Ancient stone path opening through luminous thorns as controlled flames clear a safe route
System guide · Getting started

Burning Brambles walkthrough: both chests

Burning Brambles, called Through Flame and Thorn during the beta, is a solo Sanctum in Mistwoods. The room hands you trial Emberpup, and every obstacle answers to one skill: Fire Bolt. You burn gates, burn the thorn braces that hold large purple balls above their pads, and keep two small rolling fire carriers lit long enough to reach the braces downstream. Both optional chests sit on the main route.

IntermediateGetting startedBy AniimoVerse13 min read77 reads
1solo player2optional chestsEmberpuptrial Aniimo16route steps
01

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.

Burning Brambles entrance and map checks
CheckValueHow to use it
Entrance titleSanctum: Burning BramblesMatch this before starting
AreaMistwoodsNorthern stone ruins
Challenge size1 challengerRun it solo
Chest counter0/2 at entryFinish at 2/2 before the Terminus
AniimoVerse atlas marker1624, 1634Use the pin link to jump straight to it
First clearLumin Amber: Breezy Plains ×1 · 500 EXPPaid once, on your first clear
Exterior portal for Burning Brambles in the Mistwoods stone ruins
Exterior landmark for the Mistwoods entrance. The title and chest counter appear on the entrance panel itself.
02

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.

Floor plan of the Burning Brambles Sanctum with the route markedXT12AA
  • Entrance
  • Trial statue
  • Terminus
  • Chest
  • Control
  • Mechanism
  • Element device
  • Hazard
  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

The whole run on the room’s own floor plan. Markers light up for the step you are reading, and the dashed line is the route.
Every rolling ball has a Reset prompt: Three switches sit within sight of the runs they serve, and each one puts its ball or carrier back at the top. The second carrier also returns itself after a few seconds if it hangs up, so give it a moment before reaching for the switch.
03

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.

The pit floors are the hazard, not the fire: Keep to the stonework around each ball pad and take the stone path around the second platform rim. Fire Bolt cannot hurt you, nothing burns you back, and no part of this Sanctum is on a timer, so there is no flame sweep to outrun.
04

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.
Trial Emberpup statue and the Fire Bolt hold-to-aim tutorial
Claim and Twine with Emberpup. Hold the binding shown by your client to aim Fire Bolt, then release to shoot.
05

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.

Slatted opening gate burning away before the player advances along the stone route
Burn the slatted gate and wait for the burn effect to finish before advancing. Nothing here is on a timer.
First thorn-braced tilted beam before burning and its large purple ball seated on the cyan pad afterward
Burn the brace on the tilted beam. A seated ball, cyan route and open doorway confirm success, not a color change on the ball.
06

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.

The crossing planks are already present: Burning the wall vines releases chest 1; it does not reveal the wooden floor. The floating wooden planks are there before the hit and stay put while the vines burn. Cross them, open the chest and confirm 1/2.
Second thorn-braced ball before release and the opened north doorway after it reaches its pad
Left: burn the second beam brace. Right: the seated ball and the opened north doorway mark the solved state.
Flame-marked wall vines burning beneath chest 1 while existing wooden planks span the water
Burn the connected vine curtain to release chest 1, then use the planks that were already in the water. Confirm 1/2 before leaving.
07

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.

Read the complete causal chain: Lit carrier reaches brace → brace burns → a separate large purple ball is released → that ball reaches its round pad → the adjacent cyan doorway opens. The carrier never becomes the pad ball, and one early hit is never enough because the water puts it out.
First rolling fire carrier wet and extinguished after water, then burning again after Fire Bolt
Left: the carrier is wet and extinguished after the water stream. Right: Fire Bolt has re-ignited it; watch until it burns the brace downstream.
08

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.

Fixed high wooden box before burning and the separate large purple ball on its cyan pad afterward
Top: burn the fixed wooden box on the high shelf. Bottom: the large ball on its pad and open cyan doorway show the freed carrier burned the brace.

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 counter at one of two after the water alcove and two of two on the final staircase landing
The chest ledger only moves forward: 0/2 at entry, 1/2 after the water alcove and 2/2 on the final staircase landing.
09

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.

Burning Brambles chest ledger
ChestTierContents
Chest 1BasicGlimmer x5, Credits x5000, Sparkling Crystal x5
Chest 2PremiumGlimmer x20, Credits x20000, Sparkling Crystal x15, one Epic held item
First clearRewardLumin 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.

Before, action and confirmation for every fire interaction
Object or stateBeforeFire interactionConfirmation
Opening wooden gateSlatted wood blocks the stairsAim Fire Bolt at the gateWood disappears; route opens
Beam brace 1Thorn/vine growth tethers the first tilted beamBurn the braceLarge ball reaches pad 1
Beam brace 2Thorn/vine growth tethers the second tilted beamBurn the braceLarge ball reaches pad 2; the north door opens
Chest 1 wall vinesConnected curtain hangs over the chest; planks already existOne aimed hit lights the whole curtainChest releases; counter reaches 1/2
Carrier 1 before waterSmall carrier is unlitIgnite through a gapCarrier burns until the water stream
Carrier 1 after waterBlue droplet marks the extinguished wet stateRe-ignite after it clears the streamLit carrier burns the downstream brace
Downstream brace 1Thorns hold a separate large ballCarrier flame reaches it automaticallyBrace burns; large ball reaches its pad
High fixed wooden boxBox sits on the upper shelfBurn the boxCarrier 2 travels on, burning
Downstream brace 2Thorns hold the final large ballCarrier 2 reaches it automaticallyBrace burns; ball seats and doorway opens
10

Troubleshooting

Fire Bolt hits a bar or misses: Move sideways until the carrier crosses a clean gap, hold the displayed Fire Bolt binding to place the reticle, then release. For carrier 1, wait until it is beyond the water stream before you re-ignite it.
A ball does not move: Aim at the thorn/vine brace or the high box, never at the large ball. Then wait for the full chain: brace burns, ball releases, ball seats, pad glows, adjacent doorway opens.
Collect 2/2 before the Terminus: Open both chests on the way through. Once you use the Terminus and the Vein is restored, do not count on walking back for a chest you skipped.
11

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.

Square Sanctum Terminus before interaction and the blue Vein-restoration effect afterward
Left: the square Sanctum Terminus or Tesseract. Right: interacting with it restores the Vein; the cube is the device, not the Vein.
First-clear payout: A first clear pays Lumin Amber: Breezy Plains ×1 plus 500 EXP, and it pays once: there is no repeat-clear reward. Clearing also lights the room’s Vein node and counts towards the Sanctum Delver badges at 3, 5, 10 and 15 clears.

You can also reopen the Sanctum atlas layer to choose the next entrance.

12

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.

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