Dungeons and Chests — Every Dungeon's Count and Mechanic
Published 2026-09-219 min read
A complete checklist of Aniimo's launch dungeons: chest counts, core puzzle mechanics, known quirks and the creature links to bring into each one.

Aniimo's dungeons are instanced puzzle rooms with fixed chest counts — which makes them fully checkable, and fully clearable, if you know what each one wants. This page lists every launch dungeon, its chest total, its core mechanic, and the creature link you should bring. Bring the travel kit and a Fire link by default; the notes below handle the rest.
The master checklist
| Dungeon | Near | Chests | Core mechanic |
|---|---|---|---|
| First Fire | Gullsong Bay | 4 | Fire skills: burn vines, ignite fires, melt ice, pop barrels |
| Spread Wings Glide | Above Starfall Woods | 3 | Climb + wind currents + moving platforms |
| Freezing Point | Wolffang Ridge | 3 | Grab ice blocks, gravity-switch doors, seesaw physics |
| Current Flow | Thunderwood Forest | 3 | Electricity: conductive boxes, charging, electric orbs |
| Bramble Burn | Below Mistwood Forest | 2 | Fire: burn brambles, ignite and push a rolling ball |
| Clear Sight | Redrock Highlands | 5 | See-Through vision + elevator pistons + mechanism links |
| Watch Two Ways | East of Redrock Highlands | 3 | Merge four pillars; X-ray paths; breakable walls |
| Ride the Wind | Below Gullsong Bay | 3 | Blow skill: push objects and yourself; wind lifts |
| Rapids Run | Whalefall Shoals | 3 | Bubble-riding: hop, boost, rising water race |
| Rock Rend | Capehill Vale | 3 | Heavy object handling and rock-break triggers |
| Cloud Ride | Highlands region | 3 | Wind fields and platform timing |
Counts are fixed per dungeon — if you leave with fewer chests than listed, something is still hidden.
Dungeon-by-dungeon notes
First Fire — 4 chests
The tutorial dungeon for Fire links, and the proof that linking is the game's interaction verb. Interact with the statue to gain a fire companion, then press the connection key to link and the skill key to breathe fire. The four chests unlock in sequence: burn the vines, aim (hold-skill) at the fire pits — including the one under ice — and shoot the explosive barrels. Every chest pops from elemental interaction; no combat gate.
Spread Wings Glide — 3 chests
The traversal showcase. Link a climbing creature to scale the shaft, ride the wind fields upward, and collect one chest on a pillar platform, one at the end of a wind corridor and one on a right-side high ledge. The exit is a moving platform — follow it to the end rather than jumping early.
Freezing Point — 3 chests
Ice physics. Your grab skill handles ice blocks: place one on the gravity-switch plate to open the first door, then link an ice creature to create ice, shrink ice and weight a seesaw. Chests sit behind the gravity device, a fire pillar (bring water or timing) and a springboard jump. This dungeon punishes inventory thinking — the block you leave behind is usually the tool for the next room.
Current Flow — 3 chests
Conductivity is the whole game here. Carry a conductive box onto the plate to open the first gate; link an electric creature to charge terminals; use a water-soaked wooden box as a makeshift conductor; and finally place the electric orb into its socket. Three chests, three conduction lessons.
Bramble Burn — 2 chests
Short and fiery. Link a fire creature, burn the brambles so the rolling ball drops into its socket and opens the door, then escort the ball onward: burn vines off its path, set the ball itself on fire to clear a barrier, and shove it over crate obstacles to the final ignite. Both chests are on the ball's route — no side paths.
Clear Sight — 5 chests
The Redrock Highlands' big puzzle room and the chest-count king. The See-Through skill (T) reveals hidden mechanisms and false walls; elevator pistons and linked mechanism plates do the rest, including a push-the-ball-into-place finale. Known quirk: if an interaction prompt refuses to fire on the F key, click it with the mouse — the community-confirmed workaround for a launch bug that had players stuck for hours.
Watch Two Ways — 3 chests
Opens by merging four pillars into one — the dungeon's name is the skill it grants: X-ray vision for hidden routes. From there: plank bridges, wind lifts, a moving platform and a breakable wall (melee it). Bug note: if your badge indicator turns red and stops responding, relog — it resets the trigger without losing chest progress.
Ride the Wind — 3 chests
The Blow skill dungeon. Link a wind creature and hold the skill key to exhale: blow a ball across a track to jam a door, blow yourself across gaps to floating chests, and — the fun one — blow a box upward to snag a chest from a suction vent. Timing detail: dash immediately after blowing the ball, or the door's motor resets.
Rapids Run — 3 chests
A bubble-riding race. Link the bubble creature: Space hops obstacles, hold Shift boosts, and yellow bubbles along the course refill speed. The tension: the water level rises as you go, and above 120% the gold chest floods — route to it early, not late. The other two chests are on the racing line.
Rock Rend — 3 chests
Capehill Vale's heavy-object dungeon: rock-break triggers, load-bearing pushes and a chest behind a breakable formation. Bring your Breaker — the dungeon's triggers respond to break-class hits.
Cloud Ride — 3 chests
Wind-field platforming: time your glides between updrafts, use moving platforms, and read the wind lines — the third chest hides above the exit's sightline. Glide stamina management is the whole skill check here.
General dungeon habits
- Bring a Fire link and a utility link (See Through / Blow) even when the list above does not demand it — launch dungeons increasingly mix elements in later rooms.
- Chests are guaranteed and countable. Clear against the table; an unclaimed chest is the only real failure state.
- Skills solve, not fights. Almost every gate is a linking puzzle; skip combat when the path allows.
- Quirks, not walls: mouse-click stubborn prompts, relog red-bug indicators, and check ceilings for hidden routes. Dungeon bugs in the launch window are annoyances, not blockers.
Clear all eleven and you will have banked a serious pile of chests, materials and dex XP — plus every puzzle grammar the game knows, which the endgame dungeons assume you already speak.