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System guide · Getting started

Rising Flames Sanctum walkthrough: both chests

Rising Flames is a solo Fire Sanctum in Beast Fang Ridge. Carry the opening cube through retracting flame jets, use the supplied Fire action on each target, collect both optional chests and finish at the Sanctum Terminus.

IntermediateGetting startedBy AniimoVerse9 min read7 reads
1player2optional chestsFiretrial action5puzzle rooms
01

Location and requirements

Open the exact Rising Flames atlas pin in Beast Fang Ridge. The marker sits at 1376, 846 on the AniimoVerse atlas. The entrance takes one player and shows two optional chests.

Area

Beast Fang Ridge

  • Players

    Value
    1 · Solo
  • Optional chests

    Value
    2
  • Atlas coordinates

    Value
    1376, 846
  • Room tool

    Value
    Trial Fire Aniimo with an aimed fire-ball action
  • First-clear display

    Value
    Item ×1 · EXP 200
Rising Flames entrance and route facts
02

Quick solution

  1. Carry the opening cube through the jets

    Use the Wayfarer’s blue Manipulate tether to carry the opening maze cube through the fixed horizontal jet rows. Wait on pale stone until the row ahead retracts; the flames pulse in place rather than sweeping sideways.

  2. Claim the trial Fire Aniimo

    Awaken and Try On the supplied Fire Aniimo. Hold the displayed Fire action to aim, then release to launch a fire ball.

  3. Burn the wall, thorns and first obelisk

    Burn the wall until it disappears, cross the next retracting-jet route, burn the thorn barrier and directly ignite the first Fire obelisk to open the cube lane.

  4. Place the cube above the second obelisk

    Untwine, tether the nearby maze cube and rest it in the barred platform above the second Fire obelisk.

  5. Ignite the cube to open the cyan route

    Try On the Fire Aniimo again and burn the placed cube. Its flames activate the second obelisk below, consume the cube and open the cyan route.

  6. Solve the lower dark room

    Pass the purple route marker, burn the next thorns and descend. Untwine and place the dark-room maze cube on the small blue circular receiver; the accepted cube disappears.

  7. Ride the glyph platform and collect chest 1

    Finish this before the pass
    Step onto the separate square glyph platform, Try On the Fire Aniimo and ignite the raised red target while the platform carries you across. Take chest 1 from the lower side room before returning to the bright pool chamber.
  8. Create the high route and collect chest 2

    Finish this before the pass
    Untwine and move the ramp crate onto the blue-lit barred ledge. Use it as the climb step into the high recess, Try On Fire and burn the separate elevated wooden crate, then cross the pool to chest 2.
  9. The run closes behind you here

    Confirm 2/2 and use the Terminus

    Confirm 2/2, then use Touch on the square Sanctum Terminus/Tesseract. That device restores the Vein.

Confirm 2/2 before the Terminus: Collect both optional chests before you touch the Terminus. Once the Vein is restored, do not count on coming back for one you skipped.
03

Trial Fire primer

The statue and active HUD show Awaken and Try On, but they do not display a species name. This walkthrough therefore calls it the trial Fire Aniimo instead of assigning a name from its appearance.

Trial Fire Aniimo statue with the Awaken prompt and no visible species name
The statue carries the trial prompt and no species name.
Tutorial explaining how to aim and launch the trial Aniimo fire ball at flammable objects and Fire obelisks
On the default PC layout, hold Q to aim and release to launch. Use the binding shown by the HUD on other control layouts.
What the fire action changes: Fire balls clear the flammable wall, thorns and wooden cubes. Let a burning obstruction finish disappearing. A burning object can also activate a Fire-type obelisk; the purple and cyan route doors open through those triggers. See the controls guide for input conventions and the Twining guide for changing between the Wayfarer and a trial Aniimo.
04

Room 1: move the cube through the opening flame jets

  1. 1Take the opening cube with Manipulate

    Acquire the cube with the blue Wayfarer tether and keep it close enough that the line stays connected. Lift and carry it; do not Throw it toward the bars.

  2. 2Read the fixed jet cycle

    The wall nozzles extend and retract horizontal jets across the lane; the fire does not travel sideways. Hold both the Wayfarer and cube on pale stone until the fixed row ahead retracts.

  3. 3Advance one pale section at a time

    Move the cube with you as soon as the row ahead switches off. If another row is active, stop together on the next pale floor section and wait for that row to retract.

  4. 4Clear the final row with the tether intact

    Carry the cube fully beyond the last active lane before releasing Manipulate. Releasing early leaves the cube stranded behind a live jet row.

Move the cube during the off window: Do not let the cube trail inside a jet row while the Wayfarer reaches the next pale section. If the tether stretches, stop, pull the cube fully onto pale stone and wait for the next retraction.
05

Room 2: claim the trial Aniimo and clear the fire route

  1. 1Awaken the trial statue

    Interact with the statue past the opening jets, choose Try On and stay in the trial Fire form for the burn targets ahead.

  2. 2Burn through the wall

    Hold the displayed aim control, place the reticle on the flammable panel and release. Wait until the burning wall disappears before stepping through.

  3. 3Cross the next Fire-form jet route

    Advance one pale floor section at a time. Watch the fixed row ahead, wait for its jets to retract, then cross without stopping in the dark channel.

Burnable wall while the fire is active beside the same route after the obstruction disappears
The left state shows an active burn; the right state is clear. Do not treat the first flame hit as completion.
06

Room 3: solve the cube and two Fire-obelisk sequence

  1. 1Burn the thorn stair open

    Clear the thorn barrier at the stair, then directly ignite the exposed first Fire obelisk on the small pedestal beside the barred lane. The purple-framed cube-lane gate opening confirms that this first trigger registered.

  2. 2Read the cube’s starting position

    The movable cube begins on the pale floor beside the twin horizontal wall flames, at the base and right side of the thorn stair. Untwine to the Wayfarer and acquire it with the blue Manipulate tether.

  3. 3Carry the cube into the open room

    Keep the cube low and centered through the newly opened lane. Guide it onto the barred platform directly above the second Fire obelisk. Placement alone is not the trigger.

  4. 4Accept the tilted burn position

    The cube settles slightly tilted inside the barred platform. It is ready when it rests over the second obelisk and the fire reticle can lock onto the cube.

  5. 5Burn the cube itself

    Try On the trial Fire Aniimo again and ignite the placed cube. The burning cube activates the obelisk below, then disappears and opens the cyan route.

Wayfarer holding a maze cube with the blue Manipulate tether beside the first directly ignited Fire obelisk
The right frame is the first obelisk, which is ignited directly to open the cube lane. The left frame shows the later tethered cube; place that cube over the second obelisk before burning it.
07

Room 4: clear the thorns and lower dark room

  1. 1Follow the opened cyan route

    Pass the purple route marker, follow the pale floor and burn the next thorn barrier completely. Enter the opening and descend into the lower dark chamber.

  2. 2Move the dark-room cube to its receiver

    Untwine to the Wayfarer, acquire the dark-room maze cube with Manipulate and lower it into the small blue circular receiver. The cube disappears when the receiver accepts it.

  3. 3Ride the separate square glyph platform

    Move from the cube receiver to the larger square glyph platform and step onto its glowing center. It carries the Wayfarer across; this moving platform is a second mechanism, not the cube’s receiver.

  4. 4Light the raised red fire target

    While riding the glyph platform, Try On the Fire Aniimo again and shoot the raised red target. Then continue across the route toward the lower chest. The nearby pedestal is already burning before the shot, so it is not a confirmation cue.

  5. 5Take the lower chest branch

    Before climbing back to the bright chamber, follow the illuminated lower ledges into the side room and open the first optional chest.

Burning thorn barrier beside the lower dark room square glyph platform and already-burning pedestal
After the small circular receiver accepts the dark-room cube, ride the separate square glyph platform shown here and light the raised target.
08

Room 5: collect both optional chests

  1. Chest 1

    Exact route
    Lower dark side room reached after the blue circular receiver accepts its maze cube, the Wayfarer rides the separate square glyph platform and the raised red target is lit
    Counter check
    Leave the lower room with 1/2
  2. Chest 2

    Exact route
    In the bright pool chamber, move the ramp crate onto the blue-lit barred ledge; use it as a climb step, burn the separate elevated wooden crate and cross the pool
    Counter check
    Reach the Terminus with 2/2
Before the Terminus
Use the counter, not the item pop-up, to verify the two-chest clear
Both Rising Flames optional chests visible on their lower dark-room and upper ledge routes with the chest counter
Chest 1 is in the lower dark branch. Chest 2 is on the upper route, after the counter has reached 1/2.
Trial Fire Aniimo aiming at the elevated burnable wooden crate on the upper route to optional chest 2
First move the ramp crate onto the blue-lit barred ledge and use it as a climb step into this recess. Burn the separate elevated wooden crate, Untwine and cross the pool to chest 2.
Use the counter, not the drops: Chest pop-ups vary between runs. The stable completion check is the entrance counter reaching 2/2.
09

Cube and tether reset troubleshooting

The blue tether disconnected: Return to the cube, reacquire Manipulate and lift it from the open side of the lane. Keep the object close and avoid Throw near flame jets, walls, receivers or barred platforms.
The burn-cage cube is tilted: A slight tilt is fine. If the cube rests over the second obelisk and accepts the Fire reticle, ignite it instead of trying to make every face perfectly level.
The cube is wedged or the trigger did not register: First cancel and reacquire Manipulate from a clear angle. A contextual Reset Chest control also appears near the cube puzzle.
The chest counter is still 1/2: Check the lower dark side room first. For chest 2, repeat the ramp-crate climb step, high recess, elevated burnable crate and pool crossing. Do this before the Terminus. The Puzzle Tutorials hub explains the same trigger, confirmation and cleanup discipline used here.
10

Touch the Terminus, restore the Vein and choose the next guide

Return to the final platform only after the counter reads 2/2. Use Touch on the separate square purple Sanctum Terminus/Tesseract; that core restores the Vein. The entrance shows one item plus EXP 200, and current English localization calls the general first-clear currency Lumin Amber.

Rising Flames Vein glowing blue after the Sanctum Terminus restores it
The blue Vein is the restoration outcome. The interaction occurs first at the separate square Terminus/Tesseract.
11

Frequently asked

Where is Rising Flames?

Rising Flames is a solo Sanctum in Beast Fang Ridge. Its marker sits at 1376, 846 on the AniimoVerse atlas. Open the exact Rising Flames atlas pin.

Which trial Aniimo does Rising Flames use?

The statue and HUD show Awaken and Try On but do not display a species name. This guide therefore identifies it only as the trial Fire Aniimo and does not name it from its appearance.

How many optional chests are in Rising Flames?

There are two. Chest 1 is in the lower dark side room after the cube receiver, moving glyph platform and red target. Chest 2 follows the bright-room ramp-crate climb step, high recess, elevated burnable crate and pool crossing.

What reward does Rising Flames give?

The entrance shows one item plus EXP 200. Current English localization identifies the general first-clear currency as Lumin Amber.