Gaming Guide

Aniimo: Frigid Waters Sanctum Walkthrough and All 3 Chests

Twine with trial Fenrier, freeze marked water into blocks, and clear every chest before you restore the Vein.

Twine with trial Fenrier, freeze marked water into blocks, and clear every chest before you restore the Vein.

Frigid Waters is a solo Sanctum in a cave on Beast Fang Ridge’s western side. Its puzzles all use the same mechanic: Trial Fenrier freezes marked water, and you move the resulting blocks onto pressure switches to unlock the gates. Three optional chests lie beyond the main route; reach each with an ice block or frozen steps.

Quick answer: Twine with trial Fenrier and freeze marked water. Untwine, then use Grab to place blocks on switches. Collect all 3 chests before interacting with the Vein.


Frigid Waters location and entry requirements

At -1413, 1398, the cave entrance lies on the western side of Beast Fang Ridge. Enter through a gap in the rock face, or melt the ice blocking a second cave mouth to get inside. Beast Fang Ridge is in the Breezy Plains region, which covers levels 30 to 35. Since the room is below ground, track its marker on the map to find your way there.

Map Location00:04Map Location
Track Frigid Waters on the Breezy Plains map to reach the cave entrance. Shown at 00:04 in 100% Guides’s video. Image: Pawprint Studio

You can enter without owning an Ice Aniimo. A statue a short distance inside gives you Fenrier, and you can freeze water only while twined with it. Interact with the purple cube outside to add the Sanctum as a transport point; interact with it again to bring up the challenge screen and begin.

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

Gravity Pull, the player skill, becomes available at II Student rank. Unlock it before entering if you plan to collect every chest; Grab is useful throughout the room.


How the ice blocks and Grab work

The puzzles rely on two distinct abilities, and using the wrong one at the wrong moment will stop your progress. Fenrier freezes water; the Pathfinder carries objects.

  • While twined with Fenrier, activate its ice skill on marked water to create ice that you can walk across or pick up.
  • Change out of fox form before using Grab to lift and move a floating block; carrying one is not possible as a fox.
  • A block is one whole object. It never splits into smaller pieces.
  • Ice blocks floating in the water melt over time, so cross with them or set them in place quickly.
  • Should a block disappear, get back onto dry ground and wait for the skill to recharge. Then freeze that same water again.

The flame jets in the Sanctum’s center make ice melt much faster. Decide where you’re taking the block before freezing the water, and keep moving once you start carrying it.


Frigid Waters walkthrough

Come through the portal into the Sanctum and head straight until the Grab prompt appears. An ice block rests on a platform on your left; in front of the shut central gate are two pressure switches, with a large ancient metal chest weighing down one of them.
Map Location00:15Map Location
Teleporting in from the map drops you on the entrance pad at the west end of the flooded hall. Shown at 00:15 in MicroMan Gaming YT’s video. Image: Pawprint Studio
Pick up the floating ice with Grab and place it on the gate’s unoccupied switch. The gate opens and remains raised while the block presses the switch. If the ice melts on the way, the same water produces another block a couple of seconds later.
Initial Puzzle and Grab Tutorial00:51Initial Puzzle and Grab Tutorial
The opening room teaches Grab, the Pathfinder action you use to move ice blocks onto switches. Shown at 00:51 in Flash25’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 your skill now freezes water. Continue past the statue to the save point on the bank, which lights the first checkpoint.
Turn to the open water channel and activate Fenrier’s ice skill to form a series of frozen steps across it. Reach the landing on the far side before the ice melts.
Freezing Water to Cross01:18Freezing Water to Cross
Freeze steps across the marked water and cross quickly before they melt. Shown at 01:18 in MicroMan Gaming YT’s video. Image: Pawprint Studio
Turn toward the stone pillar rising from the water and freeze the pool behind it. Use the ice to climb onto the platform, then open Chest 1 to make your count 1 of 3.
Chest 100:56Chest 1
Chest 1 sits on the raised pillar left of the first crossing. Shown at 00:56 in 100% Guides’s video. Image: Pawprint Studio
Continue farther in to a barrier where a pair of gates blocks the waterway; a round switch is on the bank. Freeze a block in the nearby water, untwine, then pull it onto the switch with Grab. The block keeps both gates raised while it weighs down the switch.
Gate Switch and Chest 203:05Gate Switch and Chest 2
Freeze the marked water beside the gated lane, then carry a block to the round switch. Shown at 03:05 in Flash25’s video. Image: Pawprint Studio
Twine with Fenrier once more and use new ice to cross the open lane, going around the central pillar. Climb onto the ledge on the far side and open Chest 2, bringing the total to 2 of 3.
Travel west along the corridor until you reach another locked gate. A pair of flame jets burns beside it; just beyond them is a small pool, and a barred slot is built into the wall beside the door. Freeze the pool, untwine, and use Grab to send a block through the slot onto the switch behind the bars. Move it through in one go, as the flames quickly melt the ice. Once activated, the gate stays open permanently.
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 Chest 3 for 3 of 3.
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 to the glowing Vein at the heart of the room and interact with the square terminus to repair it and finish the run.

All 3 chest locations and rewards

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

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 that the objective counter shows 3/3 before interacting with the Vein. Repairing it ends the challenge, so you cannot count on going back for a missed chest.


Clear rewards and how to confirm completion

Your first completion grants Lumin Amber x1 and 500 EXP, the same reward given by every other Sanctum in the game. Later visits leave the transport point on your map but provide no more rewards, so farming a completed room has no benefit. Completions contribute to the Sanctum Delver milestones at 3, 5, 10 and 15 rooms.

There are no contact-kill hazards in Frigid Waters, and its seals have no time limit; melting ice is the only source of pressure. You begin on the entry pad at the flooded hall’s west end. As you follow the route, three additional checkpoints activate simply by walking through them. Watch for the paired flame jets beside the barred slot: they fire in brief bursts without a break between them.

The completion loading screen confirms success, and the entrance should remain marked as an activated transport point. Older checklists may use the closed-beta name Water to Ice for Frigid Waters; some earlier community notes instead call it Frozen Crossing.