]

The Gray Edition's full name is actually "Demo 0.5.2-j (extra scary(no arirals(legit(real(no fake(sh*t" - accordingly, this humanoid creature wearing an inflatable green alien costume with a UFO diaper to boot replaces Arirals. It's nearly a reskin, except it runs much faster.

Game-Ending Threats[]

This section classifies the few entities, events, or threats that can pose a true threat to the player and can cause the game to end, either with or without a proper game over screen.

"THE END IS NEAR"[]

THIS DOES NOT BRICK/KILL/CORRUPT YOUR SAVE. It simply gives you a game over and then lets you restart before the game over happened.

Randomly found signal, it is purely RNG.

You have 5 minutes to prevent a game over by wiping/destroying the drive with the Level 3 Processed The End is Near signal, and any copy/signal autosave of the level 3 signal on the PC. If done correctly, you will not get a game over and will instead get an email and gameplay will resume as usual.

Rufus and Thiccfus[]

As is well known by now, there exist many commands that can be put into the interactable consoles scattered around the map, and this is an instance of one. When typing in "gooseworx.rufus" into a terminal, a soundscape of unsettling ambient sounds will begin playing. This is an indication of the horror that you have just conjured: Rufus.

Rufus takes the form of a strange, red-orange quad, standing upon four spider-like legs with nubby feet. Rufus sports two small arms, not unlike that of a T. Rex. Rufus has a short, wide head with two large eyes with blue irises. When the above command is initiated, Rufus will spawn in the southeast corner of the map, almost right next to the Green Cabinet/SCP-432. From that point, Rufus will quickly make his way to your location, moving at a speed near identical to that of the player. When Rufus is in the near vicinity, a message will appear on the top of the screen:

HIDE

However, this warning is in vain, as not only can Rufus open doors, locked or otherwise, but Rufus always knows where you are. Upon making contact with Rufus, the player will die, ragdolling in a red screen and a loud, fleshy crunch playing. The player will be met with a Game Over screen, one of very few known in the game, where it will say the following:

>Beginskill issueget f*ckcedlmao>End

From there, the player will be booted back to the main menu.

While Rufus may be exceptionally dangerous, he is not invincible. Rufus can of course be banished, typing in the command "rufus.f*ckoff". As of 0.5.2, the only ways to actually kill Rufus were to engage him with a crowbar, or repeat the command and somehow get them to trample each other. The melee method, while effective, was and still is incredibly risky and hard to perform, as you have to get very close to Rufus, who will kill you in a single touch. However, with 0.6.0 and the introduction of explosions, the player has a new way to eliminate Rufus. If the player places an explosive object, such as a gas canister or explosive barrel, in Rufus' path, the object will explode on contact, instantly killing Rufus and causing him to ragdoll.

It should be noted that Rufus has another form, this time conjured via the command "gooseworx.thiccfus". "Thiccfus" is identical to Rufus, except the former has a much more spherical form and is much slower than the player. Despite this, Thiccfus poses the same dangers as Rufus. Thiccfus also causes any objects it steps on to explode, regardless of whether or not they are explosive in nature. However, Thiccfus is not immune to actual explosives. Thiccfus can also still be banished with the same console command of "rufus.f*ckoff".

If either Rufus or Thiccfus is killed, they will roar and ragdoll. This will also drop a plushie of Thiccfus, which can be interacted with making Rufus noises.

Bad Sun[]

[WIP] Once it hits 6:00AM, the sunlight will noticeably flicker, and be overall brighter. Upon walking outside or near a window where the sun is shining in, if you are staring at the general direction of the sun, your camera will be forced to look at it, and a black square will cover it. Whether or not you look at the sun, you will be damaged as pieces of your flesh fall out. Thankfully however, this event only lasts for 6:00AM - 18:00PM, and you will get the "bad sun" achievement for surviving it.

This is (normally) a very rare event (percentage unknown), though on the 24th of any month, it is a guaranteed event. You can trigger this event by changing the day to the 24th of any month in your computer's calendar.

Other[]

Spider Argemia/Argemimic[]

Voices of the Void/Entities (51)

Found in the tutorial level introduced in version 0.6.0. By simply using the climbing mechanic with jump command in mid-air on a higher ledge, it will lead the player to a lone hallway with a white glow at the end. Entering the hallway, a Half-Life 2 Stalker scream will play, and Argemimic will spawn. There is no way to defeat this entity. Recognize your hubris and accept your fate. Your only saving grace is that it tends to get stuck a lot. Appears to be a reskinned Antibreather.

Voices of the Void/Entities (2024)
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