Gaming Guide

Aniimo: How to Beat Nightwolf’s Pathfinder Challenge at Beast Fang Ridge

Nightwolf's Flameruff and Inferlupa lineup, the Water counter that works on both, and every first clear reward.

Nightwolf’s Flameruff and Inferlupa lineup, the Water counter that works on both, and every first clear reward.

Image: Pawprint Studio

Nightwolf is the Wolf Enthusiast who stands in Beast Fang Ridge with a Flameruff at his side, and he is one of the harder Pathfinder Challenges in that stretch of Idyll. The duel runs on a strict timer, and the second half of it throws an Inferlupa at you, a Nova stage Break specialist that hits with Dark damage and chains Break debuffs onto whatever you have out.

Quick answer: Take a Water-focused team in at level 33 and wipe out Nightwolf’s Flameruff and Inferlupa inside the five-minute limit. Water beats both halves of his lineup.


Nightwolf Pathfinder Challenge requirements at Beast Fang Ridge

Pathfinder Challenges are overworld trainer duels fought in Twine Mode, and Nightwolf’s sits in Beast Fang Ridge. Clicking his marker on the map shows his elemental weakness before you commit, which is the fastest way to lock in a team that will not stall out.

DetailValue
RegionBeast Fang Ridge
Recommended level33
Stages2
Time limit5:00
Recommended elementWater
Victory conditionDefeat every Aniimo Nightwolf sends out

Talk to Nightwolf and the Party Confirmation screen appears, listing you against him with the recommended level printed at the top. That screen is your last chance to swap the squad, so check that your lead is close to level 33 before you accept.

Four distinct creatures pose together on a neutral blue-purple showcase screen.00:11Party Confirmation screen for the duel between StingKnight (Student) and…
Shown at 00:11 in StingKnight’s video. Image: Pawprint Studio

Nightwolf’s lineup in both stages

The first stage opens with Flameruff and finishes with Inferlupa. A later Pathfinder Rematch against the same trainer raises the recommended level to 48 and widens the roster considerably.

StageAniimoElement
Pathfinder ChallengeFlameruffFire
Pathfinder ChallengeInferlupaFire / Dark
Pathfinder RematchPanpantaWater
Pathfinder RematchMinespineEarth
Pathfinder RematchInferlupaFire / Dark

The rematch also runs a field effect called Lingering Will. Each time one of Nightwolf’s Aniimo goes down, the survivors gain 30% damage amplification, so the last creature standing in that version hits far harder than it does at full roster.


Inferlupa weaknesses and the skills it uses against you

Inferlupa is the reason Water is the flagged counter. Its Fire and Dark typing leaves it exposed to four elements and shrugs off four more, and Water is the only weakness that also lines up cleanly against the Flameruff you fight first.

MatchupElementsMultiplier
Weak toLight, Dark, Wind, Water1.6×
ResistsIce, Fire, Earth, Grass0.625×

Ice looks tempting against a fire wolf, but Inferlupa cuts Ice damage to 0.625×, so an Ice lead that clears Flameruff quickly will crawl through the second half of the duel.

The moves Nightwolf’s Inferlupa throws out

  • Wolfpack Onslaught — its ultimate. Power 194, Dark element, 8 second cooldown. A soul clone tackles forward and explodes on contact.
  • Hunting Pack — summons two clones to strike a chosen spot, with a third clone added during Full Energy. Power 60, 20 EP.
  • Unbroken Flameruff Spirit — a ricocheting spirit that stacks +10% BREAK efficiency per hit, up to three stacks for 20 seconds.
  • Crossfire — a piercing flame ray that lands up to nine hits, with Might up 45% during Full Energy.

All of it is governed by the Full Energy trait. After eight basic attacks, Inferlupa’s next skill is empowered, and the damage from that skill counts as basic attack damage. The empowered window is when Wolfpack Onslaught and Hunting Pack tend to break your active Aniimo outright.

Inferlupa
Inferlupa. Image: Pawprint Studio

How to beat the Nightwolf duel inside the 5-minute limit

Build around Water before you talk to him. You want at least one Water attacker that can carry damage through both halves of the fight, since the same element covers Flameruff and Inferlupa.
Open on Flameruff and commit. Keep the pressure on until it drops, because every second spent here is a second you do not have for the second stage. Nightwolf summons Inferlupa the moment Flameruff falls.
A flaming orange creature stands on a bright sandy beach beside the ocean during daytime.01:02StingKnight switches to a sheep-like Animo, then to a lion-like fire Animo…
Shown at 01:02 in StingKnight’s video. Image: Pawprint Studio
Back off during Inferlupa’s empowered turn. Once it opens with Wolfpack Onslaught and Hunting Pack, your active Aniimo will take a heavy burst and can be broken, so swap out rather than trading blows through it.
A white winged creature fires a blazing attack at a black-and-red wolf-like creature in a dramatic arena battle.01:44Nightwolf's Inferlupa uses "Wolfpack Onslaught" and "Hunting Pack," breaking…
Shown at 01:44 in StingKnight’s video. Image: Pawprint Studio
Rotate a Regen Aniimo in to reset. Ethereal Light Wave costs no EP, runs on a 15 second cooldown, absorbs enemy projectiles and raises the EP recovery rate of allies along its path for 20 seconds, which is enough to refill your attacker’s skills.
A winged Aniimo glides above lush cliffs and valleys in an open-world landscape while the gameplay HUD is visible.02:24StingKnight switches back to the sheep Animo to heal up
Shown at 02:24 in StingKnight’s video. Image: Pawprint Studio
Buy yourself a free window if you have it. Hypnotic Spores puts the target to sleep for 5 seconds and stops it acting, though the effect ends the instant the target takes damage. It costs 20 EP on an 18 second cooldown and does nothing to Grass-type Aniimo, which is irrelevant here.
Swap back to your Water attacker and finish Inferlupa. With the clock running, treat every recovery swap as a short detour rather than a full reset, and return to damage as soon as your EP allows.

Keep a healer or Regen Aniimo in the party even if it never attacks. The second stage is long enough that a single team of pure attackers tends to run out of EP before Inferlupa runs out of health.


Nightwolf first clear rewards

Clearing the challenge pays out once, and the rematch has its own separate first clear list.

StageRewardAmount
Pathfinder ChallengeSafaris300
Pathfinder ChallengeCredits50,000
Pathfinder ChallengeCommon Held Item Core2
Pathfinder ChallengeStar Sand1
Pathfinder ChallengeFragment – Besauce1
Pathfinder RematchCredits50,000
Pathfinder RematchSparkling Crystal20
Pathfinder RematchStar Shard4
Pathfinder RematchGrowth Fruit5

The Fragment – Besauce is the piece worth tracking. Collect 40 fragments and you can trade them for a Besauce at a shop in any Outpost, which makes every Pathfinder Challenge across Idyll worth clearing once.


How to confirm the duel is cleared

The moment Inferlupa drops, the duel ends with a Battle Won screen rather than the timer running out. Rewards are handed over on the screen that follows, along with any level-up that the EX3 payout triggers.

Red-and-white winged Aniimo unleashes a bright energy attack amid a multicolored, glowing battle scene.03:04"Battle Won" screen appears
Shown at 03:04 in StingKnight’s video. Image: Pawprint Studio

You are returned to Beast Fang Ridge through a loading screen, and Nightwolf has new dialogue waiting that acknowledges the loss. That conversation is the clearest in-world sign the challenge is logged, and his map marker no longer offers the first-clear rewards afterward.

A creature collection menu displays illustrated companion cards and progression rewards on a purple interface.03:21Loading screen showing "Keepsakes Collection: Starbound Journey."
Shown at 03:21 in StingKnight’s video. Image: Pawprint Studio

If you want an Inferlupa of your own rather than one pointed at you, that comes from a different track entirely. Flameruff only unlocks the Inferlupa evolution branch after the Journey: Warrior side quest in Beast Fang Ridge, which runs across multiple real-world days, so it is worth starting early while you farm the rest of the region’s challenges. The Pathfinder Rematch at recommended level 48 will still be sitting on the map when you come back stronger.