Gaming Guide

Aniimo: Frigid Waters Sanctum Walkthrough

Clear the Beast Fang Ridge sanctum with trial Fenrier, open all three chests, and restore the Vein.

Clear the Beast Fang Ridge sanctum with trial Fenrier, open all three chests, and restore the Vein.

Image: Pawprint Studio

Frigid Waters is a solo sanctum tucked into a cave on the western side of Beast Fang Ridge, and it runs entirely on one idea: trial Fenrier turns marked water into solid ice, and you move those blocks onto pressure switches. Three optional chests sit off the main path, and every one of them needs an ice block or an ice staircase to reach.

Quick answer: Twine with trial Fenrier, freeze marked water into blocks, then untwine and use Grab to drop blocks on switches. Open all 3 chests before restoring the Vein.


Frigid Waters location and entry requirements

The entrance sits west of Beast Fang Ridge at coordinates -1413, 1398, inside a cave. You can reach it through an opening in the rock face, or through a second cave mouth that is sealed by ice you have to melt first. Beast Fang Ridge itself is part of the Breezy Plains region and covers levels 30 to 35.

CheckValue
AreaBeast Fang Ridge (Breezy Plains)
Players1, solo
Optional chests3
Trial AniimoFenrier (supplied inside)

You do not need an Ice Aniimo of your own. Fenrier is handed to you at a statue a short way into the room, and the freezing interaction only exists while you are twined with it. Interacting with the purple cube outside activates the sanctum as a transport destination, then a second interaction opens the challenge screen and starts the run.

A player rides a blue Aniimo through golden autumn woodland beside a bright coastline under a sunny daytime sky.01:07Entering Sanctum Frigid Waters
Shown at 01:07 in StingKnight’s video. Image: Pawprint Studio

How the ice blocks work in Frigid Waters

Two separate abilities carry the whole room, and the puzzles fail when you try to use the wrong one. Freezing is a Fenrier action; carrying is a Pathfinder action.

  • Twined with Fenrier, use its skill on marked water to generate ice you can walk on or pick up.
  • Untwine first, then use Grab to lift and drag a floating block. You cannot carry it in Fenrier form.
  • A block is a single whole object. It does not break into smaller pieces.
  • Floating ice melts on its own over time, so cross or place it promptly.
  • If a block vanishes, return to dry ground, wait for the skill to come back up, and freeze the same water again.

Ice melts much faster near the flame jets in the middle of the sanctum. Plan that carry before you freeze the water, then move without stopping.


Frigid Waters walkthrough

Walk forward from the entry pad until the Grab prompt appears. A block of ice floats on a platform to your left, and two pressure switches sit ahead of the closed central gate, one of them already weighed down by a large ancient metal chest.
Use Grab to lift the floating ice block and set it on the free switch beside the gate. The gate opens and stays open while the block holds the switch down. If the block melts before you reach it, a fresh one forms on the same water moments later.
Two small creatures stand beside a glowing blue ice formation in a grassy mountain valley during daylight.00:09First Door Puzzle
Shown at 00:09 in BangOne Gaming’s video. Image: Pawprint Studio
Pass through the gate and interact with the Aniimo statue on the platform ahead to awaken and twine with trial Fenrier. A short tutorial confirms that the skill now freezes water. Continue past the statue to the save point on the bank, which lights the first checkpoint.
Face the open water channel and use Fenrier’s ice skill to raise a run of frozen steps across it. Cross to the far landing before the ice starts to go.
Turn left toward the raised stone pillar surrounded by water and freeze the pool around its rear side. Climb the ice up onto the platform and open the first chest for 1 of 3.
A sleepy purple Aniimo rests beneath flowering branches beside a wooden chest in a sunlit woodland.02:27Reaching the First Chest
Shown at 02:27 in StingKnight’s video. Image: Pawprint Studio
Head deeper into the sanctum until you reach the next barrier, where a pair of gates block the waterway and a round switch sits on the bank. Freeze a block on the nearby water, untwine, and use Grab to drag that block onto the switch. Both gates rise while it holds.
Twine with Fenrier again and cross the opened lane on fresh ice, rounding the central pillar. Climb out on the ledge beyond and open the second chest for 2 of 3.
A small green creature navigates shallow water in a rainy forest while the gameplay HUD is visible.01:31Navigating Side Channel
Shown at 01:31 in BangOne Gaming’s video. Image: Pawprint Studio
Follow the corridor west to the next locked gate. Two flame jets burn beside it, with a small pool just past them and a barred slot set into the wall next to the door.
Freeze that pool, untwine, grab a block, and push it through the slot so it lands on the switch behind the bars. Do it in one motion, because the flames eat the ice quickly. The gate opens permanently once the switch is pressed.
In the final chamber you will find two floating platforms, one marked with blue patterns and one with purple. Freeze the water, then drop a block on the blue-patterned platform to push it down and lift the purple one. Ride or climb the purple platform up to the shelf and open the third chest for 3 of 3.
A large blue crystalline creature towers over a red-rock canyon beside a glowing triangular capture interface in daylight.02:51Collecting the Blue Shard
Shown at 02:51 in BangOne Gaming’s video. Image: Pawprint Studio
A small orange-and-black creature stands inside a stone chamber with wall torches while a quest objective is displayed.04:26Collecting Third Chest
Shown at 04:26 in StingKnight’s video. Image: Pawprint Studio
Reverse the balance. Place a fresh ice block on the purple-patterned platform so the other side rises instead, then step on and take it up to the stairs.
Climb the stairs to the glowing Vein at the heart of the room and interact with the square terminus to repair it. A completion screen follows and the run ends.

All 3 chest locations and contents

Every chest here is the same grade, so the only difference between them is the rare held item inside. Each one pays Glimmers x10, Sparkling Crystal x10 and Credits x10000 on top of the item listed below.

ChestWhere it sitsHeld item
1Raised pillar left of the first crossingHeartseeker Pendant x1
2Far ledge past the two raised gatesLightning Needle x1
3Shelf above the balance platformsEchoing Grimoire x1

Check the objective counter reads 3/3 before you touch the Vein. Restoring it closes out the challenge, and it is not worth gambling on a return trip for a chest you walked past.


Checkpoints, hazards and clear rewards

Nothing in Frigid Waters kills you on contact and no seal runs on a timer, so there is no pressure beyond the melting ice. You start on the entry pad at the west end of the flooded hall, and three more checkpoints light as you walk the route: one on the bank past the Fenrier statue, one on the basin floor below the eastern lip, and one on the ledge above the final chamber. Each triggers simply by crossing the line, not by interacting with anything. The only real hazards are the paired flame jets near the barred slot, which fire in short bursts with no gap between them.

The first clear pays Lumin Amber x1 and 500 EXP, matching every other sanctum in the game. Repeat visits keep the transport destination on your map but hand out nothing further, so there is no reason to grind the room once it is done. Clears do count toward the Sanctum Delver milestones at 3, 5, 10 and 15 rooms.

You will know it worked when the completion loading screen appears and the entrance stays listed as an activated transport point. If you are cross-referencing an older checklist, Frigid Waters was called Water to Ice during the closed beta and shows up as Frozen Crossing in some earlier community notes.