Wolfman has the beastly appearance of a wolf and trades in guns, ammunition, and some miscellaneous crafting materials in exchange for Reputation points. With his cunning remarks, he often emerges as a valuable guide or mentor to the player in the early stages of the game.
Wolfman has a camp in Dry Meadow and Silent Forest, while Old Woods fashions his hideout, a noticeably large area. When killed, Wolfman most notably drops an Assault Rifle and the Wedding Ring (Fake).
- This section contains minor spoilers. Reader discretion is advised.
On the dawn of the second day of surviving (or third if The Three visited instead), and if the player has not found him first, Wolfman will appear near the Oven. He will inform the protagonist of his intent: that he can help retrieve what you have lost if the protagonist is willing to help him in return. He requests that the player prove their capability of performing his assignment by reaching his camp in the Silent Forest after marking its location on the Player Map. He will also reveal the location of his camp in the Dry Meadow, and tells the player to visit him there if they wish to see him again before making their way to the next area.
When the protagonist finds Wolfman in the Silent Forest, he congratulates the player and tells them to find the Road to the Village. There, they should have a chat with "the lady who stinks of chickens", the Chicken Lady, who has something interesting to tell the player. Wolfman also says to be on guard, because she hides something behind a locked door that doesn't belong to her. He then asks for the Key to that door, in exchange for the information of where the protagonist's key is.
Wolfman will gossip about how the inhabitants of the The Village treat him and others like him poorly, due to their mutations in appearance. He will inform the player that the Villagers have "many secrets", and that he should "find the pigshed, and get rid of that whimpering," in exchange for a reward.
Wolf's Quest Edit
- This section contains major spoilers. Reader discretion is advised.
The player is then left with essentially two meaningful paths of interacting with Wolfman from this point on, other than killing him: by bringing him the Key, or by ignoring his request and finding another way to the Doctor's House.
Bringing Wolfman the Key Edit
If the player should choose to satisfy Wofman's request to retrieve the Key from Mr. Janek's house in The Village, he will be waiting for the player a final time in his large, dog-infested complex located within the Old Woods. Wolf will greet the player with a howl, covered in blood and smelling of rot. Exploring his small home-like section near the back of the complex will reveal the half-devoured corpse of the Pretty Lady, and Wolf will thank the player for the chance to "regain his girl." In return for their efforts, the protagonist will be rewarded with a Bolt Action Rifle, and Wolf will agree to take the player to the Doctor's House.
- It should be noted that, as a consequence of this choice, Wolfman will not make an appearance in Chapter 2, and so if the protagonist has not already obtained the Assault Rifle before setting out for the Swamp, the opportunity to do so will be lost. Killing him after completing his questline is, therefore, something to be considered.
Ignoring Wolfman's Request Edit
If the player instead decides to complete the main quest in Chapter 1 by another means (and doesn't at any point decide to kill Wolfman), an entirely different set of events unfolds, although the consequences of this choice are not felt until Chapter 2. Upon spending some indeterminate period of days in the Swamp, the player will wake one morning to find many items missing from the containers in their hideout, with a note from Wolfman left behind at the Workbench. In the note, Wolfman demands that the player visits the Sawmill if they desire to retrieve the items he has stolen, and expresses his anger at the protagonist for ignoring his request.
- It is also important to note here that there currently exists no other means of accessing the rear half of the Sawmill, as the door at the back of the room which the only entrance to the building opens into is permanently locked until Wolfman opens it for the player. Presumably, however, the chest and rooms behind this door are empty until Wolfman places the items there himself, so nothing meaningful is rendered unobtainable if his questline is pursued differently.
Showing Items Edit
In the conversation screen, the player can show various story items to him.
- Battery, Exhaust, Rear Mirror, Serpentine Belt, Steering Wheel, Tire: Wolfman requests to manipulate any one of these items into a bomb as a twisted surprise for Piotrek, who he detests. The player has the choice whether or not to agree ("nod") to this. The option to show Wolfman these items disappears after this, however.
- Bloodied Hat: Wolfman tells the player to talk to the Chicken Lady.
- Electronic Game: Wolfman becomes incredibly offended and presumes he is being made fun of. If "shake head" is chosen, he throws the game away in disgust. If "nod" is chosen, he asks to exchange the game for valuable information. If "nod" is chosen yet again, the player will be given an empty pistol. The option to show him the item disappears after this.
- Strange Box: Wolfman looks at the Strange Box and gives you the location of a place in the Old Woods where you can find the key of the box (Church Ruins).
- Plastic Chick: Wolfman is simply met with confusion.
The player has an initial Reputation of 50 when trading with Wolfman.
Dry Meadow Edit
|Red Chicken Egg||60||1|
|Small Caliber Magazine||140||1|
- Talking to him after killing the Chicken Lady will make him remark on that how he is now free to eat her chickens.
- Although he is named Wolfman, his head strongly resembles that of a fox both in shape and coloration.
- A bullet hole is visible on the left side of his jacket over his heart with what appears to be a blood stain underneath. It is unknown whether Wolfman or a possible previous owner sustained this injury.
- Wolfman appears to be connected somehow to the Child Drawings, as he expresses great distress after seeing them.
- Before Alpha 6.0, Wolfman would simply indicate where the player could find him on the Dry Meadow, without mention towards an assignment.
- Wolfman may indeed not be a beastly creature, as the Protagonist's perception during Chapter One can be dubious at best.
- Before Alpha 7.2, Wolfman would give the player vague directions towards his camp as opposed to marking it on his map.
- Prior to Alpha 8.0, Wolfman could be shown the Photo of the Doctor, which was previously obtained from the chicken lady. This would cause him to request the Lynx from the Hunter's Cabin in exchange for information about the doctor.
- Alpha 10 added a heavy, almost feral breathing noise to Wolfman. This can be heard when nearby him.
- As of Alpha 10, gifting the Chicken Lady's Key to Wolfman will result in gaining a hotbar upgrade. This item will be added to the player's inventory and must be 'used' to upgrade their hotbar.
|Major characters||Bike Man • Chicken Lady • Child • Cripple • Doctor • Elephants • Mirror • Mushroom Granny • Musician • Piotrek • Protagonist • Snail • Soldier • Talking Tree • The Three • Wolfman|
|Minor characters||Dial-eyed Man • Half-Dead Man • Half-Dead Woman • Hannah • Janek • Madman • Pretty Lady|