Three Pathfinders walking a blossom valley with pink petals falling around a green tree and magenta thickets
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Journey to Bloomville walkthrough: Aniimo chapter 3

Chapter 3 walks the road from Nimbus Fields to Bloomville, the town the Bloom Festival belongs to. Three quests carry it: a road lined with sleeping Aniimo, a day of ceremony work with the perfumer Sunia that needs a Dewy and a night-time rest, and a festival that never starts. It is the last chapter with no level gate, and the one step that stops people is a clock check rather than a fight.

BeginnerStoryBy AniimoVerse9 min read114 reads
3quests26tracked objectives90,000CreditsNonelevel gate
01

What happens in chapter 3

You travel to Bloomville for the Bloom Festival, a celebration the town holds once every ten years. Getting there is a short road quest, and the work in town is a perfume run: catch a Dewy, gather duskwhispers, craft the ceremony perfume and sleep through to festival morning.

Show the plot

The road out of Nimbus Fields is wrong before you reach it. Every Aniimo along the verge is asleep, and the quest has you catch three of them while you track down the fragrance behind it. A perfumer called Sunia walks the rest of the way with you, and Aeolus arrives with troubling news from the ruins as you reach town.

Bloomville itself is the ceremony: statues in the plaza, the elder, Selene, a Dewy to catch and Twine with, duskwhisper aromathysts to brew at the nest, Arlo to refine them and Sunia to turn them into perfume. You take the town's signature outfit, sleep the night at the elder's house and go to the festival.

The festival is where the story turns. Irelia never arrives, a Somniwing named Velouria appears in her place, and the group decides to head for Lumenfly Valley to find out why. That trip is chapter 4, and it is the first one the game gates.

Requires
No gate
Regions
Nimbus Fields, Sea of Flowers
Quests
3
Rewards
90,000 Credits, 6,240 Aniimo EXP, 2,600 Safaris, 30 Growth Fruit
Run chapter 3 straight after chapter 2: Nothing in these three quests checks a level or a title, and the rewards are the best catching gear the early story pays: 30 Aniipod Pro and 30 Growth Fruit at 25,000 Aniimo EXP each. Clear it before you start grinding for the chapter 4 gate at Pathfinder Level 25.
02

Go to Bloomville

The sleeping catch counter takes any species: The objective reads Catch a sleeping Aniimo 0/3 and the counter takes catches rather than species, so three of the same kind close it. Sleeping targets do not run and do not fight back, so throw a basic Aniipod straight at them instead of spending a better pod.
  1. Take the Bloomville road out of Nimbus Fields

    The quest is a chain of four waypoints along one road, so follow the marker rather than cutting across country. Activate any Bloom you pass; they are the fast travel points you will use to come back.

  2. Find the source of the fragrance

    Follow the marker to the source. Reaching it is what puts the three sleeping catches on your objective list, so there is nothing to find before you get there.

  3. Catch 3 sleeping Aniimo

    They are lying at the roadside where the fragrance reaches them. Walk up, aim and throw; no weakening and no chase. The catching guide covers how pod tiers change the odds once targets start fighting back again.

  4. Walk the last stretch with Sunia

    Sunia is the perfumer waiting at the end of the trail, and she leads the group the rest of the way. The quest closes as you reach Bloomville and Aeolus arrives with news from the ruins, and the next quest starts in the same place.

Quest log objectives

  1. GoGo to Bloomville
  2. GoProceed to Bloomville.
  3. GoFind the source of the fragrance.
  4. CatchCatch a sleeping Aniimo {0}/3.
  5. StoryBound for Bloomville.
Small Aniimo settled on a mossy island under a vast tree while a winged Aniimo stands over them in blue light
Aniimo settle wherever the fragrance reaches them, which is what makes the three catches a walk rather than a hunt.
03

Ceremony Preparations

One step here is a clock, not an errand: Halfway through the quest the objective becomes Set the time to night and get ready to rest, and nothing in Bloomville advances it. It wants the world clock at night, which is a menu action. The next section has the exact route through the Function Menu.

Where this happens

  1. Enter Bloomville and activate its Bloom

    The town marker sits at 2129, 1706 on the atlas; open the Bloomville pin if you lose it. Activate the Bloom inside the town before anything else, because this quest sends you back and forth across it.

  2. Talk to Sunia and inspect the stone statues in the plaza

    Sunia sets the ceremony brief. The statues in the plaza are investigate prompts: walk to each one the marker lights and interact.

  3. Greet the elder, then ask Selene

    The elder receives you and the marker moves on to Selene. Both are short talk steps, and clearing them is what opens the field work below.

  4. Catch a Dewy

    Dewy is the perfumer's partner species: it stores and ferments nectar inside its body, which is how the town gets its ingredients. It is Dark, so Wind and Light take 1.6x off it, and the Flutternym from chapter 2 is already the right tool.

  5. Twine with Dewy and gather Duskwhispers

    Dewy carries Fly Lv.1, so Twining with it puts you in the air. Duskwhispers are the perfume herb that covers the hills outside Bloomville; gather them while you are Twined, because the next objective assumes you can fly.

  6. Fly back to the nest and craft duskwhisper aromathysts

    The Duskwhisper Aromathyst is brewed from Duskwhispers by Dewies, which is why the objective sends you back to the nest with the Dewy still Twined.

  7. Take the aromathysts to Arlo, then learn the perfume from Sunia

    Arlo refines the raw aromathysts and Sunia turns them into the ceremony perfume across two talk steps. Neither has a failure state, so this run is only travel time.

  8. Stay at the elder's house and set the time to night

    This is the clock step. Set the world to night from the Function Menu, then speak to Nicole about tomorrow and go up to the second floor to rest.

  9. Collect Bloomville's signature outfit and go to the festival

    The outfit is what the town dresses you in for the ceremony. Take it, walk to the festival ground and talk to Jessica to close the quest.

Quest log objectives

  1. GoEnter Bloomville.
  2. GoActivate the Bloom in Bloomville.
  3. GoTalk to Sunia.
  4. TalkVisit the plaza and inspect the stone statues.
  5. GoGreet the elder.
  6. TalkAsk Selene.
  7. CatchCatch a Dewy.
  8. FieldTwine with Dewy and gather Duskwhispers.
  9. CollectFly back to the nest and craft duskwhisper aromathysts.
  10. TalkGo to Arlo to refine the aromathysts.
  11. TalkLearn how to make perfumes from Sunia.
  12. TalkContinue to craft the perfume with Sunia's help.
  13. GoStay at the elder's house for the night.
  14. TimeSet the time to night and get ready to rest.
  15. GoDiscuss tomorrow's plan with Nicole.
  16. TalkGo to the second floor to rest.
  17. TalkCollect Bloomville's signature outfit.
  18. GoGo to the Bloom Festival.
  19. TalkTalk to Jessica
Winged Aniimo gliding over a lavender field beside a village of round white houses with the flight controls on screen
Twining with a flier turns the runs between the nest, the workshop and the plaza into one glide.
04

How to set the time to night

The Day and Night Switch is a menu feature the main story unlocks, and Ceremony Preparations is the first quest that requires it. It lives in the Function Menu rather than on the hotbar, which is why the objective looks like it has no prompt attached.

  1. 1Open the Function Menu

    On mouse and keyboard, hold Show Cursor and click the function button on the HUD, or press the HUD setup key. On a controller it is the configuration menu button.

  2. 2Choose Day and Night Switch

    The entry sits in the bottom row of the Function Menu, and the menu confirms it before the switch opens.

  3. 3Set the clock to Night

    The switch has four settings in order: 1 Dawn, 2 Noon, 3 Dusk, 4 Night. Pick Night and the world changes around you, which satisfies the objective immediately.

  4. 4Go back to the elder's house and rest

    With the clock at night the rest prompt opens, Nicole has her conversation, and the quest continues on the second floor.

An empty lineup blocks the switch: The switch answers No Aniimo in the active lineup. Cannot skip time. when your lineup is empty, which is easy to hit right after a release or a team edit. Put one Aniimo back in the active lineup and the clock moves.
Two Pathfinders standing in a night forest lit by drifting fireflies and glowing blue butterflies with a fox Aniimo beside them
Night is a world state: the lighting, the spawn tables and the quest flag all move with the clock.

The switch keeps earning its place after this quest. Several species only appear on the night side of the clock, and the atlas prints that on the species card as a trigger condition, so the same three presses are how you hunt them later.

In-game map with an Aniimo distribution card open showing a basic form and a trigger condition reading Nighttime
A species card on the map names its trigger condition. Nighttime entries need the clock moved before they spawn at all.
05

The Unbegun Ceremony

Where this happens

  1. Talk to the Elder and attend the festival

    Stand with the crowd and let the ceremony run. There is nothing to catch, fight or gather in this quest.

  2. Look for Sunia

    The ceremony breaks down and the marker moves to Sunia. Reaching her closes both the quest and the chapter.

Quest log objectives

  1. TalkTalk to the Elder and attend the festival.
  2. GoLook for Sunia.
The shortest quest in the main story: Two objectives and a pair of cutscenes, and it still pays 600 Safaris, an Irisalis Petal and 10 Aniipod Pro. It is a few minutes of work at the end of a long chapter, so there is no reason to stop before it.
06

What to catch while you are in the Sea of Flowers

Bloomville sits in the Sea of Flowers, and the region roster is the first one that is not a beginner list. Thirteen species live here, several of them Grass and Dark types you cannot get in Nimbus Fields, so the ceremony run is also the cheapest time to fill Aniilog entries for the area badge.

Sea of Flowers roster
DewyFragrancierFlutternymThornbladeIrisIrisalBudsquireHumminWitchinSparkiSkippyPrankyGlacy
Keep the Dewy you catch for the quest: It evolves into Fragrancier at Aniimo level 27 with a Night Stone, and its flight makes it the traversal partner for the whole region. The evolution guide lists the rest of the stone requirements.
Field catch in progress with the Aniipod selector on the hotbar and a group of Celestis standing among hillside ruins
The pod selector sits on the hotbar, so switching to a cheap pod for an easy target costs one key rather than a menu.
07

What comes next

Chapter 4, Flowers and Butterfly Shadows, follows Velouria to Lumenfly Valley, and it is the first story quest the game holds back. Its opening quest wants Pathfinder Level 25, the Student II title and a finished Elite Training Chapter One, and the title is the slow half: it only moves when you pass the Dewdrop Crystal promotion assessment.

So chapter 3 is the natural place to stop and build. Push Safaris with the routes in the Pathfinder leveling guide, start the course track in the Elite Training guide, and keep the 2 Irisalis Petals this chapter paid: the Irisalis unlock guide shows what they build toward.

08

Frequently asked

Is Journey to Bloomville level gated?

No. All three quests are ungated, which makes chapter 3 the last one you can run on arrival. The first gate is Fragrant Colors in chapter 4, at Pathfinder Level 25 with the Student II title and Elite Training Chapter One complete.

How do you set the time to night in Ceremony Preparations?

Open the Function Menu, choose Day and Night Switch and pick the fourth setting. The switch runs 1 Dawn, 2 Noon, 3 Dusk, 4 Night, and it needs at least one Aniimo in your active lineup or the client refuses to skip time.

Where do you catch a Dewy for the ceremony?

In the Sea of Flowers around Bloomville, and later in Rosetower Woods. Dewy is Dark, so Wind and Light skills take 1.6x off it before you throw.

What counts as a sleeping Aniimo on the road to Bloomville?

Any three catches on the approach. The objective counts catches rather than species, and the sleeping Aniimo neither flee nor fight, so a basic Aniipod is enough for all three.

What does chapter 3 pay?

90,000 Credits, 2,600 Safaris, 6,240 Aniimo EXP, 30 Aniipod Pro, 30 Growth Fruit and 2 Irisalis Petals, spread across the three quests.

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