There is no perfect strategy for dealing with The Wolf but some can be used: It will need to be led away in order to access D1.
![wolf case animatronics wolf case animatronics](https://64.media.tumblr.com/cfe4230c6c8ba5b905a457b55e8d2248/8ad33e88766c1235-d4/s1280x1920/87b937d9cba6781cf07e47d7f6eded5cf2cb0970.png)
Wolf case animatronics archive#
The only exception to this behavior is after meeting The Owl, where it'll stand around the entrance to Archive and chase you if you come too close.
![wolf case animatronics wolf case animatronics](https://i.ytimg.com/vi/nWcij910cbg/maxresdefault.jpg)
Upon seeing Bishop, it will break into a sprint and only stop when the player is no longer in its field of vision. The Wolf is the first animatronic to be sent after John Bishop by Scott and thus has the most predictable behavior, it will wander around aimlessly and can be heard stomping around due to its weight, making it easy to tell when it is near. At this point The Wolf will assume it's usual behaviour. It will run to A3 when triggered and escape, at which point the player will be prompted to backtrack to the Locker Room and hide in the locker to escape. It will then reappear during the phone call on the other side of the bars in C2. A note can be found resting in its lap with four number written on it and the last number is mostly obscured by blood, which is the code needed to access the Control Room. The Wolf is first encountered during the dream sequence, and can be found lying on the floor in C2 with blood pouring out of his mouth and stomach. Its large stomach causes it to be loud when active and has the word DAD engraved on its torso. It has red glowing eyes and its head seems to be highly detailed compared to the res of its body. The Wolf is a large lupine animatronic with a large angular head and what appears to be blood or rust leaking from its mouth and joints.