Anemos Sanctum

Anemos Sanctum is the sanctum at the edge of Contigo that was created by the ancient Anemos civilization. It is impossible to reach until one is able to use Teleport Psynergy. The inner part of the sanctum is also unreachable unless one has collected all 72 Djinn in the game. The final boss of the Sanctum is Dullahan, a very difficult enemy to defeat.

Main Room
The first room entered if one uses the teleport pad in the middle of Contigo is exceptionally large. Most of it, however, is an abyss; four separate areas lay in the four corners that represent the four elements. Each area has a large circle in the middle that depicts an example of what that element is; around each pad, there are a small amount of circles. All of these are places for the 72 Djinn. It is suggested that the Anemos, being an incredibly advanced and prophetic civilization, knew of the Djinn locked away in Sol Sanctum, and prepared this first room.

General Dungeon
The actual dungeon itself has the music of Sol Sanctum. At the beginning, there is an empty room with a summon tablet at the end. Once you go near it, everything turns sepia and words flash across the screen; they tell you that long ago, the Anemos sealed away the power in the slate; that which was a terrible darkness. It tells you that if you wish to obtain the darkness, you must attack the slate. If you follow the instructions, you will get Charon.

What ensues after is most definitely the most challenging dungeon in either games. It is notorious for having comically strong enemies and near-impossible rooms. It also introduces several exclusive puzzles and concepts that truly show the brilliance of the Anemos. The most infamous of these puzzles are the "mirror blocks", which resemble a Carry block with a crude, almost stick-man like drawing of a person on them. These blocks are separated from Felix by a thick barrier, and Psynergy cannot be used to manipulate them. They mirror every move that the player takes (e.g. If the player moves right, the block moves left; up and down are not reversed), and are surrounded by holes. Using their mimicking properties, players must guide them through the obstacle courses and onto the switch that opens the door to the rest of the Sanctum.