Gaming Guide

Aniimo: Shatterstone Sanctum Walkthrough and All 3 Chest Locations

Magmarex's Hustle smashes the lava course, but the two finish-room chests seal shut at 95 and 125 seconds.

Magmarex’s Hustle smashes the lava course, but the two finish-room chests seal shut at 95 and 125 seconds.

Most Sanctums in Aniimo reward patience. Shatterstone punishes it. The room, listed as Shattering Stone outside the beta build, is a solo timed sprint under Zephyrus Landbridge where a borrowed Magmarex plows through lava rock at speed, and two of its three optional chests sit behind barriers that slam shut on a clock. Miss the deadline and the chest is gone for that attempt.

Quick answer: Smash the red-seamed rock for chest 1 before the start line, then run the course and open the north alcove chest before 95 seconds and the south alcove chest before 125.


Shatterstone Sanctum entrance location in Zephyrus Landbridge

The entrance is not on the surface. It sits underground, in the red-lit cavern system beneath Zephyrus Landbridge, at atlas coordinate 3595, 744. Follow the cave passage inward until it opens out around an enormous stone mass covered in purple glyphs. The Sanctum stairs are directly in front of that boulder, and the entrance title card appears as you approach.

Entrance detailValue
AreaZephyrus Landbridge (Breezy Plains)
Atlas coordinate3595, 744
PlayersSolo
Optional chests3
Trial AniimoMagmarex
First-clear rewardLumin Amber: Breezy Plains ×1, EXP 500

Interacting with the entrance once activates it and adds it as a Transport destination on the world map. Interact again to drop into the room. Check the chest counter on that card before you start, because the run tracks chests and Vein completion as separate layers.

Sanctum Challenge objective on screen as the character runs deeper into the Shatterstone room
The Sanctum Challenge objective tracks reaching the heart of the room and restoring the Vein. Image: Pawprint Studio

Magmarex and Hustle: what breaks and what knocks you back

Follow the opening hall west, drop to the lower terrace, and Twine with trial Magmarex at the stone statue base. Its ability is Fast and Furious, with a 0.5 second cooldown, and the in-game description is blunt about what it does: it “enters Fast and Furious state, increasing movement speed while allowing you to knock away certain obstacles, consuming stamina.”

Magmarex
Magmarex. Image: Pawprint Studio

That state is Hustle, and it is the only thing in the room that breaks lava rock. Every crystal or sphere you smash returns a little stamina, which is how the run sustains itself over seven legs. The trap is that the room is full of hot-looking objects that are not targets.

ObjectEffectResponse
Lava CrystalsBreak in Hustle, restore staminaHit square and drive through
Lava SpheresBreak in Hustle, restore staminaSmash on the run
Explosive BarrelsDetonate, knock you backwardsSteer wide
Ancient Explosive BallsDetonate, can throw you into pitsHold your lane
Hot FountainsLaunch you upward, cancel HustleRe-tap the ability on landing

Lava Spheres and Explosive Balls look nearly identical when they are rolling at you at speed. Pick a lane and commit rather than swerving to chase a sphere for stamina.


Chest 1 location: the red-seamed rock face before the start line

Everything before the start line is untimed, so there is no reason to rush this half of the room. You reach it by dropping onto the entrance pad at the south end of a long rising corridor, running north over trap bridges that fall away behind you, and riding a Hot Fountain at the top instead of edging around the lethal pit beneath it. Past the fountain, weave the two staggered bands of spike cones and the spike wall at the corridor mouth to reach the wide hall and its first save pillar.

After Twining with Magmarex at the statue, turn back east toward the dark rock face laced with glowing red seams that you walked past on the way in. It looks like scenery. It is not.
Enter Hustle, line up square to the face, and drive straight through. The Basic chest is tucked inside the stack. Two Explosive Barrels are set into the same rock face, so aim at the crystals rather than the drums.
Check the left side of the HUD. The counter should read 1/3 before you go anywhere near the gate. It will stay at 1/3 for the entire ranked section.
Head west through the open pen, where the Hustle prompt appears, and break the second crystal cluster on the move as practice. Three Hot Fountains in a row past it throw you up onto the gate terrace.
Touch the save pillar on the terrace, then use the one-shot switch beside the large mechanism gate. A short cutscene pans over the two finish-room chests, sets you on the start line, and runs a three count before GO.
Magmarex standing in front of the barred Shatterstone challenge gate with glowing mechanical locks
The one-shot switch beside this barred gate starts the timed course. Image: Pawprint Studio

Running the timed course: seven legs across five rooms

The clock goes live on GO. Save pillars and automatic checkpoints are scattered along the route, so a death is a setback rather than a restart, but every second spent recovering eats into the two chest deadlines.

Legs one and two: the west lane and the south descent

Hold Hustle and run straight west down the wide opening lane. Small wooden crates shatter harmlessly, but three Explosive Barrels are mixed into the stack, so keep to the clear side of it before smashing the crystal bank behind.
The lane narrows into scattered spike cones with a lethal drop on the left. Stay centre, take the automatic checkpoint as you pass, and carry your speed into the bridge run.
Twelve trap bridges span the western void and fall as you cross them, so do not stop. A Hot Fountain at the far wall lifts you to the next save pillar. Take that launch facing south, because the course turns that way.
Turn south along the outer wall, breaking through the long crystal bank that lines it. Two broad spike walls each have a single opening, and the outside edge is a drop. The second checkpoint sits partway down.
At the bottom, three stone slabs span the shaft with a second set below them. They give way under your weight, so run straight across without pausing. You land beside the vault save pillar.

Legs three and four: the sphere vault and the explosive corridor

The vault is the lowest ground in the Sanctum, and Lava Spheres roll down into it in a steady stream that refreshes roughly every three quarters of a second. Smash straight through them for stamina, avoid both lethal pits, and cross to the checkpoint at the south wall.
Magmarex smashing a glowing Lava Sphere during the timed Shatterstone course
Lava Spheres break in Hustle and hand back stamina, unlike the explosives mixed in with them. Image: Pawprint Studio
Swing east into the long lower gallery. A Hot Fountain and a short crystal bank mark its start, followed by a full wall of spike cones with one gap. The save pillar here is the last easy breather.
Two overhead dispensers pour Lava Spheres and Ancient Explosive Balls into the next corridor on a continuous cycle. Pick a lane, keep Hustle up, and do not chase anything sideways. The pit is on your right.
The corridor opens into a Lava Crystal field with two Explosive Barrels on the far side and four more trap bridges past them. Line up with the Hot Fountain on the left, accept the Hustle interrupt, and re-enter the state on landing.

Legs five to seven: the fountain ladder, sky gauntlet and finish flat

Four Hot Fountains stack up the north wall and chain you from the gallery floor to the high shelf. Each one cancels Hustle, so ignore the ability entirely and just steer toward the next spout. A save pillar and a short crystal bank wait at the exit.
The high lane runs east between two more fountains and under three dispensers dropping spheres and explosive balls without pause. Two invisible force fields shove sideways near the end, and there is nothing under the edge, so hold the centre line.
The finish flat opens with two eight-wide spike walls set one behind the other, each with a single clean opening guarded by a spike cluster. Scattered Lava Crystals between them are worth taking for stamina. Do not cut corners across the cones.
The last barrier is a dense Lava Crystal wall several levels deep. Hit it centred and push all the way through without turning. Two Hot Fountains behind it lift you onto the finish shelf, with the checkered marker a few strides east.
Timer running on the Sanctum Challenge screen as the character climbs toward the finish shelf
The clock stays visible all the way to the finish shelf. Image: Pawprint Studio

A clean run lands an S rank at roughly 1:32 to 1:33, but no grade is required to clear the room. Chest count is the only thing worth optimising for.


Chests 2 and 3: the 95-second and 125-second barriers

Crossing the line stops the clock but does not clear the Sanctum. Both finish-room chests start open, and a barrier drops over each one as its deadline passes. The result screen tells you which alcoves are still live.

ChestLocationDeadline
BasicRed-seamed rock face, before the start lineNone
PremiumNorth alcove past the finish line95 seconds
StandardSouth alcove on the approach125 seconds

Walk east past the line and take the north alcove first, since its barrier is on the tighter clock. The Premium chest inside pays the largest Glimmer and Credits split plus a held item, and the counter moves to 2/3. The matching alcove on the south side of the approach holds the Standard chest behind the later barrier. Confirm 3/3 before moving on.

Reset Gameplay restores both barriers and rebuilds every obstacle, which is the practical fix if a run went long. Splitting the attempt into two fast runs is usually easier than forcing a single sub-95-second clear.


Restore the Vein last and confirm the clear

The Sanctum Terminus stands at the far east end of the finish room, well past both alcoves. Touching it restores the Vein and resolves the challenge, and it is the only action the room strictly requires. It also ends the instance, so the chest counter has to be settled first. Restoring the Vein does nothing for that counter.

Player interacting with the glowing Vein at the heart of the Shatterstone Sanctum
The Terminus at the heart of the room restores the Vein and ends the instance. Image: Pawprint Studio

You know the run landed when the counter reads 3/3, the Vein resolves on the Terminus interaction, and the result screen shows the first-clear payout of Lumin Amber: Breezy Plains ×1 and EXP 500. Later visits keep the Transport destination on the map but not that first-clear reward, so it is worth making the first trip the complete one.