Original illustration of an ancient stone wind chamber with luminous cyan currents curling between suspended platforms
System guide · Getting started

Rising Wind Sanctum walkthrough: all 3 chests

Rising Wind, called Windborne during the beta, is a solo Sanctum in The Argent Strait. The room supplies trial Chirpi and teaches one loop you use everywhere inside: fire an air bomb, stand in the tornado it leaves and double-tap jump to enter Flight. Two light balls go into sockets, three optional chests sit along the route, and the square Sanctum Terminus closes the run.

IntermediateGetting startedBy AniimoVerse14 min read136 reads
1solo player3optional chestsChirpitrial Aniimo6respawn points
01

Location and requirements

Open the exact Rising Wind atlas pin. The marker sits at 1286, 2365 on the AniimoVerse atlas. The map footer names the surrounding region Breezy Plains, while the local area record names The Argent Strait.

Rising Wind map card beside the entrance preview, showing one challenger and zero of three chests
The map card shows Rising Wind with one challenger and 0/3 chests; the entrance preview separately shows the first-clear reward slot.
Map region

Breezy Plains

Notes

Name shown on the map footer

  • Local area

    Value
    The Argent Strait
    Notes
    Local area record
  • AniimoVerse atlas marker

    Value
    1286, 2365
    Notes
    Use the pin link to jump straight to it
  • Party and chests

    Value
    1 challenger · 0/3 at entry
    Notes
    Run it solo
  • First-clear reward

    Value
    Lumin Amber: Breezy Plains ×1 · EXP 500
    Notes
    Paid once, on your first clear
Rising Wind identifiers and entrance state
02

Route, step by step

The room runs south to north along one rising axis: two light balls into two sockets, one battery onto one charging plate, and four lifts that carry you forty metres from the entrance pad to the Sanctum Terminus. Read the plan below in order and let each ball seat before you walk on.

Floor plan of the Rising Wind Sanctum with the route markedTX132AAAAAA
  • Entrance
  • Trial statue
  • Terminus
  • Chest
  • Control
  • Mechanism
  • Element device
  • Hazard
  1. 1Drop in at the Sanctum entranceRoom 0

    You arrive on the entrance pad at the south end of a long straight hall. Every respawn pad in this Sanctum is already live, so a fall sends you back a few metres rather than to the start.

  2. 2Twine with trial Chirpi at the statueRoom 0

    Walk north to the stone statue base and interact to claim trial Chirpi. The card that follows teaches the whole room: hold to aim, release an air bomb, and the explosion leaves a Tornado that lifts lighter objects. Stand in the middle of that Tornado and tap jump twice to enter Flight.

  3. 3Blow the crate barricade apartRoom 0

    A wall of small crates stacked four high, with three barrels wedged among them, blocks the hall. Put an air bomb into it: the crates are light enough for the Tornado to scatter, and the Tornado it leaves behind is your first ride. Enter the centre, double tap jump and settle on the round pad ahead.

  4. 4Take the standing fan over the first chasmRoom 1

    Past the pad the floor gives out. The ancient fan here runs on its own and never needs switching on, and its column lifts you sixteen metres from the entrance floor to the ledge on the far side. The pit underneath is lethal, so line the column up before you commit.

  5. 5Push the first light ball into the cyan bowlRoom 2

    A wooden ball rests on the ledge just past the landing. Work it north with short air bombs fired from the side opposite the bowl, letting it stop between pushes, until it drops into the recessed socket in the floor. The plate under the socket takes the weight the moment it seats.

  6. 6Chest 1: the elevated chest at the barred cornerOptionalChest 1Room 2

    With the ball seated, the current at the barred corner comes alive. The first chest sits on a shelf east of the socket, seven metres above the plate, so ride that current up to it. An air bomb at the foot of the shelf makes a Tornado that does the same job. Leave only once the ledger reads 1/3.

  7. 7Pass the mechanism door onto the walkwayRoom 2

    The mechanism door fourteen metres north of the socket stands open once the ball is home. Step through onto the walkway and past the respawn pad beyond it. Crossing that line also puts the round battery ahead of you back on its shelf, so a botched attempt there costs nothing.

  8. 8Float the perpetual battery onto the charging plateRoom 3

    The round battery rests on a shelf against the west wall, and its charging plate sits twelve metres south and seven metres lower. It is the lightest thing in the Sanctum, so one air bomb underneath carries it off the shelf and small corrections walk it onto the plate. Seat it and the wire run along the wall lights.

  9. 9Follow the powered fan northRoom 3

    The wires run from the plate north along the wall to the big circular fan set into the passage. Dead until the battery lands, it now pushes hard enough to carry you along the passage to the stairs beyond it.

  10. 10Ride the main launch to the high landingRoom 3

    Climb the stairs to the round pad under the upward glyph. The launch fan here throws you seventeen metres straight up to the landing and respawn pad at the top. Face the landing before you enter the column, and stay clear of the second pit, which sits directly under the launch.

  11. 11Wind Ride the standing TornadoRoom 4

    A Tornado stands on its own north of the landing, already at ride height. Step into the middle, tap jump twice to enter Flight and carry the lift forward rather than climbing it. This one never moves, so use it to set your line.

  12. 12Catch the travelling Tornado and cross the poolRoom 4

    The next Tornado rides a platform that sweeps twenty-one metres west and back, so take it as it comes toward you instead of chasing it. Hold Flight across the wide pool beyond, which is a long drop with no floor, and land on the far side.

  13. 13Lift the second ball over the fence into its socketRoom 6

    The second wooden ball waits on a high ledge behind a short fence, eleven metres above the cyan-outlined socket in the floor below it. Stand opposite the socket, use repeated air bombs to raise the ball over the fence, then drop to floor level and finish with small pushes until it settles.

  14. 14Head back over the pool to the crate barrierOptionalRoom 5

    Cross back south over the pool to the vine garden on the west side. A stack of seven crates in two columns blocks the way further west. An air bomb usually scatters them, and if the stack holds, stay Twined and climb it instead.

  15. 15Chest 2: the premium chest on the fixed pedestalOptionalChest 2Room 5

    Past the crates the pedestal carrying the second chest stands seventeen metres further west and two metres above the garden floor. It never moves, so do not try to push it. Fire at the floor beside its base, ride your own Tornado up and take the premium chest for 2/3.

  16. 16Chest 3: the recessed alcove on the east wallOptionalChest 3Room 6

    Cross the pool once more and land on the wide platform on the east side. The last chest sits in a recessed alcove on the narrow right-hand route, a little below the ball ledge. Confirm the ledger reads 3/3 here, because the Terminus ends the run.

  17. 17Pass the large door and touch the TerminusRoom 6

    The large door fourteen metres north of the socket stands open once the second ball is home. Follow the stairs through it to the square Sanctum Terminus at the far end and interact. That sets the Terminus to its completion state, restores the Vein and clears the Sanctum.

The playable floor of Rising Wind. Markers brighten on the step you are reading, and the dashed line is the route through the room.
The blue glyphs are headings, not targets: Line yourself up with the glowing blue arrow glyphs, but treat them as route markers, not targets. Spend the air bomb on the crate wall, a light ball or the floor where you need a tornado, and use the glyphs only to orient the next takeoff and landing.
03

Trial Chirpi movement tutorial

The trial device and the room tutorial identify Chirpi. It has Fly Lv.2, and its skill is Tornado Wind Orb: the orb explodes on impact and creates a forward-propelling tornado. The room tutorial calls the shot an air bomb and says the tornado lifts and moves lighter objects.

Keyboard input: Hold the displayed Skill 1 input to aim, release to fire, stand inside the tornado and double-tap Space to enter Flight. Follow the live on-screen prompt if your controls are remapped.
The purple Chirpi trial device beside the air-bomb, tornado and Flight tutorial prompts
The room supplies Chirpi and teaches one loop: release an air bomb, enter the tornado and use Flight to ride the wind.
04

Numbered chambers

Treat the layout as six chambers. The chest ledger only moves forward: 1/3 → 2/3 → 3/3. Verify each update before advancing.

1. Entry and trial Chirpi

Start the solo challenge with 0/3 visible. Follow the straight opening path to the purple trial device, interact, claim Chirpi and Twine. The tutorial appears before the first crate wall; read it once because every later puzzle uses the same air-bomb-to-tornado loop.

2. First current, round pad and ball platform

Release an air bomb into the stacked crates. The impact clears the obstruction and leaves a tornado. Enter its center, double-tap the shown jump input to start Flight and settle on the round pad ahead. From there, use the blue glyphs to face the wide platform with the curved half-height rail; that platform holds ball 1.

Chirpi riding the first tornado up from the crate wall and landing on the round pad
First flight: enter the crate-wall tornado, rise through its center and settle on the round pad before lining up the next move.
Blue directional glyphs and the first light ball resting behind a curved stone rail
The blue glyphs indicate direction; the first movable ball begins behind the curved rail on the destination platform.

3. Ball 1, cyan bowl and elevated chest 1

Move to the side opposite the recessed cyan bowl and use short air-bomb bursts to push the ball around the curved rail. Let it stop between corrections. Once the ball sits in the bowl, the floor circuit lights and the current at the nearby barred corner activates. Ride that current up to the elevated chest, open it and verify 1/3 before continuing through the opened route.

Chest 1 is not on a released platform: The chest sits elevated above the activated current at the barred corner. The order is bowl → lit circuit and current → elevated chest → 1/3 → onward route.
Ball 1 seated in the cyan bowl and the elevated chest reached through the activated current at the barred corner
Seat ball 1, follow the lit circuit to the barred-corner current and leave only after the objective reads 1/3.

4. Main launch path and ball 2

Beyond chest 1 the mechanism door opens onto a walkway, and the passage past it is barred by a giant circular fan that starts dead. Its power sits on a shelf against the west wall: the round Perpetual Battery is the lightest object in the room, so one air bomb underneath floats it off the shelf and small corrections walk it onto the charging plate twelve metres south and seven metres lower. Once the wire run along the wall lights, the circular fan carries you to the stairs. Climb them to the round pad beneath the large upward glyph, which launches you toward the wide white walkway directly ahead. Face that landing before entering the current, and land on it rather than reaching for a later mid-flight platform.

The battery puts itself back: Crossing the mechanism door returns the battery to its shelf, so a botched float costs nothing. If it ends up somewhere the wind cannot reach, walk back through the door and lift it again.
The main launch pad under the upward glyph and the wide white walkway landing ahead of it
Main launch: align from the round pad under the upward glyph and land on the first wide white walkway, not a later mid-flight platform.

The first Tornado past the landing stands still, so use it to set your line. The second one rides a moving platform that sweeps twenty-one metres west and back, so take it as it comes toward you rather than chasing it, and hold Flight across the open pool beyond. Continue until you reach ball 2 beside a short black-bar fence. Stand on the side opposite the round floor socket, use repeated air bombs to lift the ball over the barrier, then finish with small pushes until it rests in the cyan-outlined socket below.

The second ball beside the short black-bar fence and then seated in the cyan-outlined floor socket
Lift ball 2 past the short fence, then use small corrections to settle it in the round cyan-outlined socket.

5. Crate barrier and fixed-pedestal chest 2

Follow the opened side route to the next pool chamber and cross to the stacked-crate barrier. You have two ways through. Fire an air bomb from the approach to lift or clear the boxes, which is the faster option. If the stack survives the shot, stay Twined and jump or clamber Chirpi up the intact stack, then clear the remaining boxes from the far side. Neither route needs you to Untwine at the bottom.

The stacked-crate barrier and Chirpi climbing the intact stack while still Twined
Two ways through: lift or clear the crates from the front, or keep Chirpi Twined while climbing the intact stack.

The object beyond the crates is a fixed T-shaped chest pedestal, not a movable block and not a pressure-pad puzzle. Fire an air bomb at the floor beside or just behind its base. Enter the tornado you created, rise to the chest already mounted on top and open it for 2/3.

An air bomb creating a tornado beside the stationary T-shaped pedestal, then chest 2 opened on top for two of three
The pedestal never moves: create a tornado at its base, fly to the chest already on top and confirm 2/3.

6. Final pool crossing, chest 3 and the Terminus

Leave the chest-2 pedestal and follow the route back into the water-filled chamber. From the near platform, fire at the floor to make the next tornado, enter Flight and cross the pool toward the wide white landing platform on the far side. Settle there before turning onto the narrow right-hand route.

Chirpi crossing the final pool and landing on the wide white platform on the far side
Final long crossing: make the current on the near platform, fly over the pool and land fully on the wide white platform.

Follow the narrow ledge and blue heading glyph into the recessed right-hand alcove. Open chest 3 and verify 3/3. Then follow the stairs to the square core, interact with the Sanctum Terminus/Tesseract, and let the resulting Vein-restoration sequence finish.

The third chest in the recessed right-hand alcove and the square Sanctum Terminus before restoration
Open the recessed chest for 3/3, then use the square Terminus or Tesseract to restore the Veins.
05

Three-chest checkpoint ledger

The counter only moves forward: 1/3 → 2/3 → 3/3. Chest 1 sits on the shelf above the first socket, chest 2 is the premium one behind the crate barrier and chest 3 hides in the alcove across the pool.

Rising Wind chest ledger
ChestTierContents
Chest 1StandardGlimmer x10, Credits x10000, Sparkling Crystal x10, one Rare held item
Chest 2PremiumGlimmer x20, Credits x20000, Sparkling Crystal x15, one Epic held item
Chest 3StandardGlimmer 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.

Collect all three chests before the Terminus: Touching the Sanctum Terminus ends the room. Sweep every optional chest first and leave nothing behind for a second visit.
06

Checkpoints and hazards

Rising Wind has no checkpoints to unlock. All six respawn pads are live from the moment you load in, so a fall puts you back on the nearest one instead of at the door. What the room does have is three unfenced drops, and every one of them kills instantly.

  • Six respawn pads, all live at load. Three sit along the entrance hall, one on the ledge past the first chasm, one on the walkway beyond the first mechanism door and one on the high landing at the top of the main launch.
  • The first chasm, under the standing fan. Line the lift column up before you step off the entrance floor; the floor of that gap is a kill plane, not a ledge.
  • The pit under the main launch. It sits directly beneath the launch pad, so a missed column drops you straight into it.
  • The pool on the wind ride. The wide water crossing between the two Tornadoes has no floor. Hold Flight the whole way across rather than dipping to look for a platform.
  • No timers. Nothing in this room is on a clock, so take each ball and each landing at your own pace.
07

Launch and object troubleshooting

  • Name the landing first. The key destinations are the first round pad, the main wide white walkway and the far white platform across the final pool.
  • Use glyphs as headings. Align the camera with the blue arrow shape, but spend the air bomb on the crate wall, ball or floor that needs a tornado.
  • Enter the middle of the tornado. Start Flight while centered, make small corrections while rising and avoid a hard turn at the landing edge.
  • Let balls stop between pushes. Reposition to the side opposite the socket and use short bursts; for ball 2, clear the fence before making floor-level corrections.
  • Do not push the T-shaped pedestal. It never moves. Fire beside its base and ride the current to the chest on top.
Correct balls with small pushes: A ball that overshoots its bowl or socket costs more time than a slow approach. Fire short bursts from the side opposite the target and let the ball settle between shots. If the crate barrier resists an air bomb, climb it while Twined rather than repeating the shot.
08

Completion and reward

The square object at the end is the Sanctum Terminus, also called a Tesseract, a device tied to fractured Vein energy. Interacting with it restores the Veins; the device itself is not the Vein. Reach 3/3 first, then interact and wait for the restoration sequence.

The first clear pays Lumin Amber: Breezy Plains ×1 plus 500 EXP, once. Clearing the room also lights its Vein node and counts toward the Sanctum Delver badges at 3, 5, 10 and 15 clears. Repeat runs pay nothing, so the chests are the only reason to come back, and chest contents are separate from that first-clear award.

Finish the ledger before the Terminus: Work the 1/3 → 2/3 → 3/3 ledger to the end while the room is still open. Once you use the Terminus, do not count on returning for a chest you skipped.
10

Frequently asked

Where is Rising Wind, and which coordinates should I use?

Rising Wind is in The Argent Strait within the Breezy Plains map region. Its marker sits at 1286, 2365 on the AniimoVerse atlas. Open the exact Rising Wind atlas pin.

Do I push a T-shaped block onto a pressure pad in Rising Wind?

No. The T-shaped chest pedestal is stationary. Fire an air bomb at the floor beside its base, ride the resulting tornado to the chest already mounted on top and confirm 2/3.

What do I interact with after collecting all three Rising Wind chests?

After the counter reaches 3/3, follow the stairs to the square Sanctum Terminus, also called the Tesseract. Interacting with that device restores the Veins; the device itself is not the Vein.

What reward does Rising Wind give, and can I return for a missed chest?

The first clear pays Lumin Amber: Breezy Plains ×1 plus 500 EXP, lights a Vein node and counts toward the Sanctum Delver badges at 3, 5, 10 and 15 clears. Repeat clears pay nothing, so reach 3/3 before you use the Terminus.

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