AniimoVerse
Original fantasy illustration of lightning circuits and blue wind routes crossing a floating stone Sanctum
System guide · Getting started

Chasing Stormwinds Sanctum co-op walkthrough: all 4 chests

Chasing Stormwinds is a two-player Sanctum in Berylline Causeway. Older listings call the room Lightning and Wind. It needs two challengers, but it does not assign permanent Player A and Player B jobs: name the holder, runner or operator again at each mechanism.

AdvancedGetting startedBy AniimoVerse9 min read6 reads
2players4chest slotsWisptis + Boltytrial AniimoBerylline Causewayregion
01

Location and party requirements

Open the exact Chasing Stormwinds atlas pin in Berylline Causeway. The marker sits at 1640, 596 on the AniimoVerse atlas.

AniimoVerse map card for Chasing Stormwinds showing the Berylline Causeway location, the two-player requirement, four chest slots and the atlas marker at 1640, 596
Berylline Causeway · 2 players · 4 chest slots · atlas marker 1640, 596.
Chasing Stormwinds setup and entrance UI
CheckValue
AreaBerylline Causeway
AniimoVerse atlas marker1640, 596
Entrance requirement2–2 challengers
In-room partyTwo players
Chest display at entryChest icon 0/4 below View Help
Trial AniimoWisptis and Bolty
First-clear panelItem icon ×1 · EXP 200
Chasing Stormwinds entrance UI showing a two-to-two challenger requirement, the chest icon at zero of four, a first-clear item times one and EXP 200
The entrance shows a 2–2 challenger requirement, 0/4 chests and a first-clear item ×1 plus EXP 200.
Invite a partner for predictable handoffs: The entrance offers Add More Teammates and can fill the team automatically after you start. Bring your own partner when you want to control the paired handoffs, because most of this Sanctum is one player holding a state while the other moves.
Use mechanism-local role names instead of permanent Player A and Player B labels
MechanismUseful calloutsHandoff rule
Pads and moving platformHolder · runnerHolder keeps the active state until the runner calls safe.
Separated devices and panelsLeft operator · right operatorEach player reports the visible state on their own side.
Bolty wire ascentWire operator · climberThe Bolty player maintains the wire while the other player climbs.
Two-cube circuitLeft cube · right cubeOne player moves each cube and both check the wall arcs.

The room supplies Wisptis and Bolty. Wisptis provides flight and Cloak traversal; the room later tells the Bolty player to electrify a wire. Gravity Pull is a Pathfinder skill; its tutorial says Grab, while the actionable HUD prompt says Manipulate before Drop or Throw. Untwine and use that Pathfinder action on the physical cubes or Wooden Chest instead of attributing object control to Wisptis.

Wisptis trial statue beside a teammate twined with Bolty, with player identifiers masked
Wisptis handles flight or Cloak traversal; Bolty answers the electrified-wire prompt; the Pathfinder moves objects while untwined.
02

Quick solution in route order

  1. 1Claim one trial Aniimo each and cross the opening Wind route

    Choose Wisptis and Bolty, then use the first floor-pad handoff and Wind crossing. The opening traversal happens before the first movable cube.

  2. 2Untwine and place the first cube with Pathfinder Grab

    Use the Grab/Manipulate action from the Pathfinder Gravity Pull skill on the first purple maze cube. Continue when its connected floor routes turn gold.

  3. 3Open the early Wind route and take the high detour

    Use the next pads and electric device, send a runner over the active Wind route and take the high-route chest before both players operate the two-sided symbol.

  4. 4Keep the optional water chest separate from wetting the conductor

    Open the water-channel chest when its branch is accessible. Separately submerge the Wooden Chest in water long enough for the droplet-marked damp state; that wet state makes it conduct electricity. The chest and the conductor are two different objectives.

  5. 5Activate the first separated device pair and check the alcove

    Keep both devices active until the route responds, then visit the raised side-alcove chest. There is no countdown and no exact same-frame button press.

  6. 6Hold the second floor-pad pair

    Do not skip the later pair: both pads change the large circular receiver from violet to cyan and turn the connected lines gold.

  7. 7Complete the wet-conductor and upper-cube circuit

    Place the wet Wooden Chest as the low conductor and the maze cube above it until both circuit branches are accepted. A square-on camera helps you inspect the two wall nodes; camera position is not an input.

  8. 8Climb, solve the next symbol and power the Bolty wire

    Use the Wind ascent and landing-pad handoff, operate the next two-sided symbol, then keep the Bolty wire powered while the other player climbs the vertical Wind route.

  9. 9Take the upper chest, relay the platform and move two cubes

    Take the upper-ledge chest before the platform relay. One player holds the platform pad; afterward each player moves one of the two revealed cubes until both wall arcs turn gold.

  10. 10Keep both final side panels active

    Hold the two side-panel states together. The central cube rises, Success appears and Vein restoration follows automatically; there is no separate final restore interaction.

03

Read the circuit states

Chasing Stormwinds circuit states
Visible stateWhat it meansSafe response
Violet circuit or receiverThe mechanism is not accepted yet.Check the relevant pad, device, wire or physical object again.
Gold connected linesThat circuit branch is powered or accepted.Look for the linked receiver, gate, platform or Wind field to change.
Cyan receiver or routeThe linked state is active in that room.Keep the required held state while the other player crosses.
Blue or pale-gold object effectA Pathfinder is holding the object with Grab/Manipulate from Gravity Pull.Release it, then check the circuit rather than treating the carry effect as success.
Two frames showing the opening floor pad followed by Wisptis crossing the Wind route, with player identifiers masked
Opening chronology: floor-pad handoff and Wind crossing first; cube tutorial afterward.
Pathfinder holding the first maze cube with Grab or Manipulate from Gravity Pull beside the accepted state with connected floor routes gold, with identifiers masked
The human Pathfinder moves the cube. Gold connected routes, not the temporary carry glow, mean the cube is accepted.
04

Detailed co-op route and handoffs

  1. 1High route and the first two-sided symbol

    After the first cube, use the pads and electric device to open the split Wind route. Send the current runner through the high branch and take its chest. At the next divider, one player uses each side panel; the central symbol aligns automatically after the two panel states are accepted, so there is no movable central symbol piece.

  2. 2Optional water chest and the wet Wooden Chest

    A Wet Wooden Chest conducts electricity: submerge it in water for a moment to make it damp, and the droplet icon on the object confirms the state. The water-channel treasure chest is a separate optional branch that you can open before the wetting step, so do not tell a teammate that the conductor unlocks the chest route.

  3. 3First device pair, raised alcove and second pad pair

    Activate both separated electric devices and check the raised side alcove. In the next room, occupy the second floor-pad pair until the large round receiver turns cyan and the connected lines turn gold. These are two different paired mechanisms.

  4. 4Wet-conductor merging circuit

    Both players manipulate the physical conductors: the droplet-marked Wet Wooden Chest below and the maze cube above. Adjust them until both branches reach the wall nodes and turn gold. Facing the wall squarely makes the state easier to read, but the input is conductor placement, not a camera angle.

  5. 5Wind ascent, second symbol and Bolty wire

    Ride the Wind ascent, use the landing-pad handoff and complete the next two-sided symbol. When the room prompts Twine with Bolty and electrify the wire, the wire operator maintains that state while the other player takes the vertical Wind route. Regroup at the top.

  6. 6Upper chest, moving platform and two-cube circuit

    Take the upper-ledge chest before the moving-platform relay. A toast confirms the teammate activated the platform. The next chamber reveals two maze cubes; each player moves one until both wall arcs are gold and the connected Wind route activates.

  7. 7Final panels and automatic outcome

    At the last mechanism, keep the two side panels active together. The central cube rises and glows, the game displays Success, and the Vein restoration animation begins on its own. Counting down together helps, but the two inputs do not have to land on the same frame.

View across the high Wind-route chest landmark with a teammate-share toast and player identifiers masked
High-route chest landmark before the first two-sided symbol.
Three frames showing the completed central symbol, the separate optional water-channel chest and the droplet-marked Wet Wooden Chest, with identifiers masked
Three separate checks: two side panels complete the symbol; the optional water chest stands on its own; the droplet icon confirms the Wooden Chest is damp.
First separated electric-device interaction beside the raised side-alcove chest, with player identifiers masked
First device pair and the nearby raised alcove. Both devices must stay active.
Before-and-after frames of the second floor-pad pair changing a large receiver from violet to cyan and connected lines to gold, with names masked
The later second pad pair is a different mechanism from the earlier separated electric devices.
Merging-circuit frames showing the droplet-marked Wet Wooden Chest and the accepted two-node wall state, with names masked
Place the wet Wooden Chest below and the maze cube above until both wall branches are gold. A square-on view is only a checking aid.
Room prompt to twine with Bolty and electrify the wire beside the vertical Wind shaft and round landings, with a player name masked
One player maintains the Bolty wire while the other climbs the active Wind route.
Upper-ledge chest beside the late maze-cube route, with the player name masked
The upper-ledge chest comes before the platform relay.
Moving-platform handoff followed by two maze cubes visibly together behind the opened gate and both connected wall arcs gold, with identifiers masked
Held-pad platform relay, then one cube per player, not one shared late cube.
Final central cube rising beside one visible side-panel state, followed by Success and automatic Vein restoration
The other side panel sits outside the first crop. The paired panel state leads straight into Success and Vein restoration.
05

Four chest landmarks

The entrance and map data list four chest slots, and the route passes four physical landmarks. Sweep all four before the final panels, and read your progress from the chest icon below View Help rather than the top-left party icon.

Four Chasing Stormwinds chest landmarks in route order
ChestLandmarkWhen to take it
1High route before the first two-sided symbolBefore both players regroup at the symbol.
2Water channelWhile the water branch is accessible.
3Raised side alcove after the first device pairBefore leaving the separated-device level.
4Upper ledge before the moving-platform relayBefore dropping into the platform-and-two-cube sequence.
The persistent top-left 2/4 is party occupancy: That icon counts players, not chests. Chest progress appears separately below View Help with a chest icon. Visit all four landmarks before the final panels, because the route does not loop back once the Vein is restored.
Each player checks their own result: When a teammate opens a chest you get a shared-treasure notification and the counter moves. Check your own inventory after the clear rather than assuming both clients ended up identical.
06

Recovery, completion and rewards

Recover from the last visible state: If a route closes, return to the most recent mechanism and re-establish its state: occupied pad, both devices active, electrified wire, or gold circuit branches. Use a fresh holder/runner callout for that mechanism rather than keeping a permanent role label.

The entrance first-clear panel shows an item ×1 and EXP 200, and a first-time Sanctum clear awards Lumin Amber.

Success restores the Vein automatically: After both final side-panel states are held, the central cube rises, Success appears and the restoration animation follows. There is no extra “interact with the Vein” step to look for.
08

Frequently asked

Where is the Chasing Stormwinds Sanctum?

It is in Berylline Causeway. The AniimoVerse atlas marker is at 1640, 596. Open the exact Chasing Stormwinds atlas pin.

How many players and chest slots does Chasing Stormwinds have?

The entrance requires two challengers and lists four chest slots. You can let the game fill the team automatically after you start, but a known partner makes the paired pads, panels and wire handoffs far easier.

Do Wisptis and Bolty move the Chasing Stormwinds cubes?

No. Wisptis handles flight and Cloak traversal, Bolty answers the electrified-wire prompt, and the human Pathfinder’s Grab/Manipulate action from Gravity Pull moves the cubes and the Wooden Chest.

What is the Chasing Stormwinds first-clear reward?

The entrance panel shows an item ×1 and EXP 200, and a first-time Sanctum clear awards Lumin Amber.