recursal/Fanatic-Fandom huggingface dataset:
Tablet

> *"Ah yes, the tablet. The Department relies too much on this new monitoring system. At this rate, they'll soon give us a joystick and a lightsaber."* - John Bishop
>
>

The Tablet is a mechanic in CASE: Animatronics.

## Description

The Tablet is a modern black electronic device consisting of a large screen and small buttons. It is connected to the security cameras within Aurora Police Department and is used in order to see the camera feeds. John Bishop first collects the Tablet in his dream, however most of the cameras are offline except for the Warehouse. The Tablet is used consistently throughout the whole game in order to track the location of any wander animatronics. The Tablet will run out of power quickly, and can be recharged using the charger in Ben's Study. This will also happen during a scripted event after John activates the breaker in A3.

## Tactics

Using the Tablet is pivotal to moving around the building safely. The player can look at room sin the building to determine if The Wolf is patrolling the area or if The Owl has spawned in any given room. This will allow the player to plan a route to their next destination, or see if any rooms containing hiding spots are same to use. The Tablet cannot be used to monitor The Cat if it is still inside the vents, however if the Cat has left the vents it will also show in the Tablet.

## Trivia

* After John picks the Tablet up for the first time, he will question the price of the tablet out loud.
* It is unknown who placed the sticker with the building's map on the Tablet, however this was presumably John himself.
* The only rooms that cannot be viewed using the Tablet are the Locker Room and the Shower Room.

## Gallery

The Tablet after trying to connect to a broken cameraA promo image showing the use of the TabletThe Tablet charger in Ben's Study
Director's Office

The Director's Office, aka *B6*, is a location in CASE: Animatronics. It is a sublocation of Aurora Police Department.

## Description

The Director's Office shares a similar layout with both John Bishop's Office and Ben's Study in that it is a small office space furnished with a desk with a computer and lamp, and a row of filing cabinets. It is more spacious that the other offices and also contains a safe and a large portrait of the director on the wall behind the desk along with a thermostat. The room is locked with an electronic lock that requires a keycard to open. It is accessed through A4.

John Bishop first enters this room after accessing Ben's Study and collecting the red keycard from inside the filing cabinet. This keycard is needed to unlock the door to the Director's Office. Once inside the player can collect a note from one of the filing cabinets which reveals more information about Scott and his relationship with John. Scott will call the player using the phone in the office after the note has been collected and will then deactivate the ventilation. The player must reactivate the ventilation and survive until 3AM, which will then unlock the safe in the Director's Office which holds the keycard needed to enter the Interrogation Room.

## Animatronics

After the Director's Office has been unlocked it can be searched by The Wolf if it has already searched A4. The Cat does not have access through the vents but may enter the office if it is roaming the building. The Owl may spawn in here in front of the desk, but only after the player has encountered it for the first time. The Bear is never found here.

## Trivia

* The mechanics needed to unlock the safe is the only time that the player is given a set amount of time to survive until, as all other objectives can be done as soon as they are available.
* One of the collectible Notes, specifically Note 4, can be found in one of the drawers in the desk.
* *B6* is the only room in which the corresponding security camera does not work. This is due to the camera being covered in the room, presumably by the director himself.

## Gallery

The Director's portrait on the wallThe safe that holds the yellow key cardThe note found in B6B6 as seen from the TabletThe thermostat after the ventilation is cut
John Bishop's Office

John Bishop's Office, aka *B1*, is a location in CASE: Animatronics. It is a sublocation of Aurora Police Department.

## Description

John's Office is furnished with a desk with a lamp and fan, four filing cabinets in the corner, some chairs and a chest by the window. A box of donuts can be found on a table near the filing cabinets. The desk holds a computer, a range of work files and the Tablet. It is connected to A1 and shares a wall with Ben's Study. John Bishop begins here both in the dream sequence and during the main game. One of the filing cabinets also contains one of the collectible Notes, specifically Note 13.

## Animatronics

The Wolf can check in here if it has entered A1, as can The Cat as there is vent access from the ceiling. The Owl can spawn in here occasionally between the desk and the door, however The Bear is never encountered in John's office. The desk can be used by the player to hide under from any aggressive animatronics.

## Trivia

* This is the only room in the game with an emergency evacuation map on the wall.
* The drawers hold a pill bottle, a bottle containing what appears to be liquor, and a name stand.

## Gallery

A view of John's Office from the computer deskThe building's map on the wall of the office
Case: Animatronics Wikia

Welcome to the unofficial wiki for CASE: Animatronics, a first-person horror stealth game.
CASE: Animatronics is about policeman John Bishop getting trapped in his police department with murderous animatronics. Along with getting phone calls from an old 'friend', Bishop has to survive the night in this free roam horror game.
We are currently maintaining 33 articles and 128 files, and you can help! If you're not sure where to start, check out the To-Do List.
Please also be sure to thoroughly read the Rules and Guidelines before you begin editing.

GAMEJOLT PAGE
STEAM PAGE
WEBSITE

Check out our sister wiki for the prequel to this game: CASE 2: Animatronics Survival

 Blogs

 BLOG\_LISTING\_POST\_BUTTON\_TEMPLATE

PurpleProse24
9 August 2018

 0

Admin

Does anyone know who the admin for the wiki is? There are an awful lot of pages that need deleting and the wiki should be set to require a FANDOM account in order to make edits to stop the troll page…

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Achievements

Achievements are rewards given to the player for completing different tasks. There are currently 7 achievements available:

* *Met A Wolf* - Encounter The Wolf for the first time.
* *Met A Kitten* - Encounter The Cat for the first time.
* *Don't Blink* - Encounter The Owl for the first time.
* *Oh Really?* - Complete the game on Easy mode
* *A Piece Of Cake* - Complete the game on Hardcore mode
* *Survivor* - Complete the game without resetting the ventilation
* *Elementary, Dear Bishop* - Collect all in-game Notes

*Met A Wolf*, *Met A Kitten*, *Don't Blink*, and *A Piece Of Cake* all share the same icon.

## Gallery

The generic achievement logoThe *Survivor* achievement logoThe *Oh Really?* achievement logoThe *Elementary, Dear Bishop* achievement logo
Meeting Room

The Meeting Room, aka *A2*, is a location in CASE: Animatronics. It is a sublocation of Aurora Police Department.

## Description

The Meeting Room is a large open room with an Aurora Police Department logo in the center of the floor. There are three rows of chairs facing a podium and a projector screen displaying an image of a crime scene. There are a couple filing cabinets strewn about the edges of the room, but the room is otherwise utilitarian in furnishings. It is connect to both C2 and A3.

John Bishop can enter *A2* at time after the dream sequence has ended, however the only time that entering is useful is after Scott turns off the ventilation and causes the building to overheat. The computer in the Control Room requires a code to unlock which is found on the projector screen in *A2*. The code is randomly generated and is found in the bottom right corner next to the **F** tag.

## Animatronics

The Wolf regularly checks this room and will often spend upwards of 25 seconds in *A2* unless interrupted. Because it spends a significant amount of time in *A2*, this can be a good opportunity for the player to move through *C2* unobstructed. The Cat is able to access *A2* through the vent in the ceiling, as can The Owl who can spawn in front of the projector screen. The Bear is never found here.

## Trivia

* The player does not technically need to enter *A2* at all, as it is possible to complete the game without resetting the ventilation. Doing so will award the player with the *Survivor* Achievement.
* Strangely, the player or any animatronics standing in front of the projector won't cast a shadow on the wall. This is likely so that this doesn't obstruct the ventilation code.

## Gallery

One of the possible codes on the projectorThe portrait and the Cat's vent in A2The projector in A2
Corridor Desk

Corridor Desk, aka *C2*, is a location in CASE: Animatronics. It is a sublocation of Aurora Police Department.

## Description

*C2* is an extension to C1 and part of the same location, however it is spread over two cameras due to it's size. The area contains a desk with a phone and lamp, the first of which is used to communicate with Scott, a locked cage door blocking the route to the Warehouse, and two doors leading into A3 and A4. From south to north the doors are as follows:

* Two grey doors to the right, both locked, which lead to the Interrogation Room and what is likely the restrooms respectively.
* Two black wooden doors on the left, one of which is locked and the other leads to A1.
* A branching hallway off to the right that leads to the Control Room, Lobby, and Locker Room.
* A locked black wooden to the left leading into the Meeting Room.
* A keycard door on the right which leads to A3.
* An unlocked door on the left leading into A4.
* An locked cage door leading to the Archive.
* The Warehouse past *D1*.

## Animatronics

The Wolf is first encountered in *C2* during the dream sequence, and can be found lying on the floor in front of the door to *A3* with blood pouring out of its mouth and stomach. A note can be found resting in its lap with four numbers written on it with the last number is mostly obscured by blood. After the Wolf jumpscares John Bishop in his dream, it can be found in the same position. This time it will have another set of numbers in the same arrangement. After the player is scared by the mysterious ghost and enters the second set of numbers to access the Control Room panel, the Wolf will be missing from its previous location. It will then reappear during the phone call on the other side of the bars in *C2*. It will run through *A3* when triggered and escape, at which point it will then begin its usual behavior. It regularly passes through this area on it's way to or from *A3* or *A4*.

The Cat does not have direct vent access to this section of the hallway, but does have access in *C1*. Likewise, neither The Owl or The Bear can ever be found in this area.

## Trivia

* Beta screenshots of the game show the Bear in the same location as The Wolf, indicating that the two may have swapped roles at some point during development.
* The cage in *C1* can never be unlocked, forcing the player to detour through A4 each time.
* The central corridor is the only area to have multiple cameras, being *C1* and *C2*.
A4

A4
--

*A4* is a location in CASE: Animatronics. It is a sublocation of Aurora Police Department.

## Description

*A4* is functionally identical to both A1 and A3. It is a large open plan office space furnished with several desk and filing cabinets, along with one of two breaker boxes on the far wall. It is connected to the rest of the building through C2 and is connected to the Director's Office on the right side. *A4* is initially locked and requires the keycard found on the floor of the Shower Room in order to unlock the door.

John Bishop is first required to ending *A4* after he wakes from his dream at the beginning of the game. Both the breaker box in *A4* and the Control Room need to be activated in order to restore power to the building. The player will need to access *A4* again later in the game while attempting to access *B6*.

## Animatronics

No animatronic begins in *A4*, however it is common to find The Wolf in here searching the area. The Cat is able to access *A4* using the vent on the ceiling, and The Owl can spawn in here in the middle of the room. The Bear is not found here.

## Trivia

* It is common to find one of the collectible Notes in *A4*, either in one of the desk drawers or on the floor under a desk.
A3

A3
--

Area 3, aka *A3*. is a location in CASE: Animatronics. It is a sublocation of Aurora Police Department.

## Description

*A3*  is a large open-plan office space containing multiple desks with computers and lamps. A row of filing cabinets and a closet can be found against one wall, the of which the latter can be used by John Bishop to hide from any animatronics in the area. *A3* is functionally identical to A1 and A4, and is connected to the Archive to the north and C2 to the east. *A3* serves no plot purposes, however it is necessary to access *D1* and the Warehouse as the cage door blocks the access to the north of *C2*.

The Wolf will check in *A2* frequently along with any adjacent rooms, and will spend a decent amount of time searching the area. This can be a good time for the player to move around the rest of the building while it is distracted. The Cat has access to *A2* using the vent in the ceiling, and The Owl can spawn in the middle of the room. The Owl can be particularly problematic as it will block access to any adjacent rooms while in *A2*. The player can use the closet in *A2* or the desks in *B4* and *B5* to hide from any animatronics chasing after them.
Ending

CASE: Animatronics has one known ending, which is achieved at the end of the game.

## Description

After John Bishop accesses the Archive and speaks to Scott for the last time, all animatronics will be momentarily deactivated. The player then has a small period of time to track each animatronic down and check for a keycard on the back of each animatronic's neck. This keycard is used to open the front door in the Lobby. The animatronics are not deactivated forever, and will reactivate if the player takes too long.

The first card collected will always fail to open the front doors, and will vanish from the player's inventory after they interact with the front doors. The second keycard will work on the front doors, which grants the player the ending cutscene. This shows a police car outside the building with the lights activated, which is presumably either John's car or a car of one of his colleagues. The screen then fades to black and the credits roll.

John's fate is not clearly shown, however it can be determine that he escaped the building alive. Whether Scott faced any repercussion for his actions in still unknown. The player is then awarded one of three Achievements:

* *Oh Really?* - Complete the game on Easy mode
* *A Piece Of Cake* - Complete the game on Hardcore mode
* *Survivor* - Complete the game without resetting the ventilation

## Gallery

The police car in the EndingThe icon for the *Oh Really?* achievementThe icon for the *A Piece Of Cake* achievementThe icon for the *Survivor* achievement
Timeline

this is a timeline of all the event's of Case Animatronics

## 1971

### unknown

* the Wolf's pizza and donut's opens after the man on the phone farther built them
* the company updates the suit to someone to go inside the suit

## 1977

### July

* the man on the phone Writes his first note about how he feels being rich
* a cop writes a note on The Case animatronics

## 1985

### June

* a cop writes a note about a Halloween competition

### unknown

* the Bull was made
* the Crocodile was made

## 1987

### August

* cop writes more notes after the other one's

## 1988

### May

* The wolf's pizza and donut's closed due to a person inside Wolf dies the police have plans take the Case Animatronics to Evidence room
* John bishop goes to hospital due to a cop been hurt by the man on the phone

### November

* jack stay's at the place to see if something's not right
* the events of Case 2 animatronics episode's 1 2 3 & 4 began

## 2000

### unknown

* The Police Takes the Case Animatronics to the Evidence room
* John bishop wakes up from his nightmare which the events of Case 1 animatronics began
Lobby

The Lobby, aka *B9*, is a location in CASE: Animatronics. It is a sublocation of Aurora Police Department.

## Description

The Lobby is a large, open room furnished with chairs in the corner and some portraits on the walls. It has a large Aurora Police Department logo on the floor and on the wall. The exit is off to the north side of the room, with two metal detectors near them. The lights are controlled in the Control Room adjacent to the lobby.

## Tactics

John Bishop is required to access the Lobby late in the game when attempting to leave the building. The Wolf can check this room and will wander to the north side by the doors when doing so. The Cat is not able to access this room through the ventilation as there are no vents to be found, however it may entry the Lobby if it has left the vents and is wandering around the location. The Owl may also appear in the middle of the room, however The Bear is never found here. There are no hiding spots and can only be accessed through one door, so attempting to escape any animatronics using the Lobby will almost definitely result in a game over.

## Trivia

* One of the police portraits has a Batman mask drawn onto his head with black marker.
* The insignias found on the floor and the wall confirm the Department's location: Aurora, Colorado.

## Gallery

A teaser image of the LobbyA teaser image showing The Owl in the LobbyThe defaced staff photos
The Owl

> *Toys went on a hunt! Turn around... surprise!*
>
>

The Owl aka KESTREL O-2 is an antagonist in CASE: Animatronics.

## Appearance

The Owl is a large avian animatronic. She has a similar color scheme and general style to the other animatronics in that he has a large angular head with red eyes, along with yellow accents on the beak and shoulders. She has a markings resembling the Eye of Horus on her chest, a skull with a pharaoh's headdress on her back, and a jaw full of broken teeth. She was created by Scott.

## Behavior

The Owl is the third animatronic encountered by John Bishop. The player will first encounter The Owl in the Interrogation Room after it is unlocked using the key card acquired in the Director's Office. She is first seen behind the glass screen and will enter the door and attempt to attack the player once the phone call with Scott ends.

The Owl does not attempt to chase the player or actively roam the building like the other animatronics, but will only move when not in the player's direct line of sight. She will teleport into a room and wait an extended period of time before vanishing, unless she spots the player. The Owl can teleport into the same room as the player if the Tablet is up, or if his spawn point isn't in direct line of sight. Upon seeing the player he will attempt to attack them if the player breaks line of sight by moving around a corner, using the tablet or simply looking away. Her range is quite small so escaping her is as simple as closing a door in between The Owl and the player and retreating a small distance.

## Strategies

The Owl is easier to plan around than The Wolf or The Cat as he will always be present on a camera. Some tips are as follows:

* Check the cameras to see if The Owl is present in the next room and plan your route accordingly.
* The Owl cannot see the player through panes of glass, which is useful in *B8*, Control Room and any offices like A1.
* If The Owl is in a room that blocks your path, hiding in a locker or closet until she disappears will prevent you from being attacked while you wait.

## Trivia

* The Owl behaves similarly to SCP-173 from *SCP Containment Breach* and the Weeping Angels from *Doctor Who*.
* While the player is looking at The Owl she does not have any perceivable idle animation, however her idle animation can be seen when observing her through the tablet or through panes of glass.
* The Owl cannot be seen in the Interrogation Room window using the tablet until 3AM.
* The Owl has the fewest scripted sequences of any animatronics.
* Encountering The Owl for the first time will award the player with the *Don't Blink* Achievement.

## Gallery

The Owl as seen from behindThe Owl with the pass card on her backThe Owl as seen in the Interrogation RoomThe Owl behind the glass in the Interrogation RoomThe Owl as seen from under a deskThe Owl's jumpscareThe Owl on the camerasThe Owl in the Control Room
The Bear

The Bear.

The Bear is an antagonist in CASE: Animatronics.

They're a scrapped character and doesnt appear in Gameplay.

## Appearance:

The Bear is a panda animatronic with glowing red eyes. Its ears seem peculiar as they have a waffle-like look to the inside. It also has blood on its teeth and around its face, similar to the Wolf. On clearer pictures, it shows a little girl's face on it's Shoulders.

## Trivia

* In the Beta Version, The Bear took The Wolf's role in gameplay.
* The Bear appears in the announcement trailer for CASE, but none of the others, meaning that he was Scrapped.
* The Bear is on two of the cards in the game on the computer in Ben's room.
* The Bear seems to be inspired by Freddy Fazbear, another bear animatronic in the real game *Five Nights at Freddy's*, as CASE is inspired of FNaF and Outlast.

* It's resemblance to Freddy Fazbear may be why it was partially removed from the game, It got removed after Scott Cawthon sent a DMCA to the game back in November of 2015.

* In CASE 2: Animatronics Survival theres a reference to The Bear, once playing 2 players on the Donut Story mini game, a line will play and say "I was deleted".

* The developers of the game made once an Instagram account where they would post images of The Bear playing if the panda actually had an Instagram account, also saying that the instagram account had The Bear's real name, meaning that The Bear has a real name. In the image of one of the game files "card\_on\_panda", You can see on his back a logo of a character and reading a visible word "C" in the upper text, and in the lower text it reads "PANDA", the text is covered by the dard so its not really visible, but maybe the name of the Bear started with a C.
* Some speculate and overview that The Bear could be the name of the game [CASE] since it used to have the role of the The Wolf and the game at some point had the animatronics labeled as [CASE] [##] and then decided that it was not as unique so they swapped it to more simple names.
* The Bear is speculated to be in the crate in the Warehouse.
Kip

**Information**Gallery

## Kip Silverpoint

* Face
* Overworld
* Bio

**Kip Silverpoint** is a scientist in charge of making robots in the factory. She is an adult with fair skin, bright red hair tied up in a messy ponytail, and what appears to be red eyes underneath the blue goggles she wears. She also wears a pink apron over a black outfit, blue-gray gloves, and blue-gray boots. Kip is stated by Niko to look similar to Silver, who was modeled after her.

In OneShot: World Machine Edition, Kip's bio reads:

"*The brilliant and highly respected head engineer of the Refuge, Kip is responsible for many advances in robot technology that make our lives easier every day. She's also the creator of many robots that can be met throughout the world; most notably Silver, the Barrens head engineer who was based on Kip's own image.*

*Silver was intended to be the first of a new type of robot that could think and act like a person. Unfortunately, the difficulty of that task led to her going rogue during development. Though Silver was eventually stabilized, that day left a scar on their relationship that has yet to heal.*

*Though her creations are well known, the creator herself prefers to keep a low profile and focus on her work. It's likely that few outside of her colleagues have ever seen her.*"

## Background

Kip is a scientist who built Silver as an attempt to make a tamed robot, but failed due to many issues in the code. Eventually, she lost hope in Silver even after The Author had stabilized her. Kip still sends letters to Silver in an attempt to keep contact with her.

## Personality

Kip is a lively and eccentric individual who enjoys making jokes and is shown to have enough energy to constantly keep working, as pointed out by one of the workers in the factory. Kip is also generous, letting Niko take her library card to progress further in their adventure, as well as one of her bottles of glitter glue. Kip is devoted to her work, to the point where she doesn't go outside or get to see much of the world because she spends all her time building robots.

## Trivia

* Kip describes herself as the world's leading researcher.
* Kip has an affinity for glitter, owning many bottles of glitter glue and explaining it by saying "Never know when you need to glitter things up, right?"
* Kip is the type of person to "have a complicated order at the cafe but tips really well afterwards."
* She is said to be in her mid to late 30s.

## References

1. ↑ https://nightmargin.tumblr.com/post/167492149321/does-niko-like-tea-or-coffee-what-about-george
2. ↑ http://nightmargin.tumblr.com/post/167202079461/can-you-tell-us-about-the-canon-ages-of-characters
Control Room

> *"I'd better approach the panel in the control room. According to the evacuation scheme on the wall of my room, the control room is in B7."*
>
>

The Control Room, aka *B7*, is a location in CASE: Animatronics. It is a sublocation of Aurora Police Department.

## Description

The Control Room can be accessed either through C1 or from the Lobby of Aurora Police Department. It is a small room with a large glass window that overlooks the turnstiles at the entrance to the building. The room is furnished with a long desk with multiple computers facing the window, a thermostat on the wall by the door and a breaker on the other side of the door behind storage shelves.

John Bishop first enters *B7* during his dream at the beginning of the game where he attempts to use the breaker to restore the power. After interacting with the breaker he will be attacked by an animatronic and wake up in his office. *B7* is entered for the second time after John is woken up by Scott cutting the power, however the room is locked with a four digit code. The code can be found on the body of The Wolf who is found deactivated in *C1*, however the note which the code is written on has the last number obscured by blood. The player will need to use trial and error to determine the last number of the code.

## Animatronics

No animatronic begins in *B7*, however The Wolf can check in here occasionally if it has already checked the Lobby. The Cat does not have access to *B7* through a vent however it can follow the player in here, and The Owl may spawn in here in the middle of the room.

## Gallery

A shot of the Control Room facing the doorThe breaker in the Control RoomThe thermostat on the wall of the Control RoomThe thermostat after the ventilation has been cutThe Owl in the Control Room
A1

Area 1, aka *A1*, is a location in CASE: Animatronics. It is a sublocation of Aurora Police Department.

## Description

*A1* is a large open-plan office space containing multiple desks with computers and lamps. A row of filing cabinets and a closet can be found against one wall, the of which the latter can be used by John Bishop to hide from any animatronics in the area. *A1* is connected to John Bishop's Office, Ben's Study, A2 and C1. It is functionally identical to A3 and A4.

## Animatronics

The Wolf will check in *A1* frequently along with any adjacent rooms, and will spend a decent amount of time searching the area. This can be a good time for the player to move around the rest of the building while it is distracted. The Cat has access to *A1* using the vent in the ceiling, and The Owl can spawn in the middle of the room. The Owl can be particularly problematic as it will block access to any adjacent rooms while in *A1*. The player can use the closet in *A1* or the desks in *B1* and *B2* to hide from any animatronics chasing after them.

## Trivia

* *A1* is one of the rooms that can be accessed during John's dream.
* One of the desks has a box of edible donuts on it.
* The closet in the corner sometimes contains a note on the inside door.
* *A1* connects to the two rooms that contain something that makes it easier to avoid animatronics, these being B2 which contains the charger for the Tablet, and *A2* which holds the ventilation code.

## Gallery

The Wolf as seen in A1A1 as seen with the lights on
The Sun

**The Sun** is a spherical light bulb that provides light and energy to the majority of the World.

## Function

The Sun is the messiah's tie to the world. As long as the sun is not shattered, Niko remains trapped in the world of Oneshot. If the sun is shattered, the world will end instantly, but Niko can return home.

Even if it is not at the top of the Tower, its general purpose still works as proven multiple times by Niko in the game. It can power the solar battery found in the barrens in an instant, and proves to be a functional source of light.

## See Also

* Endings
* Phosphor
Squares

> Whenever you hear people say the world is decaying, that's what they meant...
>
> — Calamus referring to the squares
>
>

The **squares** are manifestation of corrupted code that the The World Machine makes. They block numerous areas in the game. During the Solstice path, squares are far more prevalent due to the World Machine not having the protocol for the path.

Squares have the ability to incapacitate or even kill people, however with robots (including Silver) they are still able to speak in a more garbled state.
Warehouse

> *"The lock is broken. The picklocks from the evidence storage could solve the problem."*
>
>

The Warehouse, aka *D2*, is a location in CASE: Animatronics. It is a sublocation of Aurora Police Department.

## Description

The Warehouse is a somewhat large room with lots of shelves piled up with boxes. There are papers strewn about the floor along with some blood splatters. There is a caged off area containing a large crate and an FN SCAR rifle, as well as a few shelves mounted on the wall. The entrance to the Warehouse is covered with a large open cage door and a blinking red light. It is found across the hall from the Archive.

## Tactics

The Warehouse is where John Bishop will first encounter The Cat, who is found lying against a wall immobile and covered in blood. It will climb into the vent during a scripted sequence after the player actives the breaker box in A4, after which point it will assume it's usual behavior pattern. The Cat can reenter *D2* at any time so caution is needed when approaching the room, and if the sounds of shuffling or purring can be heard the player is best to turn back and hide until the Cat leaves, as there are no hiding spots within *D2* itself. The Wolf may also check the Warehouse occasionally, as will The Owl, although this occurs less frequently.

The Warehouse is also where the player can retrieve the lockpicks needed to unlock Ben's Study. They spawn inside a safe which has a variety of different locations: it may be on the small table in the northeast corner of the room, on a shelf in the southeast corner, in the hallway next to the broken cage door, or in the hallway corner. The lockpicks are also used to unlock *D1* in the late game.

## Trivia

* The crate shakes and thumps whenever the player comes near, implying another animatronic is inside, possibly The Bear.
	+ The noise that the crate makes will attract any nearby animatronics, so an escape route so be planned beforehand to avoid being attacked.
* The safe containing the lockpicks does not spawn until after the player attempts to access *B2*.

## Gallery

The Cat as seen in the WarehouseThe Cat as seen in the WarehouseThe lockpicks in the safeThe Bear's eyes as seen in the Warehouse
Cedric

**Information**Gallery

* Face
* Overworld
* Bio

**Cedric** is a character in the Solstice route and the The Author's son. He helps Niko travel from the Glen to the Refuge with the flying machine.

Cedric contains KeyG, which is essential in the Solstice run.

In OneShot: World Machine Edition, Cedric's bio reads:

"*A prodigious tinkerer and child of the Author. Cedric is the operator of the only known Flying Machine, a miraculous and highly advanced device that can travel the skies. Cedric has been waiting in the Refuge for the day the world can truly be saved. Cedric is hopeful, and eager to play his role in the final gambit.*"

## Appearance

Cedric has dark skin, fluffy white hair, a black hat with a white feather on the left side, a pair of goggles with green lenses over his eyes, and a smaller pair wrapped around his hat. He wears a black long-sleeved shirt with dark gray sleeves, a yellow scarf, black gloves, and brown pants and shoes.

## Background

Cedric, Prototype, Rue, and the Author were all "real people" in the sense that they all lived in the Old World. After the Old World ended, they were all saved as code in The World. During Solstice, it is also shown that he's a pilot and a mechanic, flying Niko to Refuge and being able to fix the flying machine using components from a music box made by the Author.

## Personality

Cedric is intelligent and often speaks in a formal manner. He is shown to be brave when he jumped off of a ledge and parachuted down Refuge, as well as risking his life to bring Prototype back by heading into the unstable factory. He cares deeply about Rue and Prototype.

## Trivia

* Cedric's name was first discovered as a leak in the *OneShot* Discord server's datamining channel.[citation needed]
	+ GIR jokingly stated that the character's true name was Gliko/Bliko, and that the leaked name Cedric was just a placeholder.[citation needed]
* It is implied that Cedric and Rue are both robots. This is mainly due to the fact that if Niko talks to Proto before speaking to anyone else, Niko asks Proto what it's like being a robot, and Cedric and Rue respond to Niko's question alongside Proto.
	+ This is further reinforced by one of Nightmargin's tweets.
* According to Nightmargin, Cedric's age is around 16-17, but he appears younger than that.[citation needed]
* The small pair of goggles on Cedric's helmet are the goggles meant for Rue.
* During development, Cedric was originally supposed to be an archaeologist that would translate the strange journal, but that idea was scrapped in favor of the current one.
* Cedric was supposed to have an apartment in the refuge where he could be found.

## References

1. ↑ https://twitter.com/NightMargin/status/1076420198289281025
2. ↑ https://nightmargin.tumblr.com/post/160838285481/hey-night-why-does-cedric-wear-two-goggles-a
3. ↑ https://youtu.be/QeXs908O4Xc?t=3526
Lamplighter

**Information**Gallery

* Face
* Overworld
* Bio

> [oh goodness gracious I'm stuck in an elevator with the messiah and also literally god themself this is awkward]
>
>

**The Lamplighter** (**Plight** for short in file names) is the maintenance worker of Refuge. He is mainly tasked to replace the red phosphor found in Refuge's lights. He is the second character that Niko and the Player meet in Refuge. He is an adult with light skin, purple hair with bangs covering his right eye, a faint stubbly beard, and maroon eyes. He wears a patched-up violet coat over a cream-colored shirt, a violet newsboy cap that's just as patched-up, dark violet pants and shoes, and is often seen with his lighting stick strapped on his back. Artworks by Nightmargin occasionally show him also wearing a dark violet scarf.

His small apartment can be found in the Alley. In his apartment, Niko can find the lenses for the photo booth in a cardboard box.

In OneShot: World Machine Edition, the Lamplighter's bio reads:

"*A tired-looking man who seems to subsist purely on gallons of coffee. It's unclear how long it's been since the last time he slept. Although he's not the brightest fellow, he's an incredibly hard worker and takes his job very seriously. So seriously, in fact, that he gets anxious whenever he can't perform his duties. He's responsible for keeping the lights around the city lit, as well as delivering highly concentrated phosphor for use in machines.*

*A high-school dropout, he feels nervous whenever he has to be around smart people. Lately the Lamplighter has taken to reading the dictionary in what little free time he has.*"

## Personality

The Lamplighter has a nervous and awkward disposition, often trailing off his sentences. He's a bit self-conscious, and startles easily. He is diligent and very dedicated to his job.

## Trivia

* Nightmargin mentioned in a stream that the Lamplighter is the "designated comic relief character", a sentiment further enforced by some of her drawings.
* There is a scene in the Solstice update where the Lamplighter nearly swears in front of Niko out of surprise, but he says "fudge" instead, with a pause between the "f" and the rest of the word. This gag is referenced in these stream drawings made by Nightmargin.
* The Lamplighter is in his mid to late 20s.
* Nightmargin stated in a stream that she is thinking of naming him Sebastian.
	+ She later mentioned it again in a Reddit AMA.

## References

1. ↑ http://nightmargin.tumblr.com/post/154544042476/late-night-oneshot-doodles-to-soothe-your-soul
2. ↑ http://nightmargin.tumblr.com/post/167202079461/can-you-tell-us-about-the-canon-ages-of-characters
Nanev Ankaa

### Relatives

Ex-wife of Kaetanus, Adyyrinri Algethi and Seyl VliegendenvisMother of Tad Ak-Dubhe and Thai

Lover of Aelaeel Altair

## Nanev Ankaa

The 6th Goddess, and the last of the Originals to rise, Nanev is associated with fire and the concept or an afterlife, Nanev is a historically feared Goddess, and is often worshipped by generals or soldiers as they believe that she will destroy their foes and bring them a glorious death followed by eternal life. she does not have the desire or the ability to do any of these things.

Nanev shows herself as a tanned, short woman with black hair that brushes her shoulders, she has amber eyes and dark markings on her face that refuse to come off no matter what form she takes.

> " *At the new year festivals I saw Nanev, I know it sounds mad, but I have never been more sure of something in my life. She blended in to the crowd surprisingly well, no one else seemed to notice the glowing amber eyes from under her dark hair, but I could see the almost giddy wonder that they held. It was shocking, to see a growing smile on the face of a Goddess who was so feared, to see her barely contained excitement, milling with children who know no better. I stared for too long, she noticed the attention and returned my gaze, I’ll admit that I froze, in the watch of one of our Gods, there are so many questions that now I want to ask, actions I should have taken, and yet, I froze, and she quickly left, leaving the scene as if she had never even been there.*"
>
>

> *- Breas Gille // Letter to the Sorcerers Council of Iseanur from folk hero Breas Gille in his early age, 0 Seyl*
>
>

## Myths

a goddess with a somewhat checkered history, she was .

### Ancient

* Creation
* The Rain
* The Affair
* The First War
* Children of Gods
* The Second War
* The Trial

### Modern

* Founding of Iseanur
* The Kaincar Rebellion
* The First Storm

## Relationships

The closest thing the pantheon has to a Leader, Lak is close with many of the other gods. She is especially close with the other Originals, and her family through her daughter Ceat Almeisan. During The First War, Lak's friendliness with many of the other gods was destroyed and she continues to hold grudges against many.

### Daoc Elkiffa

Daoc and Lak have a very close relationship, being the first and (arguably) second to rise after Creation, they have spent many eras together, raised their children together and forged the world. Their relationship started The First War, supposedly destroying the 'sacred vow' that had wed Lak and Nassin Sirrah. Despite the fact there were no caveats on marriage at the time.
Solstice

*Not to be confused with the music track "Solstice"*
On March 27, 2017, a "bonus chapter" was released that affected NG+ runs. In this update, the Solstice chapter and ending is added and previously inaccessible areas (past the mine in the Barrens, the graveyard in the Glen, and the countdown door in Refuge) are made accessible through the use of the journal, with the exception of the countdown door as it uses the password "SOLSTICE" instead of using the journal.

## Solstice Chapter

To start the Solstice chapter, the Player should be doing an NG+ run and currently in the Barrens (If the player is in an NG+ run and past the Barrens, they could prematurely reset their run by having Niko sleep in the bed inside the countdown door's room). If the Player lets Niko enter the mines, go to the once-inaccessible area there, and talks to Proto. The Solstice chapter begins and the run is locked onto it (the run can no longer go its normal route).

During the run, significant characters like Silver, Calamus, Alula, and the Lamplighter get caught up in squares. Once accessible areas become inaccessible also because of the squares, restricting the Player to play the path Solstice was intended to. Through the chapter, Niko, Proto, Rue, and Cedric put forth the plan that was intended to gain a happy ending. The chapter concludes with Niko conversing with the World Machine, the sun returning to its rightful place, and Niko returning home.

## Trivia

* According to Night, Solstice was originally going to be a side-game tied to *OneShot*. Its focus would be on the Author and his life prior to the events of *OneShot*.[citation needed]
* The jingle that plays when collecting items is slowed down for Solstice-exclusive items.
* In the "About this game" Section of the Steam page, the bolded characters spell out /solstice, which is likely a reference to a page on the game's website.
* Though it is intended to take the battery from the Glen's generator to fix the flying machine, it is possible to make the Barrens battery and not plug it in at the generator. If this is done, Cedric can take it instead of the Glen battery. This will prompt different dialogue.
	+ It is also possible to give Cedric both the Glen battery and the Barrens battery. However there will be no special dialogue.

## References

1. ↑ *[OneShot] Take The Barrens Battery To Cedric* - YouTube
Starting Area

### Living room

The living room consists of a broken TV, a sofa, an armchair, and a fireplace. After lighting up the fireplace, a key can be found on the floor that can be used to unlock the basement.

After returning from the basement, the Sun can be used to unlock the door at the left end of the room.

### Kitchen

The kitchen contains a fridge, a dining table and a sink. The fridge contains a bottle of alcohol, which can be combined with the dry branch found in the bathroom to give a wet branch, and an empty bottle. Interacting with the TV while holding the wet branch will light the branch and make a torch which can be used to light the fireplace.

### Basement

The Sun is found here. Collecting it plays a cutscene.

## Strategy

Oneshot is a game that has lots of hints of what to do in its world building so this is not the intended way to get through its just for people who are stuck.

1. Pick up the TV Remote.
2. Use it on the window to look at it and it shows 4 numbers with random color order.
3. Walk over to the computer and put those numbers in the order that the computer lists them.
4. Then the World Machine will talk for a bit then you can go outside.
5. Pick up the bottle of alcohol.
6. Go back into the bedroom and go into the bathroom.
7. Pick up the dry branch from the wilting plant.
8. Combine the two and use it at the TV to light it.
9. Use the torch to light the fire place and pick up the basement key.
10. Going into the basement walk down some stairs and pick up the sun.
11. Now you can open the door with the light bulb lock.

## Trivia

* Prophetbot interprets the Starting Area as the "Unfamiliar, Dark Location" the Messiah is expected to wake in.
* The Prophet predicted that "the messiah will wake up in a dark house". The same vision included "lights from a window and the sound of footsteps on wood floor".
Creatures

## Creature Types

### Physical Shots (white bullets)

These basic creatures shoot straight down towards the bottom of the field. Avoid these shots by basic left to right movement.

### Acid (green bullets)

These creatures shoot a bullet aimed at the player ship. Avoid their shots by moving towards the bullet and away from the spot the shot was aimed.

### Flame/Heat (orange bullets)

These creatures shoot two bullets in a V pattern. Avoid their shots by staying inside or outside of the V; get inside to shot the creature where it can't hit you.

### Ice (blue bullets)

These creatures shoot one bullet that splits into three bullets as it moves down the screen. Avoid their bullets by either staying outside of the three bullet arc, or getting under the original bullet before it splits and destroy it.

### Magnetic (dark purple bullets)

These creatures shoot a tracking bullet that has a variable homing force. Avoid their bullets by moving towards the bullet when it gets close so it can't turn fast enough, or by guiding the bullets into your shields.

### Electric (light purple bullets)

These creatures shoot bullets that travel in an S-wave. Avoid their bullets by trying to anticipate where the bullet will land, noting that their bullets slow on the corner of the turns.
Alula

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* Face
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**Alula** is one of two children residing in the Ruins, the other being her older brother, Calamus.

In OneShot: World Machine Edition, Alula's bio reads:

"*A cheerful, excitable young girl. She lives in the ruins under the care of her older brother Calamus. Too young to remember much of what the world was like before the sun was lost, Alula is optimistic and thrilled to be helping the messiah on their special quest.*

*When Alula isn't busy exploring every nook and cranny the ruins has to offer, she can usually be found helping out her big brother or playing around the courtyard near their home.*"

## Appearance

Alula is a child with tan skin, long, mildly curly dark blue hair resembling a bird's face (eyes and beak) casting a shadow over the top half of her face, and wide elliptical white eyes visible from the shadow. Two blue feathers stick out from above the beak. She wears a long shirt with patterns similar to that of a poncho and bears the symbol of the Sun. Much like other Bird People, her arms are covered with feathers, her hands appear to be gloved, and she has bird legs.

## Personality

Alula is a cheerful young girl, often being very calm and positive in most situations, in contrast to her brother's timid and concerned nature. She also makes many jokes.

## Background

Not much is known about her background except regarding her family. Her father, Rachis, was friends with the Author, but then became absent for unknown reasons. Calamus, Alula, and their mother lived in the ruins for a time. When their mother passed away, Calamus took the responsibility to look after Alula.

## Trivia

* Alula was given a fox plush on Solstice Day by The Author.
	+ The fox plush's name is Ruby.
	+ When interacting with the plush, Alula states that The Author has a fox that can talk, likely referring to Rue.
* Alula's name comes from the term "alula" in zoology, which refers to a group of small, stiff feathers on the first digit of a bird's wing. This word is pronounced "**al**-yoo-luh."
* According to Nightmargin, Alula is younger than Niko, who is eight.
* Alula doesn’t know what a fire is.

## References

1. ↑ *Also called bastard wing, spurious wing. the group of three to six small, rather stiff feathers growing on the first digit, pollex, or thumb of a bird's wing.* - Dictionary.com
2. ↑ http://nightmargin.tumblr.com/post/173015841361/i-also-want-to-ask-how-old-calamus-and-alula-are
3. ↑ *OneShot - Alula Extra Dialogues* - YouTube