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While they do not appear as physical entities, humans are referenced in-game. They debuted in 2010 with the discovery of impacts (or influences), and have had their presence extended since 2015. Prior to the release of Survival of the Pack, humans and their traces were completely absent.
In WolfQuest: Anniversary Edition, human presence is currently only indicated by minor constructions in the wilderness, influences, collectible objects, in addition to some sturdy old structures left behind to rot by mankind.
Even though there are implications of humans in the wilderness of Yellowstone, the player-wolf will never see nor encounter them while inside the protective range of the park. Outside of it or elsewhere, however, is another matter entirely...
In WolfQuest: Classic, human presence is very limited in two maps to a small scattering of influences and objects inside the park, and very prominent in a variety of ways only in one. The player-wolf can find a variety of influences and objects across all maps, while structures can be found only in the latter.
The player-wolf will never see any humans on their travels nor will they be directly threatened by them, except when visiting one particularly dangerous location in Slough Creek...
In Legacy versions of WolfQuest, human presence is very, very limited. Only one map features a small scattering of impacts and objects.
As the player-wolf is within the protective range of Yellowstone National Park, their wolf is more protected against hunters than it would be outside of it. Thus, the player will never see humans, except for one possible repeatable and dangerous occurrence which takes place on the outskirts of Slough Creek...
Entities[]
Across all versions, humans do not make a physical appearance; they possess no entities (models) as evidenced by sleuthing through the game files of each major revision. It is unknown if they ever will.
In the Anniversary Edition, the accepted scent color for this species is red, being that it is associated with collectibles objects carrying their lingering scent. Instead of emitting a prey spore or a predator or competitor spore, theirs emit a distinct and unique question mark icon, perhaps depicting wolves' confused perception of humans as neither prey or food nor predator or competitor, yet still something to steer clear of altogether.
In Yellowstone[]
Amethyst Mountain[]
In the Anniversary Edition rendition of Amethyst Mountain, the north and north-easterly range of the map across the northern side of the Lamar River is cordoned off with an invisible world barrier. Attempting to cross it tells the player that their wolf scents a road ahead and their avatar will forcibly turn around and go back into the play area. This is just a method of keeping the player from going out-of-bounds. This instance does not have any associated scent data to be seen in scent view.
It is possible to breach this barrier by repeatedly attempting to jump across it at the last possible moment before touching the barrier, but doing so and exploring this area dubbed "Sunset Slopes" yields no results; exploration yields no signs of any humans nor any man-made roads.
Beyond this instance of active human presence, the player-wolf may only find a small construct of stacked antlers which serves as a landmark in a particular location, or they may find many collectibles and various influences made or left behind by mankind as they explore the land.In Classic Amethyst Mountain, there are very few traces of mankind; none are fresh and none suggest there any in the area in the timespan of the player-wolf's visit.
In Legacy versions, the slopes of Amethyst Mountain are devoid of mankind. There is nothing to find in the vast wilderness to suggest the mountain receives very many visitors.
Slough Creek[]
In the Anniversary Edition rendition of Slough Creek, the map is devoid of any roads, giving the player free reign to explore without their wolf being perturbed by the scent of heavy human traffic. On their travels, they are almost sure to find a long dirt road used by horse-drawn wagons, and a sure of mankind in the form of a ranger cabin with solar panels that seemingly sits empty and disused for the duration of the player-wolf's time spent in this map.
Once again, there will be a scattering of collectible objects and influences throughout the game map to find.
In Classic Slough Creek, there are a small collection of impacts and objects that litter areas of the creek that gave the location its namesake, indicative of the presence of mankind having dwelled before the player-wolf's arrival. From old boots and footprints to minor constructions, there are a few sights to see, giving the player something more to do. Again, there are no humans to see.
After pups are born, one more activity — this one fairly dangerous — becomes available. By traveling to a barbed-wire fence icon on the compass, the player-wolf will find that they can visit a cattle ranch. By going there, they visit in the dead of night and are given free rein to hunt leses dangerous prey at the cost of being in the territory of a far greater competitor and their distantly-related allies. Tread carefully, for this encounter can prove to be quick and fatal, caused by a single, powerful bullet of a shotgun, all to protect their livestock and their livelihood from encroaching predators who dare trespass in the hope of an easy meal. In spite of the dangers that rest within, the pay-off itself is most rewarding: a sustainable food source. This activity is repeatable and can be revisited as many times as the player likes up until the pack abandons their den and begins its migration to the Douglas Fir Slopes rendezvous.
In Legacy versions, the lush meadows and hills of Slough Creek offer a wider variety of things to do. Here, the player can find impacts — traces of mankind's presence in the otherwise natural wilderness — breathing a little more incentive to explore the land. Most are placed around the titular creek which gives this location its name. Still, there are no humans to encounter.
Elsewhere, after the birth of pups, a dangerous activity becomes available to play. Should the player follow the barbed-wire fence icon on their compass, they will find a cattle ranch; therein will be a very dangerous threat with distantly related allies and the potential for a quick death caused by a single shotgun shell in an effort to protect their livestock from hungry predators intruding upon their private land and pastures. Despite the huge risk to the life of the player's wolf, it has a very rewarding food pay-off if all goes well. This is a repeatable event which can be replayed as many times as the player likes before they leave for their pack's summer home.
Tower Fall[]
Unreleased content
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Future content
This article contains information about future plans. As is the nature of development, information here may be incomplete and could become inaccurate over time. The WolfQuest Wiki is not a crystal ball and any new information provided in this article must be sourced. |
In Classic, Tower Fall does not exist.
In Legacy versions, Tower Fall does not exist.
Lost River[]
In the Anniversary Edition, there are two Lost River maps.
Lost River (Anniversary Edition)
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This is paid content. |
Unreleased content
This article contains information about upcoming content that has yet to be released. Some of the information presented may be inaccurate or subject to change. |
In the Anniversary Edition, the modern Lost River, there are many sights to see.
One particular location of interest is the cattle ranch... those inclined to trespass ought to do so with caution, for there are hazards. Even once inside and seemingly safe, tread carefully in this guarded private property, for danger lurks within! If the player-wolf is too careless, they will surely meet their end to the bullet of a rifle fired by a rancher protecting what remains of their livelihood and their livestock from predatory wildlife attempting to score an easy meal on their privately-owned land or in their pastures.
Lost River (Classic)
In the Anniversary Edition rendition of the classic Lost River map, much of the land has been shaped by humans and the heart of the map holds sure signs of habitation in the form of settlements: minor and major towns and residential dwellings once occupied by mankind! Though many of them sit dilapidated and abandoned by their former residents, the majority remains standing and otherwise in good condition. Subtle hints in the most populated hotspots share some history of the town's end, although the fate of its former inhabitants and the events leading up to its abandonment is a completely mystery which remains untold by the developer and is instead left up to players to interpret amongst themselves.
There are no collectibles, but player-wolves can still find objects and landmarks if they explore. There are no human threats to the player-wolf here nor any dangers lurking in the form of distantly-related domesticated canines, whether pet or feral.
In Classic, the original Lost River is filled to the brim with many abandoned buildings, vehicles, and other objects including old furniture and makeshift constructs. Residential settlements, a town with many business ventures, and with enough exploration, there are a handful of hints as to what happened to its former inhabitants waiting to be discovered, while the rest remains a mystery left up to player interpretation.
Here, there are no dangers from mankind nor any dangers from the distantly related domesticated canines who also once called this location home.In Legacy versions, Lost River does not exist.
Influences[]
In the Anniversary Edition , a variety of influences — meaning anything from collectibles and non-interactable objects to imposing structures constructed by mankind for any number of reasons or intent — can be found within all four game maps, though the latter category is less widely-spread and can only be found in two of these maps in total.
Some hiking trails, paths, and roads in the real-world Yellowstone National Park locations are loosely referenced and depicted in-game, but not every single one has been accounted for.[1] So far, Amethyst is the only setting to reference a road beyond the game's imposed borders.
In Classic, a small collection of influences — meaning anything from footprints to objects littering the game map — and non-interactable objects can be found in all three game maps. Larger and more permanent if not longer-lasting structures can only be observed in Lost River.
Hiking trails, paths, and roads in the real-world Yellowstone National Park are not actually depicted in-game.[2]In Legacy versions, the small collection of impacts are only offered in Slough Creek.
Vehicles[]
There aren't any vehicles to find in the Yellowstone wilderness.
In the Anniversary Edition, vehicles of the abandoned variety are common in Lost River, though most are rusting and well on their way to decaying where they stand in the absence of a scrap collector and scrapyard.
Gone is the airplane event; there are no events wherein the player-wolf is knowingly being tracked and observed by wolf biologists inside of the Yellowstone maps.
In Classic, a variety of rusting, decaying cars and trucks can be found in Lost River, all of them having been denied the end-of-service in a scrapyard.
An occasional low-flying Cessna airplane will spawn to track and observe the player-wolf if they are fitted with a radio collar, but this event doesn't occur outside of the Yellowstone maps. The event can occur multiple times at intervals during the same session. Due to the heavily emphasised abandonment of Lost River, no plane will spawn there, even if the player's avatar is collared.
Miscellaneous[]
Rumors[]
- Main article: Rumors#Human Encounters
Contrary to popular claims and rumors, there are no humans in WolfQuest beyond confirmed instances documented on the Wiki and verified by the development team. In 2010, a rumor spread around about a supposed third episode titled "Midnight Pass", which was set to feature hunters.
Because Yellowstone National Park -- the real-world location where WolfQuest's episodes are based on -- prohibits illegal hunting on-site, this would defeat the purpose of the game's realistic and educational value. As the rumor grew more popular, Cana dispelled the rumor by making an announcement confirming that no such episode was planned nor in development at the time due to the team being busy with the development of version 2.5.[3] Furthermore, episode names are derived from real locations within Yellowstone National Park rather than being made up on-the-spot. The original video has since been lost, having been removed from YouTube due to copyright violations.[4]
While hunting is forbidden within the protected grounds of the park, wolves are fair game if they leave the park's grounds. Hunters have been known to shoot and harvest wolves that have passed out-of-bounds, with some shooting wolves still inside of the park. Those equipped with a radio collar are not immune to hunters, which can be especially controversial if the wolf is/was famous.
Gallery[]
Anniversary Edition Gallery
Contributions for Humans in the Anniversary Edition are welcome in this gallery!
Classic Gallery
Contributions for Humans in Classic are welcome in this gallery!
Trivia[]
- Originally, players referred to man-made items as "human impacts".[5] While not often mentioned by the WolfQuest Team, eduweb have been seen to call them "human influences". For all intents and purposes, neither name is incorrect.
Anniversary Edition Trivia
- With the addition of collectibles, props and items, paired with the overall inclusion of Lost River, the Anniversary Edition of WolfQuest holds the highest amount of human influence in-game. Smaller amounts spread across its Yellowstone game maps are also counted towards this title.
Classic Trivia
- Lost River saw the most human influences added to the game. It would later be superseded by Anniversary Edition.
All Versions Trivia
- With a minor exemption in the Anniversary Edition, roads, hiking trails, paths, and camping sites are omitted in-game.
- Human impacts were likely added as an extra incentive to explore.
- Certain impacts reference real landmarks!
- On the community forum, players can discuss their findings of human impacts on this forum thread].
- Wolf attacks are rare; in most cases, an encounter between man and wolf would most likely result in the wolf fleeing. (Some exceptions include the animal being affected by rabies, or driven to attack by desperation brought on by starvation.) Of course, with the player themselves being human, a human-controlled wolf is bound to go against or ignore its instinct.
- If ever humans as entities are implemented, we can only theorize that they may be non-interactable, or beyond the player's reach to prevent attacks in compliance with their rarity.
References & External Links[]
- ↑ 1.0 1.1 Google Maps - Tower Fall; gameplay area TBA; for demonstrative purposes.
- ↑ 2.0 2.1 Google Maps - Slough Creek, rough approximation of the gameplay area with hiking trail.
- ↑ wolfquest.org • Episode 3: Midnight Pass Rumor
- ↑ Rumors#Midnight_Pass
- ↑ wolfquest.org • Slough Creek - Human Impacts!, posted by AWolfSpirit on January 2nd 2010.
NPCs | ||||
---|---|---|---|---|
Competitors & Predators | Bald eagle • Bobcat • Black bear • Cougar • Coyote • Dog • Golden eagle • Grizzly bear • Raven • Red fox | |||
Prey | Beaver • Bighorn sheep • Bison • Domestic cattle • Elk • Moose • Mule deer • Porcupine • Pronghorn • Snowshoe hare | |||
Newborns & Juveniles | Bighorn sheep lamb • Domestic cattle calf • Elk calf • Grizzly bear cub • Moose calf • Mule deer fawn • Pronghorn fawn | |||
Wolves | Dispersal (Mate) • Offspring: Pup, Yearling, Adult, Disperser • Predator • Stranger | |||
Non-interactable | Birds • Cat • Insect | |||
Non-entity | Human | |||
Miscellaneous | Airplane • Amphibians • Fish • Herds • Wolf Packs |