The field guideStraight from the game

How AneeMate works

Everything the in game Guide teaches, on one page. How to catch, how to fight, which element beats which, how your AneeMates grow, and every key on keyboard, controller and touch.

Guide topics
58
Categories
11
Species
86
Elements
9
Basics

Find your feet on the island

You play a kid with a magic staff. Walk, talk to islanders, follow your quest journal and grow your level. Every page of the game is one key away.

  • 115 quests
  • 36 main story
  • Levels up to 100
Basics

Moving around

Walk, run, jump, crouch and swim.

  1. WASDWalk. Move the mouse to look around.
  2. ShiftHold to run.
  3. SpaceJump. In water it swims up.
  4. CtrlSwim down.
  5. CCrouch.
  6. LLook behind you.
Basics

The menu

Every page of the game in one place: Matebook, bag, quests, Home, Market, capsules and more.

  1. OOpen the menu from anywhere on the island.
  2. WSEnterChoose a page and open it.
  3. Every tile shows its own key, so next time you can go straight there.
  4. EscClose the menu again.
Basics

People and quests

Islanders have quests, tips and trades. Your journal leads you to the rewards.

  1. EWalk up to someone and talk. Press again to read on.
  2. 1 to 9Pick an answer, or click it.
  3. JOpen your quest journal. Q E switch between quest lines.
  4. EnterStart or track a quest. The tracked one shows on screen and on the map.
Basics

Your level

Grow stronger and unlock new things. Fighting as yourself and finishing quests earns XP.

Unlocks on the way
  • 2Farm
  • 3Hospital
  • 5Combos and element reactions
  • 8Fusion
  • 10Boss fights
  • 12Weapons from chests
  • 20Mint
  • 30Marketplace
  1. IOpen your player page: your level, your records and what unlocks next.
  2. Your weapons grow with you: half strength at level 1, full strength further up.
  3. EnterA new unlock shows a card. Press this while it is up to read its tip.
  4. YOpen the badge book. Bosses give a title the first time you beat them.
Basics

Fainting and healing

What you keep when your health runs out, and how to get it back.

  1. When your health runs out, you faint and wake up back at camp. E wakes you at once.
  2. Your party and everything stored at home are kept. What you carried in your bag is left behind.
  3. The pouch in your bag is your safe slot: what is in it comes home with you.
  4. TThe quick wheel: eat, drink and use things in a second. Food heals you.
Catching

Weaken it. Throw a Yipee.

The lower its health, the easier the catch. Your very first catch comes with a short lesson, and every first catch of a species pays MATE.

  • 7 kinds of Yipee
  • Dazed bonus x1.35
  • Party of 3
1FindA wild AneeMate out on the island
2WeakenHit it with your staff or your AneeMate
3Daze itA dazed one stops attacking and is x1.35 easier to catch
4ThrowThe right Yipee for its element
5CaughtRegistered in the Matebook, into your party if a slot is free
Catching

Your first catch

Weaken it, then throw a Yipee. Right after the catch you can become it.

  1. Find a wild AneeMate out on the island.
  2. Weaken it first. The lower its health, the easier the catch.
  3. FThrow a Yipee at it.
  4. Caught! It is registered in the Matebook and joins your party if a slot is free.
  5. KRight after the catch, press this to become it.
Catching

Yipee kinds

Every element has its own Yipee, and every AneeMate has its own odds for each kind. If one keeps breaking free, try another kind.

FireWaterNatureElectricPsychicIceRock
  1. XSwitch to the next kind of Yipee in your bag.
  2. The strip on screen shows the Yipee in your hand and how many you have.
  3. Pick up more as you explore. The sea bed and fishing can give them too, and rare element Yipees are on the Market shelf.
Catching

When your party is full

New catches wait inside their Yipee until you make room.

  1. Your party holds 3 AneeMates. A catch after that waits inside its Yipee in your bag.
  2. Careful: it is not safe there yet. Faint now and it gets away.
  3. POpen its card in the Matebook to swap it into the party or let it out of the Yipee.
Catching

Seen and caught

Fill the Matebook page by page: 86 species in 22 evolution families.

  1. POpen the Matebook: every AneeMate you have met and caught.
  2. ZA photo of a new species marks it as seen and pays 25 MATE.
  3. A catch registers it for good, with its number and element. The first catch of each species gives a MATE reward.
Browse the Matebook
Combat

A staff that learns

Your magic staff is always with you and learns new moves as you level up. Guns and bows come later from chests, and elemental ammo hits harder on the right target.

  • Crits 7% for x1.75
  • Finisher at x10 combo
  • 6 bosses
Staff mastery

Four moves, unlocked by your level

  1. Lv 3Star FinisherHit a 4th time right after your 3rd hit: a big swing that makes AneeMates dizzy.
  2. Lv 6Charged SwingHold to charge the ring. Let go when it turns gold to make everyone around you dizzy.
  3. Lv 10Air SpinAttack in the air to spin and hit everything around you.
  4. Lv 14Ground SlamHeavy attack high in the air to drop fast and shake the ground.

A dazed AneeMate stops attacking for 2.5 seconds and is x1.35 easier to catch. Throw a Yipee!

Combat

Your magic staff

It has its own melee slot and never leaves your bag. Hit trees and rocks with it to gather timber and stone.

  1. Swing it.
  2. Aim, and heavy attack.
  3. QUse your ability.
  4. FThrow a Yipee.
Combat

Guns, bows and ammo

Three weapon slots on the number keys. Weapons come from chests from level 12.

Elemental ammo
x1.75into a weakness
x0.75into a resist
  1. Drag a weapon from a chest onto a weapon slot in your bag.
  2. 123Take out the weapon in that slot. The same key again goes back to your staff.
  3. Aim and shoot.
  4. RReload.
  5. VSwitch ammo when you carry more than one kind. Match it to the target's weakness.
Combat

Combos and reactions

Hit fast, mix elements. Opens at player level 5.

  • FireNatureBurn
  • WaterElectricSurge
  • IceRockShatter
  • WaterNatureHeals you
  1. Keep hitting within 1.6 seconds: every hit adds damage.
  2. At x10 the next hit is a finisher.
  3. KHit with one element, switch AneeMate, hit with another for a reaction.
  4. Every hit you land has a 7% chance to be critical: x1.75 damage and a knock back. Only your hits can crit.
Combat

Bosses

Alphas and bosses close an arena around you. From player level 10.

  • TerraparAlpha of the Old Grove
  • IceroxAlpha of the Frozen Pass
  • BussamerMind of the Assault
  • ChiabarakSpearhead of the Last Raid
  • The Vault WardenIt has been awake the entire time
  • QuadBot LeaderVang Assault Command
  1. Walk up to a boss or hit it: the arena closes around you.
  2. After a big area attack it is TIRED. Hit it hard then.
  3. When it starts RESTORING, hit it fast to break the heal and stun it.
  4. Win a capsule, a rare Yipee, MATE and, the first time, a title.
Elements

The right element hits much harder

Seven elements attack. Shadow and Sky only ever come as a second element and nothing attacks with them yet. A hit into a weakness does x2, into a resist x0.5, and nobody is ever weak to its own element.

The chart

Attacker down, defender across

Point at a square to read it.

Damage multiplier of an attack of each element against a single element defender
AttackDefendFireWaterNatureElectricIceRockPsychicShadowSky
Fire
Water
Nature
Electric
Ice
Rock
Psychic
Shadow
Sky
  • x2 super effective
  • x0.5 not very effective
  • x1 normal
  • its own element
Two elements

Try a matchup

Some AneeMates carry two elements (29 species). A hit counts against both, so it can land at x4 or only x0.25. Weak to one and resisted by the other cancel out.

Attack with
Defender
x4
Weak to both
AneeMates and party

Three with you. Wear any of them.

Press one key and you are the AneeMate: its health, its four moves, its element, its dash. Winged ones fly. Press again to go through the party and back to the kid.

  • Party of 3
  • 4 moves and a dash
  • AneeMate levels to 100
Party

Becoming your AneeMates

Each AneeMate has its own health. A fainted one is skipped. Your bag stays with you, the kid: switch back to open it.

  1. KBecome the next AneeMate in your party.
  2. KKeep pressing to go through the party and back to yourself.
  3. POpen a card in the Matebook and choose Add to party. Send the others home or to work on a farm from the same card.
Party

Fighting as an AneeMate

Four moves and a dash. Creature moves carry the AneeMate's own element, and new moves open as it levels, at 1, 10, 30 and 70.

  1. Q1Melee attack.
  2. 2Shot.
  3. F3Area attack.
  4. X4Special attack.
  5. AltDash out of the way, in your element's own style.
  6. RWinged AneeMates: take off and land. Space hold to fly up, C hold to fly down.
Party

Feeding and levels

AneeMates grow by fighting and eating. Food of its own element is worth more, and cooked food far more than raw.

  1. An AneeMate levels up when you fight as it, and when it eats.
  2. POpen its card and feed it food from your bag. The card shows the XP of every food.
  3. HQuick feed: while you are that AneeMate, it eats the best food in your bag. Any meal heals a hurt AneeMate to full.
  4. A fainted AneeMate gets up on its own after a while, or at once when fed.
Party

Resting at home

AneeMates can live and heal at home. Build an AneeMate house or a Hospital (from level 3).

  1. PChoose Send home on an AneeMate's card.
  2. Residents of the Hospital heal a little every minute. A meal heals at once.
  3. To take one along again you need a free party slot and to be at home.
Escapes

Every AneeMate gets away its own way

A rare wild one at low health tries to escape with its element. Your own dash as an AneeMate uses the same move.

  • FireFire burst
  • WaterWater dive
  • NatureNature burrow
  • ElectricElectric blink
  • PsychicPsychic teleport
  • IceIce slide
  • RockRock dig
Evolution and fusion

Level plus orbs make a new form

Raise an AneeMate and feed it element orbs to evolve it. Two of the same species can fuse into one, stronger for good.

  • 22 evolution families
  • Up to 3 stages
  • Fusion from Lv 8
Batine
BatineNatureStage 1
Lv 25+ 1 Nature orb
Irodine
IrodineNatureStage 2
Lv 60+ 3 Nature orbs
Ashron
AshronNatureFireStage 3
Evolution

Evolving

Not every AneeMate evolves. The card shows its whole family and what is still missing.

  1. Second form: level 25 and 1 orb of its element.
  2. Third form: level 60 and 3 orbs of its element.
  3. POpen its card. Evolve lights up when it is ready. The orbs are used up.
Evolution

Element orbs

The key to every evolution. There is an orb for Fire, Water, Nature, Electric and Psychic.

FireWaterNatureElectricPsychic
  1. Craft them at the Forge.
  2. EFishing and the sea bed sometimes give one too.
  3. A farm turns one out now and then: a 3% chance every harvest.
Fusion

Two of a kind become one

The spare is gone for good. The one you keep gets +8% on every stat and the higher level of the two.

  1. You need two AneeMates of the same species.
  2. POpen the card of the one you keep and go to Fuse. Choose the spare.
  3. Up to 3 fusions each, up to +24%. Each fusion costs 100 $QORPO, and all of it is burned.
  4. Neither may be working a farm, living at home or waiting in a Yipee. A Mystic is never a spare.
Home and building

Follow the gold pillar home

Your first Camp is free and becomes your home. What you store there is always safe, and your home grows with what you do there.

  • First camp free
  • Storage no limit
  • First haul home 50 MATE
Home

Your first camp

A home of your own, free to build. You wake up here after fainting.

  1. Follow the gold pillar of light to a good flat spot.
  2. BOpen the builder. Until you have a home, the Camp is already in your hands.
  3. Place it. Your first Camp is free and becomes your home.
  4. MYour home has its own marker on the map.
Home

Home storage

Keep your finds safe. Whatever happens out there, what you keep at home stays.

  1. 6Stand by the storage barrel at your camp fire and press this to open it.
  2. There is no limit to what you can store.
  3. OThe Home page in the menu shows everything you have stored.
Home

Building

Walls, floors, farms and more. Timber comes from trees: hit one with your staff and pick up what falls.

  1. BOpen build mode, and press it again to leave.
  2. NOpen the building menu and pick a piece.
  3. ,.Turn the piece.
  4. Place it.
  5. ZRemove mode: click a piece to take it down.
Home

Home level

Your home grows with six milestones. The Home page says what the next level asks for.

  1. A camp
  2. An AneeMate house
  3. A farm
  4. A first resident
  5. A full storage
  6. More residents
Home

Moving home and the Home Portal

Take your camp somewhere new, or open a gate home from anywhere.

  1. BPlace another Camp and confirm Move your home here. The old camp packs itself up and your storage moves along.
  2. MHOr open the map and move home to where you stand.
  3. TabFar from home, use a Home Portal from your bag. Two gates open: one where you stand and one at home.
  4. EStep up to a gate to travel. Come back through it and the portal closes. Portals come from chests and the Market.
Farming and crafting

Nothing grows without an AneeMate

Put an AneeMate to work on a farm and it grows food while you explore. Carry recipe cards to the right station and craft food, orbs, ammo, abilities and gear.

  • 16 crops
  • 101 recipes
  • 6 stations
Farming

Your first farm

From player level 2. The harvest fills the farm's basket and replants by itself. A full basket pauses growing.

  1. BBuild a Farm.
  2. EOpen the farm page.
  3. EnterChoose a crop and send an AneeMate to work.
  4. CTake the whole basket into your bag.
Farming

Better harvests

The right worker and an upgrade. Vegetables grow in the ground, fruit on a bush.

  1. An AneeMate of the crop's element grows more every harvest.
  2. UUpgrade the farm with MATE: a bigger basket and a faster harvest.
  3. QESwitch to your other farms on the farm page.
Farming

Milk, honey and soda

The rarer ingredients, each with its favourite worker.

  • Lv 4CowMilkWater
  • Lv 6Bee houseHoneyElectric
  • Lv 9Soda pumpSodaElectric

Send an AneeMate to work there from its card or from the building's page.

Crafting

Six stations, each makes its own things

Each recipe is a card you carry. Cards drop from loot boxes and some quests give one. Green means you have enough, red means you need more. Press Craft: the ingredients and one card are used up.

  • Cook's potFood and drinks that heal you
  • WorkbenchPlanks, wire, batteries and other parts
  • ForgeAmmo and element orbs
  • Arcane benchGrenades and abilities like Dash, Blink and Grapple
  • Evo altarEvolution stones
  • OutfitterBackpacks and shields
Exploring

An island that changes with the clock

Glide from the cliffs for MATE, fish from the shore, light the beacons and watch who comes out at night and in the rain.

  • 6 regions
  • 8 beacons
  • A day lasts 24 min
Gliding

Dive through the golden orbs

From somewhere high, open your glider when its prompt shows. Every golden orb pays 1 MATE, up to 30 a glide. Catch the next one within 3.5 seconds for an air combo, up to x5. Rising bubbles are an updraft: glide in and ride it up.

WSpeed upSBrake and floatADSlide sideways

Day, night and rain

Who is out changes with the clock

  • Night is about 25% of the day. More Psychic AneeMates come out, x2.
  • Colours are x2 as likely at night, and Umbral colours only appear in the dark.
  • Rain comes every 15 to 30 minutes and lasts 3 to 6. While it rains: Water x2.5, Electric x1.5.

The clock by the minimap shows the time and warns you before night falls. A rain chip shows while it lasts.

Exploring

Fishing

Cast, wait for the bite, reel in. Mostly sea finds, sometimes a rare orb, and now and then a wild Water AneeMate jumps out to fight.

  1. EStand on the shore facing the water and cast.
  2. Wait. After a few seconds the float dips and a ! pops up.
  3. EReel in right then. Too early or too late and it gets away.
Exploring

Beacons

Light the Vanguard beacons at the island's landmarks and travel between them or home. The first one is lit from the start.

  • Hopesgarden
  • Nature Landing
  • Vanguard Drop Site
  • Hopesfalls
  • Solomori Falls
  • Ice Gate
  • Ice Vault
  • Ice Lake
  1. ELight a Vanguard beacon when you reach one.
  2. EFrom any lit beacon, travel to another lit one or home.
Exploring

The map

Quests, people, home and places. Cloud is ground you have not walked yet: walk it and it clears for good.

  1. MOpen the map, and press it again to close.
  2. WASDMove around. Q E zoom.
  3. CFind yourself.
  4. EnterShow or hide a kind of marker in the legend.
Exploring

Element passages

Some ways are closed until you bring the right AneeMate. Become it and open the way.

  • NatureOvergrown passagePulls creeper and root apart
  • ElectricDead panelWakes a gate, lift or cave light
  • FireFrozen obstacleTakes the ice off
  • PsychicSealed runeReaches a ritual door
  • IceOpen waterFreezes a way across
  • WaterDry channelFills a canal
  • RockCracked wallBreaks the stone
Exploring

Photo mode

Freeze time, pick one of 6 filters and frame the moment. The first photo of each species gives 25 MATE and marks it seen.

  1. ZPhoto mode on and off.
  2. QECamera down and up. Move and aim with WASD and the mouse.
  3. 1 to 6FPick a filter. Freeze time.
  4. SpaceTake the photo.
Economy

Two currencies, two jobs

MATE runs the whole game and you earn it by playing. $QORPO is optional: capsules, fusion and trading minted AneeMates. You never need a wallet to play.

MATEIn the game

The island's money. Not a token, and not tradeable for money.

How you earn it
  • Fighting10 percent of the combat XP, at least 1 a hit
  • Catching10 percent of the catch XP, at least 5; rarer catches pay more
  • Level ups25 MATE times the new player level
  • BossesPaid on every win350 to 1200
  • Air orbs while glidingup to 30
Where it goes

The Market (materials, food, orbs, rare Yipees, healing and Home Portals), farm upgrades and arena entry.

$QORPOOptional

A token on BNB Chain, linked to your game through your wallet. It stays in your own wallet, and every capsule bought on the web is paid and rolled on chain.

  • CapsulesStarter, Vault and Elite. Every open drops Mystic shards, and 500 shards buy a Mystic of the species you pick. An Epic is guaranteed at least every 10 opens.
    Starter2,500$QORPO
    Vault7,500$QORPO
    Elite20,000$QORPO
  • Fusion100 $QORPO a fusion, all of it burned.
  • Mint and tradeMint a raised AneeMate from player level 20, list it from level 30. A 5% fee on a sale.
  • Free capsules tooEvery 10 new species seen, every 5 player levels, player level 20 and 40, and beating a boss.

No earning for playing, no staking, no yield. $QORPO is spent, not farmed.

Controls

Keyboard, controller or touch

Every key can be moved where you like it in Settings, and the game always shows your own keys and the right button glyphs for your pad. These are the defaults.

On footThe kid
WASD
Move
Shift
Run (hold)
Space
Jump, swim up
Ctrl
Swim down
C
Crouch
E
Interact, talk, fish
Attack
Aim, heavy attack
Q
Ability
F
Ability and Yipee throw
X
Next Yipee kind
123
Weapon slots
R
Reload
V
Next ammo
Alt
Camera side
L
Look back
As an AneeMateWorn
K
Next AneeMate, back to the kid
Q1
Melee attack
2
Shot
F3
Area attack
X4
Special attack
Alt
Dash
H
Quick feed
R
Take off and land (wings)
Space
Fly up (hold)
CCtrl
Fly down (hold)
PagesAnywhere
O
Menu hub
Tab
Bag
P
Matebook
M
Map
J
Quest journal
I
Player page
U
Capsules
N
Wardrobe
Y
Badge book
T
Quick wheel
Z
Photo mode
Esc
Pause, back
BuildingAt home
B
Build mode on and off
N
Building menu
,.
Turn the piece
Place
Z
Remove mode
6
Home storage, at the barrel
Ready

Now go and meet one

Free while AneeMate is in Early Access. The Guide in the game has all of this too, with your own keys.