Project Silverfish

Project Silverfish

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Anomalies and creatures of project silverfish
By egk2
This guide is my attempt to catalog the various creatures, mutants, and anomalies of project silverfish. It is likely incomplete and will change as the game updates. I'm not using the dev menu to spawn things, i'd rather find them organically in-game, though that makes getting pictures of certain creatures quite difficult. ...Spoilers Ahead...
   
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Creatures
Creatures are both anomalies and entities that are not NPCs. Except sewer friend

Dogs: often appear in packs, limited to melee. they can often be heard barking before being seen. can jump. kinda stupid and tend to get lost easily.

Hell hounds: It's essentially just a stronger and faster dog

Lesser angels/ Half angels: tall pale humanoids with deer heads and curved horns that spawn during white fog events, maybe also black fog but unconfirmed. Very distinct howling sound. function similar to the flayer but have more health.

WIP picture needed
Ghost Dog: I've only ever encountered them in perdition and they hit like trucks. Basically invisible hellhounds that appear for a short time after taking damage.

Firebirds: A book in game better details these. Flaming head humanoid things that have explosive punches and explode on death, appear more frequently in industrial areas. cultist aligned.

Knight Constructs: similar to firebirds except they shoot eather lightning from their heads. cultist aligned

Bathysphere: Super tanky cult aligned mechanical orb that has a eather machine gun on the front. multiple rockets needed to take down. often seen with groups of cultists.

Bug Mutants/ Hesh: often appear in packs. appear more frequently underground. supposedly passive but who can tell. sometimes drop mushrooms on death.

Arc Wardens: floating stone creatures that appear in the stone maze. have a very obvious charge up that looks like a ring of electricity before firing lightning at a target. Very tanky. always drop an electric artifact. I've seen "arc wardstones" and "lightning rods" drop off them. sometimes it gets buried in the rubble they break into when they die.

Poltergeist: only encountered in perdition. annoying but harmless (for now). will teleport a short distance when shot.

Explosive mutants: limited to melee. have a light in the head and chest which sometimes turn red and sends them into a frenzy when shot. they will explode shortly after. they will try and run you down in this state. very common and appear everywhere

Wraith: black orb surrounded by swirling metal and red light. extremely dangerous as they shoot eather lightning and can eat well over 100 rounds. thankfully they seem to be quite rare. wraith cores are an artifact that summons one when thrown, and the wraith must be defeated before the orb can be picked up. Best left alone

Demon Engine: Goes by "Dave" Usually found underground. Can occasionally be seen in cistern. Has a guaranteed spawn in one underground area in m35. Looks like a jet engine with a shredder/drill on the front that flies around sporadically and occasionally explodes, dealing damage and decent knockback. Doesn't hurt much unless it hits you full speed, very loud and very noticeable when it does spawn. Cannot currently be killed.

Post humans/consumers: zombie -like humanoid that carry melee weapons and often play advertisements. often seen in packs. NFTA aligned.

Police post humans: a rare post human spawn that appears to wear a black coat and hat, carries a 9mm revolver.

image credit to Ivy
Flower girl: a rare post human spawn that appears as a woman in a dress with a flower pot or a ball of flowers for a head, often heard crying.

Flayers: a book in-game details them. almost skeletal humanoids with animal heads and hooks for hands. very fast but limited to melee. AP rounds are ineffective as they over-penetrate.

Not-deer (not a wendigo): a book in-game details them. deer skull headed tall humanoids that are weak to fire. They don't make much noise and are only dangerous if you let them get into melee range. Best to let other enemies beat on them first.

image credit to Susie

Mr. handy/ the handyman: similar to a not-deer but with many small hands protruding from their body. Will briefly charge up if you look at them, before they teleport you into their melee range. silent and slow otherwise.

Image credit to Multi the bun bun
Aneurism ghost: Can be identified by distant wailing, spawns somewhere on the map to chase the player down and collide with them to deal some mental damage and disorient them. appears when the player is a high mental fatigue or high psychic damage. drink heavily, smell perfume, or sleep.

Homunculus: insurrection aligned not quite humans that often wear armor and carry guns. only enemy in the game that carries the scorcher. appear frequently in the maw.
See also, crawling version and a well geared rare version that wears black- more research needed

Acid Spitter: red humanoids with metal heads that spawn in groups of three, sometimes with acid tanks on their backs, spit acid that makes acid pools where it hits

Gas mask children: tiny annoying children in gas masks. appear in labs. don't think about it.

Sewer friend: a friend in the sewer at the bottom of cistern that you can trade with


Map Hazards
Map Hazards are anomalies that change when loading a map. Sometimes mobile. A few will always appear in the same place but not usually outside of dungeons

Glass Jellyfish: appear in groups and deal damage on contact. can be pushed around with objects, melee, bullets, but cannot be killed.


Siren Jellyfish/ Chromatic Angler: Large color shifting orb that floats around the map singing. Makes the player face them when looked at, even from across the map. Will sometimes place a bubble on the head of creatures and NPCs that seems to make them passive, like a floating lobotomy. has some kind of interaction with explosives. more testing needed.

Eather Storm: the sky turns red and a siren warns before it happens. spawns red lightning that seems to target living things. Also seems to respawn artifacts

image credit to skyrimloves
White Fog: a white fog rolls in and a siren sounds. spawns half/ lesser angels that are similar to flayers but more tanky. make a very distinctive howling sound.

Black Fog
I'm not putting a picture because its makes everything pitch black. not even night vision or a light helps. Siren warns beforehand, may spawn half angels, more testing required as its quite a rare phenomenon.

Shadow Domes: Black domes that appear on the ground. Cause a darkness effect inside them, entering will cause shadow monsters to come out of the darkness and damage you in waves. usually spawn in threes. Very difficult to see but make a noise right before you walk into them, often just appear as dark circles on the ground. Permanent ones appear in the lab with the eather drill.

WIP pictures needed
EMP field - A widespread crackling energy effect that disables all tech (flashlights, HUD, holo sights, etc) in their area of effect but don't cause any actual damage. more annoying than dangerous.

Electric Field: similar to the EMP but causes lightning damage, can be temporarily disabled by tossing objects through the area.

Fireworks: A sparkly red bursting fireworks effect, if moved near will explode in a large radius with a brief cool down, can be triggered by thrown bolts & debris. Permanently appear in the refinery after destroying the core.

Fireball/ Fire sprite/ Fire wisp: A roving ball of fire that will lock onto a nearby
target and unleash a cone of flame in its direction. Often have a set route they patrol. permanent ones appear in cistern.

Shadow corpses: found in deep tunnels, you can see them with a flashlight but not with night vision, don't touch them and you won't suffer mental damage, Permanent ones appear in perdition, they also appear in the tunnel to the eather drill but those are temporary.

Glass Spider Webs: Same effect as the glass jellyfish but these can be broken by melee, objects, or walking into them. Deal damage on contact.

Floor is Lava: Appears as a burning smoking area of ground. Will burst into fire when anything touches the ground inside the effect. No cooldown.

Anti Grav: an area of reduced gravity, a permanent one appears along the road in black lake. seems to be quite uncommon.

image credit to skyrimloves
Observer: Three silver orbs that float in the sky. Can be traded with? deal psychic damage if you put your crosshair over them, then they move to a different part of the map.

Acid: acid, it burns when you touch it. appears from acid spitters and in large quantities in RG-east near the broken pipe section

Spore towers/ Fungus balls: large spherical structures that make toxic gas when approached, have a cooldown. can be found in the swamp and depot as well as underground

Black Holes: Appear in clusters and sound like roaring wind. drag in objects, the player, or NPCs and cause a reverse explosion effect similar to a singularity bomb. Deal moderate damage and throws you around. easy to miss as they are quite small. Dangerous because they can throw you into another black hole, and chain damage you to death

Silver Orb: Ponder it. found in the center of stone maze. deals radiation damage if you get too close.

Nerve Center/ Eather Core: similar to the siver orb but appears in perdition. Deals radiation damage.


37 Comments
Mightylcanis 3 Sep @ 1:15pm 
@aerenus I think those guys from the Manor are just robot butlers, albeit butlers that are a little too enthusiastic about defending the Manor from trespassers. I don't think they're really a mutant or something like that.

Then again, the Bathysphere is in here, so eather tech entities aren't exactly excluded. Could go either way for including them.
Caprine 18 Aug @ 4:17am 
a note about the emp field. it will also disable armor like the juggernaut which can leave you stranded if youre over encumbered. again annoying as you can muscle/jump through it but if youre running from something youre kinda boned.
Since we have gotten Test map these days, I think it should be pretty easy to take a picture from below through the glass ceiling of the test room.
skyrimloves 15 Aug @ 4:30pm 
skyrimloves 14 Aug @ 7:02pm 
skyrimloves 13 Aug @ 9:30am 
I managed to get a picture of the Observers, just need to take a Screen Shot of the Picture
suestrack 12 Aug @ 7:31am 
angels will stay as long as you don't move maps and will throw hands with all NPCs so they clear house and get you some insane loot sometimes. but are super blind too :steamhappy:
suestrack 12 Aug @ 7:28am 
I encountered the black fog before and yes night vision does help as it makes it very easy to see farther like a 2/3rd's the way and the lesser angels do spawn but are so few that it makes it a great time to move places as no one will shoot at you with night vision but the white fog is blinding but black fog is more dark like a very cloudy night with some fog, also very important tidbit that people should know.

"ALL SIREN EVENTS RESET ARTIFACTS(from my experance not a fact)" not just eather storms.