Gaming Guide

Aniimo: All 17 Sanctum Locations and Chest Counts

Every Sanctum entrance in Idyll with its area, player requirement, optional chest total, and the clear order that matters.

Every Sanctum entrance in Idyll with its area, player requirement, optional chest total, and the clear order that matters.

Sanctums are the self-contained puzzle dungeons dotted across Idyll. Each one seals an Aniimo near the entrance, hands you one elemental or movement gimmick, and asks you to work your way to the Terminus at the heart of the room to restore the Vein. The optional chests inside are tracked separately from the clear itself, which is where most runs go wrong.

Quick answer: Idyll holds 17 Sanctums, 14 solo and 3 co-op, with 53 optional chests between them. Match a room’s exact chest count before you touch the Terminus and restore the Vein.


All 17 Sanctum locations and chest counts

SanctumAreaPlayersChests
First FlameNimbus FieldsSolo3
MistriderNimbus FieldsSolo4
Flaming WingsSea of FlowersCo-op5
Wings UnfurledForest of Falling StarsSolo3
WindborneThe Argent StraitSolo3
Rising FlamesBeast Fang RidgeSolo2
Water to IceBeast Fang RidgeSolo3
Through Flame and ThornMistwoodsSolo2
Rigged MazeMistwoodsSolo1
Rushing RapidsEchoback LandingSolo3
Electric SurgeBlitzwoodSolo3
Chasing StormwindsBerylline CausewayCo-op4
Double VisionRusset HighlandsSolo3
All in SightRusset HighlandsSolo5
Sword in the StoneRusset HighlandsSolo1
Courageous WitZephyrus LandbridgeCo-op5
ShatterstoneZephyrus LandbridgeSolo3

Solo rooms account for 39 of the chests. The remaining 14 sit inside the three co-op Sanctums, so a solo-only player caps out at 39 without a partner.


Sanctum areas and level ranges

Sanctum entrances follow the level curve of the area they sit in, so the running order below doubles as a rough progression route. Chasing Stormwinds is the outlier in Berylline Causeway, reachable once you are working through the mid-forties content.

AreaLevel rangeSanctums
Nimbus Fields5–15First Flame, Mistrider
Sea of Flowers19–28Flaming Wings
Forest of Falling Stars20–25Wings Unfurled
The Argent Strait28–32Windborne
Beast Fang Ridge30–35Rising Flames, Water to Ice
Mistwoods35–37Through Flame and Thorn, Rigged Maze
Echoback Landing36–40Rushing Rapids
Blitzwood40–45Electric Surge
Russet Highlands45–50Double Vision, All in Sight, Sword in the Stone
Zephyrus Landbridge47–57Courageous Wit, Shatterstone

First Flame and Mistrider sit close together in Nimbus Fields and are easy to confuse. Read the counter at the door before you commit — Mistrider shows four chests, First Flame shows three.


Clear order: chests first, Vein last

Interact with the entrance once to activate it. That first touch registers the Sanctum on the world map and unlocks Transport to it, which is worth doing even if you plan to come back later.
Read the entrance card before you interact a second time. It states the Sanctum name, whether the room needs one or two players, and the exact optional chest total you are hunting for.
Touch the sealed statue just inside and twine with the trial Aniimo it releases. That creature carries the ability the whole room is built around — fire bolts, ice, wind, lightning or a sightline view. Rigged Maze is the exception and hands you no trial form at all.
Untwine whenever you need to move objects. Grab is bound to E, you aim with the reticle, push and pull the held object with the mouse wheel, then drop or throw it. Blocks, crates and purple cubes all move this way.
Holding a glowing blue platform with Grab, with the zoom and drop or throw controls shown on screen
Grab lets you pull an object closer or push it away before dropping it onto a receiver. Image: Pawprint Studio
Sweep the room until your collected count matches the entrance total, then walk to the Sanctum Terminus — the Tesseract at the heart of the room — and touch it to restore the Vein. Restoring the Vein does nothing for the chest counter, so treat the two as separate jobs.

Do not finish on a short counter. The activated entrance stays on the map, but the chest layer and the clear layer close independently, and a skipped chest is not worth gambling on.


What each Sanctum asks you to do

Fire rooms: First Flame, Rising Flames, Through Flame and Thorn

First Flame is the cleanest introduction. You awaken Emberpup, tap or hold Q to launch fireballs, and burn wooden crates and tangled vines to expose chests and the route upward. One chest is frozen in ice until you light the nearby bonfire, and an explosive barrel handles another blockage.

Rising Flames mixes fire with object placement. Flame jets cut across the corridors, and you block them by grabbing a purple cube and parking it in front of the nozzles, sometimes reaching through iron bars to do it. Both chests hide behind that logic — the first unlocks only after every brazier in the dark lower chamber is lit, and the second sits on a raised ledge you reach by dropping a crate onto a metal grate and swimming across the basin.

Aiming at a shrine inside a Sanctum Challenge with the C Untwine prompt on screen
Untwining from the trial Aniimo is what frees you to grab and reposition cubes between fire puzzles. Image: Pawprint Studio

Through Flame and Thorn is a carry puzzle. You burn wooden doors and thorn barricades, then roll purple spheres into circular floor sockets to open gates, re-igniting the carrier after every stretch of water. Lighting the high bonfires is what unlocks the last gated path to both chests.

Ice, wind and cloud rooms: Water to Ice, Wings Unfurled, Windborne, Mistrider

Water to Ice uses a trial Fenrier to freeze marked water into crossable paths. When a receiver has to be held down, untwine and move a complete ice block onto it rather than trying to break one apart. Chests sit on elevated ledges either side of the basins.

Wings Unfurled opens with two climbs up walls marked by upward triangles, then feeds you through staged vertical wind fields. Scan the side ledges before you take the highest launch, because one of the three chests sits on a lower detour you cannot easily return to mid-flight.

Windborne pairs air bombs that spawn tornadoes with two spheres that must be pushed through gates into receptacles. Crate barriers block the route between them, and the run ends on a fixed-pedestal updraft. Mistrider is the longest approach of the four — a cloudwalk ascent through heavy mist, Ancient Batteries carried across open shafts, device gates and a perspective alignment before the fourth chest opens.

Circuit and sightline rooms: Electric Surge, All in Sight, Double Vision

Electric Surge teaches Grab first, then hands you Bolty. Trace each circuit from its source and place devices in dependency order, because not every movable cube belongs to a circuit. Powering the battery nodes drops the iron bars covering one of the three chests, and a Wet Wooden Chest and a round component round out the room.

Standing on a lit platform inside a Sanctum with the highlighted route ahead and the Untwine prompt visible
Conductive blocks only power a node once they sit on the correct plate along the circuit line. Image: Pawprint Studio

All in Sight is the biggest solo chest haul at five. It runs on Helmut Detection, hidden rails, remote ram controls that raise and lower wall sections, and ball sockets. Confirm 5/5 before you approach the Terminus.

Double Vision uses Helgon’s Bilateral view across ten separate sightlines, merging split wall glyphs into single circles from the right vantage point. When an alignment refuses to lock, move the camera in small increments rather than moving the geometry — the object is usually already correct. A drag-and-drop raft and water columns carry you between the later alignments.

Timed runs: Rushing Rapids and Shatterstone

Both of these are races first and chest hunts second. Rushing Rapids twines you with Popota for a surf through yellow rings and magenta speed tiles against a timer; learn the ring line, take the S rank, then sweep the three chests along the course afterwards. Shatterstone runs on Magmarex Hustle, smashing lava spheres and crystal barriers before the chest seals close, with the reward chests waiting on the victory platform.

Short rooms: Rigged Maze and Sword in the Stone

Rigged Maze is the fastest clear in the game. Three Vine Cores outside open a straight interior with a single chest on the landing, which yields Glimmer x20, Sparkling Crystal x5, Gargantuan Claw x1 and Idyll Ancient Coin x200 before you climb the stairs to the cube and restore the Vein. Sword in the Stone is similarly compact — one chest at the Pawney monument slab and a Touch prompt.


Co-op Sanctums that need two players

Flaming Wings, Chasing Stormwinds and Courageous Wit will not open for one player. Between them they hold 14 chests, and every mechanism in all three splits into a holder and a runner. Decide who is holding a pad and who is crossing before each mechanism, and call out when the held state is safe to release — a partner stepping off a persistent switch early is what resets most of these rooms.

  • Flaming Wings (Sea of Flowers, 5 chests): Gracewing holds the pressure pads while Sparki burns the thorns, with a movable wind module and a Fire-switch that reorients a fan.
  • Chasing Stormwinds (Berylline Causeway, 4 chests): Bolty and Wisptis electrify circuits across the Maharba Fault, with wind launches, wet-conductor routing and paired cubes carried over gaps. Two chests hide in ceiling alcoves you have to fly into.
  • Courageous Wit (Zephyrus Landbridge, 5 chests): Pawney’s Grappling Hook anchors move you across vertical platforms while the other player works target toggles that disable flame jets and spike traps.
A glowing circuit panel highlighted during a co-op Sanctum puzzle as the player interacts with it
Circuit panels in the co-op rooms stay powered only while a partner holds the matching control. Image: Pawprint Studio

Sanctum chest rewards and first-clear payout

Optional chests pay out a consistent base bundle of Glimmer x20, Sparkling Crystal x5 and Idyll Ancient Coin x200, plus one rotating material on top. Fission Needles, Spirited Feather and Gargantuan Claw all turn up in that last slot.

Separately from the chests, the entrance carries a First Clear Reward slot that pays Lumin Amber the first time you finish the room. Repeat visits keep the Transport destination but not that payout, so there is no reason to re-run a Sanctum for currency once its counter is full.


Older Sanctum names you may still see

Current nameOlder alias
First FlameFresh Fire
MistriderCloud Riding
Water to IceFrozen Crossing
Rushing RapidsFull-Speed Surfing
Chasing StormwindsLightning and Wind
All in SightClear Sight
Double VisionKeen Gaze
Sword in the StoneSandy Cliff Fort

How to confirm a Sanctum is fully complete

Three things have to line up. The in-room chest counter has to read the same total printed on the entrance card. The Terminus has to play its restoration cutscene — the cube shifts from purple to a blue core, energy runs up through the Vein roots and the screen reads Success as the challenge resolves. And Transport to that Sanctum has to appear on the in-game map, which happens from your very first interaction at the door.

Reaching the heart of a Sanctum and activating the final mechanism to restore the Vein
Touching the Terminus at the heart of the room restores the Vein and resolves the challenge. Image: Pawprint Studio

If the counter is short when you reach the Terminus, stop and walk back through whatever changed after your last big state change — a burned wall, a drained lane, a raised platform. Those altered spaces are where the missing chest almost always sits, and they are far easier to search before the Vein resolves than after.