Ancient open-sky stone hall with wing-shaped platforms and luminous wind ribbons rising between them
System guide · Getting started

Soaring Glide Sanctum walkthrough: all 3 chests

Soaring Glide, listed as Wings Unfurled during the beta, is a solo vertical Sanctum in Forest of Falling Stars. Twine with trial Celestis, chain the marked climbs and flights, collect all three chests, then Touch the Sanctum Terminus to restore the Vein.

BeginnerGetting startedBy AniimoVerse11 min read56 reads
1required player3entrance chest slotsCelestistrial Aniimo6checkpoints
01

Location and requirements

Open the exact Soaring Glide atlas pin in Forest of Falling Stars. The marker sits at 738, 1259 on the AniimoVerse atlas. The entrance takes one player and starts at 0/3 chests.

Area

Forest of Falling Stars

Notes

Atlas area label

  • Atlas position

    Value
    738, 1259
    Notes
    AniimoVerse atlas pin
  • Players

    Value
    1 · Solo
    Notes
    Entrance requirement
  • Chest slots

    Value
    3 · 0/3 at entry
    Notes
    Collect all three before the finish
  • Trial Aniimo

    Notes
    Supplied inside the room
  • Pathfinding mobility

    Value
    Climb Lv.1 · Fly Lv.1
    Notes
    Official Celestis index
Soaring Glide entrance and mobility facts
Soaring Glide entrance card showing one required player, zero of three chests and the first-clear reward slot
The entrance card lists Soaring Glide, one player, 0/3 chests and the first-clear reward slot.
The room disables your own Aniimo: A special energy field blocks your own Aniimo inside the Sanctum. Awaken the Celestis sealed in the statue and Twine with it instead of pulling from your roster.
02

Celestis climb and flight primer

Celestis carries Climb Lv.1 and Fly Lv.1, the two Pathfinding actions this room teaches. The statue supplies Celestis for the run, so you do not need it in your own roster. The Twining and traversal guide explains the broader form handoff.

Soaring Glide trial statue materializing Celestis between two purple stone pillars
Awaken the purple statue, then Twine with the supplied Celestis before the first marked wall.
Keyboard controls shown in the room
StateDisplayed controlResult
Beside a climbable wallX · ClimbEnter Climbing
While ClimbingX · Cancel ClimbLeave the wall; tap X again to exit
Airborne before FlightSpace · FlyEnter Flight while Twined
During FlightSpace · RiseSpend movement margin to gain extra height
During FlightX · ExitLeave Flight over a safe landing
Follow the live Flight HUD: The introductory panel says to tap Space again to exit Flight, but the active keyboard HUD shows Space: Rise and X: Exit. Once airborne, follow the live HUD or your remapped labels. The controls guide covers the broader keyboard layout.
Portrait crop of the About Aniimo Abilities panel naming X for Climbing and Space for Celestis Flight
The room tutorial says X enters and exits Climbing, while Space enters Flight from the air.
03

Triangle-marker and wind-field legend

  • Upward triangle on a wall

    A special climbing route up that face

    Approach while Twined and use the displayed Climb input

  • Blue-white vertical wind lane

    A flying Aniimo is lifted continuously inside it

    Enter Flight, stay inside the lane and steer toward the next broad landing

  • Round fan-pad cluster

    A landing and relaunch surface

    Land, re-center the camera and pick out the next visible current

  • Broad stair or pale stone shelf

    A forgiving surface between flights

    Touch down before starting the next climb or wind lift

How Soaring Glide communicates its vertical route
Annotated split view of the first upward-triangle marker and chest 1 after the second marked climb
Climb the first marker, fly to and climb the second marked wall, then fly to chest 1. There is no one-flight shortcut.
Annotated split view of Celestis rising through two vertical wind columns and steering toward the final ledge
A visible wind lane lifts Celestis only while Flight is active. Land between the two final columns instead of forcing one continuous ascent.
04

Route, step by step

The room is one long climb with a western branch at the top. Use the chest counter and the broad landings as route checks. The Puzzle Tutorials hub applies the same rule elsewhere: read the room’s visible cue before committing to an interaction.

Floor plan of the Soaring Glide Sanctum with the route markedXTCC123ACCCCCC
  • Entrance
  • Checkpoint
  • Trial statue
  • Terminus
  • Chest
  • Mechanism
  • Element device
  • Hazard
  1. 1Drop into the Sanctum entranceRoom 0

    You land on the entrance pad about 27 m up, at the south end of a long straight hall. This pad is the only respawn point the room starts with, and the first card on the way in warns that the ancient walls here cannot be climbed at all. The room also pins your movement margin at a fixed 200 for the whole run.

  2. 2Awaken and Twine with trial CelestisRoom 0

    Carry on north to the statue standing in the middle of the hall at about 28 m. A card explains that a special energy field blocks your own Aniimo, so Awaken the sealed Celestis and Twine with it. One second later the Climb and Fly card appears, and those two actions are the whole toolkit for the rest of the room.

  3. 3Take the first marked climb and light checkpoint oneRoom 1

    Just past the statue a card names the upward-pointing triangle as a special climbing route. Climb that face and follow the hall north, gaining roughly 7 m to about 35 m. Crossing the line further on lights the first checkpoint, which is a silent unlock with no pillar standing on it.

  4. 4Chest 1 on the west ledgeOptionalChest 1Room 1

    Break west off the main axis onto a ledge about 18 m to the side and 16 m further north, still at roughly 30 m. Open the first standard chest there and confirm the counter reads 1/3.

  5. 5Drop to the wind tutorial floorRoom 2

    From the chest ledge drop north and down into the well, losing about 14 m to a floor at roughly 16 m where the wind field card fires. Two tall fans stand side by side on the centre line there, and they are the strongest updraft in the room.

  6. 6Ride the twin columns to the save pillarRoom 2

    Step into either column, get airborne and enter Flight so the wind lifts you continuously. The lift carries you about 24 m onto the landing at 35 m, where the first save pillar stands and the second checkpoint unlocks.

  7. 7Descend into the base of the wind stackRoom 3

    North of the save pillar the floor steps down into a much taller shaft, and the first row of four fans sits at only 18 m. Treat the descent as a controlled glide, because the killing floor runs just below the whole northern half of the room.

  8. 8First staged lift, row one to row twoRoom 3

    Enter Flight inside any of the four columns in the first row. Each one lifts you exactly 12 m onto the second row at 30 m, about 11 m further north, so land on that shelf instead of trying to ride straight through.

  9. 9Second staged lift, row two to row threeRoom 3

    Repeat the same move from the second row into the third at 42 m. The rows are spaced evenly, so the rhythm is identical each time: enter the lane, rise, steer forward, land.

  10. 10Top out and light checkpoint threeRoom 3

    The last row carries you a further 15 m to the top of the shaft near 57 m. Crossing the lip there unlocks the third checkpoint, the highest point anywhere on the central axis.

  11. 11Chest 2 on the north spurOptionalChest 2Room 4

    Keep going north past the checkpoint to the dead end at the far top of the room, about 27 m beyond it and roughly 59 m up. Open the second standard chest for 2/3, then turn around, because nothing else lies north of it.

  12. 12Cross west to the second save pillarRoom 5

    Head west along the top of the room for about 70 m to the second save pillar at 67 m, which unlocks the fourth checkpoint. This is the last flat ground before the route turns south and starts giving height back.

  13. 13Work south to the fifth checkpointRoom 5

    Follow the shelves south and slightly west; crossing the wide band around 66 m unlocks the fifth checkpoint, whose pad sits lower at 58 m. Land between moves rather than chaining long flights, since the whole western half is open air.

  14. 14Chest 3 on the far west ledgeOptionalChest 3Room 5

    From the same band, break west another 38 m and climb back to about 69 m for the last ledge in the room. Open the third standard chest for 3/3 before you commit to the descent, because touching the ending device closes the run.

  15. 15Drop onto the first moving pad clusterRoom 6

    Continue south and down about 11 m to a square of four round pads at 47 m, each carrying its own fan. The cluster shuttles 12 m south and back on a fixed path, and there is nothing beneath it but the killing floor.

  16. 16Cross to the upper pad clusterRoom 6

    Ride the pads to the southern end of their travel, then enter Flight in one of their columns and steer onto the second square of four pads, 9.5 m higher at roughly 57 m. That second cluster shuttles north and back, so wait for it to come to you rather than reaching for it.

  17. 17Rise to the final ledgeRoom 7

    The fans on the upper cluster lift you the last 14 m onto the ledge at 71 m, which unlocks the sixth and final checkpoint. A second killing slab hangs in the air under this whole approach between about 39 m and 51 m, so a missed landing here is a full reset to the previous pillar.

  18. 18Touch the Sanctum TerminusRoom 7

    Follow the ledge south about 25 m to the square Sanctum Terminus, still Twined with Celestis. Use Touch to set it to its completion state; that single change restores the Vein and clears the Sanctum, so make sure the counter already reads 3/3.

The playable floor of Soaring Glide. Markers light up for the step you are reading, and the dashed line is the route.
Annotated split view of the paired marked walls and the flight line across the central gap to a broad landing
Climb the left marked face, then use the broad shelves across the gap as the next landing line.
Restoration cinematic showing the Pathfinder beneath illuminated blue-green Vein branches
After the Touch interaction, the cinematic shows the Pathfinder beneath illuminated Vein branches.
05

Three-chest checklist

All three chests are the same Standard tier, so nothing in this room is worth saving for a second visit and there is no gold chest to hunt. They arrive one per leg: the west ledge past the opening climbs, the dead end at the top of the central wind stack, and the far west ledge before the descent onto the moving pads.

Soaring Glide chest ledger
ChestTierContents
Chest 1StandardGlimmer x10, Credits x10000, Sparkling Crystal x10, one Rare held item
Chest 2StandardGlimmer x10, Credits x10000, Sparkling Crystal x10, one Rare 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.

Reach 3/3 before the final columns: The chest counter and the main objective are separate. Open all three chests before you Touch the Terminus. Do not count on coming back for one after the Vein is restored.
Use the persistent counter, not the item popups: Chest contents vary, so they make poor route checks. Audit the run with 1/3 → 2/3 → 3/3, and remember the restoration animation plays whether or not every chest is open.
06

Checkpoints and hazards

Soaring Glide unlocks six interior checkpoints on top of the entrance pad, and only two of them stand on a visible save pillar. The other four are silent: you cross a line, the unlock happens and there is nothing on the floor to show for it. That is worth knowing before your first fall, because a respawn can otherwise look like the room sent you somewhere arbitrary.

  • Just past the first marked climb. Silent, with no pillar standing on it, and the one that covers chest 1.
  • The save pillar above the twin wind columns. The first visible one, at the top of the tutorial lift.
  • The lip at the top of the central wind stack. Taken after the three staged lifts, and the highest point anywhere on the central axis.
  • The second save pillar, west along the top of the room. The other visible one, and the last flat ground before the route turns south.
  • The wide band on the way south. Silent, and its pad sits lower than the line that triggers it.
  • The final ledge above the upper pad cluster. The sixth and last, a short walk from the Terminus.
Two killing slabs, not one: A killing floor runs under the whole northern half of the room, and a second slab hangs in mid air beneath the final approach, between the moving pad clusters and the Terminus ledge. Neither is on a timer and neither can be switched off. Land between moves instead of chaining long flights, and treat the pad clusters as landings rather than as something to reach past.
07

Movement margin and flight recovery

A curved yellow gauge appears beside Celestis during Climbing and Flight. It is a room allowance rather than your own stat: Soaring Glide pins the margin at a fixed 200 for every player for the whole run, so nothing you bring in raises it. Treat it as a budget and land between long flights instead of chaining rises.

  • Still in Flight inside a wind lane: steer toward the target and spend Space: Rise only when you need the extra height.
  • A broad shelf already beneath you: stop rising, steer over it and use X: Exit.
  • You miss a landing: aim for a lower block, stair or round pad on the way down, then climb back to the line you left.
  • Your buttons differ: trust the active HUD and your remapped labels rather than the introductory panel’s second-tap Flight wording.
08

Completion and rewards

The square object at the end is the Sanctum Terminus, called a Tesseract in game text and tied to fractured Vein energy. Stay Twined with Celestis, with the C · Untwine prompt still visible, and use F · Touch on it. Touching it restores the Vein; the device itself is not the Vein, and the cinematic that follows shows the Pathfinder beneath the restored branches. Reach 3/3 first, then let the restoration sequence finish.

A first clear pays Lumin Amber: Breezy Plains ×1 plus 500 EXP. It also lights this room’s Vein node and counts toward the Sanctum Delver badges at 3, 5, 10 and 15 clears. Repeat clears pay nothing, and optional chest loot is separate from the first-clear award.

09

Frequently asked

Where is Soaring Glide?

It is a solo Sanctum in Forest of Falling Stars. Open the exact atlas pin; the marker sits at 738, 1259 on the AniimoVerse atlas.

Which trial Aniimo and controls does Soaring Glide use?

The room supplies Celestis, whose official Pathfinding mobility is Climb Lv.1 and Fly Lv.1. On keyboard, the room shows X to enter Climbing, Space to enter Flight, Space to Rise and X to Exit.

Where are the three Soaring Glide chests?

Chest 1 follows two marked climbs with flights between them; chest 2 follows the staged wind-field ascent; chest 3 follows the central marked-wall and broad-shelf route. Confirm 3/3 before the final wind columns.

What finishes Soaring Glide, and what does it award?

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

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