The rooms without vent access are as follows:.Once it's in there it is generally safe to leave, as it is likely that the Cat will crawl back up into the vent in A2 and be harmless for a while.
The Cat should then proceed to run back around to A2, where it'll get as close to the bars as possible, as if the player was in the other room. This is handy if The Cat has spotted the player, as it can be lured away by stepping out for a moment and then huddling into the corner again.
There is a blind spot near A3 and C2 where crouching in the corner against the bars will prevent any animatronics from spotting the player.The sound of squeaking metal indicates that The Cat has left that vents and is either checking a room or is roaming the building.Listening for purring and thumps will indicate the Cat's position before it can be seen.It is not possible to completely avoid these rooms, so the following strategies can be useful: The easiest strategy is to simply avoid rooms with vents as much as possible. Sometimes, it may leave the vents for a long time and wander the halls as the Wolf usually does, however this is relatively uncommon. The Cat may also make quiet purring sounds whilst moving around. It will climb into the ventilation during a scripted event after John Bishop activates the second breaker box in A4 and from there will spend a majority of it's time in the vents, only emerging to attack the player or check a room. The Cat is the second animatronic to become active, after The Wolf, and will start off laying against a wall in the Warehouse immobile and covered in blood. Its seems to be completely silver aside from minor highlights, unlike The Wolf's dark greytorso. The Cat appears to have writing on her chest that says "Meow meow, motherf***er". It is the only animatronic to show signs of damage, the most notable being the damaged left eye which distinguishes it in complete darkness from the other animatronics, all of which has two eyes.