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

Lightning Gale Sanctum co-op walkthrough: all 4 chests

Lightning Gale is a two-player Sanctum in Berylline Vale, the region a few event banners still call Berylline Causeway. The beta called it Chasing Stormwinds, and older listings call the room Lightning and Wind. Both challengers claim a different trial Aniimo at the door and keep it for the whole run, so this walkthrough calls them Player A (Bolty) and Player B (Wisptis). Everything else is one player holding a state while the other moves.

AdvancedGetting startedBy AniimoVerse13 min read1,633 reads
2players4optional chestsWisptis + Boltytrial Aniimo10checkpoints
01

Location and party requirements

Open the exact Lightning Gale atlas pin in Berylline Vale. The marker sits at 1640, 596 on the AniimoVerse atlas.

In-game map with Lightning Gale selected in Berylline Vale and its two-player entrance card
Berylline Vale · 2 players · 4 chest slots · atlas marker 1640, 596.
Lightning Gale setup and entrance UI
CheckValue
AreaBerylline Vale
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 clearLumin Amber: Breezy Plains ×1 · 500 EXP
Lightning Gale entrance UI showing a two-to-two challenger requirement, the chest icon at zero of four and the first-clear reward panel
The entrance shows a 2–2 challenger requirement, 0/4 chests and the first-clear reward.
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.
Who does what at each kind of Lightning Gale mechanism
MechanismUseful calloutsHandoff rule
Batteries, power sources and fansCharger · riderPlayer A charges, Player B rides the updraft once the bulb is gold.
Pads and moving platformsHolder · runnerHolder keeps the pad occupied until the runner calls safe.
Two-player pillarsLeft operator · right operatorEach player takes one side and reports the state on their own face.
Bolty wire and the fault crossingWire operator · gliderPlayer A holds the wire live while Player B rides the fan lanes.
Conductor placementCrate carrier · plate watcherOne player sets a crate or battery, the other reads the bulbs.

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 metal crates and the wooden crate instead of attributing object control to Wisptis. The room has exactly two two-player pillars; the panels at the finish are the Sanctum Terminus itself, not a third puzzle.

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

Route, step by step

Lightning Gale is a hairpin, not a corridor: the outbound half runs east along the high gallery, folds at the far end and returns west above the Maharba Fault to the Terminus. Player A carries Bolty and charges batteries, power sources, fans and the wire; Player B carries Wisptis and takes every flight, updraft and glide. Swap the statues if you prefer, but keep the pairing for the whole run, because a statue touched twice seals its Aniimo back inside.

Floor plan of the Lightning Gale Sanctum with the route markedTTXCCC1234AACCCCCCCCCC
  • Entrance
  • Checkpoint
  • Trial statue
  • Terminus
  • Chest
  • Control
  • Mechanism
  • Element device
  • Hazard
  1. 1Drop in and take one trial statue eachRoom 1

    Both challengers land on the entrance pad at the west end of the low hall. Player A (Bolty) Twines at the south statue and Player B (Wisptis) Twines at the north statue, one Aniimo each. Touching a statue a second time seals that Aniimo back inside, so claim them and leave them claimed.

  2. 2Power the entrance fan and call the platform downRoom 1

    Player A charges the fan against the west wall so Player B can ride the updraft to the ledge overhead. Player B then holds the floor pad up there, which sends the moving platform all the way down to the hall floor for Player A.

  3. 3Charge the twin power sources and open the first doorRoom 2

    An Aniipod battery sits on a charging plate at the west end of the gallery, with two power sources on the wall beside it. Player A charges the pair until the bulb over the doorway goes gold, and the mechanism door below it opens.

  4. 4Bank the record point and collect the perpetual batteryRoom 2

    Step through the doorway to the record point just beyond it. Crossing that line opens the Grab tutorial for the Pathfinder carry action and sets a permanent Aniipod battery back on its charging plate behind you, so fetch it before moving on.

  5. 5Ride the electric lift to the battery shelfRoom 2

    Player A electrifies the short platform on the north side of the gallery so it climbs to the upper shelf. Two more power sources, a charging plate and a second perpetual battery sit up there, and the metal crate on the shelf is worth carrying down.

  6. 6Chest 1: the raised alcove off the shelfOptionalChest 1Room 2

    East of the battery shelf a small alcove sits above the gallery floor. The basic chest waiting in it is the first of the four, and it costs nothing but the climb you have already made.

  7. 7Feed both sides of the floor junctionRoom 2

    The junction set into the gallery floor only passes current when both of its feeds are live, so keep one power source charged while your partner tops up the other. Gold lines running east out of the junction mean the wind route beyond it is armed.

  8. 8Climb the first wind routeRoom 3

    Five fans step east in two short flights, lifting you from the gallery floor to the upper walkway. Player B rides the wind route up while Player A follows as far as the fans reach.

  9. 9Hold the ledge pad and ferry your partner upRoom 3

    Whoever reaches the walkway first stands on the pad above the ferry and holds it. The other player gets a toast saying the platform is active, boards it on the gallery floor and rides up and east to the same walkway.

  10. 10Chest 2: the high route past the mezzanine bulbOptionalChest 2Room 4

    A bulb on the mezzanine drops the fence underneath it once it turns gold. Follow the high route south along the ledge to the barred alcove and take the standard chest there before the two of you regroup at the pillar below.

  11. 11Work the first two-player pillarRoom 4

    The pillar in the middle of the walkway needs one challenger on each side at once. Once both sides read as accepted the mechanism door just east of it slides open, and the record point beyond is the halfway bank.

  12. 12Chest 3: raise the water and drop into the channelOptionalChest 3Room 5

    Player A holds the pad on the north bank and the water column in the channel rises. Player B drops to the channel bed on the south side for the standard chest, keeping clear of the gap under the column, which kills outright.

  13. 13Soak the wooden crate and load both charging platesRoom 5

    Dunk the wooden crate in the channel until the droplet mark shows, because a damp crate carries current the same way metal does. Set it and a charged battery on the two charging plates, one at walkway height and one on the shelf above, so both feeds of the junction go gold.

  14. 14Open the twin gates past the junctionRoom 6

    The junction above the channel drives two bulbs on the far wall. One drops the fence over the metal crate alcove and the other opens the mechanism door on the walkway, so hold both feeds live until each bulb reads gold.

  15. 15Ride the lift and glide the wind gapRoom 7

    Player A electrifies the lift east of the doorway so it rises to the upper fan on the ledge. Player B rides that fan into the rolling wind field over the gap and glides to the far side, well clear of the pit below.

  16. 16Hold the far pad and ferry the second player overRoom 7

    Player B lands beside the pad on the far ledge and stands on it. The long platform swings back out over the gap until it sits level with the upper fan, so Player A can step aboard and ride across.

  17. 17Work the second two-player pillarRoom 8

    The second pillar stands in front of the large mechanism door at the east end. Take one side each again, then bank the record point behind the door before you turn south towards the fault.

  18. 18Electrify the wire ports on the fault lipRoom 9

    Stepping onto the lip tells Player A to Twine with Bolty and electrify the wire so Player B can glide across the Maharba Fault. Three wire ports stand in a row along the edge, one for each lane of fans strung out over the chasm.

  19. 19Glide the fan lanes to the west bankRoom 9

    Bank the checkpoint on the launch ledge, then Player A keeps the wire live while Player B launches and rides one lane of fans west, hopping the updrafts in column order. Everything under the lanes is a straight drop.

  20. 20Hold the landing pad and ferry the wire operator acrossRoom 9

    Player B lands on the west bank and stands on the pad there. A toast tells Player A the platform is active, and the ferry reaches the full width of the fault to collect them.

  21. 21Chest 4: light the vault bulb on the west bankOptionalChest 4Room 10

    An Aniipod battery sits on a charging plate in the vault behind the landing. Player A charges it until the bulb above the barred alcove turns gold, the fence drops and the last standard chest is yours. Three metal crates in the same vault are spare conductors if a feed goes out.

  22. 22Climb the last wind staircaseRoom 11

    Three fans step west and upward out of the vault, each one higher than the last. Player A charges them in turn and Player B rides them to the high landing, where the final checkpoint sits.

  23. 23Drop the final platform for your partnerRoom 11

    Player B holds the pad on the high landing and the last platform runs down and east to fetch Player A off the lower ledge. Ride it back up and regroup on the landing.

  24. 24Touch the Terminus togetherRoom 11

    The Terminus stands on the western spur beyond the landing. Both challengers interact at once, Success appears and the Vein restoration runs on its own, so confirm all four chest slots are cleared before either of you touches it.

The whole hairpin on one floor plan. Markers light up for the step you are reading, and the dashed line is the route both challengers follow.
03

Checkpoints and hazards

Lightning Gale banks progress generously. Past the entrance pad there are ten checkpoint portals, and each one arms itself the moment a challenger crosses its line, so a fall sends you back to the last one rather than to the door. Five instant-death boxes sit under the route, and every one of them is a gap you are meant to cross rather than a floor you can stand on.

  • Gallery doorway checkpoint. Crossing it opens the Grab tutorial and puts a permanent Aniipod battery back on its charging plate behind you.
  • Upper walkway checkpoints. The pair above the first wind route bank the climb before the mezzanine bulb and the high-route chest.
  • Halfway bank past the first pillar. The record point behind the first two-player pillar is the midpoint of the outbound half.
  • Water-channel and lift checkpoints. They cover the chest in the channel bed and the glide over the wind gap.
  • Fault lip and launch ledge. The last outbound banks sit either side of the Maharba Fault crossing, which is the longest fall in the room.
  • West bank and high landing. The return leg banks again at the vault and once more on the landing before the Terminus.
Five drops kill outright: The pit under the entrance gallery, the gap under the water column, the chasm below the wind gap and the two spans of the Maharba Fault all kill on contact. None of them is survivable and none of them is a shortcut, so let the holder call safe before the runner commits.
No timer anywhere in the room: Nothing in Lightning Gale is on a clock. Held states last as long as somebody stands on the pad, so take the time to read each mechanism before the runner moves.
04

Read the circuit states

Lightning Gale 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; the carry tutorial afterward.
Pathfinder holding the first metal crate with Grab or Manipulate from Gravity Pull beside the accepted state with connected floor routes gold, with identifiers masked
The human Pathfinder moves the crate. Gold connected routes, not the temporary carry glow, mean the crate is accepted.
05

Mechanism close-ups and handoffs

The route above is the order of play. These frames are the mechanisms themselves, in the same order, for the moments where knowing what an accepted state looks like matters more than knowing where to stand.

View across the high Wind-route chest landmark with a teammate-share toast and player identifiers masked
High-route chest landmark, taken before the two of you regroup at the first pillar.
Three frames showing the completed central symbol, the separate optional water-channel chest and the droplet-marked damp wooden crate, with identifiers masked
Three separate checks: both sides of the pillar complete it; the optional water chest stands on its own; the droplet icon confirms the wooden crate 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 damp wooden crate and the accepted two-node wall state, with names masked
Set the damp wooden crate on one charging plate and a charged battery on the other until both feeds of the junction read 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.
Vault chest beside the late conductor route, with the player name masked
The vault chest comes before the last wind staircase.
Moving-platform handoff followed by metal crates behind the opened gate and both connected wall arcs gold, with identifiers masked
Held-pad ferry relay, then the vault crates, which are spare conductors rather than a puzzle of their own.
Final central cube rising as both challengers hold the Terminus, followed by Success and automatic Vein restoration
The second challenger stands outside the first crop. The paired interaction leads straight into Success and Vein restoration.
06

Four-chest checklist

The entrance lists four chest slots and the route opens them in one pass: the raised alcove off the battery shelf, the barred alcove under the mezzanine bulb, the water-channel bed and the west-bank vault behind the fault. Read your progress from the chest icon below View Help rather than the top-left party icon.

Lightning Gale chest ledger
ChestTierContents
Chest 1BasicGlimmer x5, Credits x5000, Sparkling Crystal x5
Chest 2StandardGlimmer x10, Credits x10000, Sparkling Crystal x10, one Rare held item
Chest 3StandardGlimmer x10, Credits x10000, Sparkling Crystal x10, one Rare held item
Chest 4StandardGlimmer x10, Credits x10000, Sparkling Crystal x10, one Rare 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.

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. Collect everything before the Terminus, 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.
07

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.

A first clear pays Lumin Amber: Breezy Plains ×1 plus 500 EXP, and it pays once: there is no repeat-clear reward. Clearing the room also lights its Vein node and counts towards the Sanctum Delver badges at 3, 5, 10 and 15 clears.

Success restores the Vein automatically: Both challengers interact with the Sanctum Terminus at once, the central cube rises, Success appears and the restoration animation follows. There is no extra “interact with the Vein” step to look for.
09

Frequently asked

Where is the Lightning Gale Sanctum?

It is in Berylline Vale. The AniimoVerse atlas marker is at 1640, 596. Open the exact Lightning Gale atlas pin.

How many players and chest slots does Lightning Gale 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 Lightning Gale crates?

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 metal crates and the wooden crate.

What is the Lightning Gale first-clear reward?

A first clear pays Lumin Amber: Breezy Plains ×1 plus 500 EXP, lights the room’s Vein node and counts towards the Sanctum Delver badges at 3, 5, 10 and 15 clears. Repeat clears pay nothing.

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