Voices of the Void/Entities

*For named entities, see Voices of the Void/Characters.**For what causes an entity to spawn, see Voices of the Void/Events.*
Under Construction*This article is currently under construction. Please wait for the editors to finish it.*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****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.

## Aliens

### Arirals

Arirals are an alien race that somewhat resembles anthropomorphic cats with no fur, white skin, and red hair. 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 circumstances, 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.

* Microwave an Argemia plush
* Steal a bed, lantern, or heater from the Ariral campsite
 `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.
* Spawn via sandbox spawn menu

### Rozitals

For description, see Rozitals.

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.
 `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 "Lifecrystal" 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.
     `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.
 `Obelisk` | On Day 35, at (Insert time here), 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.
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 basement will be blocked off with a grate. The entity may also get stuck.
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.

## Anomalous entities

### Forbiddens

Forbiddens are an enigmatic, seemingly malign type of entity, commonly observed as shadowy figures or dark objects. The entities remain unnamed, supposedly because their true names are "forbidden", not meant to be known. The origins of these entities and objects are unknown.

#### Fast Shadow Figure

The 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.

#### "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.

#### 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.

#### 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.

#### Strange Rock

Located at X: 436, Y: -469, near the satellite of Tango, there is a rock that is invisible by the player. When the same area is viewed through cameras, whether wall cameras or the drone, a dark rock is visible. Little to nothing is known about the object: it is seemingly not harmful and it is intangible, but it's darker appearance and characteristic of setting off the EMF detector make it stand out. It is unknown whether it is actually a Forbidden or an odd anomaly.

#### Shadow Man

Recorded in this video, little is known of this entity, and it is currently debated whether this is an actual entity or a strange visual bug. The video is seemingly the only known recorded evidence of the entity.

### Forest Beasts and Spirits

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

#### Tanneul/Tree Spirit

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 removed from the game. 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".

#### 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.

Leaving the cabin via a climbable bar on the wall, you may notice a couple of things about the skull. Firstly, even if you have a completely empty inventory, the skull cannot be put in your inventory. It can only be carried. Secondly, the EMF detector triggers when approaching the object. Another thing to note is that this is not the only way to obtain the deer skull: seemingly as a random occurrence, the player may happen upon a strange ring of mushrooms out in the forest. Digging with a shovel at the circle's center reveals another deer skull, with the same properties as the last. The deer skull can also be found randomly in the woods via the metal detector.

Bringing the deer skull home, it will remain as a passive object. However, if you are to place the skull in the base microwave and activate it, the deer skull will quickly catch fire, begin emitting a red glow, and an inhuman roar will be heard. Congratulations, you have angered a beast of the forest!

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.

### 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 may 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.

### The Well

While not an entity itself, it seems to qualify as something relating to the forest, and may even allude to or be a direct part of the origin of Furfur.

WIP

## Flora and Fauna

### Bugs, Animals, and Other Critters

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

### 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 coax it 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 you to "ride" him. Holding a pumpkin or any other food over him can allow you to lead him around. Wolfgang cannot be harmed (and shouldn't be).

### 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.

### Birds (Ambient)

tweet

### Maxwell and "Argemwell"

Two of the most famous critters of the game, Maxwell and Argemwell are feline creatures, though in terms of game mechanics they are simply interactable objects that can be held. Both can be pet and have toggleable music tracks. Maxwell and Argemwell can be eaten by cockroaches, but using a rope and hook to put them in the air will remove this risk.

Maxwell is a near-identical copy of his popular online counterpart, using the same model and sounds. He is a black and white cat with yellow eyes. He can be spawned via going to any console and inputting "maxwell". The console will then print "Maxwell activated. Find Maxwell". Attempting to input this command while Maxwell is already active will produce the message "Maxwell is currently active". After inputting the command for the first time, Maxwell will spawn in a random location in the playable area. The way to locate Maxwell is to listen for his music track. Maxwell will purr and meow when pet.

Attempting to use the command "sv.target maxwell" will appear to work, but following the compass will instead lead you to an old model of a server, buried deep in the ground and unable to be interacted with. This simply a red herring meant to mess with the player.

Argemwell is a strange creature, taking the form of a drawing of Argemia applied to Maxwell's model. Typing into any console "argemwell" will produce the message "La Creatura activated. Find The MF". Attempting to input this command while Argemwell is already active will produce the message "The Creature is currently active". Like Maxwell, Argemwell will spawn randomly somewhere around the playable area. Likewise, Argemwell can be detected by their music track playing nearby. Petting Argemwell will produce the Ariral hurt/angry sound.

For some reason, Arirals are able to pick up and consume Argemwell. Whether this is a bug or not is unknown. It is unknown if this is the same for Maxwell.

## Misc

### General Creatures and Miscellaneous Entities

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

### Fossilhound

See Fossilhounds. In Voices of the Void, the Fossilhound will 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.

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.

### Wisps

Wisps have many forms, most commonly known ones are "Killer"/Yellow Wisps, and Pink Wisps. There are extremely rare ones too, like the Black Wisp, White Wisp, or even the Blue Wisp.

Pink wisps are much like the Jellyfish, in that they are passive entities that roam around aimlessly, and the only thing of note is their purple glow. They spawn randomly and during the Pink Wisp event.

Blue Wisps are extremely slow moving. Blue wisps are different compared to other wisps, as they are a ball of floating blue fire. Which can burn the player if interacted with. They spawn randomly.

Green Wisps move like standard wisps and can be interacted with. Doing so will teleport the player to a random location within the maps. They spawn rarely and randomly.

Black Wisps, also known as "Black Hole" Wisps, chase down the player once they target them. Being touched by a Black Wisp will devoid the player of sight and possibly even movement. They make the teleport sound when interacted with and causes the screen to be pitch black.

White Wisps are extremely dangerous, even when compared to Killer Wisps. They roam slowly but will chase down the player once spotted. Interacting with the White Wisp will cause reality to be destroyed for Dr. Kel, and a hard crash to desktop for you, the player.

Killer Wisps are aggressive form of wisp. These wisps emit a yellow glow, and upon spotting the player, will charge the player, and attempt to pick them up. If successful, it will tear the player, limb from limb, until death. They spawn after an Event within Story Mode.

Red wisps are a much more dangerous type of wisp. These wisps are highly aggressive towards the player, and move at insane speeds in an attempt to attack the player. These wisps explode on impact with anything, whether it be another entity, an object or an obstacle, or even the player, until they eventually despawn. They spawn randomly.

### Jellyfish

**[WIP]** The Jellyfish is a passive entity that spawns during the Jellyfish random event, in which jellyfish spawn everywhere, and begin to float around the skies aimlessly, until they despawn. Not much is of note, only their distinct purple glow, similar to the Pink Wisps.

### Walking Mannequins

**[WIP]** The Walking Mannequins are entities that spawn from the mannequin statues around your base, and the mannequin statues that you can purchase. After Day 9, the mannequins on the map, one by one, will begin to leave the posts that they stand upon, and begin walking towards the player, but only when not within sight of the player.

However, upon lighting the mannequins on fire by any means, they will begin to move whether or not they are within sight and begin attacking the player until they are either extinguished, or killed.

### Moving Trees

**[WIP]** Seen in the 0.6.3 build of Voices of the Void, one or more trees have been observed to move across the ground (well documented here). These entities are near indistinguishable from normal trees, despite that their leaves are slightly different from the normal trees surrounding it. This difference is most notable as you approach the tree, in which it will change back to a regular tree and the leaves will change to its normal texture. Other than that, little is known about their origins, intentions, or otherwise.

### Hallucinations

#### The Gears

The 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)***

### Insomnia Demon/"The Eyes"

**[WIP]** This entity appears when the player's stamina is below a certain amount (currently determined to be any point below 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.

### 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.

### Basement Brick Wall

**in the corner of the bedroom in the base there is a ladder that leads to a basement, in this basement there are many crates and a strange brick wall, this brick wall cannot be opened by any means other than event at 3:33**

**for this brick wall to open the player must be falling down to the basement exactly at 3:33 am**

### Gravestones

**[WIP]X: -347.65 Y: -563.40 (Coordinates for Gravestones)**

(Don't even try to dig them up, there is nothing except for emptiness)

Probably this is gravestones of loving couple or former colleagues of the last caretaker...

## 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

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 "Shit 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(shit*" - 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"

**[WIP]** We're saving a signal and processing it now. Surely nothing bad will happen. Come back later. **[WIP]**

### 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:

```
>Begin
skill issue
get fukced
lmao
>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.fuckoff". 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.fuckoff".

If either Rufus or Thiccfus is killed, they will roar and ragdoll. These ragdolls are safe and can even be interacted with. Consider them trophies, if you wish.

### Mysterious Lights/Yellow Wisps

**[WIP]** The interlopers have arrived. Stay away from the lights. Come back later. **[WIP]**

### 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?

Found in the tutorial level introduced in version 0.6.0. Using an exploit with the ragdoll feature, the player can "super-jump" up to a conventionally unreachable ledge, which leads to a lone hallway with a white glow at the end. Entering the hallway, a Half-Life 2 Stalker scream will play, and Spider Argemia will spawn. There is no way to defeat this monstrosity of nightmares. Recognize your hubris and accept your fate. Your only saving grace is that it tends to get stuck a lot.