Critters

**Critters** are four-legged animals found on Worlds in Grow: Song of the Evertree. The Apprentice can tame and even adopt these creatures and place them in various Nature Reserves, Ranches and Pet Houses around Alaria. Critters are always passive and friendly, even before being tamed, and do not run from the Apprentice or represent any sort of danger.

Kazumi, the Apprentice's mount, is a (sort of) unique Critter, in that it is the only one the Apprentice can ride and the Apprentice can only have the one tamed. See the specific page for more information on Kazumi.

## Taming

On most Worlds, Critters will be found sickened by The Withering. Before they can be tamed, the Apprentice must first cleanse them of the sickness, which requires actually washing them using the "Interact" button, and sometimes also singing the Song of Myora to them. Once a Critter has been fully cleansed, it can then begin to be tamed the following day. Some Critters will actually spawn on the World with no sickness at all, and only small Critters are ever found to be sick. *Note that, for the purposes of the Goals **Friends Fur-ever** and **Critter Center Blueprint**, only cleansing the sickness counts as "caring" for the Critter.*

Critter Care Icons

 Small Critters

Taming a Critter requires the Apprentice to walk close to the animal and press the "Interact" button (E on Keyboard, A on Controller for PC) and choose an action from the two options. Before interacting, each Critter will show what attention it requires: Belly Rub, Chin Scratch, Cuddle, Feed, or Play. Hearts will appear over the Critter's head if the action chosen is the correct choice, and the completion bar, which takes the form of a circle that shades from green to blue, will fill in a little more around the symbol. If the wrong option is chosen, an angry symbol will appear on the Critter's forehead instead. Each Critter can be interacted with three times per day, after which a timer symbol appears instead of the Critter's next desired action. Wrong choices count toward the three interactions per day limit.

Each successful action will give more love to the Critter, eventually completing the circle around the action symbol, a process which requires a total of nine correct interactions. Once the Critter's bar is completely full, the Apprentice may adopt the Critter or take a selfie with it; the Apprentice may also continue to interact with a tamed Critter, and there is no further penalty for choosing the wrong action at that point.

## Adopting

Adoption allows the Apprentice to rename and either store the Critter, or place it in any available Nature Reserve or any placed Pet House or any staffed Ranch. After selecting the Critter's name, the Apprentice will be given a choice of Districts to place the Critter in. The location must have at least one slot of the appropriate size available when adopting in order to place the Critter directly there: the number of available slots is indicated by the number to the right. Nature Reserves can each hold one Critter of any size, Ranches can each hold one large and one small, and Pet Houses can each hold only a single small Critter. Otherwise, the Apprentice will be given the option to "Store" the creature instead, in which case, the Critter is placed into a sort of Hammerspace until the Apprentice places them. There is no limit to the number of Critters which can be stored.

## Critter Management

Outside of the adoption menu, stored Critters can only be viewed or placed into a location by interacting with a Nature Reserve's Critter Management menu. This menu is rather counter-intuitive; see Nature Reserve#Managing Critters for detailed instructions.

## Critter types

Critter appearances are uniquely-generated (per World Seed) based on the Biome (or Biomes) they spawn in, but utilize a limited number of semi-randomized body types per Biome. There are two classes of Critters, Large and Small, and within those classes, there are only a few combinations of body parts, making it possible to track different species of Critters on a single world by noting morphological differences, such as colouration, presence or absence of horns, tail style, foot style, and general body or head designs. Tracking colouration and head type for large Critters, and colour, head and horns for small Critters, seems to be the most effective aid in completing the Critter discovery goal on individual Worlds.

The charts below show different body parts that are available to be mixed and matched (please note that the names used come from internal game files and do not appear in the game itself). A "Chonksta" body might be paired with a "DaggyKoo" head and "Liala" legs. The same world could have a separate Critter species with an identical combination of Chonksta/DaggyKoo/Liala, but a different colour pattern, or horns, etc. It is possible, due to the random nature of Critter appearance generation, for two species on the same World to appear very similar, almost identical. Where known, it is noted if a particular set of body parts is restricted to certain biomes; otherwise, assume each Biome can have a mixture of all available body parts for each large and small Critter.

Note that where colours are used in the chart below, it is to show the differences of colour patterns that can appear on a single body part. Most body parts tend to be a single colour or a gentle blend of two primary colours from the creature's set colour palette, which is determined by the Biome and other random factors.

### Large Critters

All large Critters have a large bovine-like rounded body; there are minor differences between their body types, usually relating to the fur texture. They also have ears and a tail chosen by the algorithm. There are far more significant differences in their facial features. Any large Critter species can be spawned with horns; the Chonksta head type comes with horns which are nearly straight, but this head type can appear with or without any type of horns allowed in the Biome the Critter spawned in, in addition to the facial horns.

Colours shown in the charts below are for illustration purposes only, and any color in the game's Critter palettes can appear on any Critter.

Note: *The BigCub body parts are found only on Frozen worlds.*

### Small Critters

All small Critters have small, elongated bodies, similar to toy dog breeds. Their heads have a range of morphological types, resembling dogs, cats, goats, lizards, and rabbits. Shown are the body parts that can be mixed and matched depending on the Biome or Biomes of the World where the Critter spawned. The chart below is merely meant for guidance and cannot cover all possible combinations. Where known, it is noted if a body part can only appear in a limited set of Biomes. Horns are the only body part that may not appear at all on a given Critter.

Additionally, there are a number of other horns that can appear randomly on small Critters, potentially limited to specific Biomes:

On Worlds which combine two or more Biomes, it is possible for Critters to spawn with features usually found exclusively in two (or more) different Biomes.

Critter combining a Frozen-Biome-exclusive horn, Desert-Biome-exclusive head and body, and Kitty-type tail
## Related Goals

* Friends Fur-ever
* Greener Pastures
* Critter Center Blueprint

## Notes

* To advance the Critters goal for a World (visible by pausing the game while on that World, or by highlighting the World from the Evertree view), the Apprentice must fully tame a set one of each of the *different types* of Critters which spawned on that World. It is not necessary to adopt them, once tamed, in order for each type of Critter on that World to count towards the goal.

* There was supposed to be a Festival called **Critter Care Day**, but it appears to be missing from the code.

* Once adopted, Critters' names can no longer be changed.