Rising Wind is a solo Sanctum sitting on a small island off The Argent Strait, and it hands you everything you need to clear it at the door. A trial Chirpi waits at the statue inside, and its single skill — an air shot that leaves a tornado behind — is the answer to every obstacle in the room, including all three optional chests.
Quick answer: Twine with Chirpi, then seat both wooden balls in their floor sockets. Chest 1 is caged at the barred corner, chest 2 is down a side ramp past the second socket, and chest 3 sits behind a crate wall across the water.
Rising Wind Sanctum location and entry requirements
An island southeast of the Argent Strait contains the entrance at map coordinates -1135, 0365. The footer identifies the surrounding region as Breezy Plains, but the local area record calls it The Argent Strait, meaning both labels indicate the same pin.

Getting to the structure means crossing open water and clearing the thorny vines wrapped around it. A fire-type mount burns them off in seconds; once the vines are gone, interact with the structure and confirm the challenge to open the portal.

The challenge screen shows 1 challenger and a chest counter reading 0/3 before you go in. This is a Solo Sanctum, so there is no second player to wait for.
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Every puzzle inside runs on one short loop. The ability card that pops up after you twine spells it out, and it is worth reading once because nothing else is taught later.

- Keep the skill input held (right click on mouse and keyboard) to line up the shot; releasing it sends an air shot toward the target.
- The air shot explodes on impact and leaves a Tornado behind it.
- The Tornado lifts and moves lighter objects — crates, barrels, wooden balls, chests.
- Stand in the middle of a Tornado and press jump twice to enter Flight and begin Wind Riding.
- Blue floor currents work the same way as tornadoes for gaining height.
If there is no current where you need one, make your own. Firing at the floor or at a nearby lamp gives you a tornado to ride, which is how you reach several ledges that look unreachable.
Rising Wind route with all 3 chests




Touching the Vein closes the Sanctum immediately. Anything still unopened is left behind, so confirm the chest counter first.
Rising Wind chest rewards and clear rewards
| Chest | Glimmer | Sparkling Crystal | Credits |
|---|---|---|---|
| Chest 1 (caged corner) | 10 | 10 | 10,000 |
| Chest 2 (side corridor) | 10 | 10 | 10,000 |
| Chest 3 (pedestal) | 20 | 15 | 20,000 |
Each chest also holds one carried item on top of the currencies, and that slot is not fixed between runs. Pulls have included a Heritage Amulet, Explosive Gloves and Avenging Gear from the first chest, Fission Needles, a Lightning Needle and a Marching Flask from the second, and a Spirited Feather or Giant Tortoise Shell from the third.
Finishing the Sanctum for the first time pays Lumin Amber x1 and 500 EXP. That first-clear reward is granted once, so repeat runs are only worth it for the chest counter if you missed something.
How to confirm the Sanctum is fully cleared
Two indicators tell you the run is finished properly. The challenge tracker on screen should read Chests Obtained 3/3 before you touch the Vein, and the objective text should have shifted from “restore the Vein” to the completion state once you interact with the core.
After the core is touched, the clear screen appears with the EXP and Lumin Amber payout, and you are returned to the island in the overworld. Reopening the Sanctum entry on the map afterwards should show the chest count at 3/3 rather than 0/3.
The whole thing is a short run once you stop treating the air shot as a weapon and start treating it as a lift. Crates, balls and chests all obey the same tornado, and the only mistakes that cost real time are flying into a pit or walking into the final chamber one chest short.






