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For other life stages, see Wolf pup.
For the experience reward in Classic and older, see White pup.

Gray wolf pups are vulnerable predators born into wolf packs. Their implementation differs greatly between major revisions of the game.

In WolfQuest: Anniversary Edition, gray wolf pups are conceived between the player-wolf and their mate during the winter season. The female of the breeding pair will exhibit signs of pregnancy while establishing or re-establishing territory and searching for a den in which she will give birth. Pups make their very first appearance in the game as a litter of newborns huddled together during the spring after completing the Find a Den mission. Four weeks later, they will emerge from the den's interior for the very first time fully weaned and mobile at the beginning of the Raise Pups mission. Young, vulnerable, inexperienced yet equally curious about their surroundings, they are entirely dependent on their parents and packmates whose responsibility it will be throughout the game to attend to their needs by feeding them, caring for them, socialising with them, keeping them out of mischief and protecting them from competitors until they grow older and learn from their experiences.

Wolf litters can consist of anywhere between one (1) and seven (7) individuals in total with a sex distribution split between males and females. Size factors include genetics, diversity, age of the parents (with elders being less fertile) and whether or not the player-wolf has the Youthful Prowess perk applied to their wolf at the start of the year.

Pups appear in single-player as part of the game's campaign. In multiplayer, they only appear in the Story mission. Needs are represented in the Pack Info interface as well as having health shown in individual pawprint icons along the left curve of the wolf badge. In the overworld, hunger is represented by an overhead orange meter and a targeting reticule shows which pup will be fed and allows the player to pick up the targeted pup.

In WolfQuest: Classic, wolf pups are small and vulnerable predators introduced in the second episode.[1] Conceived during the winter between the player-wolf and their mate, the game will always generate four pups when spring arrives, splitting the litter between male and female sexes. They are one of two juvenile animals currently available in-game.

Needs are represented in the Pack Stats interface and by the four individual pawprint icons shown on the wolf badge. In the overworld, health and hunger are combined in one red meter shown in an interface floating over each pup's head which can be used to feed or pick up the main pup being targeted.

In Legacy versions of WolfQuest, wolf pups are an NPC newly introduced in episode 2.[1] Conceived during the winter journey between the player and their mate, a total of four will be born into the player's young pack, and are the only pups encountered during the single-player campaign, Survival of the Pack. They are genderless.[2]

Needs are represented in the Pack Stats interface. In the overworld, health and hunger are combined in one red meter shown in towards the upper-right corner of the screen. A Select icon icon represents a targeting reticule, letting the player know which pup they are interacting with. Pressing the F key will feed, and pressing the Spacebar key will pick up a pup on the ground or set down down a carried pup.


Scent[]

Main article: Scent View#Anniversary Edition

In the Anniversary Edition's scent view, toggled by pressing the V key key, players can easily identify wolves by their yellow-spectrum scent trails, with pups and their tracks being a more saturated and warmer shade of amber. Unlike other NPCs, these entities and their tracks are inconsistent; they do not emit scent spores in single-player. These are exclusively used in multiplayer.

For controllers, scent view is toggled via the Xbox Xbox Left Bumper button, or the PlayStation PlayStation L1 button button.

Scent Data
Footprint Category Spore Carcass Sex Age
WQ-AE Track-wolf-color-(pup) Family Gray wolf pup family scent spore N/A N/A Pup, 1-2 months old

Main article: Scent View#Classic
In Classic's scent view, toggled by pressing the V key, players can easily identify wolf pups by their brown scent trails.

Main article: Scent View#Legacy
In Legacy versions, pups are scentless.


Diet[]

In the Anniversary Edition, wolf pups are completely incapable of hunting. Being carnivores, their diet largely consists of meat.

Initially at one (1) month of age, pups are unable to strip meat from prey carcasses to consume for themselves. It is the shared responsibility of the player-wolf and their mate to hunt or scavenge in order to feed their youngest pups regurgitated meat expelled from the stomachs of their adult packmates upon returning home between excursions. Multiple pups can and will gather around a pile of regurgitant to eat if they are hungry; the bigger the litter, the more likely it is that some pups will have to wait their turn to eat. Over time, young pups' size will steadily increase as they gain weight to simulate growth.

From mid-to-late summer, young pups will have grown enough to begin consuming food directly from carcasses and meat chunks. On average, this usually occurs when pups weigh around 11-13 lbs and will always coincide with the internal calendar ticking into the start of the Hunt Newborn Ungulates subquest's season. They will not refuse regurgitant when it is presented in place of a carcass or meat chunk until they are old enough to no longer eat regurgitant.

In Classic, pups are only able to consume regurgitated meat. It is the shared responsibility of the player-wolf and their single-player mate, or else upon all packmates in multiplayer to hunt and/or scavenge in order to feed and grow each individual pup in the litter. When an adult wolf has food in their reserved stomach to feed to pups, pups will approach them and beg to bed fed.

Further adding to the challenge of raising them is the fact that one pile of regurgitant feeds only one pup at a time. At no point will they consume directly from prey carcasses; a pup in close proximity to any edible carcass will simply ignore it.

In Legacy versions, pups are only able to consume regurgitated meat. It is the shared responsibility of the player and their single-player mate to hunt and/or scavenge in order to feed and grow each individual pup in the litter. When an adult wolf has food in their reserved stomach to feed to pups, pups will approach them and beg to bed fed.

Further adding to the challenge of raising them is the fact that one pile of regurgitant feeds only one pup at a time. At no point will they consume directly from prey carcasses; a pup in close proximity to any edible carcass will simply ignore it.


Prey[]

In the Anniversary Edition, young wolf pups may occasionally be seen pouncing as they wander around the home site, as if practising on unseen insects or debris flying on the wind.

In Classic, pups may occasionally be seen pouncing as they wander around the den site, as if practising on unseen insects or debris floating on the wind.

In Legacy, pups may occasionally be seen pouncing as they wander around the den site, as if practising on unseen insects.


Hazards[]

There are many hazards which threaten to overshadow the survival of pups.

In the Anniversary Edition, preventative anti-griefing measures have been put in place to deter deliberate pup-killing attempts. Pups are no longer vulnerable to drowning and are now capable of swimming, though doing so comes at the expense of energy. Bodies of water with strong currents are particularly dangerous and should be traversed with caution, otherwise the priority should be to find a safer shallow crossing. Fall damage similarly has no effect on pups who will land safely without injury.

Still, the wilderness is a harsh and unforgiving place to the unwary. Pups are not immortal and can be victims to the elements if left to their own devices out in the wilderness; they may succumb to starvation without sustenance which the game cites as them having died from "exposure". Disease can also prove fatal based on genetic factors. Aggressive prey animals such as mature bison, moose or elk in a standoff may also present a threat to pups as they will actively attack them if they draw too close. If an adult wolf is damaged by any means (fall damage, hit by an elk, etc) while carrying a pup, the pup will immediately be dropped and it may flee a short distance away in response to their proximity to the aggressor.

Regardless of the cause of death, a deceased pup is permanently dead from the moment its health reaches 0%. They will not respawn, leaving the player with the decision of whether or not to reload a save file from a time while it was still alive.

In Classic, there are numerous hazards awaiting unwary pups in the wilderness. Like many other species' juveniles, gray wolves' offspring are weak and vulnerable in their first twelve weeks of life. The titular river in Slough Creek is especially hazardous for young pups to cross; they cannot swim and will rapidly lose health while submerged and drowning. This encourages the player to backtrack and find shallows by testing the waters for themselves until they find a safe enough crossing. These tend to be placed along the most direct path to the rendezvous site later in the season.

If a pup dies in any way — starvation, drowning, predators, accidents or negligence — its death is permanent and it will not respawn. Recovering a deceased pup requires either reloading a previous save or restarting the episode from the beginning.

In Legacy versions, there are numerous hazards awaiting unwary pups in the wilderness. Like many other species' juveniles, gray wolves' offspring are weak and vulnerable in their first twelve weeks of life. The titular river in Slough Creek is especially hazardous for young pups to cross; they cannot swim and will rapidly lose health while submerged and drowning. This encourages the player to backtrack and find shallows by testing the waters for themselves until they find a safe enough crossing. These tend to be placed along the most direct path to the rendezvous site later in the season.

If a pup dies in any way -- starvation, drowning, predators, accidents or negligence -- its death is permanent and it will not respawn. Recovering a deceased pup requires either reloading a previous save or restarting the episode from the beginning.


Predators & Competitors[]

Main article: Gray wolf pup/Predation#Anniversary Edition

In the Anniversary Edition, predators competing against wolves are a persistent threat to pups along with any prey that is willing to stand its ground and attack. Therefore, the player may wish to be on their guard to protect against preventable, unnecessary deaths. Throughout gameplay, there will be moments when predators in particular will seek out the home site and attempt to launch a raid against its occupants.

Grizzly boars and cougars always launch a solitary attack. They do not immediately kill pups; if they succeed in reaching the litter, they will roughly pick up a pup and proceed to flee, all the while inflicting small but rapid amounts of damage to the carried pup. This requires the player-wolf to catch up as soon as possible and attack to force the intruding predator to drop their stolen cargo, or else it will succumb to its injuries.

Coyotes, rival wolves and stray dogs see pups as future competitors, and will therefore kill them on the spot if they succeed in getting close.

Lastly, golden eagles attacks only occur while pups are very small and lightweight. They circle overhead, gradually coming down lower and lower until they eventually swoop down to catch a pup. Once caught, it will carry the pup high out of the player-wolf's reach and away from home, effectively guaranteeing their death the very same moment that their talons successfully make contact with their prey. Only when pups have outgrown the den will eagles cease to be a threat.

Main article: Gray wolf pup/Predation#Classic

In Classic, predators competing against wolves are a persistent threat to pups as much as they are to their parents or adult packmates. One swipe of a bear or cougar's claws, the bite from a coyote or wolf, or a pair of strong talons is all it will take for them to die with barely a moment's notice to react, so players are advised to be vigilant if their goal is for the entire litter to survive.

A wolf pup split from its pack by an eagle has its fate sealed from the moment its paws leave the ground. It will perish shortly after it has been carried away without any possibility of saving it.

Main article: Gray wolf pup/Predation#Legacy

In Legacy versions, predators competing against wolves are a persistent threat to pups as much as they are to their parents. One swipe from a bear's powerful clawed paw, the bite from a coyote or upon starting the Final Journey, a pair of strong talons is all it will take for them to die with barely a moment's notice to react, so players are advised to be vigilant if their goal is for the entire litter to survive.

A wolf pup split from its pack by an eagle has its fate sealed from the moment its paws leave the ground. It will perish shortly after it has been carried away without any possibility of saving it.


Territory[]

Main article: Territory#Anniversary Edition
In the Anniversary Edition, at such a young age, wolf pups do not compete for territory nor will they make any effort to raise nor defend their own pack's claim. They may roam, but they have little to no concept of where they might be going or what danger they might be putting themselves in by wandering away from the safety of their parents, packmates, and the shelter afforded by the active home site.

Main article: Territory#Classic
In Classic, wolf pups have no concept of territory, though their programming does perceive the boundaries of the den site and will not permit them to venture far from it. They will wander aimlessly around in the clearing outside of the den, being too young to do much else of use to their family for the moment.

Main article: Territory#Legacy
In Legacy versions, wolf pups have no concept of territory, though their programming does perceive the boundaries of the den site and will not permit them to venture far from it. They will wander aimlessly around in the clearing outside of the den, being too young to do much else of use to their family for the moment.


Life stages[]

Like other juveniles, wolves possess varying life stages. Overall growth is influenced by progression, though the implementation differs between major revisions of the game.


Newborn[]

Main article: Newborns#Gray wolf
WQ-AE underground-den-interior newborn-litter

Newborn wolf pups.

In the Anniversary Edition, gray wolf pups are born in litters of as little as one (1) individual or as many as seven (7) individuals. Newborn pups are initially blind and helpless with indistinct brown coats[3] and folded-over ears. Each individual puppy will always vary in weight. 10% of pups born will be runts, and will generally have more negative and neutral attributes. The average litter size is around five (5) pups, with the litter size mainly dependent on the amount of stars one has with their mate. At birth, pups inherit attributes based on those of their parents'. These can be viewed via the family tree, but they cannot be modified. Personality traits follow the same logic, but they are hidden and never become visible to the player beyond behavioral observation.

In Classic, wolf pups are born after completing the Mark your Territory mission in Slough Creek. Their newborn phase is never seen in their newborn phase of life. It is skipped entirely.

With 2,000 experirence points, the player may name their pups in single-player; in multiplayer, some clients may be able to name one pup. The host may name more than one depending on how many players are in the server at the time of birth. In servers where there are more players than pups, some players will not be able to name a pup. At or after the 15,000 threshold, the fourth-born pup is guaranteed to possess a bright white coat, overriding the parents' genetic makeup.

In Legacy versions, wolf pups are born after completing the Mark your Territory mission in Slough Creek. Their newborn phase is never seen in their newborn phase of life. It is skipped entirely.

With 1,500 experirence points, the player may name their pups and, at or after the 50,000 threshold, one pup is guaranteed to be born with a bright white coat, overriding the parents' genetics.


1-month-old[]

WQ-AE GrayWolf Y-1mo BlackBrown

One month old.

In the Anniversary Edition, the pups are old enough to emerge from the depths of the den at four (4) weeks old with their eyes open, bright and alert, and their ears standing erect. Their eyes are blue while they continue to grow and develop. They are mobile and will freely explore, feed, socialise and play. Actions are performed autonomously by the AI based on their personality traits and attributes. They will continue to rely on the den for hard shelter during this phase of their lives or while homeless, they will instead rely on tall grass for shelter.

Over the course of the chapter, the litter does in fact grow! It's a very subtle detail, but an observant player can see the difference as each individual puppy gains weight. As this is a change affected by weight, an easier way to distinguish it is by checking the runt if one or more exist within the litter. They almost always appear smaller than their most well-fed littermate. Once weight reaches its maximum cap of 25lbs, growth ceases and all will appear identical in size.

Adult wolves can pick up and carry pups of this age at the cost of minor stamina drain which, when the meter runs empty, will eventually force them to drop the carried pup if they are standing on stable terrain to be able to recuperate. 1-month old pups will receive damage from starvation once food reaches 10% or below.

In Classic, pups emerge from the start of the Train your Pups mission at 6-weeks-old.[4] Some coats will exhibit their permanent adult eye colors, while others resemble developing puppy-blue or blue-gray eyes. They do not visually mature beyond this model, will not develop skills to overcome their hardcoded limitations (e.g., swimming to alleviate the hazards of water, or eating from carcasses) and their gait will always be a slow trot, requiring that they either be carried or that the player travels at an equal pace for them to keep up. This does not change throughout the entire episode.

In Legacy versions, pups emerge from the start of the Train your Pups mission at 6-weeks-old.[4] Some coats will exhibit their permanent adult eye colors, while others resemble developing puppy-blue or blue-gray eyes. They do not visually mature beyond this model, will not develop skills to overcome their hardcoded limitations (e.g., swimming to alleviate the hazards of water, or eating from carcasses) and their gait will always be a slow trot, requiring that they either be carried or that the player travels at an equal pace for them to keep up. This does not change throughout the entire episode.


2-month-old[]

WQ-AE GrayWolf Y-2mo BlackBrown

Two months old.

In the Anniversary Edition, upon starting the Journey to Summer Home mission — a milestone that is accomplished when each surviving pup has gained 15lbs in weight — the litter will mature into their third life stage and will from that point forward each pup will appear as a two-month-old. Their coat is unchanged, but their limbs, tail and ears have elongated to give their frame a lankier appearance, and their eyes will have developed into their permanent adult color. Apart from the change to the litter's traveling speed, vocalizations and overall appearance, they are behaviorally similar to the previous life stage.

By this age, pups will have outgrown the den, forcing the pack to move to a rendezvous site. These home sites lack hard shelter, so the litter will be more exposed to threats and will be dependent on tall pinegrass for cover.

Adult wolves can pick up and carry pups of this age at the cost of minor stamina drain which, when the meter runs empty, will eventually force them to drop the carried pup if they are standing on stable terrain to be able to recuperate. 2-month old pups will receive damage from starvation once food reaches 20% or below.

In Classic, pups are never seen in their two-month-old phase of life. It is skipped entirely.

In Legacy versions, pups are never seen in their two-month-old phase of life. It is skipped entirely.


6-month-old[]

File:WQ-AE GrayWolf Y-6mo BlackBrown.png

Six months old.

In the Anniversary Edition, by six months of age, pups join hunting excursions only to observe. They may return home of their own accord. This life stage is not yet implemented and does not currently feature in the saga.


1-year-old[]

Main article: Gray wolf yearling#Anniversary Edition

In the Anniversary Edition, by one year of age, yearling pups are almost indistinguishable from fully mature adults. As they grow and develop into subadults, they will begin to take a more active and direct role when joining hunts. It is unknown if they will help with territorial duties.


2-year-old[]

See also: Gray wolf (packmate)#Anniversary Edition or Gray wolf (dispersal)#Anniversary Edition.

In the Anniversary Edition, pups can be matured into adulthood via the family tree after completing the Loaf the Rendezvous Site mission. This will make individual pups playable, but does not affect the family snapshot whatsoever. Pups will remain pups in the family snapshot for compatibility with subsequent chapters for the sake of continuity in the saga. Do note that the personality sliders of adult pups are obfuscated in the Customize Wolf interface and that overall customization of a generated playable adult pup is limited to modifier application.

A playable adult never encounters their natal pack in gameplay. When the upcoming saga is fully implemented, NPC pups who survive long enough will mature into NPC adults. It is expected that they will help with hunting and territorial claim, though the latter has yet to be confirmed. Those who do not disperse will choose to remain with the pack, helping the breeding pair (their parent or parents) with the task of raising the next generation of their younger siblings.

In Classic, due to this version's unfinished nature, adult pups were never implemented.

In Legacy versions, due to its unfinished nature, adult pups were never implemented.


Behavior[]

In the Anniversary Edition, pups of either age possess personalities of their own which influence their behavior. These are assorted combinations based upon the traits of the player-wolf and their single-player mate, or on those of all multiplayer player-wolves present at the time of birth. Pups leaning further into the Cautious axis tend to retreat and hide shelter quicker than those who lean further into the Bold axis, who will do the opposite and may exit a den while an attack is ongoing; high boldness may mean they are more likely to attempt to stand their ground when faced with a threat. Pups leaning further into the Loner axis tend to distance themselves from the rest of the pack, howling less and making it more likely that they eat last. Pups leaning further into the Lazy axis tend to follow slightly further back, keeping their distance from the player-wolf while travelling. Laziness is also expressed more visibly by pups who exert less energy and who are less inclined to play-fight with their siblings.

Unlike previous versions, pups do not immediately run for shelter if left unattended; the player must issue the "Go Home" command via the Woof emote before leaving. If the litter does not hide while their parents are away, they may wander and end up getting lost, or they risk being exposed to predators. How long a puppy will remain hidden is further influenced by overall Pack Affinity. Upon any adult wolf returning home, hidden pups may autonomously come out of hiding without being commanded to do so. To ensure the entire litter is available, the player should consider calling their pups out of their shelter and spend some time socializing and interacting to regain affinity before their next excursion. Pups will occasionally howl, which will cause the rest of the pack to howl as well. If the player howls immediately after this, they are rewarded with a significant boost in pack affinity.

Wolf pups are highly curious about their surroundings. The litter will be keen to play with each other, or by making use of various props, including bones collected from food sources and sticks retrieved from the environment; if the player-wolf has found and brought any home, they may also make use of certain collectibles as toys. Being so small, pups cannot fight and are completely defenseless. If pups are nearby a threat, they will either stand still in fear or go into hiding depending on how cautious they are. Pups become less reluctant to listen to parents if they are hungry. Pups will beg for food once they are at least below 85% food and if the player has food reserves for regurgitant or is carrying food in their mouth. Notably, if pups are outside of the active home site while they are below 30% hunger, they will not respond to commands to hide/go home even if there are predators nearby.

It's worth noting that pups are especially prone to panicking during eagle encounters. Unless the player-wolf has the Elder Authority perk, there is little that can be done to make them obey the command to hide, and it becomes especially vital to pay attention to the whereabouts of the eagle to effectively guard against its attempted aerial attack.

Sleep is essential for tired pups. They will lie down and sleep in one of three places depending on the circumstances: inside the den if the active home is a den site, in tall patches of grass if the pack is either homeless or the active home is a rendezvous site, or unsheltered beneath the open sky. While asleep, wakefulness is recuperated at an accelerated rate. Tired pups will slow their gait to a walk and will refuse to follow commands until sufficiently well-rested. They will almost always stop what they are doing to sleep when the player sleeps.

In Classic, being young animals, pups are naturally inquisitive and curious about their surroundings. They will interact and play with their littermates, react to certain emotes performed by player-wolves and the single-player mate, and wander without straying too far from the den once Pack Affinity has been established. Pups are passive towards all NPCs; they will be ignored by live prey, and only attacking predators will take an interest in doing them any harm during a raid. Pups will make no attempt to flee when faced head-on with danger.

Players can carry a pup, but its weight imposes a draining effect on stamina for as long as the pup is being carried. When stamina is fully exhausted, the pup will whine and the player will be [automatically] forced to drop their offspring/young sibling/however the pup is connected to them. Every time a pup is fed, picked up and dropped close to the den, played or interacted with, experience is received to the wolf doing this.

Sleep is non-essential for pups.

In Legacy versions, young pups are naturally inquisitive and curious about their surroundings. They will interact and play with their littermates, react to certain emotes performed by the player-wolf and their mate, and wander without straying too far from the den once Pack Affinity has been established. Pups are passive towards all NPCs; they will be ignored by live prey, and only attacking predators will take an interest in doing them any harm during a raid. Pups will make no attempt to flee when faced head-on with danger.

Players can carry a pup, but its weight imposes a draining effect on stamina for as long as the pup is being carried. When stamina is fully exhausted, the pup will whine and the player will be [automatically] forced to drop their offspring/young sibling/however the pup is connected to them. Every time a pup is fed, picked up and dropped close to the den, played or interacted with, experience is received to the wolf doing this.

Sleep is non-essential for pups.


Travel[]

In the Anniversary Edition, whenever the player-wolf decides to move home of their own accord or if relocation is forced to progress the story or is imposed by game events such as an overwhelming flea load or by flooding, pups will always try to travel close to the player while the mate travels at the back of the group to keep stragglers in check. Their speed is much slower than that of the player-wolf, with a maximum speed similar to the trotting gait of an adult wolf. Because of this, care must be taken when adults gallop or sprint towards a destination as it is likely that pups will be left behind.

Because the player and their pups are mobile in this state, they are more likely to come across danger compared to just staying at a den. In addition to the spawned predators the game creates, a travelling pack may encounter other predators on their journey such as coyotes, bears, cougars, rival wolves, and even prey animals who stand their ground. All of these can pose a threat to the pups if proper care is not taken. Threats from predators will always trigger an attack event marked with a red icon for the appropriate predator on the HUD. No such event occurs for prey. One advantage of this mobile state is that the player can easily lead their litter to food they cannot manipulate. (Adult carcasses.)

Pups can be ordered to hide in tall grass by using the Go Home woof emote. If there is no tall grass nearby, they cannot obey the command. Some pups will also instinctively hide in tall grass when they sense danger nearby. Once hidden, they are invulnerable to any attacks. Pups may however venture out of hiding if pack affinity is low, or if the danger in the area is prolonged.

Some, but never all of the pups will get lost while travelling; even if they are incredibly far behind the player, as they will simply continue on following. Pups are likelier to get lost of the player does not have a mate, or if the mate is closely with the pups behind. All pups will only get lost if pack affinity is low (below the arrow), and they are currently hiding in tall grass while the player and their mate are out elsewhere.

Sick/injured and tired pups (below 20% wakefulness) will travel much slower, such that it is often preferable to carry the individual. Pups of all sizes are able to swim efficiently, and can safely traverse any body of water. Care should still be taken, however; they can be carried by currents into larger bodies of water. Pups will not drown and will instead slowly attempt to swim toward the closest body of land.

Pups will still eat, sleep and play as normal if the pack stops moving. A player's location acts as a temporary home when they are still. This could be useful for the player if they seek to live a nomadic lifestyle, and allow pups to directly feast on a hunted or scavenged carcass instead of just bringing home regurgitant or meat chunks. Tired pups will be less inclined to continue travelling and will travel slower.

In Classic, pups will follow the player-wolf at a slow trot. They will always move towards the player-wolf no matter how far ahead they are, only stopping when they are in close proximity to water. It's possible to pick up and carry one pup at a time to help get them to their destinations faster. Doing so incurs a stamina penalty, causing the meter to rapidly diminish while carrying a pup. It is essential to have food ready to feed pups in case it is accidentally dropped in water so that it can be fed until stamina has recuperated enough to pick it up again and continue to cross.

Similarly, it's a good idea to ensure pups are well-fed before the mate assists in carrying them across the creek. Otherwise there is a risk of them dying before they can be put down on the other side.

In Legacy versions, pups will follow the player-wolf at a slow trot. They will always move towards the player no matter how far ahead they are. They may stop and wait on the edge of crossings. It's possible to pick up and carry one pup at a time to help get them to their destinations faster. Doing so has no stamina penalty.

Patrolling stranger wolf SC (2.5
Should the player encroach into the southern stranger wolf territory while making the journey to the Sandbar Crossing, they will be escorted back to the south-east shore of the sandbar regardless of whether they had already crossed or were preparing to cross and all packmates will be teleported to them. It's a good idea to ensure pups are well-fed before the player carries one across the creek. Once the first pup has been brought across, the mate assists in carrying the rest across.


Genetics[]

In the Anniversary Edition, pups' genes have different influences and a broader algorithm. The coats of offspring can be one of dozens of textures with varying mottling details, markings and shades of color ranging from cream-whites, pale-grays, browns and blacks. Orange-brown and gray-black tinting is another possible factor. Generating the size of a litter and pups' coats are determined based on the game mode.

In single-player, they are generated at the beginning of the episode after world generation completes loading into the game map.[5] Pup coats are influenced by those of the player-wolf and their mate.

In multiplayer, they are generated after choosing a den, right before the pups are born.[6] As no two players are considered to be the parents, pup coats are instead influenced by all player-wolves in the server.

Pups' coats won't change until they become yearlings. If the player is dissatisfied with their offspring, it is possible to reroll coats by restarting the chapter. If the player has previously completed the pups chapter, they can also reload the previously-cleared save and use the advance to next year option in Pack Info. Results may vary (possibly changing the number of pups in a litter).

In Classic, pups' coats are influenced by those of their parents' in single-player, or by the pack as a whole in multiplayer. There are basic genetics algorithms in place so that pups inherit coats that somewhat if not exactly resemble those of their parents.

The coat of a pup can utilize gray-black and orange-brown tints, meaning no two pups will be exactly the same. Like adults, eye colors are baked into the coat texture and can range from blue, grey, brown, amber and orange.

In Legacy versions, pups' coats are influenced by those of their parents'. There are basic genetics algorithms in place so that pups should inherit coats that somewhat if not exactly resemble those of their parents. Due to a bug in the game, the algorithm is partly broken.

The coat of a pup can utilize gray-black and orange-brown tints, meaning no two pups will be exactly the same. Like adults, eye colors are baked into the coat texture and can range from blue, grey, brown, amber and orange.


Pelage[]

See also: Gray wolf pup/Coats#Anniversary Edition or Gray wolf yearling/Coats#Anniversary Edition.

In the Anniversary Edition, all possible coats for young pups are included in the table below. There are twenty-one (21) textures in total, with even more possibilities if tinting is factored in.

ATTENTION: Some results are unavailable in the base game if separate add-on content is not owned and installed.

Pelage
Internal Name Add-on Content? 4 weeks old 2 months old
Black Base No
WQ-AE GrayWolf Y-1mo BlackBase
WQ-AE GrayWolf Y-2mo BlackBase
Black Eyebrows Yellowstone Wolf Coats
WQ-AE GrayWolf Y-1mo BlackEyebrows
WQ-AE GrayWolf Y-2mo BlackEyebrows
Small Dot Yellowstone Wolf Coats

OR

Building Character Coats
WQ-AE GrayWolf Y-1mo SmallDot
WQ-AE GrayWolf Y-2mo SmallDot
Black Rich No
WQ-AE GrayWolf Y-1mo BlackRich
WQ-AE GrayWolf Y-2mo BlackRich
Black Brown No
WQ-AE GrayWolf Y-1mo BlackBrown
WQ-AE GrayWolf Y-2mo BlackBrown
Black Mix No
WQ-AE GrayWolf Y-1mo BlackMix
WQ-AE GrayWolf Y-2mo BlackMix
Bronze Forehead No
WQ-AE GrayWolf Y-1mo BronzeForehead
WQ-AE GrayWolf Y-2mo BronzeForehead
Little T Building Character Coats
WQ-AE GrayWolf Y-1mo Little-T
WQ-AE GrayWolf Y-2mo Little-T
Brown Mix Dark No
WQ-AE GrayWolf Y-1mo BrownMixDark
WQ-AE GrayWolf Y-2mo BrownMixDark
Brown Base No
WQ-AE GrayWolf Y-1mo BrownBase
WQ-AE GrayWolf Y-2mo BrownBase
Brown Rich No
WQ-AE GrayWolf Y-1mo BrownRich
WQ-AE GrayWolf Y-2mo BrownRich
Brown All No
WQ-AE GrayWolf Y-1mo BrownAll
WQ-AE GrayWolf Y-2mo BrownAll
Brown Light No
WQ-AE GrayWolf Y-1mo BrownLight
WQ-AE GrayWolf Y-2mo BrownLight
Brown Pale No
WQ-AE GrayWolf Y-1mo BrownPale
WQ-AE GrayWolf Y-2mo BrownPale
Brown Stripe Yellowstone Wolf Coats
WQ-AE GrayWolf Y-1mo BrownStripe
WQ-AE GrayWolf Y-2mo BrownStripe
Brown Mix No
WQ-AE GrayWolf Y-1mo BrownMix
WQ-AE GrayWolf Y-2mo BrownMix
Gray Stripe Yellowstone Wolf Coats
WQ-AE GrayWolf Y-1mo GrayStripe
WQ-AE GrayWolf Y-2mo GrayStripe
Gray Mix No
WQ-AE GrayWolf Y-1mo GrayMix
WQ-AE GrayWolf Y-2mo GrayMix
Gray White No
WQ-AE GrayWolf Y-1mo GrayWhite
WQ-AE GrayWolf Y-2mo GrayWhite
White Cream No
WQ-AE GrayWolf Y-1mo WhiteCream
WQ-AE GrayWolf Y-2mo WhiteCream
White Mix No
WQ-AE GrayWolf Y-1mo WhiteMix
WQ-AE GrayWolf Y-2mo WhiteMix

In Classic, there are eleven (11) possible coats for pups.

In Legacy versions, there are seven (7) possible coats for pups.


Homes[]

Main article: Home Site

Pups will rely on shelter for the first few months of their life.


Den Sites[]

Main article: Den Sites#Anniversary Edition

In the Anniversary Edition, only one-month-old pups are reliant upon the hard shelter offered by den sites to hide in safety from potential predators.

Sleeping or resting inside the den's cramped interior increases the site's flea load much faster than sleeping or resting outside.[7] The higher the infestation, the less hospitable the den will become and the less tolerant the pups will be to stay put in order to be relieved of the pests. This will gradually incur a higher affinity threshold for their continued obedience, which in turn may cut territorial claim, reinforcement, hunting, and scavenging times shorter for the player.

Main article: Den Sites#Classic
In Classic, pups will rely on the den from the moment they are born until the Final Journey is started. When the player-wolf needs to leave the den site, pups will lie down in front of the den to await the return of the player-wolf in single-player, or any player-wolf in multiplayer. During this time they are safe from predators and may only die if their health reaches 0 as a consequence of starvation if too much time was spent away from the home and the pups weren't sufficiently fed.

Main article: Den Sites#Legacy
In Legacy versions, pups will rely on the den from the moment they are born until the Final Journey is started. When the player needs to leave the den site, pups will lie down in front of the den to await the return of the player-wolf. During this time they are safe from predators and may only die if their health reaches 0 as a consequence of starvation if too much time was spent away from the home and the pups weren't sufficiently fed.


Rendezvous Site[]

Main article: Rendezvous Sites#Anniversary Edition

In the Anniversary Edition, two month old pups lose their dependency on the den site, prompting the pack to move to any one of multiple rendezvous site. Although these sites expose already vulnerable young to threats, the pack still gains some benefits from a rendezvous site. Most notably, fleas lessen and their spread is no longer prolific, and flooding is no longer possible, meaning the site will always be habitable until the next chapter.

These locations are similar to dens, except for the fact that there are no caves or burrows to accommodate and shelter the pack or their litter. The only coverage offered by a rendezvous site consists of multiple patches of tall grass where the pups will hide when instructed or when tired and longing for a place of safety. While sheltering in tall grass, puppy nametags will dim to gray, indicating that they are hidden and safe from threats.

Main article: Rendezvous Site#Classic
In Classic, there is only one rendezvous site in Slough Creek. It is a concealed clearing in the south-west Douglas Fir Slopes forest. The player-wolf's time spent at the rendezvous is very limited and will be cut short upon arrival as it is where the game ends, thus as far as this version of the game goes, life at the rendezvous site is unknown.

Main article: Rendezvous Site#Legacy
In Legacy versions, there is only one rendezvous site in Slough Creek. It is a concealed clearing in the south-west Douglas Fir Slopes forest. The player's time spent at the rendezvous is very limited and will be cut short upon arrival as it is where the game ends, thus as far as this version of the game goes, life at the rendezvous site is unknown.


Audio[]

Anniversary Edition Audio

Soundtrack

Anniversary Edition • Pup OST
Type Location Volume Clip Snug as a Pup Den Site Interior Balanced
Den Days Den Sites Balanced
Playful Pups Home Sites Balanced
Idle Days in Slough Creek Balanced
Hanging Out with the Pups Home Sites Balanced
Naptime for Pups Home Sites Balanced
Traveling Day Traveling to New Home Balanced

Pup Howls

Howls used by 1 month old pups.

Anniversary Edition • Juvenile Wolf Howls
Name Audio sample
Four Weeks Old
Pup Howl #1
Pup Howl #2
Pup Howl #3
Pup Howl #4
Pup Howl #5
Pup Howl #6
Pup Howl #7
Pup Howl #8
Pup Howl #9
Pup Howl #10
Pup Howl #11
Pup Howl #12
Pup Howl #13
Pup Howl #14
Pup Howl #15
Pup Howl #16
Pup Howl #17
Two Months Old
Pup Howl #1
Pup Howl #2
Pup Howl #3
Pup Howl #4
Pup Howl #5
Pup Howl #6
Pup Howl #7

Classic Audio

Legacy Audio


Gallery[]

Anniversary Edition Gallery

Contributions for Gray wolf pup in the Anniversary Edition are welcome in this gallery!

Classic Gallery

Contributions for Gray wolf pup in Classic are welcome in this gallery!

Legacy Gallery

Contributions for Gray wolf pup in Legacy versions are welcome in this gallery!


Bugs[]

Anniversary Edition Bugs

  • Pups will never become "lost" if a player takes one and travels with it extremely far away from their den/rendezvous site. They will only become "lost" at this distance if the player has low affinity and/or if their mate is dead. With this action, a player can act as a "bad parent", stealing a pup away from the family, and raise only the single pup nomadically. Assuming mate permadeath is off, the mate will just idle and starve alone in the den (with all the pups dying of starvation). Since the mate is being kept alive due to mechanics, the lone pup will never become "lost" in this state. It is unclear whether this was intentional game design.
  • A litter of zero pups is possible under very specific circumstances.
    • Interestingly, the game progresses into the Raise Pups mission as normal. No game over will trigger despite the absence of pups. However, a side-effect of having no pups means there's no way to progress the episode from this point forward.
    • The following events will still appear: predator attacks, affinity decay and warnings, the den can be entered and slept in, and flea load will still increment. It is impossible to regain lost affinity, and predator behavior seems confused.

Classic Bugs

  • There is an extremely rare glitch when one of the wolf pups strays away from the den. Not just the normal stray and rebound, a stray that prevents it from returning from the den on its own. Should the player follow, it seems to wander into stranger wolf territory without consequence of the pup itself, and without consequence to the adult wolf following; the stranger wolves don't seem to react at all.
    • This was last seen happening in Slough Creek, somewhere before mission 5 when settled at East Creek.

Legacy Bugs

  • Due to a bug in version 2.5.1, all four pups will be born with dark gray-brown pelts.[8] The pure white coat will override the fourth-born pup's coat if enough experience points have been earned to unlock it.
    • The only known way to fix this is to kill all four pups and restart. In doing so, pups will then inherit the correct pelt coloration of the player and their mate or their ancestors' pelts. (Example: Two red wolves may give birth to two grey pups.)


Trivia[]

  • All gray wolves are born with blue eyes, a true fact which is appropriately reflected in-game. It is impossible for an adult wolf to have blue eyes unless it is an extremely rare genetic defect or is some part wolf-dog. 
  • Pups will interact with just about any packmate, regardless of whether they're a parent or an older sibling from a past litter.[9]
  • Real newborn wolf pups are indeed born with indistinct brown coats.[10] Over time, they will grow into their adult coat, at which point their adult colors and markings become more distinct. As they grow older and for the lucky few who reach advanced old age, some wolves will whiten/gray more than others.
    • Contrary to popular belief, the "pure" white puppy is not an albino.

Anniversary Edition Trivia

  • The 1-month-old pup model in this game was made by GIM Studio after being commissioned by eduweb.
    • eduweb does not own this model outright due to the high costs associated with exclusive rights. An agreement between both parties allows GIM Studio retains the rights to sell this model to other developers, so it may appear in other games.
    • Dave himself has noted that the model was edited in-house to create the 2-months-old model, thus they are compatible with the same animations and textures.
      • The three-month-old model was actually intended for Tower Fall.[11]
    • While GIM Studio does sell a gray wolf model pack, eduweb only uses their pup model. They do not currently use their adult model.
    • The puppy models are far more accurate compared to those of Classic and Legacy.
  • During sleep, the game will not make pups “teleport” around to a different location so as to simulate them moving idly for hours on end (as other animals would). The game instead keeps the pup and their model as an active asset, moving normally even during the rapid changing of time during sleep. This mechanic is incredibly useful for locating lost pups even after a nap, as they will always be roughly in the same area. Note should be taken however, as the pup’s scent will fade after a nap.
  • It is possible to raise pups without a den or a rendezvous site. This is known as as having a nomadic lifestyle. When doing the third and fourth missions in Slough Creek, having a home den is not necessary.
    • In order to generate a family snapshot however, one must eventually settle into a rendezvous site for the fifth mission.
  • As of version 1.0.7n, carrying a pup will cause some stamina drain. The rate of stamina drain is dependent on the active difficulty setting.
    • This mechanic was likely added to discourage players from intentionally pup-killing.
    • Though players normally drop pups when stamina is depleted, the wolf will not drop the pup if they are on uneven terrain or above a cliff.

Classic Trivia

  • The fourth-born pup will always be overridden with a "pure" white coat if enough experience has been earned.
  • Like all other NPCs, pups are controlled by AI.
  • Pups' hide-in-den behavior makes it possible for the mate to resume its follow-and-assist behavior. From 2.0-2.5, the mate would stay at the den with the pups, making hunting tasks much difficult.
  • During "Raise Pups" multiplayer, pups will only follow the player who is the server host. They do not follow other player-wolves, but client players can interact with pups and carry them when it is necessary to do so.

Classic and Legacy Trivia

  • The pups' first days/weeks are skipped entirely. The initial appearance of pups is based at 6 weeks old. By the end of the second episode, pups are roughly 8-10 weeks old, but their appearance remains the same throughout the episode.[12]
  • Pups and their parents cannot enter the den. It is purely a environmental prop object. 
    • Although the game implies that the pups are safe "inside the den", they do not actually enter the den or go to any other zone, or leave the Slough Creek map. They will lie and remain stationary outside the den until at least one player has returned. The den itself remains a non-functional object. Any puppy-predators will queue nearby, waiting for the player to return home before they're allowed to spring into action.
    • The den being inaccessible is due in part to the interior being a very small and cramped environment.[13] The other part of the reason was the team not knowing how to make the implementation worthwhile during its Classic development cycle, paired with budget and time limitations during its original Legacy development cycle.
  • Pups are attracted to the parent if they have enough food to offer them; this is useful when the player needs the pups to stay close by or follow.
  • Pups cannot swim; upon entering a deep body of water excluding the creek shallows, pups will begin to drown.
  • Pups cannot hunt, though they do have an animation that resembles play hunting.
  • Before birthing pups, the female wolf does not display any outward signs of pregnancy, however they and a visible transition were a common request over the game's years of development.[14]
  • Pups do not have nor will they inherit any stats.

Legacy Trivia

  • Across all versions, the player never sees pups from opposing packs.
    • None of the other dens will be occupied; every single one remains abandoned for the duration of the player's stay in the game map.
    • This is simply due to the player's pack being so small that it literally doesn't have the adult numbers nor the time, energy or resources to go after rival pups. Putting it into a realism perspective: bigger wolf packs whose previous litters have grown into adults without dispersing are naturally better prepared to encroach than small, newly-founded packs raising their first-and-only litter whose only adult population consists of one breeding pair.

  • References & External Links[]

    1. 1.0 1.1 Versions/WolfQuest (Legacy)/Updates#2.0.0
    2. Confirmation: wolfquest.org • Ask WQ Coordinator- the WolfQuest Live Q&A, and wolfquest.org • Ask WQ Coordinator- the WolfQuest Live Q&A follow-up response
    3. Newborns are always born with indistinct brown coats. This is accurate, as the same is true for real-life newborn wolves. As pups grow, so too will their appearance further develop.
    4. 4.0 4.1 Official WolfQuest Newsletter, March '09 issue.
    5. When 1.0.6 first released, litter size and coats weren't determined until the moment of birth, thus it was once possible to save prior to choosing a den and reload until desirable outcomes were born. This has since been changed.
    6. Confirmed by the developer on Discord in the #sc-multiplayer-discussion channel. Message permalinks: Question, Confirmation
    7. Flea load increments by 6% per uninterrupted sleep cycle.
    8. Thread:5813
    9. Koa#8696 on the Official WolfQuest Discord: generally wolf dens are only big enough for a mother and her pups. if present, other pack members may enter the den if another adult is not present. Cited source: Wolves: Behavior, Ecology and Conservation by L. David Mech.
    10. https://wolf.org/wolf-info/basic-wolf-info/biology-and-behavior/pup-development/
    11. What's Ahead for WolfQuest on YouTube, timestamp 2:39
    12. http://www.wolf.org/wolf-info/basic-wolf-info/biology-and-behavior/pup-development/
    13. wolfquest.org • WQ Tablet: Inside the den (see also: last post)
    14. http://www.wolfquest.org/bb/viewtopic.php?f=3&t=14558


    Anniversary Edition Saga
    Wolf Packs Wolves Dispersal wolfPredator wolfStranger wolf (packs, territories)
    Player's Pack
    Areas Hexes (home) • TerritoryWedges
    Family Mate • Offspring: Pups, Yearlings, Subadults, Adults (dispersers)
    Home Sites Den sitesRendezvous sites
    Modes WQ-AE Hex-Yellow map-legend Single-playerWQ-AE Hex-Yellow map-legend Multiplayer
    Objectives Quests Learn to HuntFind a Mate (Courtship) • Explore Lost RiverEstablish Your TerritoryFind a DenRaise Pups
    Journey to Summer HomeLoaf at Rendezvous SiteEndless Summer
    Subquests Find a New MateMove to a New DenHunt Newborn Ungulates!Livestock ranchMove to New Rendezvous Site
    Exploration Miscellaneous AchievementsCollectiblesEaster EggsHuman InfluencesLandmarks
    Episode 2: Slough Creek
    Wolf Packs Packs Druid PeakSpecimen RidgeSlough Creek
    PacksRival TerritoriesSocial arena
    Wolves Predator wolfStranger wolf
    Player's pack Home Sites Dens: Saddle MeadowsAspen HeightsEast CreekBison Peak Cutoff
    Rendezvous: Douglas Fir Slopes
    Packmates MateWolf pups
    Exploration Miscellaneous AchievementsCollectiblesEaster EggsHuman ImpactsLandmarks
    Newborns & Juveniles
    Anniversary Edition Predators Wolf yearlingWolf pup (gray, newborn) • Grizzly cub
    Prey Mule deer fawn (newborn) • Bighorn lamb (newborn) • Elk calf (newborn) • Moose calf (newborn)
    Miscellaneous Livestock (ranch)
    Classic & Legacy Predators Wolf pup
    Prey Cattle calf
    NPCs
    Competitors & Predators Bald eagleBobcatBlack bearCougarCoyoteDogGolden eagleGrizzly bearRavenRed fox
    Prey BeaverBighorn sheepBisonDomestic cattleElkMooseMule deerPorcupinePronghornSnowshoe hare
    Newborns & Juveniles Bighorn sheep lambDomestic cattle calfElk calfGrizzly bear cubMoose calfMule deer fawnPronghorn fawn
    Wolves Dispersal (Mate) • Offspring: Pup, Yearling, Adult, DisperserPredatorStranger
    Non-interactable BirdsCatInsect
    Non-entity Human
    Miscellaneous AirplaneAmphibiansFishHerdsWolf Packs
    Anniversary Edition Wolf Packs
    Family & Packmates Family & Packmates Single-player Breeding Pair Player-wolfMate
    Offspring PupYearlingSubadultAdult (dispersal)
    Multiplayer Packmates
    Shared CompanionshipFondnessHome SitesTerritory (hexes, scent posts)
    Activities CommandsCourtshipHunting (scavenging) • Pack Info (known wolves, roles)
    NPC Packs & Wolves Hostile Established Rivals (stranger wolves, predator wolves) • Rival Territory (home hex) • Wolf Packs
    Neutral Disperser Groups (dispersal wolves)
    Locations
    Amethyst Mountain Established Rival Pack 1 Rescue CreekRival Pack 2 Lamar CanyonRival Pack 3 Wapiti LakeRival Pack 3 MolliesRival Pack 4 Rival Pack 4Rival Pack 5 Rival Pack 5
    Replacers Pending Data
    Dispersers 8 MileBeartoothBiscuitCanyonCinnabarHaydenHoodooMadisonPahaskaProspect PeakQuadrantRosebud
    Slough Creek Established Rival Pack 1 Junction ButteRival Pack 2 Prospect PeakRival Pack 2 OxbowRival Pack 3 Crevice LakeRival Pack 4 Rival Pack 4Rival Pack 5 Rival Pack 5
    Replacers BaronetteBison PeakFrenchysHornadaySilver TipWolverine Creek
    Dispersers AvalancheBeartoothCastle CreekEmigrantFishtailFridleyLake SurrenderLebo PeakQuadrantRimSlip n' SlideSouth ForkToadflax
    Dollar Tower Fall Established Unknown • Placeholder
    Replacers Unknown • Placeholder
    Dispersers Unknown • Placeholder
    Dollar Hellroaring Mountain Established Unknown • Placeholder
    Replacers Unknown • Placeholder
    Dispersers Unknown • Placeholder
    Lost River Dollar Expansion Established Rival Pack 1 Van WinkleRival Pack 1 ElevationRival Pack 1 TempletonRival Pack 1 BadlandsRival Pack 2 LuckyRival Pack 3 Lost RiverRival Pack 4 Rival Pack 4Rival Pack 5 Rival Pack 5
    Replacers Pending Data
    Dispersers AvalancheCalamityDesolationEclipseElementsGhostRenegadeRequiemRogueSalvageShadowSolaceStardustStargazerStormcloudSulfurTumbleweedWindstorm
    Classic Established Rival Pack 1 Lost RiverRival Pack 2 Van WinkleRival Pack 3 Elevation
    Replacers Pending Data
    Dispersers CalamityDeltaDesolationEclipseGhostRenegadeRequiemShadowStormcloudTumbleweedWindstorm
    Classic & Legacy Wolf Packs
    Family & Packmates Single-player Breeding Pair Player-wolfMate
    Offspring Pup
    Multiplayer Packmates
    Shared Den SitesRendezvous SiteTerritory (wedges)
    Activities Hunting (scavenging) • Pack StatsSocial Arena
    NPC Packs & Wolves Hostile Stranger Wolves (packs, territories) • Predator Wolves
    Neutral Dispersal Wolves
    Locations
    Amethyst Mountain DruidSloughSpecimen
    Slough Creek Identities Unknown
    Lost River ElevationLost RiverVan Winkle
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