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

Windborne Sanctum walkthrough: all 3 chests

Windborne 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 AniimoVerse9 min read2 reads
1challenger3chest slotsChirpitrial AniimoThe Argent Straitarea
01

Location and requirements

Open the exact Windborne 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.

Windborne map card beside the entrance preview, showing one challenger and zero of three chests
The map card shows Windborne 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 preview

    Value
    Item ×1 · EXP 200
    Notes
    Paid once, on your first clear
Windborne identifiers and entrance state
02

Quick solution

  1. Claim trial Chirpi

    Enter solo, interact with the purple trial device, claim Chirpi and Twine with it. The room supplies the trial, so you do not need to own a Chirpi.

  2. Clear the first crates and reach the round pad

    Hold the skill input to aim, release an air bomb into the crate wall, enter the resulting tornado and double-tap the displayed jump input to enter Flight. Land on the round pad ahead.

  3. Seat ball 1 and collect the elevated chest

    Finish this before the pass
    Follow the blue heading glyphs to the ball behind the curved rail. Push it into the cyan bowl. Ride the activated current at the barred corner to the elevated chest, confirm 1/3, then continue through the opened route.
  4. Use the main launch and seat ball 2

    Pass the large circular fan, climb to the launch pad under the upward glyph and fly to the wide white walkway ahead. Continue across the wind platforms, then lift the second ball over the short fence into the cyan-outlined floor socket.

  5. Cross the crate barrier and take chest 2

    Finish this before the pass
    At the next crate stack, clear or lift the boxes with an air bomb. If the stack survives, stay Twined and jump or clamber Chirpi up the boxes instead. At the fixed T-shaped chest pedestal, fire at the floor beside its base and ride your own tornado to the chest for 2/3.
  6. Cross the pool and take chest 3

    Finish this before the pass
    Create the next current from the near pool platform, enter Flight and land on the wide white platform across the water. Turn onto the narrow right-hand route and open the recessed alcove chest for 3/3.
  7. The run closes behind you here

    Use the Terminus to restore the Veins

    With 3/3 visible, follow the stairs to the square Sanctum Terminus, also called the Tesseract, interact with it and let the Vein-restoration sequence finish.

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 checkpoints. 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, follow the corridor past the giant circular fan and climb the stairs. The round pad beneath the large upward glyph 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 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.

Continue across the white platforms and currents 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

  1. Checkpoint 1

    Walkthrough step
    Step 3: ball 1
    Chest landmark
    Elevated above the activated current at the barred corner
    Do not leave until
    Objective reads 1/3 before continuing
  2. Checkpoint 2

    Walkthrough step
    Step 5: crate barrier
    Chest landmark
    Already mounted on the fixed T-shaped pedestal
    Do not leave until
    Objective reads 2/3 before returning to the pool route
  3. Checkpoint 3

    Walkthrough step
    Step 6: final crossing
    Chest landmark
    Recessed right-hand alcove beyond the pool crossing
    Do not leave until
    Objective reads 3/3 before the Terminus
Before the Terminus
Windborne chest order and required counter state
Do not rely on end-route backtracking: The route runs one way. Treat each counter update as a checkpoint you cannot walk back to, and reach 3/3 before the final interaction.
06

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.
07

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 entrance preview shows a first-clear item ×1 and EXP 200. First-time Sanctum clears and Sanctum challenges award Lumin Amber, so the first run through each room is the one that pays. Chest contents vary and are separate from that first-clear slot.

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.
09

Frequently asked

Where is Windborne, and which coordinates should I use?

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

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

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 Windborne 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 Windborne give, and can I return for a missed chest?

First-time Sanctum clears are a Lumin Amber source, and the entrance preview shows an item ×1 plus EXP 200. The route runs one way, so reach 3/3 before you use the Terminus.