Aniimo Stealth and Awareness
A creature notices you by what you are doing and what you are standing in. Crouch in cover and it barely notices at all.
How sneaking works
Every wild Aniimo carries an awareness bar. What you do near it adds points a second, and when the bar reaches that creature’s alert threshold it reacts. Stop feeding the bar and it drains again.
So sneaking is a budget, not a coin flip. Crouching in tall grass costs nothing at all for most creatures, which means you can close the entire distance in grass and arrive with an empty bar. Crouching on open ground costs 0.5 a second against a bar of 100, so you still have roughly three minutes. Sprinting in the open costs up to 2.
Water never hides you. Wading, crouching and swimming all score the same 1 a second, which is nearly what running on open ground costs. Grass is the cover that works; water only looks like cover.
83 of the 94 creatures with a profile can be approached this way. The rest alert the moment they sense you, and no approach changes that.
Can you sneak up on it?
94 creatures
| Bailite | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Baleetle | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Besauce | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Blazen | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Bolty | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Bonesky | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Bouldus | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Budclaw | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Budsquire | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Bulbly | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Celestis | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Chirpi | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Coraliz | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Cornet | Yes | Yes | 0 | 0.5 | 2 | 20 |
| Cozite | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Cubbo | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Dazmand | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Dewy | No, always notices | Yes | 0 | 0.5 | 1.5 | 200 |
| Dreaple | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Eklue | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Eko | Yes | No | 1 | 0.5 | 1.5 | 20 |
| Emberpup | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Erlath | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Fahloo | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Fenmane | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Fennelun | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Fenrier | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Fentuft | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Flamerion | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Flameruff | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Flutternym | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Fragrancier | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Fulmintis | No, always notices | Yes | 0 | 0.5 | 1.5 | 200 |
| Geoclaw | Yes | Yes | 0 | 0.5 | 2 | 20 |
| Geodeback | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Glacy | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Glynsera | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Gracewing | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Grizbo | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Helgon | No, always notices | Yes | 0 | 0.5 | 1.5 | 200 |
| Helion | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Helmut | No, always notices | Yes | 0 | 0.5 | 1.5 | 200 |
| Helmwhelp | No, always notices | Yes | 0 | 0.5 | 1.5 | 200 |
| Hexxin | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Hummin | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Ignitis | No, always notices | Yes | 0 | 0.5 | 1.5 | 200 |
| Infergon | No, always notices | Yes | 0 | 0.5 | 1.5 | 200 |
| Inferlupa | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Iris | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Irisal | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Irisalis | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Jawling | No, always notices | Yes | 0 | 0.5 | 1.5 | 200 |
| Lavazar | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Leafy | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Luminelle | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Lunara | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Magmarex | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Malangel | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Malevsera | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Melloblum | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Minespine | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Nimbi | Yes | Yes | 0 | 0.5 | 2 | 20 |
| Panpanta | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Pawney | No, always notices | Yes | 0 | 0.5 | 1.5 | 200 |
| Pebbling | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Piopiota | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Pomawk | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Pomegg | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Popota | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Pranky | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Reefish | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Rookey | No, always notices | Yes | 0 | 0.5 | 1.5 | 200 |
| Scorchhowl | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Sheldon | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Shelly | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Sherro | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Shrubclaw | Yes | Yes | 0 | 0.5 | 2 | 20 |
| Skippy | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Soleon | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Somniwing | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Sparkelf | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Sparki | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Squarrel | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Squashel | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Stellarys | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Susuta | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Thornblade | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Tromber | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Tubster | Yes | Yes | 0 | 0.5 | 2 | 20 |
| Tuckin | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Turbo | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Veilfloat | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Waleetle | Yes | Yes | 0 | 0.5 | 1.5 | 20 |
| Wisptis | No, always notices | Yes | 0 | 0.5 | 1.5 | 200 |
The three rate columns are awareness points a second while you do that thing. Alerts at is how many points that creature tolerates before it reacts, so a high number is a long approach and a low one is a short fuse. A blank cell means the game scores no value for that pairing, which is not the same as scoring zero.
What every profile agrees on
Crouching in grass
0 a second, one profile aside
Crouching in the open
0.5
Sprinting in the open
up to 2
Anything in water
1
Water is the trap. It never hides you: wading, crouching or swimming all score the same 1 a second that running on open ground nearly does. Tall grass is the opposite and zeroes you out entirely while you crouch, walk or run, on every awareness group but one. The exception is PG_10441_Stage1, which scores tall grass the same as open ground.
Awareness a second
| What you are doing | Open ground | Tall grass | Water |
|---|---|---|---|
| Standing still | 0.1 | 0 to 1 | not scored |
| Crouching | 0.5 | 0 to 1 | 1 |
| Running | 1.2 to 1.5 | 0 to 1 | 1 |
| Sprinting | 1.5 to 2 | 1 | 1 |
A range means it varies by creature. “Not scored” means the game has no entry for that pairing, which is not the same as scoring zero.
What each cover type hides
9 of the 16 profiles still score you at 1 a second while you run through tall grass. Anything on those profiles has to be approached crouched, or from outside its cone.
NimbiCornetTubsterShrubclawGeoclawEkoFlameruffScorchhowlInferlupaCelestisStellarysTromberIrisalPrankyGlacyLeafyTurboDreapleHumminHexxinTuckinBudclawSparkiFlamerion
Every profile
A profile is one set of awareness rules. The game writes 58 groups of creature and they resolve to 16 distinct profiles, so most creatures share theirs with others. Each card is one profile: the four numbers per action are open ground, tall grass and water in that order, "alerts at" is the awareness it tolerates before reacting, and "forgets at" is how fast the bar drains once you stop.
Sprint cost 1.5 a second
16 groups · 10 creaturesEmberpupChirpiIrisSkippyFlutternymBudsquirePomeggPomawkCubboGrizbo
Sprint cost 1.5 a second
1 group · 1 creatureSprint cost 1.5 a second
2 groups · 67 creaturesFlameruffScorchhowlInferlupaCelestisStellarysTromberIrisalPrankyGlacyLeafyTurboDreapleHumminHexxinTuckinBudclawSparkiFlamerion+49 more
Sprint cost 2 a second
3 groups · 1 creatureSprint cost 2 a second
4 groups · 4 creaturesSprint cost 2 a second
1 groupSprint cost 2 a second
1 groupSprint cost 2 a second
1 groupSprint cost 2 a second
2 groupsSprint cost 2 a second
1 groupSprint cost not scored a second
1 groupAlways notices you
9 groups · 11 creaturesDewyWisptisIgnitisHelmutPawneyRookeyJawlingHelmwhelpHelgonInfergonFulmintis
Always notices you
5 groupsAlways notices you
9 groupsAlways notices you
1 groupAlways notices you
1 group94 creatures resolve to a profile through their wild instances. The rest only appear in scripted encounters, where awareness is set by the script rather than by the creature.
Frequently asked questions about Aniimo stealth and awareness
How do you sneak up on an Aniimo?
Crouch, and stay in tall grass. For most creatures crouching in grass adds no awareness at all, so you can close the whole distance. On open ground crouching costs 0.5 a second against a bar of 100, so you still have room; sprinting costs up to 2.
Does water hide you in Aniimo?
No. Water scores 1 a second whatever you are doing in it, so crouching in water is no better than running in it. Grass is the cover that works.
Why do some Aniimo always spot me?
Five of the sixteen awareness profiles set the alert threshold above the maximum the bar can reach, which means the creature reacts the moment it senses you. Nothing you do on approach changes it, so those have to be caught by other means.
Does throwing an Aniipod near an Aniimo alert it?
Yes. A cube landing nearby adds awareness, and a cube that hits adds more. On most profiles both are small, but they are not free, so a missed throw makes the next one harder.