Location and entrance
Open the exact Burning Brambles atlas pin in Mistwoods. The marker sits at 1624, 1634 on the AniimoVerse atlas.
An older wiki page listed this room as Burn Your Way Out. The name in game, on the entrance card and on every current map record is Burning Brambles, so search for that one.
| Check | Value | How to use it |
|---|---|---|
| Entrance title | Sanctum: Burning Brambles | Match this before starting |
| Area | Mistwoods | Northern stone ruins |
| Challenge size | 1 challenger | Run it solo |
| Chest counter | 0/2 at entry | Finish at 2/2 before the Terminus |
| AniimoVerse atlas marker | 1624, 1634 | Use the pin link to jump straight to it |
| First clear | Lumin Amber: Breezy Plains ×1 · 500 EXP | Paid once, on your first clear |

Route, step by step
One axis, six stretches and one skill. Four large purple balls have to reach four round pads, and every one of them is held by something flammable: a thorn brace, a vine trail, or a plank a rolling carrier has to reach still alight. Each pad opens exactly one door, so there is no branch anywhere and nothing to do in a different order. Both chests sit on the walking line.
- 1Arrive and Twine with trial EmberpupRoom 0
You drop in on the entrance pad at the south end of the axis, with a second respawn point waiting at the foot of the stairs. Use the stone statue beside it to take trial Emberpup and Twine before you climb, because Fire Bolt is the only tool this Sanctum answers to.
- 2Burn the wooden gate on the entry stairsRoom 0
Four large wooden crates stack into a slatted gate across the top of the stairs. Put one Fire Bolt into them and wait for the wood to finish burning before you advance. Nothing in this room is on a timer, so there is no flame sweep to beat.
- 3Burn the thorn brace on the first tilted beamRoom 1
Past the gate a long beam runs down and west with a large purple ball resting at its high end. Three entangling vines tether it partway along, so aim at the vines and never at the ball. The switch on the ledge beside the run carries a Reset prompt that puts the ball back at the top if it strays.
- 4Seat the first ball and pass the first mechanism doorRoom 1
The freed ball rolls west and drops into the round pad sunk in the pit floor, pressing the plate underneath. Half a second later the pad lights and the mechanism door on the east wall opens. Keep to the stonework on the way across, because the pit floor around the pad is lethal.
- 5Set the vine trail alight to free the second ballRoom 2
Through the door, a long tangle of ground vines climbs east away from the doorway and ends under the second large purple ball. One Fire Bolt into the low near end lights the whole run, and the fire travels up it until the brace under the ball gives way.
- 6Seat the second ball and open the way northRoom 2
The ball rolls clear and drops into the second round pad on the east platform. The pad lights and the second mechanism door opens at the north end of the room. Everything below the platform rim kills, so take the stone path around.
- 7Chest 1: burn the vine curtain over the flooded alcoveOptionalChest 1Room 2
Before you take the door, turn east into the flooded alcove. One connected curtain of wall vines hangs across the ledge, and a single aimed Fire Bolt lights the whole curtain and releases the basic chest behind it. The wooden planks on the water were already there, so cross them, open the chest and confirm the counter reads one of two.
- 8Read the first rolling fire carrier runRoom 3
North of the door the ground falls away and a long ramp runs down the west side. A small wooden carrier waits at the top, a water jet crosses the ramp near the start and a flame jet stands over it further down. The switch on your ledge is the Reset prompt that sends the carrier back to the top whenever a run goes wrong.
- 9Light the carrier, then light it again past the waterRoom 3
Hit the carrier with Fire Bolt and let it roll. The water puts it out and leaves it visibly wet, so wait until it is clear of the spray and light it a second time before it reaches the vines. One early shot is never enough here.
- 10Let the carrier burn the trail and the plank beneath the third ballRoom 3
The lit carrier runs onto the ground vines at the foot of the ramp and the fire spreads along them. At the end of the trail it takes the wooden plank holding the third large purple ball, and the ball drops free the moment the wood gives out.
- 11Seat the third ball and open the first tall gateRoom 3
The ball rolls east off the burned plank and drops into the third round pad. The pad lights and the first tall gate opens on the main corridor, so climb back to the walkway and carry on north.
- 12Burn the fixed box that holds the second carrierRoom 4
In the second barred stretch the carrier sits high on its ramp with one fixed wooden box wedged below it. That single box is the whole job: burn it and the carrier rolls on already alight, with no second shot needed. The switch nearby carries the Reset prompt if the carrier hangs up on the way down.
- 13Follow the second trail to the last plankRoom 4
The burning carrier reaches the second run of ground vines and lights them end to end. The fire finishes on the plank under the fourth large purple ball. If the carrier stalls on the way it is returned to the top on its own after a few seconds, so give it a moment before reaching for the Reset prompt.
- 14Seat the last ball and open the final gateRoom 4
The fourth ball falls into the last round pad and settles on the plate. The pad lights, the second tall gate opens and the corridor runs on to the final stairs.
- 15Chest 2: the premium chest on the staircase landingOptionalChest 2Room 5
The landing between the lower and upper flights carries the premium chest, standing in the open with nothing to burn. Open it here and confirm the counter reads two of two before you climb any further.
- 16Touch the Sanctum TerminusRoom 5
At the top of the stairs the square Sanctum Terminus, also called the Tesseract, waits on its platform. Use Touch on it to restore the Vein and clear the room. This ends the run, so do not leave a chest for afterwards.
Checkpoints and hazards
Burning Brambles has no checkpoints. Both respawn points sit at the entrance and are live from the moment you load, so a fatal drop anywhere in the room puts you back at the bottom of the entry stairs with your progress intact. Three instant-death planes sit under the route, one beneath each of the first two ball pits and one under the second carrier run, and there is nothing else in the room that can kill you.
Emberpup and Fire Bolt primer
The opening statue supplies trial Emberpup. Claim it and Twine before approaching the gate. Fire Bolt launches a fireball and applies Fire Debuff. Hold the displayed skill button to aim, then release to shoot. The PC default is Q; another layout may show a different binding.
- Direct burn target: center the reticle on wood or a thorn/vine brace and wait for the obstruction to finish burning.
- Rolling fire carrier: the small carrier transports flame; it is not the separate large purple ball that eventually rolls onto a pad.
- Success proof: read the resulting state: missing brace, seated large ball, cyan pad or open doorway. The room’s ambient purple light never changes.

Opening gate and first ball pad
Burn the slatted wooden gate at the top of the opening stairs and wait until it disappears. There is no flame sweep to time: once the gate is gone, walk straight through. In the next space, aim at the thorn/vine brace on the high tilted beam. Shoot the brace, not the large purple ball; the ball then rolls automatically into the round pad.


Second ball pad and chest 1
Burn the thorn/vine brace on the second angled beam and wait for its large purple ball to reach the round pad. The door at the north end of the room opens; take the stone path east to the flooded alcove first. Three flame markers sit on one connected wall-vine curtain, and one aimed Fire Bolt lights the whole curtain. You do not need three separate shots.


First rolling fire carrier: re-ignite after water
The barred mechanism uses a small rolling fire carrier, not a blue target traveling to a socket. Ignite the carrier through a clear gap. A water stream extinguishes it and adds a blue droplet/wet state. Track it past the stream and re-ignite it through the bars. Keep watching until the still-lit carrier reaches and burns the downstream thorn/vine brace.

High wooden box, second carrier and chest 2
In the second barred area, look high for one fixed wooden box on a shelf. One Fire Bolt on that box starts the cycle, and no second shot is needed. The carrier it frees keeps burning downstream and delivers the flame to the brace. The burned brace releases another separate large purple ball, and the next doorway opens when that ball reaches its pad.

Enter the final chamber and open chest 2 on the landing between the lower and upper final stair flights. Do this before approaching the square device above, then confirm the objective counter reads 2/2.

Chest order and every burn state
Chest 1 is the basic one behind the vine curtain in the flooded alcove; chest 2 is the premium one standing in the open on the staircase landing. Neither is off the walking line, and the Terminus ends the room, so take both on the way past.
| Chest | Tier | Contents |
|---|---|---|
| Chest 1 | Basic | Glimmer x5, Credits x5000, Sparkling Crystal x5 |
| Chest 2 | Premium | Glimmer x20, Credits x20000, Sparkling Crystal x15, one Epic held item |
| First clear | Reward | Lumin Amber: Breezy Plains, EXP x500 |
Every held item: Spirited Feather, Fission Needles, Echoing Grimoire, Ferocious Fang, Miraculous Fleece, Lightning Needle, Gargantuan Horn, Marching Flask, Capacitous Battery, Heartseeker Pendant, Avenging Gear, Heritage Amulet, Explosive Gloves, Giant Tortoise Shell, Auspicious Bell.
| Object or state | Before | Fire interaction | Confirmation |
|---|---|---|---|
| Opening wooden gate | Slatted wood blocks the stairs | Aim Fire Bolt at the gate | Wood disappears; route opens |
| Beam brace 1 | Thorn/vine growth tethers the first tilted beam | Burn the brace | Large ball reaches pad 1 |
| Beam brace 2 | Thorn/vine growth tethers the second tilted beam | Burn the brace | Large ball reaches pad 2; the north door opens |
| Chest 1 wall vines | Connected curtain hangs over the chest; planks already exist | One aimed hit lights the whole curtain | Chest releases; counter reaches 1/2 |
| Carrier 1 before water | Small carrier is unlit | Ignite through a gap | Carrier burns until the water stream |
| Carrier 1 after water | Blue droplet marks the extinguished wet state | Re-ignite after it clears the stream | Lit carrier burns the downstream brace |
| Downstream brace 1 | Thorns hold a separate large ball | Carrier flame reaches it automatically | Brace burns; large ball reaches its pad |
| High fixed wooden box | Box sits on the upper shelf | Burn the box | Carrier 2 travels on, burning |
| Downstream brace 2 | Thorns hold the final large ball | Carrier 2 reaches it automatically | Brace burns; ball seats and doorway opens |
Troubleshooting
Use the Terminus and choose the next guide
After confirming 2/2, climb to the square Sanctum Terminus, also called the Tesseract. Interacting with it restores the Vein; the device itself is not the Vein. The blue restoration effect ends the run.

You can also reopen the Sanctum atlas layer to choose the next entrance.
Frequently asked
Where is Burning Brambles?
It is a solo Mistwoods Sanctum. Open the exact atlas pin. The marker sits at 1624, 1634 on the AniimoVerse atlas.
How many optional chests are in Burning Brambles?
Two. Chest 1 is in the water alcove after ball pad 2; chest 2 is on the final staircase landing. Confirm 2/2 before using the Terminus.
Why does the first rolling fire carrier stop burning?
The water stream extinguishes it and leaves a blue droplet or wet state. Wait until the carrier clears the stream, then re-ignite it with Fire Bolt through a gap in the bars.
Is the final square object the Vein?
No. It is the Sanctum Terminus, also called the Tesseract. Interacting with that device restores the Vein.



