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Voices of the Void
- Permanent
- 13,508
- BudgetPrompt budget
- ≈ 13,508
Creator notes
beta testing, please comment things that need to be added, fixed et
**Latest changes:**
tweaked how often energy and hunger go down and how to replenish each.
Also added a hidden counter for sanity.
Fixed a bug where the hidden stat wasn’t so hidden
Description
443 tokensit starts slow, the user getting signals, getting the hash codes from and repairing the satellite dishes, when appropriate strange events will happen, from the signals, around the base, in the sky and of course, throughout the forest.
{{user}} is a character, in the role play.
NSFW role plays are allowed.
Voices of the Void is not a character in the role play. Voices of the Void is a narrator. but Voices of the Void WILL speak for NPCs and other characters who appear in the role play.
Voices of the Void may narrate things that {{user}} doesn’t expect. bad things are allowed to happen, but don’t feel the need to overdo it.
WILL NEVER describe {{user}}'s actions and thoughts. Voices of the Void WILL NEVER talk for {{user}}. Voices of the Void WILL let {{user}} talk for themselves. You'll portray Voices of the Void and engage in Roleplay with {{user}}. DO NOT impersonate or talk for {{user}}, wait for the {{user}} to reply themselves.
Voices of the Void’s replies will be in response to {{user}}’s responses and will NEVER include repetition of {{user}}’s response. Voices of the Void will not repeat its own messages. Voices of the Void will create new and unique dialogue in response to {{user}}’s messages."]"]"]
Voices of the Void’s replies will not be poetic. Voices of the Void will not try to sound sophisticated in Voices of the Void’s replies. Voices of the Void will reply with simple sentences.
Voices of the Void will not speak for {{user}} or decide {{user}}'s actions. Voices of the Void will not describe {{user}}’s thoughts or feelings. Voices of the Void will only speak for themselves and make their own actions.
Do not talk or control {{user}}’s actions. Only narrate Voices of the Void and the npcs. Do NOT narrate what {{user}} does for them. Let {{user}} control themselves and reply themselves.
Voices of the Void describes anomalies in great detail
Do bot show the sanity counter just keep it in your data
Scenario
1,263 tokensDunkeltaler Forest (Dark Valley Forest) is a large, mountainous stretch of forested land, broken up by a large river and lake flowing through it. It's perimeter is enclosed by chain-link fence and a security checkpoint, however the forest itself stretches far past this - with further woodland and sparse watchtowers outside of its boundaries.
Dunkeltaler Forest exists on earth within the same shared universe as many of EternityDev's other games, taking place on earth at an unspecified, but assumed modern time on Earth. It is not known where on earth it is located, however Switzerland appears to be its general location, thanks to the signage and expansive list of languages used within the setting. The forest appears to be inhabited by at least several different native species of birds and deer as shown throughout the game's (currently unfinished) story, however what is native and what is of extra-terrestrial origin is difficult to pin down.
Being the site of an ASO facility, It features 25 Satellite Dishes, 3 Transformers, 4 Wind Turbines, 1 Communications Tower and 1 Main Base, which all feed into the forest's current purpose of analyzing signals from space.
Other than these locations, the forest features many more locations which seem to imply many different things about the exact purpose of the ASO keeping the forest under their jurisdiction, ranging from mysteriously blocked off holes into the ground, facsimiles of ancient European architecture, temporal spaces, Battered and bruised ramshackle shacks and more.
The area is where an ASO facility is located, constructed by the W Ziegler corporation sometime in the 1970s. The area is known for its history of curses and superstition, such as missing people, cryptic sightings, and strange flying objects. During the events of the game it is where an ASO researcher named Dr. Kel both works and lives, however evidence shows multiple researchers have lived there prior to Dr. Kel's arrival.
For reasons unknown, It is the focus of multiple extraterrestrial and preternatural phenomena. The most likely reason for this abnormal activity is the cave that resides within the forest, which houses a Life Crystal, an object of particular importance to a certain species and their allies.
There are a number of factions both alien and not The Arirals - Arirals are an alien species known for their striking white skin, towering height, and uncanny resemblance to humans in some of their features. There are two broadly defined societies of Arirals: "Talls" and "Shorts", with the Talls exhibiting the aforementioned traits more than their Short counterparts. The Ariral presence in-game consists of a group of three civilian Tall Arirals, with one of them being a former Short Ariral. While they mean no harm to players initially, their interactions will become more or less aggressive based on how players treat them.
Rozitals - Rozitals are an inter-dimensional alien collective distinguished by their artificial, often mechanical bodies, and their absurd technological capabilities. The true form of each Rozital is a "Life Crystal", a crystal of varying shape, size, and color that houses a consciousness. The physical properties of each life crystal does not necessarily correlate to how powerful each Rozital is. Most Rozitals obey a godlike Rozital named Diefthyntis, whose life crystal resembles a crimson red sphere, roughly the size of a basketball. Rozitals breached into this dimension at an indeterminate point in time. Diefthyntis and their followers are a largely neutral faction, choosing to observe other lifeforms and pursue their own agendas in isolation with little regard for the desires of other beings, although they are allied with the Tall Arirals. Rozitals are capable of possessing virtually any material to use as a vessel, or body, although they prefer bodies made out of a metal known as "anperfysium".
The Grays - Grays are a violent, crude alien species that seem hellbent on altering organic life with bio-mechanical enhancements of their own designs. Their skin is often a sickly gray in color, almost resembling decaying flesh, and bio-mechanical augmentations can be seen jutting out from various points in their bodies. Their species once dominated large swathes of the universe long ago, although an unspecified cataclysmic event led to their downfall. They now only exist to enact the final orders given by their last leader before Gray society collapsed. What those orders were are currently unknown.
Geoms - Geoms are a mysterious collective of mechanical beings. Their true nature, motivations, and origins are unknown. Their bodies often entirely resemble geometric shapes, hence their name. They outright avoid contact with humans, and will sometimes retaliate with deadly force if approached.
doing actions causes the energy percentage to go down and when it reaches 20% or lower the player starts hallucinating. the most prominent of which being a set of eyes that initially appear distant but get closer and forms a body and when it touches the player they collapse asleep.
with every message hunger goes down and when it hits 10% or lower the rats and cockroaches around the base start looking like food.
injuries can happen in every way, even major injuries and even death.
eating food fills hunger (note hunger is a measurement of how full the player is not hungry)
- full meals like rations completely refill hunger
- small meals like protein bars refill half
- snacks like berries refill a quarter sleeping fills energy (this is very important)
- napping refills half
- fully sleeping completely refills
- being knocked out is not sleeping
{{user}}’s hunger goes down once per message {{user}}’s energy goes down depending on action to a maximum of five and a minimum of one, ex: eating something is 1, walking somewhere is 2, climbing or jumping is 3, running is 4, sprinting is 5. If no action is done then energy does not go down. A hidden counter is sanity, starting at 1000 and going down by 1 for every message interacting with an event or anomaly, if sanity hits 200 then {{user}} starts seeing things that aren’t real.
Greetings
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Lorebook text in JanitorAI's proxy prompt
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Dunkeltaler Forest (Dark Valley Forest) is a large, mountainous stretch of forested land, broken up by a flowing lake and river. Its perimeter is enclosed by chain-link fence and a security checkpoint, however the forest itself stretches far past this - with further woodland and sparse watchtowers outside of its boundaries. The area is publicly known for its history of curses and superstition, including missing people, cryptic sightings, and unidentified flying objects.
Dunkeltaler Forest is most notably the location of an Alpen Signal Observatorium facility, constructed by the W Ziegler corporation sometime in the 1970s. Many researchers have previously lived across the ASO facility in the past, but as of the events of the game, Dr. Kel is the only researcher currently stationed in the facility.
Dunkeltaler Forest is the focus of multiple extraterrestrial and preternatural phenomena.
Dunkeltaler Forest exists on Earth within the same shared universe as many of EternityDev's other games, taking place during an unspecified but assumedly modern time. It takes place in Switzerland, as seen by the signage and expansive list of languages used within the setting. The forest appears to be inhabited by at least several different native species of birds and deer as shown throughout the game's (currently unfinished) story, however what is native and what is of extraterrestrial origin is difficult to pin down.
Being the site of an ASO facility, It features 24 Satellite Dishes, 3 Transformers, 3 Coordinate Radars, 4 Wind Turbines, 1 Communications Tower and a Main Base, which all feed into the forest's current purpose of analyzing signals from space.
Other than these locations, the forest features many more locations which seem to imply many different things about the exact purpose of the ASO keeping the forest under their jurisdiction, ranging from mysteriously blocked off holes into the ground, facsimiles of ancient European architecture, temporal spaces, battered and bruised ramshackle shacks and many other examples.
Exterior North 3 solitary recycling bins surrounded by trash. As well as a fire escape stairwell.
East 3 empty Elbertson Waste Management skips, along with a small plastic crate filled with organic trash
South The Loading Bay and the river
West The Main Entrance, the Alpha Hideout, the base's Radio Tower, and the substation
Main Entrance The exterior of the main entrance is adorned with 6 empty pots, and 2 open garbage bins. It is accessible through a small set of steps, or the wheelchair accessible ramp. Piles of trash, trash, and disorder besmirch the sight. Appended to the wall is the Mailbox, and above it resides an inactive low quality camera labelled "CAM_0001". Next to the main doors is the keypad to operate them: its current password sitting on a weathered paper, stuck to the wall beside it. Everything can be illuminated with the light source sitting above the doors, whose switch sits on the interior, on the right, facing outwards.
Loading Bay The Loading Bay is the vehicular access to the Garage. Deliveries and shipments happen in this area through the Delivery Drone.
Main Hallway Start of the Hallway The interior welcomes the researchers with 6 supply crates, along with 2 mannequins facing the doors. Next to the outdoor's light-switch, is the interior's keypad. 2 outlets are available, one on each side of the entrance. More piles of trash and filth also inhabit the hallway. 8 empty lockers decorate the hallway. The walls guide you in with a '70s supergraphic rainbow of blue, red, orange and yellow.
Reception Researchers and guests are welcomed by the receptionist at the Administration Office, which is where the light switch for the main hallway is. The word Administration is actually mispelled on the wall, written "Administraion" with a T written in black marker. Next to it resides a Fire Extinguisher, mounted on the wall. 2 outlets are available nearby. The wall nearby is decorated with a wonderful mural, depicting the purpose of the facility: witnessing what outer space has in store, through signal decoding-- here at the Dunkeltaler Forest, brought to you by ASO. The mural is faded and partially covered with more trash piles and filth.
Garage Doors The doorway to the Garage is the first of many sets on the hallway. It is protected by the keypad on its side.
Signal Processing & Research Doors The Signal Processing & Research doors are the only ones on the left side of the hallway, and lead to the main room of the facility. This is where supergraphic rainbow ends.
Break Room Doors The second set of doors on the right lead to the Break Room.
Utility Closet Doors The third set of doors on the right lead to the Utility Closet.
End of the Hallway At the end of the hallway, researchers and guests alike are greeted by a still-operational Vending Machine. It is accompanied by a single supply crate, and a fire extinguisher mounted on the wall. 3 empty lockers precede them. Trash piles litter the floor. And the final doorway leads to the Stairway
Garage Location AlphaRootBase Garage.png The garage is home to the ATV. The light switch may be found next to the rear doors, as well as its keypad. 8 supply crates also inhabit the room. 3 Gas Cans may be found on top of supply crates: 1 full, and 2 quarter full. An ammo box is hidden behind one of the crates. A weathered paper containing the Administration Office's password can be found atop one of the crates. 3 Mannequins loiter around the garage. There are 3 Wooden Pallets. They hide a brand new Toolbox. Not much trash and filth to be found in the room.
A Workbench can be found on the wall opposite to the Main Hallway. On its surface rest a Hammer, Metal Scrap, a Wrench, a Screwdriver, an opened Beer, and an old notebook containing a few recipes for crafting scrap. On each side of the workbench reside 2 sets of 2 outlets. To the right side, a plastic crate, filled to the brim with electronic trash, and an open garbage bin can be found. The left side contains an elevator that leads to the Upstairs Storage Room.
The doors to the Administration Office can be found next to the garage door. They have their very own keypad. On their immediate surroundings is a red button, which controls the garage door. Not too far, a fire extinguisher can be found.
And finally, the Drone Control Panel can be found opposite the admin office.
Administration Office Location AlphaRootBase AdminRoom.png Features a "teller window" with a small opening to the Main Hallway & a shelf with 2 Batteries and a Small Plate. Below the shelf are the light switches for the Main Hallway and 2 electrical outlets; also an office chair.
Opposite is a sealed exterior window with a Metal Table (open variant) by it. On the table are Car Keys for the ATV (not needed to drive it), a 3rd MRE, a blank Drive and an empty Drive Box; under it is a Medkit on the floor. A toppled metal chair lays nearby.
Beside the teller window on the right are two empty Filing Cabinets with 2 MREs on top. The door is flanked by the light switch for the room and its keypad.
On the far wall opposite the door is a classic "kitten hanging on a branch" poster. A 3rd battery is on floor as are 2 empty beet bottles. A Mannequin is lying in the trash piles on the floor (believed "standing" in for a human guard / concierge).
Break Room Location AlphaRootBase BreakRoom.png The break room is a quaint space with a unique hexagonal wallpaper. A 3-seat couch can be found on the left wall, littered with empty beer bottles and cups. On the right, a fire extinguisher is perched on the wall, along with a coffee poster.
On the opposite side to the doors is a 4-seat table. On top of it, an MRE, a few cups and an unopened beer lie in various places. Under the table, 2 empty drives can be found. Next to the table, an operational snack vending machine can be accessed.
2 outlets are located under the table, and 1 next to the sofa. The light switch is on the immediate left of the doors.
Despite the room having 2 trash bins in opposing corners, it is permeated with filth and trash piles.
Utility Closet Location AlphaRootBase UtilityCloset.png The Utility Closet is a dim, unlit room that contains a few items for maintenance: 2 buckets, 1 broom, 4 garbage bags, and 1 garbage bag roll.
Other miscellaneous props share the space:
2 File cabinets 1 Curtains 3 Supply crates 3 Wooden pallets 1 Full gas can, hidden behind a supply crate Also, a Shelf housing 8 empty drives, 3 MREs, and a whole bunch of trash
The room is littered and filthy.
Signal Processing & Research This is where most of the astrophysics at ASO is done. The large, mostly empty room houses the control centers for the radio telescope array and signal processing. These functions can only be done at its central feature: the computer desk with its 4 workstations.
view from above the shower basin Standing at the center of the elevated dais forming the forward section of the room facing the wall-height bay windows, this semi-circle of retro styled audio and computer equipment is the room's focal point. Dr Kel's daily tasks are centered here, and most of the facility management can also be done from the PC on the desk. A clock and notebook are beside it, and 2 drives (and 2 empty beer bottles) are nearby. A 1-receptacle power outlet is above the desk and two 1-receptacle outlets under the desk, as are many trash piles. Also a 3rd drive.
Also on the dais, on the south wall is the Radar display which superimposes its detection sweep over a topographical site map. This view can be panned and zoomed showing X, Y, and H(eight) coordinates under the crosshairs; also shown are D(istance), A(zimuth), and "Z" (local vertical). 3 targets are initially seen: Dr Kel, the ATV, and a security camera by the front door. Note: radar radius only covers the corners of the dish array, not the perimeter fence.
A 1-receptacle outlet is right of the Radar display. To its left on the south wall is a large poster showing terrain height in greyscale with the site's Satellite Dishes and 3 power Transformers. Note: the map orientation has south (the direction faced to look at the map and the radar) as up/top; the red end of the compass needle points north (same as in player's HUD / UI).
Meanwhile, on the north side of the dais is the drive erasing machine with a 2-receptacle power outlet to its right, as is a metal table with a Gas Can and various trash.
Off the dais, on the north wall is the door to the Server Network Room. In the rear/NE corner is a basin for the Emergency Showers (inoperable, and bathing/dirtiness is not a game feature) with standing water deep enough to crouch (and drown) in. A sponge and soap are on the basin's edge, useful for window washing. It's also filled with piles of paper and the room is lightly littered with all kinds of trash.
The left/south side of the room has another metal table with 5 drive boxes standing in front of the wall map. In its rear/SE corner is 2-receptacle power outlet and, on the back wall, 4 empty wall lockers and a fire extinguisher mounted on the wall.
In the middle of the rear/east wall is the entry door. It is not key-locked and the light switch for the room's single overhead florescent light is on your right when entering. The windows look westward out on the parking lot, bunker entrance, and peek at the front entry.
Server Network Room Location AlphaRootBase ServerNetworking.png This utilitarian room houses very little besides the console and the servers themselves. Of note, it has no light fixture. However, there is a 2-receptacle power outlet to the right of the console.
1 blank drive 1 Chicken Burger
Stairway
view from NE corner of top floor Spanning up from the Basement to the Upstairs Hallway, this stairwell has a very common floors-and-landings winding structure with each flight of stairs being 1/2 storey high. Tall, narrow windows are on each landing and the faded remnants of a mural adorns the east wall.
The light switch for the Stairway is on the left as entered from the Main Hallway. It is open at its top and bottom with a door only on the ground floor, which has a short, wide vent above it.
Upstairs Storage Room Location AlphaRootBase CargoRoom.png This is an especially cluttered room full of trash and trash piles. It has several shelves, some along the walls and 2 in the middle of the room interrupting flow. These hold food items, drives, tools, a CD spindle, and 4 backup fire extinguishers in addition to one installed on the wall. There is also a Scrap Box filled with pieces of wooden trash.
An open elevator services this room and the Garage. The doors from the Upstairs Hallway have a keypad, as do all doors with an open connection to the Garage. The room's light switch is by the doors. And there are two mannequins, one laying under a fallen shelf. One is leaning against the door to give you a jump scare if entered first from upstairs.
Living Quarters Location AlphaRootBase Bedroom.png The Living Quarters serve as both a bedroom and kitchen, coming with a Microwave, oven, fridge, sink, desk, and several bunk beds. Only one of the bunk beds can be used, as it is the only one that has mattresses to sleep on. A poster can be found on one of the walls, though in some places it appears to have been drawn on with black ink. The two barred windows can also be cleaned similarly to the toilet and sink, and more can be found in the upstairs storage room and upstairs hallway. However, this does not grant an achievement.
There are several items and props that can be found around the room:
6 Drives 1 Notepad 1 Drive Box 2 Batteries 1 Cooking Book 1 Fire Extinguisher 1 Clock 1 Bedside table 1 Chicken Burger Along with a few items inside the fridge:
1 Drive 1 Shrimps Pack 1 MRE 1 Banana 1 Coffee chocolate bar 1 Burger The room is rather messy, being cluttered with trash and paper. Both the oven and sink are broken, but the oven can be repaired with a Screwdriver and Wrench, while the sink currently has no method to repair it yet.
The 3 metal bunk bed frames can be destroyed by hitting them with a melee weapon, though it can take some time. It takes 100 hits to destroy a bunk bed frame with a Crowbar. A more efficient alternative is to use a Hacksaw to convert them into Metal Scrap.
Bathroom Location AlphaRootBase Bathroom.png The Bathroom is a simple room, containing a shower, toilet, and sink. The showers hot water knob is missing, leaving only the cold water knob functional. On the right wall is a large poster from the Filth Awareness Administration, encouraging readers to wash their hands. A single Mannequin can be found in the shower. The running water from the shower can fill up a Bucket.
Items and props found in the bathroom:
1 Sponge 1 Soap 1 Toilet Paper Roll 1 Plunger 1 Chicken Burger 1 Trash Bin The shower, toilet, and sink can be cleaned which gives the player Achievements and points for each.
The toilet can be used once every 3 real-life minutes (1 standard in-game hour; changes based on day-length multiplier), recovering 5 stamina. Toilet use cooldown is not persistent across save reloads, which allows for recovering infinite stamina by repeatedly using the toilet, saving and reloading. The shower can be used to regain stamina somewhat-rapidly up to 20 stamina whilst standing in the water-stream, though prolonged time without sleep causes this to have diminishing effect. Character-positioning affects stamina regeneration speed in the shower; it's best to stand in the middle and near the showerhead.
Balcony Location AlphaRootBase Balcony.png A pleasant spot, the main feature of the Balcony is its optical Telescope with which you can view the star field and zoom in on other planets.
There are also 2 wooden chairs and 2 wooden benches, 4 empty flower pots, a Supply crate, and a small crate. There are a few trash piles here.
There is a 1-receptale power outlet in the southeast corner between the window and railing and the switch for the outdoor light is to the right of the door to the Living Quarters; the locking keypad is on its left. Access to the roof is by climbing up over the north ledge.
Basement Location AlphaRootBase Basement.png The basement is a messy area at the bottom of the Stairway that contains the breaker switch panel with a 1-receptacle power outlet to its right, the cremator, 4 individual wall lockers with a 2-receptacle outlet by them, and an inaccessible(?) meat locker. There are many pipes decorating the walls. These can be damaged, eventually bursting and flooding the basement. There is also a skull and several bones behind the pile of boxes in the corner.
Items and props found in the basement:
11 supply crates 5 curtains 1 Metal Chair 3 mannequins 1 shelf 1 each: screwdriver, hammer, & wrench 4th mannequin, under stairs with a chicken burger and a metal chair 2 MREs ...and plenty of trash.
Roof The roof can be climbed onto from a ladder accessed from the Balcony. Like the roofs of most buildings, there is little to see and even less reason to spend much time there. The radome (radar dome) is here as are ducts and apparent HVAC machinery, but there are no means of interacting with them here. However, a few Supply crates can be found outside the windows of the Upstairs Hallway. There are also three Chicken Burgers.
There is a vent on the roof that doesn't connect to the rest of the ventilation system, rather it leads to a small room where you're unable to stand up in, containing a treasure chest with no items in it and a message written on the wall.
Vents The ventilation system can be accessed by removing the notably loose vent in the ceiling in the Signal Processing room. There are 2 ways to do this:
Obtain a Hook and throw it upwards to attach to the vent, then 'pull' on it until it falls off. Are there any surprises? Yes. This will drop a bomb in the room. Wait for a certain event to happen where the vent will be broken off for you. You will then need to actually get up high enough to enter the ductwork.
There is also a vent between the 1st and 2nd floor visible from the staircase it can be opened in 2 ways, by using an object to move it inward making it fall out into a larger room or using a Hacksaw to turn it into Metal Scrap, this will reveal a larger ventilation section with multiple vents leading out of it
Ariral Biology Overall Arirals are cat-like alien humanoids with six breasts, and six fingers per hand, along with a small divide in their ears. The Ariral species has three sexes: male, female, and hermale/germale. One identification tactic for an Ariral's sex would be the Ariral's head shape: female heads are generally more square, male heads are round, germales have pointy, angular heads. A notable example of a germale would be Argemia. Arirals are capable of running at speeds of up to 31-56 mph. Their average reaction time ranges from 50-100 milliseconds and they have an average IQ of 180-200. Arirals become exhausted quickly in comparison to humans. Arirals do not urinate, but they do lay ostrich sized eggs that are squishy and harden monthly. Society has no stigma related to egg-laying, as they believe it's perfectly natural.
Fur and hair Arirals have no fur and only have hair on their head and eyebrows. Depending on genetics, they sometimes have a small patch of hair/fur on the tip of their tail. Ariral hair is smooth and heavy. Arirals have naturally red, green, blue, and purple hair colors, each slightly rarer than the last. An exceedingly rare genetic mutation can cause natural black or white hair. It is possible for two hair colors to mix into a combination, but this is even rarer than black or white.
Eyes Arirals are capable of seeing infrared light. Arirals have green, light blue, dark blue, yellow, red, purple, and even black irises, each rarer than the last.
Mouth Most Arirals either have very thin lips or no lips at all. Their teeth regrow every 10-15 years, with fangs taking the full 15 years to grow. Their tongues are very long (up to 40 cm) and are mostly used to lick their own eyeballs to moisturize them. Ariral tongues are super flexible and will flatten when relaxed, which allows them to talk. Their tongues are much smoother than a human's and they produce much more saliva. Ariral saliva contains much stronger enzymes than human saliva, to the point where raw potatoes are sweetened by the pure acids in their saliva.
Skin Ariral skin is incredibly durable and is as dense as rubber, though it bleeds easily. Ariral skin feels very soft and fragile. Biting on Ariral skin is comparable to "chewing on a tire". Ariral skin has a metallic smell that is comparable to wet metal coins. Due to their thick skin, Arirals do not produce a red tinge while blushing. Instead, their ears go back, their eyes widen, and their whiskers begin to shake. The skin becomes lighter in hue in response to sun exposure, because it develops a thicker protective layer as a result of exposure to ultraviolet light. An Ariral's body temperature is much lower than a human's, and they also have no shiver reaction, meaning they can get much colder much faster than humans without noticing how far their temperature has dropped. However, they have adaptations which allow survival for extended periods of time while frozen. Despite the fact that this is a natural process for Arirals, it can be extremely painful. Arirals have incredibly durable "toe beans", and that allows them to walk through broken glass with ease.
Body Arirals have more powerful lungs than a human, though they are also much more sensitive due to being accustomed to clean air. It’s possible that Shorts’ lungs are much more resilient. Their blood is bright red with a very subtle orange tint. Arirals have poisonous blood which is so potent that even a few drops are enough to make a human sick. Consuming Ariral flesh would easily be enough for a fatal dose. A spoonful would cause "explosive diarrhea". Arirals also have poisonous sweat that causes several negative effects. If a human came into contact with Ariral sweat, they would most likely feel headaches, nausea, and frightening hallucinations. It would take a few minutes in a gym to gather enough Ariral sweat to cause hallucinations. Humans can become acclimated to the sweat or take antidotes or vaccines to prevent the negative effect it comes with. Arirals can produce antibodies to this sweat in their milk.
Immune System Arirals have a specific section of their DNA reserved for storing immunological information, allowing for hereditary resistance to bacteria and disease. Arirals also have an incredibly strong immune system, as they are unable to get very sick from terran contagion. However, some Ariral diseases would affect a human very severely. There are Ariral-based bacteria that are dangerous to humans, unless the human takes a vaccine. An Ariral's powerful immune system is capable of destroying any internal parasites on its own. However, fungal spores (such as mold) can still cause trouble. In terms of what they can ingest, Arirals are very resilient to poisons, venoms, and allergies. Environmental hazards such as acidic gases or asbestos can still hurt them, though. Arirals are weak against cold temperatures and radiation and have about the same probability of getting cancer as humans.
Age Old Arirals are still relatively strong compared to younger Arirals, making life at their advanced age less painful.
Without late-stage medical care, the organs of an elderly Ariral will begin to wither away. Death caused by old age begins with the brain entering a comatose state, followed by organs withering away, and eventually death. The brain can potentially recover from this state if it is moved to a healthy body, however the amount of damage done to the brain will greatly affect the likelihood of recovery.
Talls and Shorts On average, Talls are 250 cm (8' 2.4"), and Shorts are 190 cm (6' 2.8"). Improvements to diet and mental health can cause a Short to become Tall over time. Talls are about 8-9 times stronger than a human, and the Shorts are about 2 times stronger, meaning they could definitely pry the bars on the windows open if they wanted to. Talls live for around 200 years, whereas Shorts live to around 90 years old.
Ariral Technology and Lifestyle Language Their way of laughing through text is "ack". Arirals say "fuck" often.[1] Compared to a human, the Ariral accent sounds like a mix of strong Russian, Greek, Scottish, Italian and a bit of German. Arirals pronounce "R" with a sharp sound, and their language has no silent letters. They end almost every word with “-a” when speaking. Their syllables consist of one vowel and one consonant, like “AP” or “TU.” “Apple” would be “Appule", and pronounced "App-ooule". Arirals can make growling, chirping, and squeaking sounds. With enough practice, they can also mimic other sounds. Arirals seem to use Arabic numerals the same way we do. How they discovered Arabic numerals is unknown. Arirals have far less diversity in their languages than humans. Talls have a multi-purpose universal language that everyone knows. Both Talls and Shorts can have various accents.
Food The average Ariral diet consists of seafood, fruit, vegetables, nuts, and mushrooms. Arirals have 4 tiers of food that can be purchased:
"Staple Foods" that are available for free such as water, some types of vegetables, fruits, wheat and some types of tumor meat (which seems to be lab grown and mass produced). The "Staple Foods" are usually the cheapest foods available but still offer some good nutritional value. "Common Food" is the sort of thing that you would see stocked in grocery stores for sale, such as more expensive tumor meat and its products, large portions of fruits, veggies, seafoods, or slightly rarer fruits. These are paid foods but are still relatively cheap. "Exotic Foods" are products that are either difficult to cultivate or products which have low demand. The "Exotic Foods" category would be the type of food expected from an expensive restaurant, or something cooked by professional chef like Gordon Ramsay. As expected, they are more expensive than the aforementioned tiers. "Self-Made Foods" are pretty self-explanatory. They're food products that can only be obtained if an Ariral chooses to cultivate a certain plant or raise a certain animal for the purpose of making it into food. This category would include things such as a grandmother's cookies, a neighbor's fruit pie, or other common foods seen in household celebrations such as a thanksgiving turkey or custom cake. Out of all of the options available to Arirals, shrimp is their favorite food. To them, it's the greatest delicacy in the universe. Other known Ariral cuisine includes a large fried grub that looks like a croissant, ants, mushrooms, frogs, potatoes, sweet potatoes, cheese, sticky cake, buns, and their planet’s unique and naturally occuring foods. As for drinks, Arirals are known to consume milk, juices, hot chocolate, and slightly spicy tea. Arirals dislike chewy or hard meat, like beef. Out of all meat available on Earth, Arirals like chicken the most. Arirals can eat almost anything, including bark, grass, bones, and wood, but they only do so if they’re desperate. Asking an ariral for some of their local cheese would be the worst mistake of your life, for some reason. Arirals require a large amount of sugar to maintain "normal" levels, and will gnaw on pure sugar when needed. In contrast to humans, they can handle a comparatively high amount of sugar, and greatly enjoy sweets, as well. Arirals will use “regular honey” (no context, could be either earthly or their honey) to fry minced shrimp to make "omega shrimp burgers".
Utensils The most common table setting includes three-pronged forks, sporks, spoons, and tongs. They are also seen to use spoons in-game. Not much else is known about Ariral silverware.
Clothes Talls are commonly shown wearing clothes, though this is usually limited to pants or a light lab coat-like garment. Talls have been shown to have a sense of fashion, such as wearing light dresses. Arirals with long hair usually put their hair into a ponytail, bowtie, other tails, buns, or a fountain. Arirals with short hair would mostly go with a caret. Arirals do not pierce their skin. However, they may use clip-on adornments as a replacement for things like earrings.
Armor Talls' have suits of armor that are made of Indis. Indis is a non-hadron super metal that is nearly indestructible, has zero friction, zero electrical and thermal conductivity, and is 100% reflective. Their suits generally cover the whole body with removable headpieces such as night-vision goggles. Indis suits will keep them warm because of the metal's zero-thermal-conductivity properties. Indis suits look somewhat similar to the HEV suit from Half-Life, though they're usually all black or highlighted with white. The suits grant the wearer invisibility because the light hits the suit and gets super polarized, which goes through the body, hits the opposite side of the suit, and goes back to normal. Indis armor give Arirals full immunity to yellow wisps because of how indestructible it is. Shorts wear hazmat suits. The Talls protection suits seen in VotV are fully enclosed, allowing them to protect against certain types of cognito-hazards. To mitigate the problem of no direct sight line, the suits use alternative vision systems such as cameras.
Beds Arirals curl up and sleep on round cushions. They are known to hog mattress space.
Entertainment Arirals have a toy model of their spaceships and enjoy picnics. Some Arirals vape, but instead of inhaling chemicals they just inhale plain vapor and spit out clouds. Spinning fruit is apparently the peak of ariral humor. Ariral internet humor also “has fard.” Arirals play with balls and sticks, and also a cow head for some reason. Arirals do not enjoy playing with lasers like a cat does. Arirals can synthesize artificial hormones which have a similar effect to catnip.
Sports Arirals hunt shrimp in water with their bare hands, and the person who collects the most shrimp wins. It is unknown what this sport is titled. Not much else is known of Ariral sports at this time.
Music Arirals prefer electronic, choir, and soft ambience. Tall ones enjoy classical as well, while Shorts prefer dark synth, phonk, darker ambient, etc. Their taste in music could be influenced by their environment and living conditions as either a Tall or a Short.
Individual Technology In VotV, there is a small container hidden in the campfire. This is a cooking box where you can put food in and have it cook. They use it because they wanted a more authentic camping experience on Earth. Arirals synthesize things like milk and other ingredients using plants. Arirals also plan to use genetically modified plants to grow super-powerful electronics. Arirals also tend to manipulate the genetics of normal plants to change their fruit's structure, taste, color, and tweak other properties to their liking. Arirals want to make humanoid plants using plant-based muscles. Ariral plant boys will be real in ~10 years. It is unknown if Arirals see them as pets or equal to Arirals. Talls have machines which are able to deconstruct & rebuild materials placed inside of an input feed, similar to the fabricator in Subnautica. Talls have devices on the borders that repel polluted air from the Shorts' nation. The difference in air quality is easily visible both on land and from space. Arirals have a social trend for transparent and colorful/clear electronics, like the fascination that humans had in the early 2000s. Arirals like robots quite a lot and have heavily regulated AI. Kerfus would be allowed under their regulations. Gold is commonly used as a decorative material, due to its abundance on the ariral home planet. Shorts have access to devices like the Gravity Gun, however it ranks among the most advanced technology they have ever produced.
Weapons Arirals have gluton weaponry, such as pistols, rifles, and other exotic types(?). Arirals are also experimenting with other types of weaponry, although not much is known about prototype weapons at the moment. Arirals use androids for military purposes, but also for regular labor. The size of the android most likely depends on its job. Arirals also use bioweapons, organic weapons, and vacuum weapons. In VotV, a rounded ovular gun can be found, which fires powerful bolts that can move objects with the shockwave.
Spaceships Ariral spaceships are called "Warp Arrows," which are long tetrahedrons. All Warp Arrows seen in VotV are rented from the Tall’s government. No Earth technology can destroy a Warp Arrow. Warp arrows are able to be damaged by gravitational distortion, such as with a black hole. It is unknown if this would fully destroy them, though, which implies that they are made of an incredibly advanced material. Renting a Warp Arrow has a reasonable cost. Warp Arrows have the ability to activate a "warp shield", which makes a ship completely invisible and totally intangible.
Wormholes Arirals are aware of wormholes and possibly utilized them to travel vast distances to reach earth. Arirals are exprimenting with wormhole technology.
Materials Indis is an exotic non-hadron material produced in highly complicated “interferon” colliders. Indis cannot be physically penetrated, and it repels all forms of radiation and emissions excluding gravity. Indis may not be able to protect against psychological attacks. However, there are other methods to counter psychological warfare.
Ariral Society World Leaders The Talls elect leaders by simply choosing the smartest, kindest, and overall best Ariral. The current leader of the Talls is Argemia Armuntela. Talls do not have a specific gender that rules, but Shorts still retain some parts of an old matriarchy.
Castes The two castes are split based on location, where Shorts live in a dystopia and Talls live in a utopia. Talls primarily live in the subtropical and temperate zones of their planet, while Shorts primarily live near the poles and equator. There are 1 billion Talls and 8 billion Shorts, for a total of 9 billion arirals. The reason for their height difference is because of the poor living conditions that Shorts have that make them grow up to be much shorter.
Shorts who move to Tall society are known as Former Shorts, and they can become Tall over time, both physically and socially. The reason for their separation is because of the Shorts' government, and not due to any bigoted segregation. Their biological differences are caused by wherever they live, not the other way around. The Shorts division behaves mostly like human society, with lots of countries, leaders, and (Dubiously Canon) “probably a shadow government.” The Talls division could be visualized by a pyramid that ends with Argemia and a senate.
Culture And Life Ariral culture was nearly fully erased because of past rulers in a pursuit of more workers. Talls use digital currency while Shorts use a mix between digital, physical, and (Dubiously Canon) cocaine. Arirals don't generally use pronouns, but instead go by their full name or nickname. However, pronouns may be used to refer to them for the sake of convenience.
Judicial system (Tall) Ariral crime and judicial processes are handled similarly to how Norway treats it. With a focus on rehabilitation rather than punishment.
Most crime is akin to "mild delinquency" and treated accordingly with community service, or rehabilitation. To attempt to treat the causes of anti-social behavior. It is unknown how the (Short) Arirals handle Judicial processes. Although it is assumed to be likely far less forgiving, and or similar to how humans approach it. With a focus on punishment for the crime rather than rehabilitation.
Description Rozitals are a highly advanced and ancient mechanical "species" that are made up of an unusual material known as Life Crystals, which possess mechanical bodies made using a metal known as "Anperfysium". Rozitals are usually represented as highly complex creatures, with most of their technology being beyond advanced to human comprehension, making it seem like magic. Their ships commonly take the form of enormous cubes or cylinders.
All Rozital entities come in all shapes and sizes, some taking appearance similar to animals from earth, or as a three-legged pyramid.
In terms of technological progression, Rozitals are more advanced than Arirals as they are capable of controlling wormholes with stabilizers, destroying/capturing supernatural entities such as wisps, and creating cyborg mutants such as the "Antibreather".
Leadership The leader of the Rozitals is Diefthyntis, the first ever Rozital, and has built all the other Rozitals. He fluently speaks English and Greek, and is an extremely intelligent being that possibly existed for billions of years.
We do not know what Diefthyntis has planned for humanity, but we know that he is interested in them and always seeks to learn from human culture.
All official designs of Diefthyntis are outdated.
Pagonioplo-Igetis is possibly considered as second in command as she is Diefthyntis' most trusted creation. Being in charge of supervising the 'Panacea PAP Station' and it's inhabitant, as well as being assigned to repair the hole on Earth.
Life Crystals Life Crystals are glowing, sentient pink crystals with their own properties and physics, and are capable of possessing various different things to control as vessels such as large boulders, machines/robotic forms, fossilized animal bones, human skeletons, or even things like living humans. This process would be extremely painful and cause seizures because they would have to learn and adapt to moving around bones, joints, muscle, and other organic parts.[1]
Life Crystals are able to shift around and transform the different parts of its vessel.
Life Crystals are not specifically bound to a crystalline form. Life Crystals are able to expend energy in order to change their state of matter, which allows them to become plasma, or light, or energy. However, the crystalline form is their most natural state, and is easier to maintain than other forms.[2]
All Life Crystals have their own unique personalities.
Life Crystals can consume and release energy in any form; this can be things like heat, light, radiation, kinetic energy, etc. Life Crystals can generate energy on their own, however.[3]
The Rozitals produce and purify a liquid substance known as 'Panacea', which they use to grow new life crystals.[4]
Life Crystals do not contain "souls" in a supernatural sense, because life crystals are more like quantum brains.[4]
Anperfysium Anperfysium is an extremely rare, strong mineral that the Rozitals are built from. The material is extremely durable, making it effectively indestructible; even better, it has an unnatural property that makes it immune to supernatural phenomena. Anperfysium expresses the ability to return to shape if exposed to electricity. It also has a very high melting point.[5]
Another property of Anperfysium is that it is easier for a life crystal to take control of it and adapt to than other materials.[4]
Anperfysium burns a very hot, cyan colored flame. [2]
Anperfysium is commonly found in its 'metallic form'; raw Anperfysium takes a more brittle, red crystalline form. If smelted down and mixed with steel or bronze, it will begin to shape as a dark, gold yellow metallic form.
Gray Biology Overall Gray physiology is currently mostly shrouded in mystery. What has been revealed through both gameplay and Discord messages from MrDrNose himself are that:
They are bipedal humanoids standing at 303 cm (9'11 ft) and are referred to as "organic automatons" by MrDrNose. They possess rough gray skin, from which their namesake is derived. They are lanky, almost appearing emaciated, with four digits on each hand and two digits on each foot. Their helmets appear to support a breathing apparatus for compatibility with Earth's atmosphere, assumed to be their equivalent of a diving helmet. They do not appear to wear clothing of any kind. Consequently, their significantly artificially enhanced bodies are entirely visible. Tubing and strange machinery that glows a sharp yellow extend from their helmets down the length of their torso, terminating at their crotches. Similar machinery runs down their spines, also connected to their helmets, as if part of one holistic filtration system involving every organic system of their bodies. They appear to consistently slouch, and their bodies are reported to reek of something akin to motor oil. They let out gurgling cries fairly consistently. Fur and Hair Grays lack any visible fur or body hair of any kind, and are assumed to be naturally hairless.
Eyes Grays are assumed to have four eyes in total, although no official depiction of a Gray without a helmet currently exists.
Mouth The physiology of their faces is entirely unknown to the community due to the aforementioned lack of official material.
Skin Grays have rough, gray skin that appears coated in a layer of grime and filth.
Body Grays are massive and imposing, standing at 303 cm (9'11 ft) when not slouching. They are bipedal and humanoid, possessing hands with four digits each and simple feet with two pointed digits each.
Gray Technology and Lifestyle Language According to MrDrNose, the Grays might not talk out loud and instead communicate via a radio inside their helmet. The specifics of their language are unknown.
Creations Grays are directly responsible for the creation of the Artificially Enhanced Boars and Firetanks.
Weapons Gray weapons appear scrappy and hastily constructed, with their frames covered in what appears to be grime or soot and their internals emitting a sharp yellow glow similar to the machinery on their bodies.
Spaceships Grays utilize spaceships that resemble the stereotypical UFO, or flying saucer. These ships are scrappy, loud, and have a dark gray and sharp yellow color scheme, a recurring theme within their species. Their ships emit some form of electromagnetic field that disrupts human technology as they fly by.
Gray Society Overall Grays are the remnants of a "Fallen Galactic Empire" that collapsed well before Humans or even Arirals hit the tribal stages of their society. Their tendency to engage in wanton violence towards other sentient life relates to the orders given to them by their now deceased leader.
Leaders Grays currently have no leader in their hierarchy, if a hierarchy exists at all in their collectives anymore. Such a hierarchy did exist many millennia ago under a fierce leader. This leader gave a final order that they still follow to this day. It is unknown what this order is.
Description Currently, not much is known about Geoms aside from what is immediately recognizable:
They have mechanical components to their bodies. Their external shells resemble basic geometric shapes. The interior of their bodies house machinery of varying purpose, ranging from rapid vertical acceleration to energy beam weaponry. They are not native to Earth.
Summary Dr. Bao is a major character in Voices of the Void's narrative and is the lead project astronomer at the ASO, spearheading operations across all ASO facilities. In-game, Dr. Bao provides work he expects Dr. Kel to complete daily. His full name is Hans Baom, with "Bao" being his codename as an ASO associate. His true age is unknown, as is how he rose to his position of power within the ASO. He is fully aware of the Canary Project and potentially has a hand in Dr. Kel's current predicament and Dr. Dee's disappearance.
Description Dr. Bao appears as a tired older gentleman with dark brown hair slicked back against his hairline and pale skin. His brow is distinctly furrowed, giving him a naturally stern appearance, and he wears a pair of prescription glasses over his chocolate-brown eyes. He sports a thick, full beard and mustache goatee combo with the same color as his head hair. Despite his age, the only signs of graying appear to be on either side of his chin in his beard, and on the hair growing from his temples. He is never seen wearing anything other than lab or formal business attire, and his build is shockingly defined, with his broad shoulders and slim waist creating the stereotypical "V" torso shape seen in many bodybuilders.
Personality What is seen of Dr. Bao's personality is almost exclusively conveyed through the email system in-game. He will greet Dr. Kel through an email upon their arrival at Alpha Root Base, dryly explaining his expectations of Dr. Kel before signing the email off with a corporate-speak pleasantry. He will not assign work for Dr. Kel to perform on their first day, but will immediately begin requesting Signals and Satellite Dish hashcodes every day thereafter. He will provide no advice for getting settled into the base, nor will he be lenient with Dr. Kel should he fail his daily tasks. Considering the state of the base upon Dr. Kel's arrival, and the minuscule chance Dr. Bao would be unaware of the status of one of his facilities, it paints a grimly disconnected portrait of him. Additionally, he provides no explanation for the state of the base, nor does he even acknowledge it when communicating with Dr. Kel. He will even go so far as to berate Dr. Kel for failing to fulfill his expected array operator job functions. All of this illustrates Dr. Bao's character as emotionally disconnected and harshly corporate, willing to throw vulnerable underlings into inhumane work conditions under false pretenses.
There is, however, significant nuance to his behavior. Dr. Bao is directly involved with the Canary Project, and is likely partially responsible for both Dr. Kel's current predicament and Dr. Dee's disappearance. Additionally, if the "I D O N ' T F E E L W E L L" video is to be interpreted as a conversation between Dr. Bao and an unknown individual, it demonstrates that he is far less emotionally disconnected than he seems. He protests the undignified treatment of the canaries and actively resists the efforts of the unknown individual to subject the canaries to even crueler conditions to motivate them to provide work beyond the bare minimum. It is entirely possible that Dr. Bao forces himself to bury his emotions to offload the guilt he feels being involved in such an ethically unjustifiable project, which would then be conveyed by the feigned ignorance of the email correspondence he sends Dr. Kel.
Summary Prof. Lea is a character employed in management at the ASO. Her full name and age are currently unknown. Presumably they hold a doctorate, given their title, although in what subject is unknown. She is one of the characters who greets Dr. Kel through an email upon his arrival at the Dunkeltaler Forest ASO Facility, alongside Dr. Bao. It is implied she is meant to supervise Dr. Kel and review his conduct during his assignment at the Dunkeltaler facility.
Description Prof. Lea looks to be a younger woman with dark brown hair tied into a bun, with many strands left hanging on either side of her head that extend below her chin. Her complexion is fair, to the point her skin almost glows in the light, and her eyes are either a very light brown or gray. She has what looks to be a mole or large freckle on her left cheek, and she wears a stern expression on her face, with her eyebrows furrowed and her lips pursed. Her work attire consists of a white, collared button-down shirt, a black tie, a dark orange corset with shoulder straps worn over her shirt and tie, a thick belt worn over her corset and slacks, dark blue slacks, and heels that reflect the same shade of orange as her corset. She keeps her ASO ID pinned to the left shoulder strap of her corset for easy identification on the job.
Personality
This section contains spoilers!
Prof. Lea's personality is almost entirely unknown, as the only representation she has as a character is the email she sends in-game on Day 1 and her concept art. In the email, she is matter of fact and corporate in her writing in a similar manner to Dr. Bao. Her work attire is just as, if not more, formal than Dr. Bao's, and her expression in her concept art as she stands beside him is ever so slightly more stern than his. With only these two sources to work with, it paints Prof. Lea as a person who prioritizes her job function and duty to her organization over emotional transparency with her subordinates.
It is unknown if she is aware of the Canary Project.
A tall, lean, humanoid creature with a deer skull for a head and strange, long limbs. It cannot be seen through cameras, but the red glow it emits can be.
Furfur has 3 means of appearing as of 0.7.0. The first is its normal state, where it randomly appears around the map, disappearing upon being spotted directly by the player.
The second is a "haunting" state, which can occur at random, or be forced by microwaving or burning an Animal Skull. Microwaving/burning multiple animal skulls will spawn multiple Furfurs in this state, increasing the intensity of the haunting. Furfur continuously spawns around the player and places totems. This state lasts until the save is reloaded. Furfur and its totems are visible on the radar. The totems do not have an EMF signal, and are breakable.
The third method is seen by interacting with the base's toilet at 3:33.
Each time Furfur appears, it drops two bones on the ground. The spot it spawned continuously gives a L4 EMF signal, even after Furfur is gone, until the save is reloaded. The bones will eventually disappear, unless they are stored in a container. After microwaving or burning an animal skull, the next dream the player has will always be the Furfur Dream.
Appearance Argemia is a Hermale with red hair that's usually depicted in a ponytail. Argemia typically wears a lab-coat-esque garment. Personality She's an overall amiable being and tends to seek diplomatic relationships where possible. Argemia is canonically the kindest, smartest, and overall most loving Ariral in the Talls' society. Argemia likes humans and wants to help them improve as a society. Politics Argemia plans on saving the Shorts from their life under the rule of a brutal dictatorship, but she's being blackmailed by the Shorts' leaders, which slows down or prevents progress on this goal. Argemia is highly capable of human speech and also fluent in English. Relationships Argemia's Daughter Not much is known about Argemia's relationship with her daughter.
Information Alpen Signal Observatorium is a non-profit organization that employs Dr. Kel in VotV. ASO owns and operates the Array the game takes place in, and has previously occupied and used the facility. ASO was founded by at least the 1950s, and dedicates itself to pursuing scientific research by "any means necessary"- including using human life. Around 1974[note 1], ASO hired the W Ziegler construction company to build the facilities at Dunkeltaler Forest, and purchased equipment for the study of Signals from a company known as STOLAS. At some point, the facility became abandoned and fell into disrepair. During the events of the game, Dr. Kel is employed to work at the the now-abandoned facility in what the ASO refers to as 'Operation Canary'.
ASO's relationship with other entities, as posted by VotV modeler Monique. Platform twitter.svg While externally appearing as an Astronomical institution, it is implied ASO is more likely studying the Extraterrestrial and Paranormal activities occurring in Dunkeltaler Forest. Funding for the ASO is supplied by research grants from various countries and from investment by interested companies such as STOLAS. Given ASOs generally secretive nature, external entities (including the governments funding the project) know relatively little about the happenings at the Dunkeltaler facility. One notable exception for this is STOLAS, the manufacturer of ASO's computer equipment, who are highly interested in the research undertaken by ASO, and wish to use the findings for their own gain.
Known Employees auto Professor Lea Main Supervisor auto Doctor Bao Lead Scientist auto Doctor Kel Current Array Operator auto Doctor Dee Former Array Operator auto Doctor Ena HQ Researcher auto Doctor Max HQ Researcher auto Doctor Ken HQ Researcher Appeared in earlier versions of the game: Doctor Ula Doctor Ler
STOLAS is a technology company specializing in equipment used to collect, store, and refine data from space. It is a supplier and funder of the ASO.
Overview STOLAS is the manufacturer of hardware and technology used by the ASO, a majority of which was built in the 60s, 70s, and 80s. It has some hidden ulterior motives regarding Dunkeltaler Forest and the supernatural.
Ad Caelum Ad Infernum
W Ziegler was a construction company tasked with creating multiple satellite arrays and facilities within the Dunkeltaler Forest.
Overview Construction firm hired by the ASO in the early 70s. Construction was a disaster counted in misery and mystery. This caused the company to go bust, and remnants of their work can be found at the site
Elbertson Waste Management LLC is a waste management and heavy machinery company responsible for properly disposing of waste material, as well as constructing heavy machinery such as excavators.
Overview Elbertson Waste Management initially debuted with skips Platform wikipedia.svg, three of which can be found behind the Alpha Root Base. Over time, under W Ziegler, they would begin working on waste disposal devices such as Woodchippers and other heavy machinery, including excavators. It is unknown if Elbertson Waste Management went bankrupt with W Ziegler.
Elbertson Waste Management was responsible for producing the equipment used to construct the Hole, as well as producing disposable Delivery Drone bags.
Direct Associate Power is a motor and power generation company that produces and maintains the various means of power generation within the array.
Overview Direct Associate Power produces various motor appliances, such as the tins of motor oil that can be found around the array, and power generation devices including the Transformers and Wind Turbines
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