Gaming Guide

Aniimo Sanctum: Lightning Gale Walkthrough (All 4 Chests)

Clear the two-player Berylline Vale puzzle with Bolty and Wisptis, then collect every hidden chest before restoring the Vein.

Clear the two-player Berylline Vale puzzle with Bolty and Wisptis, then collect every hidden chest before restoring the Vein.

Image: Pawprint Studio

Sanctum: Lightning Gale is a two-player puzzle dungeon in Berylline Vale, part of the Breezy Plains region. It runs on a simple split: one player twines with the lightning fox Bolty to charge batteries, fans, lifts and wires, while the other twines with the wind Animo Wisptis to ride updrafts and glide across gaps. Almost every room is one player holding a mechanism active while the partner moves.

Quick answer: Bring two players, twine one with Bolty and one with Wisptis, open all four chests as you pass them, then interact with the Terminus together to restore the Vein and clear the run.


Location, requirements and rewards

The entrance sits in the northern part of Berylline Vale. Open the world map, find the Lightning Gale marker and teleport in. The atlas pin is at 1640, 596.

Sanctum Location00:04Sanctum Location
The world map with the Lightning Gale sanctum details and teleport option in Berylline Vale. Shown at 00:04 in WoW Quests’s video. Image: Pawprint Studio

The dungeon needs exactly two challengers and cannot be cleared solo. The room supplies both trial Animo, so neither player has to own Bolty or Wisptis beforehand.

DetailValue
RegionBerylline Vale (Breezy Plains)
Players2 (no solo option)
Hidden chests4
Trial AnimoBolty and Wisptis
First clear rewardLumin Amber: Breezy Plains x1 and 500 EXP

Select Challenge from the entrance card to begin. If you are not already in a party, the game fills the second slot by matchmaking with another player.

Challenge dungeon menu00:07Challenge dungeon menu
The Challenge dungeon menu for Sanctum: Lightning Gale with the Challenge button. Shown at 00:07 in BangOne Gaming’s video. Image: Pawprint Studio

Once matchmaking finishes, confirm with the check icon to enter. Inviting your own partner gives you more control over the paired handoffs, since much of this dungeon depends on one player calling when a pad or circuit is live.

Matchmaking Screen00:13Matchmaking Screen
The Sanctum: Lightning Gale matchmaking screen while waiting for a teammate. Shown at 00:13 in GuidingLight’s video. Image: Pawprint Studio

Bolty and Wisptis roles

At the outset, each Animo is trapped inside a statue. Each player twines with one and stays with it for the entire run. A second touch puts that Animo back in its statue, so take one apiece and don’t touch the statues again.

Wisptis
Wisptis. Image: Pawprint Studio
RoleAnimoJob
ChargerBoltyPower batteries, fans, lifts and the fault wire; wet surfaces and metal conduct current
MoverWisptisRide fans and updrafts, glide gaps, and hold floor pads to send platforms

Object handling is separate from either Animo. Untwine and use the Pathfinder Grab action to carry the metal crates, the wooden crate and the battery orbs. The tutorial calls it Grab, while the on-screen prompt reads Manipulate, then Drop with [E] or Throw with [R]. Use the mouse wheel to adjust how far the held object sits.

A glow in your hands shows only that you’re holding the object. Check that the fixed line switches to its powered appearance and that the linked gate, fan or lift responds; that confirms the circuit is complete.

Announce each handoff verbally or in Squad chat: one player must establish the active state, then the other must use it before either player lets go of a pad.

Chatting with Teammate02:11Chatting with Teammate
The Squad text chat used to tell a teammate to move the puzzle block. Shown at 02:11 in GuidingLight’s video. Image: Pawprint Studio

Route through the sanctum

The layout folds back on itself: the outbound half runs along the high gallery, turns at the far end and returns above the Maharba Fault to the Terminus. In the steps below, Player A carries Bolty and Player B carries Wisptis.

Land on the entrance pad and take one statue each. Player A twines with Bolty, Player B twines with Wisptis. Keep the pairing for the entire run.
To get Player B onto the ledge above, Player A powers the fan on the west wall. B then stands on the pad there, lowering the moving platform to the hall floor for A.
Charge the pair of power sources beside the battery on its plate until the bulb over the doorway turns gold and the door opens. Cross the record point beyond it, which opens the Grab tutorial and sets a permanent battery back on its plate. Pick that battery up before moving on.
Player A electrifies the short platform on the north side so it climbs to the upper battery shelf. Grab the metal crate there, then collect Chest 1 from the raised alcove just east of the shelf.
Both feeds must be active for the floor junction to pass current. Have one player maintain a charged power source as their partner charges the other. Eastbound gold lines signal that the wind route is ready. Player B climbs to the walkway on the five stepped fans; the first player to arrive holds the ledge pad to bring the other up.
Power the mezzanine bulb until it turns gold to drop the fence, then follow the high route south to the barred alcove and take Chest 2. Regroup at the pillar below.
Have a challenger stand on each side of the first two-player pillar and activate it at the same time. This opens the door to the east; pass through to the record point behind it to save your halfway progress.
During the water section, Player A keeps the north-bank pad held to raise the water column. Player B drops to the channel bed on the south side to collect Chest 3. Avoid the space beneath the column: falling into it is instantly fatal.
Dunk the wooden crate in the channel until the droplet mark shows, since a damp crate carries current like metal. Set it and a charged battery on the two plates to drive both bulbs gold, dropping the crate fence and opening the walkway door.
Power from Player A raises the lift east of the doorway to the upper fan. Player B glides across the rolling wind field to the far side and holds its pad; this sends the long platform back for Player A to cross on. Activate the second two-player pillar together, then use the record point beyond its door to save your progress.
At the fault lip, Player A uses Bolty and sends electricity into the wire ports along the edge. After the wire is powered, Player B launches onto the fan lanes and travels west across the Maharba Fault, advancing one column at a time. A fall from the lanes means a lethal drop.
After Player B reaches the west bank, have them hold the pad; the ferry then traverses the fault’s full width and carries Player A across. Charge the vault battery to lower the barrier, collect Chest 4, and ascend the final wind staircase of three fans to the high landing.

All 4 chest locations

Collect all four chests before interacting with the Terminus at the end; your combined total appears on the counter at the top of the screen. Chest rewards aren’t fixed, but one may contain Glimmer x10, Sparkling Crystal x10, Credits x10000 and Heritage Amulet x1.

Chest 2 Collection02:03Chest 2 Collection
An open sanctum chest glowing purple as its reward effects rise. Shown at 02:03 in WoW Quests’s video. Image: Pawprint Studio
ChestLocationHow to reach it
Chest 1Raised alcove beside the upper battery shelfRide the electric lift and take it before leaving the shelf
Chest 2Barred alcove on the high routePower the mezzanine bulb to drop the barrier
Chest 3Water-channel bedHave one player keep the pad held as their partner descends into the channel.
Chest 4West-bank vault past the Maharba FaultCharge the vault battery until the barrier opens

The water-channel chest is the one most players lose, because the partner holding the pad cannot grab it. The west-bank vault is easy to rush past, since it appears right after the longest crossing. If you finish at 3/4, check those two spots first.

Second chest location04:37Second chest location
The chest submerged in the narrow water canal that is easy to miss. Shown at 04:37 in BangOne Gaming’s video. Image: Pawprint Studio

There is no run timer and progress banks generously. Ten checkpoint portals arm as you cross them, so a fall returns you to the last one rather than the door. You can also rerun the sanctum, so a missed chest can be collected on a later attempt.


Restore the Vein and confirm the clear

Both players hold the high landing pad in turn to ferry each other up, then walk to the Terminus on the western spur. Before touching it, confirm the chest counter reads 4/4, because opening chests after the clear means another run.

Both challengers interact at the Terminus at the same time. A Success banner appears, the Vein restoration cutscene plays on its own, and you are teleported back outside the entrance in Berylline Vale. Your first clear pays out Lumin Amber: Breezy Plains x1 and 500 EXP, on top of the loot from the four chests collected during the run.