Garry's Mod

Garry's Mod

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VOID PLACES /// Unofficial Map Guide
By Paya
A text walkthrough of Pink Black's Void collection and how to progress to each level and their connection points.
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Introductions
This guide attempts to serve as a progression guide for p'nk black's Voidplaces series. This is not a lore, entities, or secrets guide.

This guide will explain what steps are required to enter specific maps, but spoiler the map name in case players are stuck but still want to go into the new map blind.

Voidplaces is a series of sprawling maps taking place in what can best be described as a liminal, otherworldly end of days scenario. The levels are interconnected and many require steps in order to access other maps in a natural way.

This guide is here to help players assist players in progressing and accessing the other areas of the VOID

This guide is not endorsed by p'nk black and is not official. It may have inaccuracies and fall out of date with updates.
GM_VoidPlaces
The start of everything. Somethings changed about the sun. Somethings changed about the world. Endless hallways of apartments, offices, and underbellies of maintenance tunnels.
VoidPlaces is the starting point for the entire map series. You begin in an apartment at night, locked in, but there are keys in the bathroom. Picking them up and attempting to leave will begin the map proper. Step 'outside' and begin exploring the world. If it's even the world you knew...

The following are the different maps that you can access from within VoidPlaces. Some maps will require puzzle solving and will have text, picture, and video explanations where required.
‎‎ ‎ ‎ Vending Machines
As you wander the halls of VoidPlace, you may notice markings on the walls. Numbers next to pink vending machines or even this graffiti. You may also notice two locked doors with four lights next to them - currently off.

These hint that the vending machines, when activated in a sequence, will unlock the doors.
  1. They must be activated in sequence (1 > 2 > 3 > 4)
  2. Successful activation is signaled by a deep bass noise.
  3. They are by the apartments with the void pit outside.
  4. Machine 4 is in the maintenance area near Machine 3
Once all are activated, the two locked doors will open.

MAP SPOILER // The Red Door leads to Pinkplace, the other leads to UComplex.

‎ ‎ ‎ The Corridor
One of the easier map-to-map transitions to come across and access. A corridor with a scanner next to it is all that separates VoidPlaces with a new area. Go down the hall and into a new map.

MAP SPOILER // The corridor leads to White Corridor.

‎ ‎ ‎ The Televisions
Note: this section requires you to follow a specific route to activate invisible triggers. There is a text guide with gifs or a
a video guide provided for reference.
Starting from the wooden barrier door, proceed down the office hall and keep towards the left. You will see a pillar in the middle of the room next to a green exit sign, go around it on the left side and continue down the hall. An office on your left will have a black figure inside of it. Go inside, the black figure is replaced by a wooden standee. Try to leave through the other closed door, the TV will turn on and play an announcement. Trying to leave through the same closed door will cause the TV to shut off the standee to follow you.
Proceed down the corridor to your left again. There will be a small, open office on your right with an open door. Proceed through it and out to the other side. If done correctly, the standee will have followed you down the hall. Continue forward through the blue door, then down towards the purple lit room with the standee now looking at you through the glass.

Proceed right, then through the carpeted hallway with doors, then continue down the hallway until coming to an open door on the right with a red carpet. Enter it. Proceed down the hall until entering a maintenance tunnel. Head right, immediately turn right again to go through a fallen red door and up the stairs. Proceed down the hall with glass to your right until you see another fallen red door. Enter into it. There will be yet another fallen red door on your left. Enter it.
You will see a window on your right into a blue sky painted room with the standee inside. Enter the room and a television will turn on. Turn it off and return to the purple room. Walk past the standee and the door to a new area will open behind you.

MAP SPOILER // The corridor leads to Nowhere Mall.

‎ ‎ ‎ The Pit
Jump.

MAP SPOILER // The pit leads to Otherside.

White Corridors
Office cubicles form a maze that makes going to the water cooler just as confusing as everything else in this place. But you aren't the only one having a late night at the office...
White Corridors is a quiet office complex. After navigating the outer corridors you may come across a large gate with a keypad, or maybe just stumble into a maze or cubicles. Computers buzz, lights glow, and water coolers gurgle. There isn't much to see outside of that. Except for a keycard located on the far left side of the room.

You can leave this map the way you came in and return to VoidPlaces.

NOTE: Picking this keycard up will activate a sequence which will cause you to have to act quickly to avoid a threat and navigate the maze. Until you use the keycard, none of this will happen, but the keycard is required for progression. You should get comfortable with the map layout and explore more before continuing.
‎ ‎ ‎ Getting Chased
Note: this section is hectic and may require you to repeat it multiple times if you fail. I have provided a video of me completing it for reference if you are stuck.
As soon as you pick up the keycard, James will break in and begin to chase you throughout the map. James is an actual NPC with some scripted elements and knows where you are and will attempt to lock on to your location.
James will enter the cubicle maze you are in from the door from the door on the far side of the windows (near where he will first burst out of). You must navigate the maze while he attempts to chase you and navigate to where he came out of, a fenced off door, and go inside. Inside will be a set of keys on a hook which you need to progress. Exit the room and go back into the cubicle maze. A sequence will play where James breaks through a door on the opposite side of the maze. You must get to this newly opened door and go through it.
The hallway you enter into will lead you to a large shutter door with a keypad next to it - use it and then hold out and avoid James until it opens enough to slip into. There is then a small control room you need to enter (got those keys?) and use the keypad inside. You are temporarily safe in this room, but James will eventually burst in from the door behind you, so it is best to continue dodging him throughout the map until the second shutter door opens. As soon as that happens, enter it, and it will slam shut behind you. You may continue down into a third and final shutter door.
Currently, this door does not lead anywhere, but will lead to a new map in the future. There is no way out of the shutter room once you are inside.
‎ ‎ ‎ Getting Caught
Getting caught is more likely than not with James. He's quick and has you caught in a maze that he's more familiar with than you are. If you end up getting caught, you'll have a flash of pink wash across your screen before being teleported away to some desolate concrete corridors.

All you can do is walk forward and follow the hallways as it leads you to your final destination.

MAP SPOILER // The path leads to Otherside.

DownCorridors (Part 1)
Welcome, new volunteer!
DownCorridors is (currently) the first part of a larger facility. Here, you'll be introduced to the basic navigation strategies used by White Complex to explore the V.O.I.D., DASH. In this testing facility, you'll go through a number of basic puzzles and parkour challenges to see if you've got the making of a navigator.
‎‎ ‎ ‎ The Two Keycards
The first thing we'll need to do once we enter Down Corridors is complete the navigation test completely. Don't worry, there isn't any complicated puzzles, it's mostly parkour! Just go through it once, then once you're finished navigate back to the start of the course. We need to complete it to unlock a number of staff only rooms that are locked prior to completing it.
For the first keycard, start the course again until you get to the dash section. Once you reach the dash pad with a '05' marked on the wall, go into the water and you'll find a hidden pad next to it. Take that pad and get shot to a secret-ish area with a maintenance door and... Odd looking stand.

Enter the rusted door inside of it, then follow it down until you get to a set of rusted red doors which open to a red, winding hallway. Continue forward along the path, turning a few times as it's the only direction you can go, until you get to a glass catwalk. Go right, up the stairs, and press the button. Go back down the way you came in to enter the room you just opened and grab the keycard.
For the second keycard, go to the red room left of where you got the keycard from and down the stairs until you enter a pink room with yellow doors. Go through one of the yellow doors, it doesn't matter which, and enter out into the testing hall. You'll want to go forwards towards the room where the dash pad is introduced, then just enter the yellow doors with the green light. Follow the hallway down, turn right, then enter the black double doors to enter the room with the keycard.

Now that we have both keycards, we need to get to the place where we can actually use them - head back to the red winding hallway from the first keycard. We'll be using that to guide us from here.
Once you're back to the room, go through the other set of rusted doors and enter into a red hotel hallway area. Follow it to the end and get spit out in a lobby-looking area. Follow the stairs on the left up to the second floor, then go all the way to the end of the hallway until you reach a set of metal stairs. Turn around and enter a rusted metal door with an 'exit' sign above it.

Go up the stairs until you reach a caged door frame, then turn right through the rusted doors, forward through the black doors, then down the stairs on the left. Go through the rusted door, then go down the stairs again. Finally, go through both sets of black double doors, drop down the area with the broken railing, and turn around and go through the black doors, then continue down the hall to the final set of black doors.

Just use the terminal once you have both keycards and exit out through the caged door on your right. You can continue on to the next map once it comes out!

MAP SPOILER // The door leads to... Somewhere. We don't know yet!

VP_PinkPlace
Everything in this place is the same color. It's making me sick.
After entering a previously locked door and walking through a tight, garishly hot pink hallway you are locked out of where you came and stuck in Pink Place.

It is made up of a series of hallways and rooms of varied themes surrounding some sort of apartment building's plaza. All of them with that same hot pink tone. On the carpets, ceiling, walls, and lights. Try not to get sick from all of it.
‎ ‎ ‎ The Key Cards
Exploring Pink Place will eventually have you find a large door behind a pane of glass, two keycard doors preventing you from entering. The goal is simple: find the key cards to open the doors and get to the bigger door.
To be able to reach both of them, you must first find an office on the second floor and walk down the hallway. Once you do, turn around and exit out into the catwalk and a door should being opening in front of you. Follow the doors. This floor will let you access the key cards.
The first key card is in a red room which sits above the room with a house in it. It will be in a room at the end of the catwalk.
The second key card is in a pink room at the end of a pink hall closer to the atrium, but on the same floor you reached to get the previous key card.
Now that you have both key cards, you can backtrack to the locked key card doors and unlock them. This will open a greater door that will let you access a new area.

MAP SPOILER // The door leads to White Complex. It says it right there!

‎ ‎ ‎ The Pits
Two suspicious rooms will have a sun rug in the middle. One will have a warning sign, the other will have a wood plank in it. After going through the hallways leading to the rooms, watch your step...

MAP SPOILER // The pit leads to Otherside.

UComplex
Moonlit Medical Station. Proudly serving the VOID since $%^@&
UComplex is a large complex housing a medical facility, offices, and small living spaces for people in this strange world. It looks uninhabited, as usual, but you get the strange feeling that you aren't really the only one here.

All one needs to do to leave the UComplex is to enter into the complex itself and climb towards the top of the building. There are no puzzles, keycards, or locked doors to navigate through as you make your way towards the catwalk, and it is a rather direct walk there.

MAP SPOILER // The door leads to White Complex. It says it right there!
‎ ‎ ‎ Deja Vu?
There is, however, another exit in UComplex if you're looking to go backwards rather than forwards.

Past the reception area will be a green-lit hallway with a wooden floor, following it will lead you to a sort of living or common area. Behind a brown door on the right is a lounge with a fireplace in it. You can enjoy the scenery before moving towards a glass-paned wall, entering the room behind it, and finding yourself in a pink patterned wallpaper room. A door in front of you will read 'DEJA VU?' above it.

MAP SPOILER // The door leads to VoidPlaces.
White Complex
Welcome, visitor. Welcome to White Complex.
White Complex is probably one of the only inhabited places in the VOID. A large apartment complex with dozens of rooms, institutions, and venues that would be expected of such a large all-in-one population center.
‎ ‎ ‎ Keycards
To continue forward, a keycard must be collected, but that keycard is locked behind a door that requires yet another keycard. The first keycard is shockingly close to our big locked door forward, but the way to it isn't as straight forward as it might seem.
Starting back at the hotel lobby-looking area and going upstairs, we enter through a hallway and then proceed through the first door on the right after exiting the hallway. Continue down the hall through a red room with a couch inside of it, then down to the left. Take the second door on the right. Follow the pink WC signs until coming to a granite desk that a black keycard lies on.
Next, make your way back to the hotel lobby area. This time, we're going to go to the right and enter a door through to the apartments stairwell. Continue to the left, then down to the hall until coming to a black door on the left. Open it and go inside. Go through the next door into a pink room, then through the hallway to an office with a computer illuminating the room blue. Proceed through the blue door behind the desk, down the stairs, and then through and to the left to enter the room. A locked keypad door is here, use the original keycard on it, and get your next keycard.
Now, go back to the first keycard's location by retracing your steps. When you are there, take the door to the right of the desk, continue through it and the door you are attempting to unlock will be right there. Use the new keycard you got on it and go through to the next map.

MAP SPOILER // The door leads to Void Mall.
‎ ‎ ‎ Another Door
Another locked door, close to the fake beach room, has a keypad next to it for you to unlock. Following the same set up from the previous section on finding the first keycard, you can return once acquiring it and use it to unlock the door. The second keycard isn't required and no further set up is needed.

MAP SPOILER // The door leads to VoidPlaces.
VoidMall
I hope the food court is nice!
Void Mall is the best place in the VOID! Stores, bright lights, entertainment, no freaky monsters, and no reason to really ever want to leave! Words words words!
‎ ‎ ‎ Leaving the Mall
Assuming you don't want to remain in the mall forever, there is a way to leave it.

You'll want to get to the bottom floor of the mall. This is the floor where one end of it will have a glowing 'Nowhere Mall' sign. Go towards the sign and it will turn off. Proceed through the room on the left and through the green door. Continue until you enter a large room with a hallway to the right. Go towards the sky patterned door until it closes, then turn to your left and enter into the other large, dark room. A television will turn on in the corner, but you can ignore it and turn right to proceed through another door. Continue until you enter a large room with sky patterns and two locked doors.
Try interacting with the anomaly door. A song will play over the loud speakers,
"You want to leave that bad? Well, go ahead, the key is in the bathroom."
From here, the door next to the anomaly door will open and allow you to enter into the pool area of the mall. Cross the room and out into the hallway. Turn to your right and enter the pink bathroom. Go down the stairs on the side of the room and you'll enter a room where there will be a keycard on a desk. Simply pick up a key and head back up.
From here, you'll effectively be forced to go to the end, guided by metal bars rising as you're ushered back to the anomaly door. Use the keycard on the door and go through. You're now leaving VoidMall.

MAP SPOILER // The door leads to Otherside.
Otherside
You wanted to leave that bad?
A desolate, quiet place. The wind howls, otherworldly fog hovers around seemingly endless pits. The sky reflects itself, the pits loop, the doors are locked. This is the end. Jump or run. There's no escape.

Otherside is effectively a 'game over' state for VoidPlaces. There are many unfortunate ways to enter it, but no way to leave it. Even if you did find a way to escape, you wouldn't really leave it, all roads lead back to it after all.
‎ ‎ ‎ Going Nowhere
Once you've entered Otherside by leaving Void Mall, you can go back through the door you came in from as if you were going to travel right back into it. You'll go back there, but things are different now that you decided to leave.

MAP SPOILER // The corridor leads to Nowhere Mall.

Nowhere Mall
. . .
Nowhere Mall is what happened when you left. They're gone now. There's not much left of what it once was. Lights are turned off, pools are drained, not even a dull wind is there. It's nowhere.

There's nowhere for you to go but back the way you came in. If you even can go back that way.
3 Comments
Scrungus 7 Sep @ 1:06pm 
great guide, just read the part that answers my question ;-;:steamhappy:
bod>D某 19 Aug @ 5:46am 
nice
NEUT 18 Aug @ 3:54am 
i'll try :steammocking: