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Beginner · 12 min

10 Things Every New Aniimo Player Should Do First

Aniimo opens with forty things shouting do me first. After three betas and around 300 hours, Zakku has one route instead: push the story, catch what you pass, collect Lumin Amber, and watch every other system unlock itself in the right order.

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ZakkuVerse

Beta testing, route and commentary by ZakkuVerse, published here with permission

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By ZakkuVerse
Video credit: ZakkuVerse on YouTube · embedded with attribution. Watch on YouTube

The short version: one route, not ten chores. Push the main story with Elite Training, catch every new species you walk past, pick up every Lumin Amber on the way, and Aniimo's other systems open themselves in roughly the right order.

Idyll is huge, and the first hour throws quests, creatures, collectibles, shops, Homeland and Nurture at you all at once, each of them shouting do me first. I have played all three betas: testing systems, catching Aniimo, building teams, comfortably around 300 hours. So this is not a theory, it is the exact order I am prioritising things when the servers go live.

One disclaimer before the list. Most of what follows comes from the betas and the most current pre-launch data, so where a number is beta-era I say so, and if Pawprint changes something in the final build this page gets updated.

One route, not ten chores

Here is the idea holding the whole list together: these are not ten separate jobs, they are one loop where each step hands the next its input. The story raises your Wayfarer level. Travelling for the story walks you past new species. Catching them raises your area completion. That completion, plus the Lumin Amber you grabbed on the way, unlocks Nurture. Nurture is what eventually puts a Prismana in front of you. One trip, multiple rewards.

What you doWhat it feedsWhat it opens
1. Push Wayfarer level: main story, Elite Training, Journey RewardsAccount progressionPathfinder talents, a higher Aniimo level cap, every later system
2. Catch every new species on the routeAniilog registrations, area catch completionTeam options now, the region's Bronze Badge at 40%
3. Pick up every Lumin Amber you seeA stack of 30The Branch submission that turns the badge into Nurture
4. Spend your free Nurture every dayPrismatic Energy in that areaGroup Appearance, then the region's Prismana
5. Spend Prime Energy before it sits at the capAlpha and Omega chests, Holo Battle claimsThe rare materials your builds run on
6. Open Homeland the moment it appearsReal-time crops and daily ordersAniimo worker automation once the RV reaches level 2
7. Push the RV to level 2Workers, Homeland capacityRewards and Aniimo gated behind RV level
8. Progress Holo Battle as your team allowsTraining EXP, training pointsMastery, the Holo shop, carried item progression
9. Claim everything that resets before logging offDaily and weekly claimsFree items that compound week after week
10. Hold your rare capture itemsSparkling Cube, Aniipod Ultra, Perfect EggPerfect Potential on an Aniimo you actually want

Read that table top to bottom and you have the video. The rest of this piece is why each line is where it is.

1. Push your Wayfarer level first

The Aniimo Pathfinder Talents panel, with Active Skills such as HP Recovery and Aeroboard beside Passive Talents including Enhanced Twining, Elemental Boost and Pro Catcher

Day one I am progressing the main story and Elite Training as far as I reasonably can, because Wayfarer level is your account progression. It unlocks Pathfinder talents, it raises the level cap on your Aniimo, and it is the key that opens the later systems, Homeland included.

If you want to level efficiently, do not farm random enemies. The order that actually pays is main story, then Elite Training, then Journey Rewards, with Pathfinder challenges, first-time catches and Lumin Amber picked up while you travel between them. In the betas I watched people hit level 56 inside 24 hours doing exactly that, quests ahead of dedicated farming. Treat that as beta pacing rather than a launch promise, but the shape of it holds.

One trap worth knowing: if your Wayfarer level suddenly stops moving, check Elite Training before you start grinding anything. You probably have a promotion requirement sitting there, waiting to be completed. Day-one rule: story first, grind second.

2. Catch every new species along the route

Exploring Idyll in Aniimo with a flying Aniimo out, a wild Popapus nearby tagged New at level 55

Second priority, and the keyword is register. I am not telling you to stop every fifteen seconds and catch forty Cubbo, although that is probably what I will do because I love them. I mean species you have not registered yet. First catches fill your Aniilog, hand you team options, and push your regional area catch completion, and that percentage matters very soon.

A Catch x5 combo counter during an Aniimo capture on a pink sand beach in Idyll

So while you are doing the story: see a new Aniimo, catch it. Already have five of them, keep moving, unless you are hunting an Elite or a Perfect for a specific team slot. This also builds your squad without you thinking about it. You do not need a meta squad on day one, you need coverage: a DPS, a Break unit, and some form of heal or regen. That is enough to start.

Four Aniimo team cards showing the combat roles: Emberpup as DPS, Budclaw as Break, Flutternym as Heal and Witchin as Regen

The early game introduces you to the Nimbus Fields, and almost everything you need for that first squad lives there. Flutternym is one of the best early healers: keep it off field and it still heals the party every time someone casts. Grab an Emberpup for Hustle, which is genuinely good traversal, and a Celestis early for its movement. Do not sleep on Budclaw either, it is a solid break unit.

Checked against this site's data: Flutternym, Emberpup, Celestis and Budclaw all list Nimbus Fields among their habitats, so that squad really is a one-region shopping trip. Flutternym's Flutter Heal trait reads "If off field, appears as a phantom. When other Aniimo cast skills or Ultimates, restores HP equal to 0.5% of max HP", which is the off-field healing above, in the game's own words. Emberpup's Hustle is listed as a mobility skill; Celestis's entry carries no mobility skill yet, so treat the climbing and flight Zakku used it for as a beta note until the launch build says otherwise. If you would rather pick by role than by region, the team templates and the element chart are the fast way in.

3. Collect Lumin Amber, target 30

Picking up a Lumin Amber in Aniimo during the Lumin Collection quest, with the counter at 5 of 25

While you are doing all of the above, every time you see a Lumin Amber, that shiny diamond-looking material, grab it. Your first target is 30, because one of my biggest early goals is unlocking Nurture as soon as possible, and 30 Lumin Amber is half of the entry fee.

They are not rare, they are just easy to walk past while you are chasing a quest marker. Which is the whole point of this route: the amber is on the way to the thing you were already doing.

From our data: our interactive map carries a Lumin Amber layer with 158 pinned nodes across Idyll. If you are short of 30 and do not want to wander, turn that layer on, plan one loop, and collect them alongside the chests and Aniipods on the same route.

4. Unlock Nurture, then use it every day

An Aniimo explainer panel for Nurture: earn the region's Bronze Badge, submit 30 Lumin Amber at the Branch, then nurture the area to raise Prismatic Energy until a Prismana is guaranteed

Here is the requirement to remember. You need 30 Lumin Amber and 40% area catch completion in that region. The 40% earns the region's Bronze Badge, then you submit your 30 amber at the Branch, and Nurture opens.

Notice what just happened. The main story gave progression. Travelling for it caught you new species. Those catches pushed area completion to 40%. Exploring picked up the amber. Nothing on this list was a detour.

Nurture matters because it is your main controllable route to triggering a Prismana Flow, and a Prismana Flow is what unlocks that region's Prismana Aniimo. The Branch recharges for one free use daily from 04:00, and Vein Essence buys up to ten more per day. Nurturing starts a Group Appearance: catch in numbers while it runs, the area's Prismatic Energy rises, and at Full the Prismana is guaranteed.

And in its pre-launch letter, Pawprint confirmed the base chance of triggering a Prismana through nurturing is now flat, with the early-game decay from low Prismatic Energy removed, while nurturing still grants a fixed amount of energy. Every use carries the same chance and the guarantee still exists underneath. That is my biggest day-one target after plain account progression. If you would rather not wait for one, every player also gets a free rare Prismana at launch: our stats-first comparison and my own verdict on the six disagree in a useful way.

5. Do not let Prime Energy sit at the cap

The Aniimo item card for Primegy, the Prime Energy currency: consumed in certain activities, recovers 1 every 6 minutes up to 300, and can be replenished with Primegy Batteries

Aniimo's reward energy is called Prime Energy, and the item itself reads Primegy in your bag. Before anyone panics at the word energy: you can explore, run Glory quests, fight and catch Aniimo without spending any of it. It gates the high value loops, not the game.

In Beta 3 it capped at 300 and regenerated 1 point every 6 minutes, and the current item card still reads the same way. The consequence is simple arithmetic: if your bar is sitting at the cap, your regeneration is going in the bin.

An Aniimo panel comparing Alpha and Omega bosses: Alpha roam and respawn freely at 30 Primegy per attempt with at least 18 across the map, Omega stay inert until a Journey quest unlocks them at 50 Primegy and refresh weekly, with three in the current build

What it does buy is worth having. Beat an Alpha Aniimo and it drops a rare chest you can only open by submitting Prime Energy. Same for Omega bosses and Holo Battle's challenge claims. So the rule is two-sided: do not spend it just because you have it, and do not leave it parked at 300 for days either. Spend it on something that is actually moving your account forward.

6. Start Homeland the moment it opens

Aniimo Homeland farm plots with crop growth counters, sleeping worker Aniimo in pods and an order robot beside the fence

On current launch data the home invitation objective opens Homeland at around Wayfarer level 20. When it opens, I am doing it immediately. Not because I need to spend four hours designing Zakku's mansion on day one, we will get there, but because Homeland runs on real time. Plants grow while you are away, daily orders tick, and once the RV is level 2 you start unlocking Aniimo worker automation.

That is the part people underrate. If I start the loop on day one and someone else starts it on day seven, that is several days of production they can never go back and recover. Unlock it, do the tutorial, plant crops, push the RV, get your first workers going, then leave. You do not need to babysit your potatoes. You do need to feed your workers: a well-fed Aniimo works at its best.

7. Push the RV to level 2

The Aniimo Homeland RV screen with Customize RV, RV Upgrade, Item Upgrade and Furniture Shop options around a level 6 camper van

Level 2 is the one that matters early, because it is where worker automation begins. Everything after that is pace, not panic.

Worth knowing before you shrug at the RV: in the betas there were Aniimo you could only obtain by levelling it, Prismana Fentuft, the cotton-candy poodle, among them. Cosmetic-looking systems in this game have a habit of hiding creatures behind them, so do not neglect Homeland.

One caveat from our side: our Aniilog entry for Fentuft lists no Prismana form yet, so treat that specific unlock as beta-era information until the launch build confirms it. The principle, RV level gating rewards, held across every test.

8. Progress Holo Battle, and ignore the old rune advice

The Aniimo Holo Battle training details screen for Grass Training, recommended level 30, showing first clear rewards

Once Holo Battle opens and your team can actually handle it, I am progressing that too, because it pays in two permanent progression currencies: training EXP for mastery, and training points for the Holo shop. Harder simulations currently award more training EXP, so I clear as high as I comfortably can.

Now the correction, because plenty of older beta guides are about to age badly. Runes are gone. Pawprint removed the random rune system entirely for launch. If you read a guide saying rush Holo Battle because higher difficulties drop legendary runes, that advice is dead. We covered the full change in the piece on the removed rune system.

Holo Battle still matters, the reward structure simply changed: training EXP, training points, Holo shop stock and carried item progression. With random rune slots gone, the carried item is the whole equipment layer an Aniimo has, one slot with a flat Base effect and a signature Core effect, so anything feeding it feeds your build directly. Our carried item database lists every one of them with the builds that actually use it. Just do not drop the story at level five and live in the simulator: push Holo Battle as your account gets strong enough to take it.

9. Claim everything that resets before you log off

The Aniimo Institute Guidebook Daily Active screen, with claimed daily tasks, a Primegy consumption task in progress and the activity reward track

This is the boring one that saves you from being annoyed three weeks later. Before I log off, I check anything with a reset or a notification dot: daily active requests and rewards, Elite Training claims, Journey log rewards, Aniimo research, Homeland daily orders, my free Nurture, and later on Holo Battle rewards and the weekly shops.

Free claims are free stuff, and some of that stuff is genuinely good. Two minutes before logging off compounds into weeks of progress you did not have to grind for.

A relevant update while we are here: Irisalis, the Legendary Aniimo, now comes from Legendary Tokens earned through exploration and story progress. You craft a Legendary Aniipod with them, and that unlocks a one-time story encounter where you capture it. One shot, so make it count. That rework, and what it replaced, is in the launch-changes piece too.

10. Do not burn your free launch items

A sleeping Aniimo curled up on a blanket in the Aniimo Homeland, with flower beds and mountains behind it

Aniimo is handing players a pile of free launch rewards: Aniipod Ultras, a Sparkling Cube, a Perfect Egg, and eventually your free rare Prismana choice. Do not immediately burn the good capture items just because they are sitting in your inventory.

Pawprint specifically confirmed that an Aniimo caught with a Sparkling Cube now has guaranteed Perfect Potential. That is not a small perk, that is the best capture item in the game handing you a perfect roll. Save it for something you actually care about, and browse the Aniipod list first if you are unsure which of your capture items is the rare one.

The checklist, if you forget everything else

  1. Push the main story with Elite Training, then Journey Rewards.
  2. Catch every new species along your route, not every creature you see.
  3. Collect Lumin Amber, aim for 30.
  4. Hit 40% area catch completion for the Bronze Badge, submit the amber, unlock Nurture.
  5. Use the free daily Nurture, and keep catching during a Group Appearance.
  6. Never leave Prime Energy sitting at the cap.
  7. Open Homeland at around Wayfarer 20 and take the RV to level 2.
  8. Progress Holo Battle as your team gets stronger.
  9. Claim everything that resets before you log off.
  10. Hold your Sparkling Cube, Aniipod Ultras and Perfect Egg for something worth it.

You do not need a 47-point checklist. These systems feed each other, and if you stay on top of the handful tied to daily charges, real-time progression and regenerating energy, you have already avoided most of the early progress people quietly lose. I put over 300 hours into the betas, and this is the route I am personally following when the servers go live. If something is different at launch, you will hear it from me.

What should you do first in Aniimo as a new player?

Push your Wayfarer level through the main story, Elite Training and Journey Rewards, and do everything else along that route: catch every species you have not registered, and pick up every Lumin Amber you pass. Wayfarer level unlocks Pathfinder talents, raises your Aniimo level cap and gates later systems, while the catches and amber quietly satisfy the requirements for Nurture. Treat it as one route rather than ten separate chores.

How do you level up fast in Aniimo?

Do not farm random enemies. The efficient order is main story, then Elite Training, then Journey Rewards, with Pathfinder challenges, first-time catches and Lumin Amber collected while travelling between them. In the third beta, players reached level 56 within 24 hours prioritising quests over dedicated farming. If your Wayfarer level stops rising, check Elite Training for a promotion requirement before grinding anything.

How do you unlock Nurture in Aniimo?

You need two things in the same region: 40% area catch completion, which earns the Bronze Badge, and 30 Lumin Amber, which you submit at the region Branch. Nurture then opens. The Branch recharges one free use daily from 04:00, and Vein Essence buys up to ten more per day. Nurturing starts a Group Appearance that raises the area Prismatic Energy, and at Full a Prismana is guaranteed.

What is Prime Energy used for in Aniimo?

Prime Energy, shown in your bag as Primegy, gates the high-value reward loops: opening the rare chests that Alpha and Omega bosses drop, and Holo Battle challenge claims. Exploration, Glory quests, ordinary combat and catching do not need it. In Beta 3 it capped at 300 and recovered 1 point every 6 minutes, so leaving it at the cap wastes regeneration. Spend it on something that progresses your account, but do not dump it just because you have it.

Is Holo Battle still worth doing now that runes are removed?

Yes. Pawprint removed the random rune system entirely for launch, so the old advice about rushing higher difficulties for legendary runes is outdated. Holo Battle still pays two permanent progression currencies, training EXP for mastery and training points for the Holo shop, and it feeds carried item progression, which is now the whole equipment layer an Aniimo has. Harder simulations award more training EXP, so clear as high as your team comfortably can.

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