System guide · Getting started

Tutorial Courses: all 15 training courses, steps and rewards

The Courses menu holds 15 short tutorial stages that teach catching, Twining, counters, element interactions and Pathfinder tools. Each one pays once when you reach its finish gate, and three of the four course groups pay extra as you complete them: 430 Glimmer and 500,000 Credits across the set.

BeginnerGetting startedBy AniimoVerse7 min read268 reads
15courses4course groups430Glimmer in total500,000Credits in total
01

How Tutorial Courses work

Open Courses and pick a course to enter its tutorial stage. Every stage runs as a chain of short objectives, most of them ending at a green checkpoint, and the course completes at the finish gate. Since version 1.1 each step shows in your quest tracker as you go, so the lists below match what the game asks for, in order.

  • Course reward: 14 of the courses pay 100 Safaris, 20,000 Credits and 10, 15 or 20 Glimmer on first completion. Try the Aniipod pays a Voxel Cube instead.
  • Group reward: each of the three main groups pays four more rewards as you finish its courses, covered at the end of this guide.
  • Unlocks: seven courses are open from the start. The other eight open when you catch, evolve, learn or beat something first.

The reward lines for every course, by drop, are on the training course rewards page. For the rest of the early game, the beginner guide and the other Aniimo guides pick up where the courses stop.

02

Basics: catching, Twining and counters

The five Basics courses
CourseOpensGlimmer
Basic CatchingFrom the start10
TwiningFrom the start10
Combat TutorialFrom the start10
Elemental CountersAfter you complete the Combat Tutorial10
Spatial CountersAfter you defeat Alpha Turbo20

Basic Catching

  1. 1Checkpoint

    Head to the green checkpoint ahead.

  2. 2Catch

    Catch an Emberpup.

  3. 3Checkpoint

    Head to the next checkpoint.

  4. 4Catch

    Catch a Celestis.

  5. 5Checkpoint

    Head to the next checkpoint.

  6. 6Catch

    Catch a Susuta.

  7. 7Finish

    Go to the finish point.

The catching guide covers BREAK, Quick Catch and Aniipod choice in the open world.

Twining

  1. 1Twine

    Twine with a Celestis and move to the green checkpoint.

  2. 2Climb

    Climb the wall to the high ground while Twined with the Celestis.

  3. 3Glide

    Glide to the green checkpoint while Twined with the Celestis.

  4. 4Checkpoint

    Go to the next green checkpoint.

  5. 5Swim

    Twine with a Susuta and swim across the river to the finish gate.

Each Aniimo brings its own movement when you Twine; the Twining guide covers what each one adds.

Combat Tutorial

  1. 1Fight

    Defeat the target.

  2. 2Finish

    Get to the exit.

Finishing it opens Elemental Counters. The combat guide goes deeper on BREAK and skill timing.

Elemental Counters

  1. 1Twine

    Twine with an Emberpup.

  2. 2Move

    Proceed to the target location.

  3. 3Counter

    Use Elemental Counters to defeat the Hummin.

  4. 4Move

    Proceed to the next target location.

  5. 5Counter

    Use Elemental Counters to defeat the Susuta.

  6. 6Finish

    Get to the exit.

Spatial Counters

  1. 1Twine

    Twine with a Susuta.

  2. 2Move

    Proceed to the target location.

  3. 3Counter

    Use Spatial Counters to defeat the Chirpi.

  4. 4Move

    Proceed to the next target location.

  5. 5Counter

    Use Spatial Counters to defeat the Budclaw.

  6. 6Finish

    Get to the exit.

The course opens after the story fight with Alpha Turbo.

03

Element Interactions: using elements on the world

The five Element Interactions courses
CourseOpensGlimmer
Fire InteractionsFrom the start10
Water InteractionsFrom the start15
Ice InteractionsAfter you catch an Ice Aniimo20
Lightning InteractionsAfter you catch a Lightning Aniimo20
Element LevelAfter you evolve an Aniimo15

The same interactions open paths in Sanctums and the open world; the puzzle guide covers where they come back.

Fire Interactions

  1. 1Twine

    Twine with an Emberpup and move to the green target point.

  2. 2Burn

    Burn the vines blocking the way and get to the next checkpoint.

  3. 3Checkpoint

    Get to the checkpoint in the tall grass.

  4. 4Wind field

    Set fire to the tall grass to make a wind field, then ride the wind to the platform above.

  5. 5Melt

    Use Fire to melt the ice and head to the next checkpoint.

  6. 6Finish

    Burn out all the vines covering the wall and climb to the finish gate.

Water Interactions

  1. 1Twine

    Twine with a Shelly and get to the checkpoint ahead.

  2. 2Douse

    Use a Water skill to put out the fire and head to the next checkpoint.

  3. 3Bounce

    Use a Water skill to activate the Bouncy Pad and bounce to the checkpoint.

  4. 4Finish

    Use the Bouncy Pad in the water to reach the finish gate.

Ice Interactions

  1. 1Twine

    Twine with a Bonesky and get to the checkpoint ahead.

  2. 2Douse

    Use an Ice skill to put out the fire and head to the next checkpoint.

  3. 3Finish

    Cast an Ice skill on the water to make floating ice, then cross the deep water on it to the finish gate.

Lightning Interactions

  1. 1Checkpoint

    Head to the green target ahead.

  2. 2Charge

    Use a Lightning skill to charge the batteries and power the fan.

  3. 3Ride

    Ride the wind to the green target on the higher platform.

  4. 4Conduct

    Charge the batteries and let the metal crate carry the current to the fan.

  5. 5Ride

    Ride the wind to the green target on the higher platform.

  6. 6Soak

    Soak the wooden chest so it conducts, then power the fan.

  7. 7Finish

    Use the wind field to reach the final gate.

Element Level

  1. 1Twine

    Twine with an Emberpup and move to the green target point.

  2. 2Ignite

    Use the Emberpup’s Fire Bolt to ignite the vines blocking the way.

  3. 3Move

    Continue to the green target point.

  4. 4Keep firing

    Keep attacking with the Emberpup’s Fire Bolt until the vines catch.

  5. 5Move

    Continue to the green target point.

  6. 6Try again

    Try the Emberpup’s Fire Bolt on the next vines.

  7. 7Evolve up

    Twine with a Scorchhowl and ignite the vines with its Fire Bolt.

  8. 8Finish

    Head to the gateway at the finish point.

The course opens after your first evolution, and its last step hands the job to Scorchhowl. The evolution guide covers how evolution works.

04

World Observation: Pathfinder tools and the camera

The four World Observation courses
CourseOpensGlimmer
Gravity PullAfter you learn Gravity Pull15
Shock Wave InteractionsAfter you learn Mega Mallet15
Snap TutorialFrom the start15
Advanced Catch: TumblerAfter you obtain a Tumbler20

Gravity Pull and Mega Mallet are Pathfinder skills; the Pathfinder skill list shows when each unlocks.

Gravity Pull

  1. 1Checkpoint

    Head to the green target ahead.

  2. 2Pull

    Use Gravity Pull to move the obstacle aside, then head to the green target point.

  3. 3Checkpoint

    Head to the green target ahead.

  4. 4Place

    Use Gravity Pull to set the batteries into their slots and power the fan.

  5. 5Finish

    Ride the fan’s airflow to the higher platform and reach the final gate.

Shock Wave Interactions

  1. 1Checkpoint

    Head to the green target ahead.

  2. 2Smash

    Use the Pathfinder’s hammer strike (Mega Mallet) to break through the stone wall.

  3. 3Drop Kick

    Use Scorchhowl’s Drop Kick to smash through the floor to the next target point.

  4. 4Finish

    Blast the rubble with Explosive Barrels, then head to the finish line.

Snap Tutorial

  1. 1Checkpoint

    Move to the green checkpoint.

  2. 2Snap

    Take a photo at the moment the Budclaw is Stunned.

  3. 3Finish

    Go to the finish gate.

Advanced Catch: Tumbler

  1. 1Checkpoint

    Move to the green checkpoint.

  2. 2Catch

    Catch all the Aniimo with the Tumbler.

  3. 3Finish

    Go to the finish gate.

05

Try the Aniipod

The fifteenth course sits in its own Astra Exploration group. It repeats the Basic Catching route, Emberpup, Celestis and Susuta, and pays a single Voxel Cube rather than the usual Safaris, Credits and Glimmer.

06

Course group rewards

Each of the three main groups pays four rewards as you complete its courses. Finishing every course in all three groups adds 220,000 Credits, 20 Aniipod Mega, 20 Growth Fruit and 225 Glimmer to the course rewards.

Rewards by courses completed in each group
Group1 course2 courses3rd rewardLast reward
Basics (5 courses)50,000 Credits5 Aniipod Mega5 Growth Fruit at 4 courses50 Glimmer at 5 courses
Element Interactions (5 courses)70,000 Credits7 Aniipod Mega7 Growth Fruit at 3 courses75 Glimmer at 5 courses
World Observation (4 courses)100,000 Credits8 Aniipod Mega8 Growth Fruit at 3 courses100 Glimmer at 4 courses
07

Frequently asked

How many Tutorial Courses are there in Aniimo?

There are 15: five Basics courses, five Element Interactions courses, four World Observation courses and Try the Aniipod.

What do Aniimo Tutorial Courses reward?

Each course pays 100 Safaris, 20,000 Credits and 10 to 20 Glimmer once, except Try the Aniipod, which pays a Voxel Cube. Group rewards add Credits, Aniipod Mega, Growth Fruit and Glimmer, for 430 Glimmer and 500,000 Credits in total.

Why is a Tutorial Course locked?

Eight courses need something first: complete the Combat Tutorial, defeat Alpha Turbo, catch an Ice or a Lightning Aniimo, evolve an Aniimo, learn Gravity Pull or Mega Mallet, or obtain a Tumbler.

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