Make your way back to where the Wolf was. Once you have restored the power again, no jumpscare will happen this time.Be wary that a random jumpscare that is completely irrelevant to anything that is happening and will never be mentioned again appears at the entrance to Control Room B7. You are now required to repeat the steps as above. Warning: This will trigger a jumpscare you cannot avoid.īishop will now awaken at his desk once more and receive a call from a stranger.
#CASE ANIMATRONICS VENTILATION CODE CODE#
This room requires that you enter the code you got from the note. Memorize the code and go to Control Room B7.At the end of the hall is a deactivated Wolf along with a code written on a note between his legs. Get out of the office space and into the main Hall C1.You take your flashlight and tablet and, as the power shorts out, decide to get up and solve the problem. Only desks without a chair are viable (with exception of your own desk in Office B1).Īct 1: A Rude Awakening The game starts off as you, police officer John Bishop, awaken late at night at your desk. Desks: The most abundant type of hiding place found in the game, though not all desks can be hidden under.There are three different kinds of places you can hide in to keep enemies from putting an end to you: Simply inch your way from one side of the lock to the other. You need to find the right angle to place the lockpick. When interacting with these doors, you will need to complete a small minigame.
#CASE ANIMATRONICS VENTILATION CODE ARCHIVE#
These lockpicks will grant you access to the aforementioned Room B2 that contains the tablet charger and the Archive D1. You need to obtain these after the Cat becomes active. However, it will work again shortly after. Don't worry about it alerting the animatronics to your presence while you are hiding: It doesn't! While the flashlight has infinite battery, it will occasionally start to flicker and turn off entirely.
Turn the flashlight on by clicking the right mouse button so that you can see where you are going. (Do note however that the battery will slowly drain even if you have the tablet turned off completely.) The text on the charger will turn green once the tablet is at 100%.
The tablet recharges relatively quickly, so you won't have to wait too long. Place the tablet on the charger and hide under the desk. On the desk inside of the room is a tablet charger and the desk itself a hiding place. Partway through the game, you will gain access to Room B2. It also marks the room you are currently inside of and the room you have to reach next, which is very useful for orientation.īut be wary of your tablet usage: The tablet can and will run out of batteries. You can select any available camera by simply clicking on it. You can use this to keep an eye on an animatronic in a safe area away from you, that way you know when it leaves.īy pressing space you bring the tablet closer to your face, giving you a clearer look at the layout of the police station. Turning the tablet on (standard keybinding is the left mouse button) gives you a live-feed of whatever camera you have currently selected. The tablet is the most important tool at your disposal, as it gives you vital information on the locations of the animatronics roaming the police station.