System guide · Getting started

All 17 Aniimo Sanctum locations and walkthroughs

Idyll holds 17 Sanctum entrances: 14 solo challenges, 3 co-op challenges and 54 optional chests between them. Read the player requirement and the optional chest counter on the entrance card before you go in, then follow the linked walkthrough for that room. An In preparation label means that walkthrough is not linked yet.

17Sanctums14solo challenges3co-op challenges54optional chests313route steps
By AniimoVerse977 reads
Showing 17 of 17 · 54 optional chests
1 · Solo2 chestsFloor plan
Beast Fang Ridge

Rising Flames

Plan and route ready
FireTrial · Flameruff

Trial Flameruff, timed flame jets, a carried Ancient Metal Chest and Fire obelisks

23 steps7 checkpoints4 pitsPremium 2

Solo · time the flame jets, then carry the Ancient Metal Chest through.

1 · Solo3 chestsFloor plan
Beast Fang Ridge

Frigid Waters

Plan and route ready
IceTrial · Fenrier

Trial Fenrier, swimming and whole Ice blocks on receivers

17 steps3 checkpointsStandard 3

Beginner · swim first, then move complete ice blocks onto receivers.

2 · Co-op4 chestsFloor plan
Berylline Vale

Lightning Gale

Plan and route ready
WindTrial · Wisptis + Bolty

Co-op pads, Wind launches, wet-conductor routing and paired cubes

24 steps10 checkpoints5 pitsBasic 1Standard 3

Advanced co-op · name the holder and runner again at each mechanism.

1 · Solo3 chestsFloor plan
Blitzwood

Electric Flow

Plan and route ready
LightningTrial · Bolty

Lightning conductors, a Wet Wooden Chest, cubes and a round component

22 steps1 checkpoint4 pitsBasic 1Standard 1Premium 1

Solo · Bolty powers the conductors, Manipulate places the cubes.

1 · Solo3 chestsFloor plan
Echoback Landing

Rushing Rapids

Plan and route ready
Trial · Popota

Timed trial Popota surf against the 2:00 and 2:30 chest deadlines, then a three-chest cleanup

24 steps12 checkpoints2 pits2:00 / 2:30 chest deadlinesBasic 1Standard 1Premium 1

Timed surf · learn the course line first, then sweep three chests after the result.

1 · Solo3 chestsFloor plan
Forest of Falling Stars

Soaring Glide

Plan and route ready
WindTrial · Celestis

Climbing, flight and vertical Wind fields

18 steps6 checkpoints2 pitsStandard 3

Two opening climbs, then staged wind lifts.

1 · Solo2 chestsFloor plan
Mistwoods

Burning Brambles

Plan and route ready
FireTrial · Emberpup

Fire, thorn-held ball pads and rolling fire carriers

16 steps3 pitsBasic 1Premium 1

Solo · carry fire to each thorn-held ball pad and re-ignite after the water.

1 · Solo1 chestFloor plan
Mistwoods

Twisted Roots

Plan and route ready
No trial Aniimo

Three external Vine Cores open a short, straight one-chest interior

4 steps1 pitPremium 1

Beginner · three Vine Cores outside, then a straight one-chest interior.

1 · Solo4 chestsFloor plan
Nimbus Fields

Chasing Clouds

Plan and route ready
Trial · Turbo

Trial Turbo, Cloudwalk ascent and Ancient Batteries seated on their charging plates to open two gates

18 steps4 checkpoints2 pitsStandard 3Premium 1

Intermediate · the overworld approach is longer than it looks.

1 · Solo4 chestsFloor plan
Nimbus Fields

First Spark

Plan and route ready
FireTrial · Emberpup

Fire Bolt, vines, a bonfire-freed ice chest and an explosive barrel

15 steps3 pitsStandard 4

Beginner · the clearest first Sanctum and Fire tutorial.

1 · Solo3 chestsFloor plan
Russet Highlands

Vigilant Eyes

Plan and route ready
Trial · Helgon

Helgon Bilateral, eleven sightlines, two Mechanical Ball runs, a drag-and-drop raft and water columns

24 steps8 checkpoints4 pitsStandard 1Premium 2

Advanced · eleven Bilateral alignments; move the camera, not the geometry.

1 · Solo1 chest
Russet Highlands

Stonebound Sword

Unknown
No trial Aniimo

Historical Pawney monument riddle; current chest and Touch prompt only

1 pitPremium 1

Solo · one chest at the Pawney monument slab.

In preparation: the current entrance and chest states are partial and the route has no current art, so the continuous walkthrough is not published yet.

In preparationAtlas pin
1 · Solo5 chestsFloor plan
Russet Highlands

First Sight

Plan and route ready
Trial · Helmut

Helmut Detection, hidden rails, remote ram controls and ball sockets

20 steps4 checkpoints6 pitsBasic 2Standard 2Premium 1

Solo · confirm 5/5 before the Terminus.

2 · Co-op5 chestsFloor plan
Sea of Flowers

Blazing Wings

Plan and route ready
FireWindTrial · Sparki + Gracewing

Gracewing pad holds, Sparki thorn burns, fans riding sliding platforms, Fire-switch fan reorientation and two-player stela gates

24 steps8 checkpoints12 pitsStandard 2Premium 3

Co-op · Gracewing holds the pads while Sparki burns the thorns.

1 · Solo3 chestsFloor plan
The Argent Strait

Rising Wind

Plan and route ready
WindTrial · Chirpi

Wind launches, two balls, crate barriers and a fixed-pedestal updraft

17 steps3 pitsStandard 2Premium 1

Solo · two balls and crate barriers, then the fixed-pedestal updraft.

2 · Co-op5 chestsFloor plan
Zephyrus Landbridge

Courageous Wit

Plan and route ready
Trial · Pawney + Cozite

Co-op target toggles, timed hazards and moving components

24 steps15 checkpoints4 pitsBasic 3Standard 1Premium 1

Advanced · name the target operator and the player crossing.

1 · Solo3 chestsFloor plan
Zephyrus Landbridge

Shattering Stone

Plan and route ready
Trial · Magmarex

Magmarex Hustle, smashable lava obstacles and timed chest seals

23 steps16 checkpoints9 pits1:35 / 2:05 chest deadlinesBasic 1Standard 1Premium 1

Timed solo · Magmarex Hustle through the lava before the seals close.

Older search names and map-label notes

The September 2026 relaunch renamed 14 rooms. Current name, then the closed-beta name, then the older community alias:

  • Frigid Waters · Water to Ice · Frozen Crossing
  • Lightning Gale · Chasing Stormwinds · Lightning and Wind
  • Electric Flow · Electric Surge
  • Rushing Rapids · Rushing Rapids · Full-Speed Surfing
  • Soaring Glide · Wings Unfurled
  • Burning Brambles · Through Flame and Thorn · Burn Your Way Out
  • Twisted Roots · Rigged Maze
  • Chasing Clouds · Mistrider · Cloud Riding
  • First Spark · First Flame · Fresh Fire
  • Vigilant Eyes · Double Vision · Keen Gaze
  • Stonebound Sword · Sword in the Stone · Sandy Cliff Fort
  • First Sight · All in Sight · Clear Sight
  • Blazing Wings · Flaming Wings
  • Rising Wind · Windborne
  • Shattering Stone · Shatterstone

Old walkthrough URLs redirect to the new ones. Both Chasing Clouds and First Spark are in Nimbus Fields and both show four optional chests, so confirm the door title.

02

How a Sanctum works

Rising Flames entrance card showing one required player and a zero of two optional chest counter
The entrance card is the run contract: confirm the required player count and exact optional chest total before starting.
  1. Activate and read the entrance

    The first interaction activates the entrance and unlocks Transport from that Sanctum on the in-game map. Confirm the displayed name, player requirement and optional chest total, then interact again to enter.

  2. Check the room’s Aniimo rule

    Most linked rooms supply one or more sealed trial forms near the opening. Twisted Roots and Stonebound Sword are the exceptions: neither supplies a trial form, so both run on the Aniimo you brought.

  3. Solve the main state change

    Follow the room’s elemental, circuit, perspective, movement or co-op logic, but treat the exit route and optional branches as separate objectives.

  4. Match the chest counter

    Finish this before the pass
    Search changed rooms, high ledges, undersides and split paths until collected equals the entrance total. Restoring the Vein does nothing for the optional counter.
  5. The run closes behind you here

    Restore the Vein

    After the chest check, interact with the Sanctum Terminus (the Tesseract) at the heart of the room. It restores the Vein and resolves the challenge.

  6. Finish the counter before the Terminus

    The activated entrance stays on the map, but do not count on coming back for a skipped chest once the Vein is restored. Match the exact counter first.

Those clears are also achievement currency. First Sanctum Foray pays out on the first room you finish, Sanctum Savant wants 10 first clears, and the in-game badge ladder counts the same rooms. The achievements and trophy roadmap places both against the rest of the 64, so you can see which evening of Sanctum work clears more than one line at a time.

03

Read the room before touching the exit

Read the room before touching the exit

  • Thorns, braziers or visibly burnable panels

    First response
    Use the room’s Fire interaction, then check what changed behind you.
    Common mistake
    Treating the newly opened critical path as the whole room and skipping the side branch.
  • Marked water, temporary ice and circular receivers

    First response
    Use trial Fenrier on the marked patch, then Untwine and move a complete Ice block when a receiver must be held.
    Common mistake
    Waiting for an unrelated water lane to thaw or treating one complete block as breakable pieces.
  • Wind columns, fans and launch pads

    First response
    Face the destination, scan side ledges, then enter the Wind route.
    Common mistake
    Committing to the highest launch before checking the lower chest detour.
  • Powered cubes, sockets and glowing circuit lines

    First response
    When the room identifies a Lightning circuit, trace it from the source and place devices in dependency order.
    Common mistake
    Assuming every movable cube belongs to a Lightning circuit.
  • Separated shapes or a yellow eye motif

    First response
    Use Helgon’s Bilateral view and make small camera corrections until the full symbol confirms.
    Common mistake
    Moving geometry repeatedly when the object is right but the viewpoint is wrong.
  • Paired pads, held switches or split lanes

    First response
    Name the holder and runner for that mechanism, then call when the held state is safe.
    Common mistake
    Both players leaving a persistent switch before the return route opens.
Reusable Sanctum logic without room-by-room spoilers
Optional means separate, not disposable: The chest counter and Vein completion track different layers. Clear the exact counter before you restore the Vein. The entrance stays activated on the map, but a skipped chest is not worth gambling on.
04

First-clear reward and revisits

Every Sanctum pays the same first clear: one Lumin Amber: Breezy Plains and 500 EXP, shown in the entrance slot labelled First Clear Reward. Stonebound Sword pays that same first clear; only its walkthrough is still in preparation. Later visits keep the Transport destination and pay nothing again, so there is no repeat reward to farm. Clears also count toward the Sanctum Delver badges at 3, 5, 10 and 15 rooms.

What the three chest grades hold
Chest gradeGlimmerCreditsSparkling CrystalExtra
Basic55,0005Nothing else
Standard1010,00010One Rare held item, drawn from a pool of 15
Premium2020,00015One Epic held item, drawn from the same pool of 15

Grades are fixed per chest, not rolled: a room’s Premium chest always pays the Premium line. Each walkthrough’s chest ledger names which grade sits where, so you can decide before the detour whether a chest is worth the climb. The Standard Sanctum chest drop table lists the full currency lines and the pool of 15 held items a single chest draws from.

Completion layerWhat confirms itWhat to do if incomplete
Optional chestsThe entrance or in-room counter matches the directory total.Do not finish with a short counter. Follow the room’s walkthrough and search the geometry that changed behind you.
Sanctum clearThe final Vein is restored and the challenge resolves.Return to the final mechanism after the main route is open.
Progression rewardThe entrance names First Clear Reward and pays one Lumin Amber: Breezy Plains plus 500 EXP, the same in all 17 rooms.Read the result screen once the Vein resolves. A second clear of the same room pays nothing.
Entrance transportThe first entrance interaction activates it and unlocks Transport on the world map.Interact once, then confirm Transport on the in-game map. Use the AniimoVerse atlas only to relocate the entrance.
A stone ledger set into the floor of an empty ancient hall with four round seal recesses in a row, three holding pressed wax seals with worn devices and the fourth holding poured wax with no stamp
Four layers close separately, and the one nobody has stamped stays an empty recess rather than a filled one.
05

Frequently asked

How many Sanctums are there in Aniimo?

Idyll has 17 Sanctums: 14 solo challenges and 3 co-op challenges.

How many optional Sanctum chests are there?

There are 54 optional chests across the 17 Sanctums: 40 across solo Sanctums and 14 across Lightning Gale, Blazing Wings and Courageous Wit.

Which Sanctums require two players?

Lightning Gale, Blazing Wings and Courageous Wit require two challengers. Prepare the party with the multiplayer and co-op guide.

What do you get for clearing a Sanctum?

Every Sanctum pays one Lumin Amber: Breezy Plains and 500 EXP the first time you clear it, in the entrance slot labelled First Clear Reward. Optional chests are tracked separately, and a repeat clear pays nothing.