Void monolith
| This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
| Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
Void monolith
A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.
Base Stats
Building
- Size
- 3 × 3
- Cover Effectiveness
- 75%
- Blocks Wind
- True
- Terrain Affordance
- Heavy
- Light Radius
- 8.51
Containment
- Knowledge Gain
- 1 Basic
- Study Interval
- 120,000 ticks (2 in-game days)
- Min Monolith Level For Study
- 1
- defName
- VoidMonolith
The void monolith is a structure that is the center point of the Anomaly DLC. It is used to enable in encounters with most entities.
Acquisition[edit]
The monolith appears on all new colony maps by default. If you have selected the "Ambient Horror" mode of the storyteller settings, the monolith will not be available.
If you choose the Anomaly starting scenario, the monolith will spawn right next to your crash landing spot, instead of its usual and distanced spot, allowing you to form a base around it easier.
If the monolith is enabled in storyteller settings, but there are no monolith on your maps for any reason (like move to a new map or add the DLC in the middle of another playthrough), you will receive a "Strange Signal" quest, which will spawn a monolith on your map when you accept it. The monolith's spawn point is random, and it may destroy existing structures when it arrives.
Summary[edit]
| This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Void focus mediation. |
The monolith is the first entity that the player will encounter. Initially dormant, the monolith goes through these stages of development:
| Anomaly stage | Monolith | Size | Level | Effect | Advancement |
|---|---|---|---|---|---|
| Inactive | Fallen monolith |
3×3 | Encounter minimum amount of Anomaly incidents, includes shambler assault, psychic ritual siege, and creepjoiner arrival | Investigate the monolith with a colonist, and choose to "Keep focusing" when you receive the warning dialog | |
| Stirring | Void monolith |
5×3 | Level 1: Intermittent psychic humming | Encounter a mix of basic and easier advanced entities. You will immediately experience a gray pall event, followed shortly by a sightstealer attack and a harbinger tree sprout | Encounter 7 basic entities (out of 8), and have a colonist attune to the monolith again when you are ready |
| Waking | Void monolith |
5×5[A] | Level 2: Pulsing with psychic energy | All entity encounters possible, including the more-dangerous advanced entities | Encounter 12 advanced entities (out of 17), and have a colonist attune to the monolith again when you are ready |
| VoidAwakened | Void monolith |
5×5[A] | Level 3: Awakening | The monolith is awakening for the end of the quest | Active a total of 5 void structures and wait until the monolith awakens |
| Gleaming | Void monolith |
5×5[A] | Level 4: Awakened | The monolith is awakened and opens a portal to the metal hell, leading to the end of the quest | Enter the metal hell and interact the void node, reaching the chosen ending |
| Embraced | Void monolith |
5×5[A] | Level 4: Awakened | The monolith is awakened as the pawn has embraced the void, dangerous Anomaly events will continue to occur | — |
| Disrupted | Collapsed monolith |
3×3 | Random Anomaly events return to the same level as before it was awoken | — |
- ^A The 5×5 monolith is not regular in shape, the five tiles that appear empty are indeed empty and can be walked on and built on as normal.
These stages are saved in the world; losing the monolith and getting the "Strange Signal" quest spawns a monolith of the same level.
The monolith must be attuned or investigated after each step to advance, allowing you to decide when to progress. If you chose the Anomaly starting scenario, the monolith will automatically move to Level 1 on its own a few days after you begin the game.
The monolith can be studied every two days as a source of either basic or advanced Anomaly tech tree research points.
The monolith separates rooms and provides total cover (like a wall), and it is invulnerable to all damage and fire. Raiders will ignore the monolith. When the monolith expands in size, it will uninstall, deconstruct or destroy any structures in the way.
Depending on which path you select during the Anomaly ending quest, the monolith will either be permanently closed or permanently locked at level 4. In either case, it can still be studied indefinitely for advanced research points.
Analysis[edit]
The monolith is your only permanent source of Anomaly research points. However once the monolith study has been completed, you can research captured entities instead to avoid having to travel to the monolith. Studying the monolith or entities is done through the "Dark Study" job on the Work tab.
You may want to build your base near the monolith to reduce the travelling time to it.
How to awaken the void monolith[edit]
The awakening of the monolith is separated in 3 "phases":
Preparation[edit]
All colonist should be equipped with high-tier armor and weapons. Miniguns excel in this fight, as there are massive amounts of unarmored enemies. Psycasts and/or mechanoids are also highly advised to deal with the potential swarms of devourers. Note that metalblood serum is EXTREMELY effective because (unless the player chooses to) no fire is involved. If the player chooses to minmax they can create an unmatched psycaster by getting a colonist (preferably with high psychic sensitivity and matching genes) the "voidtouched buff". Due to this buff providing a ghoulish healing rate its even more useful on melee psycasters. If the player uses the odyssey DLC they are HIGHLY advised to park the gravship on any other tile in order to prevent it from being heavily damaged by the assault.
First Phase[edit]
During the FIRST phase of the awakening 2 void structures will spawn which are guarded by 16 metalhorrors each. The player has to awaken both of them in order to progress to the next stage. After each activation the colony will be assaulted by entities (Multiple of: gorehulks, fleshbeasts, sightstealers, devourers, shamblers and noctols). Note that these waves can consist of multiple hundreds of enemies (depending on the composition of the assault). Devourers are by far the most dangerous part of the assault and should be killed either by massive long range damage or psycasts/mechanoids. After deflecting both assaults the player will get a warning that in 2 DAYS more void structures will spawn. This pause should be used to repair, take care of colonists mood and heal as much as possible.
Second phase[edit]
2 DAYS after the activation of the first 2 void structures an unnatural darkness will set in and 3 more void structures will spawn. As with the first phase the player will have to activate all 3 of them (again guarded by 16 metalhorrors and spawning entity assaults after each activation). After activation of the 5th void structure (3rd of the 2 stage) the void monolith will begin to "twist" for 6 hours. These 6 hours will most likely be used defending the colony from the final assault.
Final phase[edit]
6 Hours after the last void structure activation the void monolith will finish twisting and spawn a final wave of ca. 20 metalhorrors (no more regular assaults). After defeating those a colonist can interact with the monolith to teleport into the void and choose one of the 2 anomaly endings.
Version history[edit]
- Anomaly DLC Release - Added.
- 1.5.4081 — Ambient Horror mode, and monoliths spawned via the dev commands now work correctly
