Anemos Sanctum is the Elite Dungeon of Wind. It represents Simoon, the God of Wind. It requires 3 people to complete, and is very hard to complete as missing most jumps means certain death. Simoon's Legendary Set can be obtained here.
|Number of Chests:||24|
|Dungeon Type:||Tier 5 - Elite Dungeon of Air|
|Zombie Content:||Very High|
|Parkour Content:||Unbelievably High|
|Other Requirements:||Bow and Arrows|
|Elite Legendary Items||2|
- 1 Dungeon Chest Loot
- 2 Loot Chests
- 3 Anemos Sanctum Elite Legendaries
- 4 Text Walkthrough
- 4.1 First Room (Difficulty: 2/10)
- 4.2 Second Room (Difficulty: 4/10)
- 4.3 First Corridor (Difficulty: 3/10)
- 4.4 First Void Plate Room (Difficulty: 4/10)
- 4.5 Second Corridor (Difficulty: 5/10)
- 4.6 Spire Room (Difficulty: 7/10)
- 4.7 Split Corridors (Difficulty: 2/10)
- 4.8 Invisible Maze (Difficulty: 1/10)
- 4.9 Timed Parkour (Difficulty: 9/10)
- 4.10 Splash Potion Parkour (Difficulty: 7/10)
- 4.11 Third Corridor (Difficulty: 2/10)
- 4.12 Second Void Plate Room (Difficulty: 6/10)
- 4.13 Wave Room (Difficulty: 9/10)
- 4.14 Boss Room (Difficulty: 10/10)
- 4.15 Loot Halls (Difficulty: 0/10)
- 5 Travel Advisory/Warnings
- 6 Trivia
- 7 Lore
Dungeon Chest Loot
- Spire Room
- 2 dungeon_tier_4
- Split Corridors
- 1 dungeon_tier_4
- Pre-Boss Room
- 1 dungeon_tier_4
- Loot Hall
- 20 dungeon_tier_5
Anemos Sanctum Elite Legendaries
|Simoon's Song||Deals no damage but gives the user Speed I and inflicts a semi-powerful knockback effect on the player hit. The knockback effect is doubled if the player hit is holding a Simoon's Song or is in the air. Disabled in Zerbia Depths. Uses 3 durability per hit.||33.3%|
|Simoon's Melody||Gives the player shot Levitation II for 3 seconds, at the cost of 3 arrows and 3 durability. Has a 5 second cooldown.||33.3%|
|Simoon's Sonata||Gives the wearer Speed 2 for 5 seconds when hit.||11.1%|
|Simoon's Tune||Gives the user Jump Boost III and Speed III for 30 seconds.||22.2%|
First Room (Difficulty: 2/10)
- To enter, follow the hallway, which will lead into a localized instance.
- Have two people parkour and stand on the two redstone lamps, then have a third person go into the now open glass door and hold it open for the remaining players.
Second Room (Difficulty: 4/10)
- Jump across the parkour and shoot the button above the entrance door. This will open the way forwards.
- Be careful, as this room contains one of the few four-block parkour jumps in this dungeon.
- Jump across the parkour and down into the hole at the opposite side of the room. Make sure to refill water bottles at the bottom.
First Corridor (Difficulty: 3/10)
- Go either way at the bottom, both ways require the player to clear a 3-block jump. Be cautious, as the jumps are only marked by black stained glass, making them hard to see. It is advised to sneak if unsure when to jump.
- There will be another intersection. Going to the right leads to a 3-block jump preceding a window to the next room. Shoot the wooden button behind the wither skull in order to open the door in the previous area.
- Complete the 3-block jump past the door that just opened. You have about 15 seconds before it closes.
First Void Plate Room (Difficulty: 4/10)
- To open the doorway into the room, press a button located near the ceiling by the door.
- Pressing the other button will drop the floor out behind the player, instantly killing anybody who is standing just past the 3-block jump.
- Activate all 3 pressure plates in the room, and go to the newly opened pathway.
- There will be a button to open a second door, but don't press the button until everyone has made it through the first stained glass doorway.
Second Corridor (Difficulty: 5/10)
- One teammate will need to do three 3-block jumps on the right path, and press a button at the end of the hallway. They can then do the same jumps to get back or press another button which opens a door to an easier way back, requiring just one 3-block jump to get back.
- Once the teammate who pressed the button is back, push the button in the first room, opening the door to a 3-block jump. After this jump, fall down into the hole and refill water bottles at the bottom if needed.
- Two teammates will need to complete 3-block-1-up jumps to reach two buttons, and press these buttons at the same time to open the door to the spire room for their teammates.
- A button in the spire room will open the door again to let them in.
Spire Room (Difficulty: 7/10)
- Go to the top of the room. There are many tough jumps, and past a certain height, all drops are fatal.
- A short series of easy jumps about 4/5 up the room will lead to an optional tier 5 chest.
- Once at the top, jump down the hole and land in the water pool at the bottom. Alternatively, you can slowly descend along the sides until you are confident enough to drop into the water.
- Use the water pool to refill your water, then continue up the piston elevators.
Split Corridors (Difficulty: 2/10)
- Head left into a room with two routes. Take the rightmost one, as the left one will lead to death.
- At the start of this section, investigate the sand pile to the right for a tier 5 chest.
- Traverse through the side, being wary of holes in the floor. Sneaking is recommended.
Invisible Maze (Difficulty: 1/10)
- Go through the barrier block maze, until there's a the button next to the stained glass doorway.
Timed Parkour (Difficulty: 9/10)
- Pressing the button will reveal a set of parkour over a void teleport. This parkour is timed, giving around 10-15 seconds to complete it before it disappears.
- The toughest jump here is a 3 block 1 up 1 to the side jump. Consuming sugar or a speed potion right before this jump can make it easier to do.
- After completing the parkour, continue going forwards, be wary of holes in the ground.
- A jump shortly after completing the timed parkour requires a 3 block 1 to the side jump.
- The rest of the group should eventually make it to another button, revealing a 4 block jump for a short time. Complete this jump, and wait for the group on the other side.
- It is recommended to gather momentum by doing a jump beforehand from the wall in order to make the jump.
Splash Potion Parkour (Difficulty: 7/10)
- In this room, splash potions of harming will be constantly firing from dispensers, at a rate of every 5 seconds.
- There are a few safe spots, so make sure to time jumps well. Observing the potions firing a few times before attempting it can help figure out the safe spots, and how much time there is between each firing.
- If done without timing, there's the risk of being hit off, or taking a large amount of damage. Make sure to be as close to full health as possible before jumping from safe spots.
- Drop down into the hole at the end of the corridor and refill water bottles, as this is the last water refill.
Third Corridor (Difficulty: 2/10)
- Run through the sandstone hallway, being wary of the zombie spawners. Make the jump at the end.
- Continue along the barrier blocks, and be wary of a 3 block jump up ahead.
Second Void Plate Room (Difficulty: 6/10)
- Three players are required for this room.
- Be careful of the platforms with red-stained clay above them as these have barrier blocks above them, making them unreachable.
- To check which ones can be jumped to, try shooting at the space above the platform using a bow, and if the arrow sticks there are barrier blocks there.
- Have all three players standing on each of the pressure plates here.
- Once all are stepped on at the same time, proceed through the now open glass door and regroup.
Wave Room (Difficulty: 9/10)
- Once regrouped and prepared, press the stone button and be prepared to fight a large amount of zombies.
- There are five waves of increasing zombie and pigmen count, with a Giant spawning in between the second and third wave.
- Killing all of the zombies and the Giant will open the door in the middle of the east wall. Go inside and get ready for the boss room.
Boss Room (Difficulty: 10/10)
- After clearing out every last zombie in the wave room, the door to the east will open. Take the staircase, collect the third and final bonus chest, and distribute arrows roughly equally among your groupmates.
- When ready to begin, press the button on the black concrete.
- The boss is a Wither, fought on a 4x3 grid of platforms over the void. A 3 block jump must be completed to traverse between platforms, and you cannot traverse platforms diagonally.
- The boss has 9 lives. To remove one of these lives, shoot all 6 sea lanterns located inside its eyes with arrows. After all eyes have been shot, the boss will fire a volley of arrows at the first two middle platforms. If hit, it is likely to be knocked into the void.
- The eyes will remain closed for five seconds after the boss takes damage, so the minimum theoretical time to beat this boss in is 46 seconds (9*5 + 1 second for arrows to travel from the door to the eyes).
- As soon as the boss room is opened, 11 of the 12 platforms will be adorned with purple particles. There will be ten seconds to find and relocate to the one platform without particles on it in order to avoid the Wither's attack.
- The attack deals six hearts to all players not on the safe platform via the instant damage effect. It can hit while the player is midair, so it may be safer in some cases to stand still and tank the damage rather than be gimped into the void.
- The wither will now randomly choose another 'safe' platform. Again, 10 seconds will be given to reach them. This cycle continues until the boss is killed.
- Approximately three seconds after the wither attacks for the first time, zombies will spawn directly above nine of the 12 platforms. The three safe platforms constitute the row that the wither-safe platform is on.
- The safe row is indicated by the sets of 8 redstone lamps (4 per side) next to each row.
- Less experienced players often deal with this by having one person swing above their head in the middle of the platform, so as to kill the zombie before it can knock anybody off of what used to be the wither-safe platform.
- More experienced players will deal with this by carefully watching the redstone lamps as the wither attacks, then running to the safe row before the zombies can spawn. This is very risky if the safe row is three rows away.
- Most of the zombies will fall off of the platforms if somebody sprint-jumps to draw their aggro. The rest of them can be quickly bowed down.
- Zombies will spawn again in this manner every four waves, so as to spawn on the 1st, 5th, 9th, 13th, etc. waves.
- This means zombies will spawn every 40 seconds after the first spawn. Particularly smart gamers will watch a timer to make sure they know when the zombies will spawn.
Loot Halls (Difficulty: 0/10)
- After the boss has been defeated, doors will open in between each set of platforms. It does not matter which door is jumped to.
- Get to the loot by running east through the hallway. Collect the 20 dungeon_tier_5 chests, Simoon's set legendaries, and Simoon's Seal.
- Congratulations on beating Anemos Sanctum!
- If inexperienced at parkour, it is best to steer clear of this dungeon.
- Due to the high amount of arrows needed for the boss, it is highly recommended to bring an Infinity I bow.
- Due to the height of lots of jumps in the Spire Room, it is recommended to bring Feather Falling IV boots.
- This is the crumbling temple to the Wind God, Simoon.
- Anemos Sanctum used to have the symbols of the four elements, but now it's only the Wind Symbol.
- Anemos Sanctum means Sanctuary of Wind. Anemos is Greek for "Wind" and Sanctum is Latin for "Sanctuary".
- MineZ's Anemos Sanctum was based off of a dungeon by the same name in the game Golden Sun. This is supported by the fact that some of the rooms found in the dungeon were completely identical to the Anemos Inner Sanctum in Golden Sun (Most notably, the First Plate Room). The old version had a stronger resemblance than the current one.
- There used to be depictions of various Magic: the Gathering symbols inside the temple. They could only be seen from the MineZ Map using Underground view.
- This dungeon receives an update pretty much every time a major update rolls out.
- In 2012, Anemos Sanctum was a soloable puzzle dungeon built mostly out of stone brick and sandstone.
- Sometime in 2013, Anemos was updated to resemble the dungeon we have today, with jumps on glass over the void, a spire room, a wave room, and a boss room. It was also given the Rabbit Feet and Kikuichimonji as legendary prizes.
- In the secret update in 2015, the dungeon received a logout shroud and the Simoon's Set of elite legendaries in replacement of their two predecessors.
- The dungeon received an aesthetic overhaul for pre-origins in 2017. The obsidian representing the void was replaced with coal blocks, the design of the walls was varied more, barriers were used instead of glass (except where the glass was necessary to see the edges of jumps), and said glass was replaced with black stained glass. This update also added a couple of trap buttons, a functioning grapple shroud, and the infamous "Run like the Wind" section.
- In the Origins update in 2020, the coal blocks were replaced with black concrete and the purple wool was replaced with purple concrete. This update also reduced the required group size from 4 to 3, added the two parkour wings to the hallway preceding the spire room, added a bow + arrow requirement early on in the dungeon so players wouldn't end up at the very end without a bow to fight the boss, and made the boss itself harder by changing the number of wither-safe platforms from 3 to 1.
- There is a Lore Block here, inside the dungeon's entrance:
|Here on this slope lies the gateway to the ancient temple of Simoon, god of the wind.|
Once free to send the gift of wind throughout the land, Simoon now rests eternally bound.
Simoon’s gale is no longer felt across the world, and the melody of the wind as it blew throughout the sanctum has been reduced from a song to a low howl.
Yet, deep inside, a low song may still be heard…