“ | Timberwolves are relentless hunters. You must break their resolve by reducing Pack Morale. You can also try and take refuge indoors, if you have no other way to defend yourself.
Timberwolves can be scared off using a variety of actions -- flares, gunfire, torches, even stones. Break their morale and the Pack will retreat...for a while. In-game description
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Timberwolves are the tougher and more intelligent counterpart to the common Wolf. Unlike regular wolves, timberwolves always hunt in packs and are not frightened by common anti-wolf tactics such as lit flares or decoy distractions.
Overview
Timberwolves are silver-gray and larger, than their smaller and flat gray-black wolf cousins. They are native to Bleak Inlet and Blackrock regions (in Survival Mode) and Episode 3 and Episode 4 of Story mode, roaming and always attacking in packs of 2-8. Being highly territorial, most regions that timberwolves inhabit will be free of normal black wolves in open areas, with many containing ravaged wolf carcasses near the region entrances as early warnings for the player.
Each pack has a varying degree of morale at the start of every confrontation, with the total amount dependent on the initial size of the pack. Timberwolves will not give up attacking the player until enough of the pack is killed, the player escapes to a safety, 1 pack member is left alive, or morale is fully depleted. Escaping indoors will cause unique audio cues to play, with the timberwolves growling and clawing at the door in an attempt to get inside, at least until enough time passes for the pack to lose interest in the player.
Drops
A Timberwolf Carcass may be harvested for 4.00-7.00 kg of raw meat, 1 Fresh Wolf Pelt and 2 guts. Wolf hides can be cured to craft Wolfskin Coat. On Stalker and Interloper modes, wolf meat carries the risk of Intestinal Parasites.
Item | Quantity | Rarity | |
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Wolf Meat (Raw) | 4 - 7 | Always[1] | |
Wolf Quarter | 1 - 2 | Always[2] | |
Fresh Wolf Pelt | 1 | Always | |
Fresh Gut | 2 | Always |
Behaviour
“ | Nothing good about that sound... Astrid upon hearing a Timberwolf howl
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Unlike common Wolves, Timberwolves do not 'stalk' the player, instead howling upon detection and attacking as a pack. Timberwolves will attempt to encircle the player and take turns diving in for attacks, either as a Struggle or as a "drive-by" hit and run attacks whereby they damage the player and briefly retreat. In Wintermute, timberwolves will also attack rescued survivors lying on the ground.
- Timberwolves are drawn to Scent of meat, Baiting decoys, or Blood Loss.
- Timberwolves will individually hunt Rabbits, Ptarmigan, and Deer, but flee from Bears and Moose. A pack will initiate a hunt if they detect the player even when feeding on slain prey.
- Lone Timberwolves (when the rest of its pack has been killed) always flee from the player.
- Only one Timberwolf will attack the player a time. Aiming a weapon at a hostile timberwolf which is not currently attacking may cause it to briefly pause.
- Timberwolves prefer bite and run tactics on the player, often taking turns to bite a survivor. It is possible for a single timberwolf to initiate a Struggle if the player stands still or is too slow.
- Like other Wildlife, Timberwolves flee from nearby gunshots and bullet/arrows/stone impacts if they have not detected the player.
- Timberwolves will not give up a hunt if the player enters a Vehicle or building interior until half a day of not reaching the player passes or the player saves and loads the game. Fleeing into buildings may create a unique audio file to play of Timberwolves growling and attempting to scratch the door down.
- Like Wolves, Timberwolves may be frightened by a worn Wolfskin Coat, Bearskin Coat, or Bear Skin Bedroll, but only before the pack howls/engages a hunt. A single wolf may flee, but if other Timberwolves are nearby and detect the player, they may not be frightened and a hunt may begin.
Morale
“ | Timberwolf Packs have Morale, indicated by the meter. Timberwolf Morale can be broken by shooting or throwing things at them.
Packs with broken Morale will flee, but may return once they recover. Episode 3 Description
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Timberwolves continue to attack until the morale of their pack is depleted, if the player moves far enough from the pack's home territory, or if a separate timberwolf pack is closer to the player. Morale can be lowered by shooting or throwing objects at the timberwolves. Striking a timberwolf with a shot (or thrown object) lowers morale more than a near miss. Killing a pack member devastates the pack, decreasing morale twice as much as when a member is hit. Passing time in a safe indoor location (such as a vehicle or building) will cause packs to give up, but this may take upwards of 12 hours.
Marine Flares are effective at stopping a charging Timberwolf, although normal Flares are not. Both types of flare are effective at deterring timberwolves just outside their lunge distance. Once a pack's morale is depleted, surviving members flee and will not attack again until their morale regenerates (~1 hour in-game). A single lit Marine Flare can be used to fully deplete a pack's morale by repeatedly throwing it at the ground between the player and a timberwolf, and then retrieving the flare.
During an Aurora the Flashlight's high beam is effective at scaring aurora timberwolves and depleting their morale; however, even marine flares have no effect on aurora timberwolves.
Campfires have limited deterrence value against Timberwolf hunts, as they will not attack through them, but instead encircle it and 'hold ground' around the player. Torches pulled from a lit campfire may be thrown at timberwolves to deplete their morale.
Injured timberwolves do not participate in attacks (though it takes a few seconds for them to realize they are injured), and they flee from the player even if the pack has higher morale. If every timberwolf in the pack is injured, then the player is safe from attack, though the morale bar will only disappear once enough of the timberwolves have bled to death.
Lone Wolves after Pack dissolvement
If a Timberwolf pack is thoroughly culled, individual surviving Timberwolves from that pack will flee to a safe distance any time they detect the player. In this state, they will continue to individually hunt Rabbits, Ptarmigan, and Deer as normal. If they successfully hunt a prey animal and the player approaches them, rather than running away they instead will defend kills like normal Wolves. In this state, they can be scared off by aimed weapons, or initiate a Struggle if the player gets too close.
Interface
When a timberwolf detects the player, they will howl and alert other pack mates, followed by the morale bar appearing.
It is possible to turn off the indicator in the options for a more "immersive" but difficult experience.
Evasion Strategies
Timberwolves are competent in fights which makes detecting, avoiding, or escaping them preferable to combat.
- Lit Torches, Flares and especially Marine Flares are effective deterrents. A charging timberwolf will stop and growl/hold ground a short distance away. Approaching a Wolf/Timberwolf holding ground will likely result in an attack, as will staying still for more than a few moments, keeping moving is critical for effective deterrence.
- Marine Flares are effective at frightening Timberwolf packs by igniting and repeatedly throwing/retrieving it.
- Noisemakers are effective at frightening Timberwolves and Aurora Timberwolves.
- Timberwolves are territorial; simply avoiding their areas is effective. The edges of regions are usually safe. Timberwolves avoid Bear and Moose territory.
- Timberwolves must see the player to alert their pack, so crouching or hiding behind terrain is effective, though Scent or noise can attract them. If un-alerted, timberwolves can be lured by thrown stones or waiting until they move away.
- Upon detection, timberwolves take several seconds to howl before beginning their assault. This provides a short window of opportunity to sprint to safety, start a fire, or ready a weapon.
- It is possible to outrun a pack, especially with a lit Flare/Marine Flare, as packs are optimized to fight stationary or slow players. Leaving their territory (entering the territory of a different pack or a bear/moose) will cause them to disengage.
- Timberwolves run at the same speed as a player sprints. Being overburdened, carrying a Mobility penalty (from worn clothing), steep terrain, or headwinds can allow Timberwolves to catch up while sprinting, but for the most part the player is safe from attack until sprint runs out.
- Passing time inside will cause a pack to disengage. This does not work in pseudo-indoor areas like Pensive Lookout, but quitting and reloading the game (such as after sleeping) will reset the pack: though they may immediately re-agro if they are very close.
- When entering an indoors area which is outside of the packs territory (example: being chased to the Foreman's Clearcut trailer from Cook's Farm) listen carefully and if the sound of barking is not heard, you can exit the door immediately after entering, the pack having returned to their territory.
- During an Aurora the flashlight, streetlights, and vehicle headlights are effective against aurora timberwolves.
Fight Strategies
Timberwolves can be fought with the right tools or tactics.
- Assassination from stealth is often the best strategy for destroying a pack. This generally requires a Rifle, or a Bow with Archery 5, as they will detect a non-crouching player. Timberwolves generally do not react to their pack mates being killed allowing the entire pack to be eliminated from stealth.
- Thrown marine flares are very effective at depleting a pack's morale; even one can be enough to deter the pack by throwing and retrieving it.
- Terrain such as cliffs, ledges, boulders, or fallen trees are useful as chokepoints or for protecting from attacks entirely.
- Standing next to a campfire or on top of a lit torch also provides considerable protection from attack.
- Snow shelters can provide protection from attack, but may require leaving the shelter to continue a fight. Field of view is also limited, so the direction of a shelter is crucial since timberwolves can gather behind the snow shelter (in blind spots).
- The Distress Pistol is effective at depleting morale, but its cumbersome reload and relative quietness, opens the survivor up to the other wolves. A well placed shot can deplete up to 1/4 of a pack's morale.
- As with other predators, it is possible to sneak up close to timberwolves while crouched and redirect them with thrown stones or by picking up/dropping smelly items. This allows them to be hunted more effectively without starting an attack. A mastered Survival Bow (level 5 skill) is well suited for this method.
Trivia
- Timberwolves are known as Eastern Wolves, or the Algonquin Timber Wolf (Canis lycaon), and are a Canine subspecies of the regular Wolf (Canis lupus).
Gallery
Update history
- UPDATE 27 June 2020 (Update):
- [Gameplay] Fixed an issue that prevented Timberwolves Pack Morale from being drained when using the Flashlight’s high beam.
- [WINTERMUTE] Timberwolves will now react to the Flashlight when appearing in WINTERMUTE.
- HOTFIX 20 January 2020 (Update):
- [EP3] Players can no longer skip the Timberwolf Tutorial, by placing a survivor at the same time the tutorial triggers.
- [AI] Fixed an issue that allowed Timberwolves to become hostile, regardless of game mode settings.
- [AI] Fixed issue that prevented Timberwolves from attacking the Player, if they have entered and exited a vehicle.
- [AI] Timberwolves will now only pick valid locations to wander to, preventing them from becoming stuck.
- HOTFIX 18 December 2019 (Update):
- [AI] Timberwolves will no longer freeze in place if they try to attack a target they can’t pathfind to.
- [Animation] Pass on Timberwolves to fix numerous animation pops and hitches.
- [Audio] When joining a pack, Timberwolf howls are no longer cut off or repeated.
- HOTFIX 14 December 2019 (Update):
- [WINTERMUTE] Timberwolf carcasses no longer disappear if the Player saves, then reloads.
- [Survival] Timberwolves will now hunt prey, as intended.
- [AI] Added additional line of sight check to Timberwolves, to prevent attacks through walls and out of reach locations.
- [AI] Timberwolves will now break-off their attack if a Marine Flare is lit, before the struggle occurs.
- [AI] Timberwolves can no longer flee to excessive distances.
- UPDATE 10 December 2019 (Update):
- [WINTERMUTE] Male survivor vocalization no longer plays when Astrid is attacked by Timberwolves.
- [WINTERMUTE] Timberwolves now react properly to Marine Flares.
- HOTFIX 1 November 2019 (Update):
- Fixed issue that caused players to be forced out of aim when attacked by a Timberwolf.
- Adjusted the distance which Timberwolves will hold ground when the player is holding a lit Marine Flare.
- Fixed Timberwolves howling more than intended.
- Fixed Timberwolf corpses resetting after transitioning indoors.
- HOTFIX 29 October 2019 (Update):
- Fixed Timber Wolves Morale bar resetting if they fled during the Tutorial.
- Fixed issue preventing Timber Wolves from transitioning to and from Aurora state.
- UPDATE 22 October 2019 (Update):
- Added to game
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