How the Anomaly Detected Anomaly Catalog Is Built
Anomaly Detected ships with five chapters (residential block, neighborhood, school, hospital, and mall) and each one keeps its own anomaly list, Journal entry set, and spawn weighting. The anomaly detected anomaly catalog is not one giant pool — every chapter pulls from its own roster, which is why a perfect Chapter 1 clear does not roll over into Chapter 2 progress. If you want full Journal credit you have to learn each roster on its own terms.
The game is a Roblox surveillance-horror title from BanuTheCat under X Core Studios, with the universe sitting at universeId 10391036163 and the experience page on Anomaly Detected Grinding (Cr1ms0nX). Across all five chapters, the developer has scoped the total anomaly set around 61 spawns (reported by community data as of the September 2026 patch), and each spawn belongs to one of the visual, audio, or furniture families. Understanding those families first makes the per-chapter lists much easier to memorize.
The way spawns are weighted matters as much as the lists themselves. Common anomalies show up almost every shift, rare anomalies can take a dozen or more contracts before they appear, and a small handful of run-ending spawns only show on Veteran difficulty or after a hidden trigger fires. The catalog below is organized so you can clear the easy chapter lists quickly and then budget your stamina for the spawns that actually block 100% completion.
Why a Chapter-Wise Catalog Beats a Flat List
A flat list of 61 anomalies is technically correct but useless in a live shift. A chapter-wise catalog lets you tie every spawn to a specific room, a specific camera angle, and a specific report budget, which is what the Journal completion tracker actually rewards. Players who treat each chapter as its own mini-roster clear the full set noticeably faster than players who try to memorize everything at once, according to community runs posted on YouTube grind sessions like Anomaly Detected Grinding by Cr1ms0nX.
| Roster Attribute | Chapter 1 (Residence) | Chapter 2 (Neighborhood) | Chapter 3 (School) | Chapter 4 (Hospital) | Chapter 5 (Mall) |
|---|---|---|---|---|---|
| Approx. Anomaly Count | 9 | 11 | 13 | 14 | 14 |
| Difficulty Tier | Easy | Easy–Medium | Medium | Hard | Hard |
| Dominant Family | Furniture | Visual | Visual | Furniture + Audio | Visual + Audio |
| Avg. Report Cap | 6 | 6 | 5 | 5 | 4 |
| Veteran Hidden Spawns | 0 | 1 | 2 | 2 | 3 |
This table is the spine of the rest of the article. Every per-chapter section below maps back to one of these rows and explains where collectors lose their 100% completion entries.
Anomaly Detected Every Anomaly Chapter 1 — The Residential Block
Chapter 1 is the on-ramp chapter and the anomaly detected every anomaly chapter 1 roster is small enough to brute-force in a few shifts. The residential block is a single house with a living room, kitchen, bedroom, and bathroom, and the anomaly list leans heavily on furniture swaps because the developer wants new players to learn object permanence before they tackle multi-camera layouts.
The bedroom is the slowest room to clear on a first run, and players who want a deeper walkthrough of the specific camera order can cross-reference our chapter-by-chapter anomaly locations breakdown. For most first-time players, the bigger value is just understanding which spawns in Chapter 1 are guaranteed versus which ones gate the completion badge.
Chapter 1 Spawn Roster and Practical Notes
| Anomaly | Room | Type | Spawn Rate | Notes |
|---|---|---|---|---|
| Couch Slide | Living Room | Furniture | Very High | Easy to spot if you check the cushion gap |
| Pillow Swap | Bedroom | Furniture | High | Reported by players as the most-missed Chapter 1 entry |
| Chair Rotation | Dining | Furniture | High | Rotation is small (≈15°) — read the leg shadow |
| Kitchen Island Prop | Kitchen | Furniture | Medium | Usually a pan or kettle that relocates |
| Picture Frame Tilt | Hallway | Visual | Medium | Tilt is 5–10°, easy to confuse with camera shake |
| Bathroom Towel Color | Bathroom | Visual | Low | Rare on first runs; shows more on Veteran |
| Door Ajar Shift | Front Door | Visual | Medium | Door moves a few inches from the original position |
| Light Flicker (faint) | Hallway | Audio + Visual | Low | Sound cue first, visual confirmation second |
| Shadow Source | Bedroom | Visual | Low | Hidden until Veteran; first completion blocker |
Practical habit: clear the living room and kitchen in a single pass, then circle back to the bedroom for a second look. The Pillow Swap and Shadow Source entries account for the majority of missed Chapter 1 spawns according to community data.
Anomaly Detected Every Anomaly Chapter 2 — The Neighborhood
Chapter 2 widens the camera bank to multiple houses and an outdoor street view, which is why the anomaly detected every anomaly chapter 2 roster is the first real test of attention. The chapter still has a forgiving 6-report cap per shift, but the spawns are more spread out and several entries only appear after the second or third contract of a sitting.
The single most useful mindset shift between Chapter 1 and Chapter 2 is that you can no longer rely on a single wide camera. Outdoor cameras show the street and a single house, indoor cameras cover one room each, and a handful of anomalies only become visible when you flip between two cameras in quick succession. The decoys here are also the first ones that feel intentional — the developer plants false flags to teach you to read a room layout before you commit a report.
Chapter 2 Spawn Roster and Practical Notes
| Anomaly | Camera / Location | Type | Spawn Rate | Notes |
|---|---|---|---|---|
| Streetlight Color | Outdoor Street | Visual | High | First outdoor anomaly; easy once you know the baseline |
| Mailbox Flag Down | Outdoor Street | Visual | Medium | Flag rotation, not position |
| Window Curtain Pull | House 1 Bedroom | Visual | High | Curtain color and length both change |
| Sofa Cushion Count | House 1 Living | Furniture | Medium | One cushion removed or duplicated |
| Kitchen Pot Lid | House 1 Kitchen | Visual | Medium | Lid off vs. on is the entire cue |
| House 2 Door Mat | House 2 Entry | Furniture | Low | Mat orientation flips 90° |
| House 2 Wall Clock | House 2 Hall | Visual | Low | Hands jump; time change is subtle |
| House 2 Bathroom Mirror | House 2 Bath | Visual | Medium | Mirror tilt, not reflection change |
| Backyard Chair Move | House 1 Yard | Furniture | High | Only visible on the outdoor camera |
| Fence Gate Swing | Backyard | Visual | Low | The first "environment" anomaly |
| Car Headlights | Street | Audio + Visual | Very Low | Hidden until Veteran; major completion blocker |
Chapter 2 is where many players first hit the report cap, because the street camera competes with the indoor cameras for your attention. The Car Headlights entry is also the first Veteran-only spawn in the catalog, so if you are farming badges on lower difficulty you will simply never see it. For pacing tips, players who want a broader look at how shifts stack up across difficulty modes can pair this with our anomaly detected chapter clear rate reference.
Anomaly Detected Every Anomaly Chapter 3 — The School
Chapter 3 is the pivot point in the anomaly detected every anomaly chapter 3 roster because the camera bank grows again and the report cap drops by one. The school chapter covers classrooms, a cafeteria, a locker room, and a small administrative wing, and it is the first chapter where audio anomalies start to outnumber pure visual swaps. A player who only trained their eyes on Chapters 1 and 2 will start missing shifts here unless they rebalance their scan order.
The school is also the first chapter that punishes route-rigidity. Two anomalies can spawn on the same camera in the same contract, and the report cap of 5 means you cannot afford to burn your budget on the wrong room. The Journal completion counter in Chapter 3 is the first one that most players have to revisit on Veteran to finish.
Chapter 3 Spawn Roster and Practical Notes
| Anomaly | Location | Type | Spawn Rate | Notes |
|---|---|---|---|---|
| Classroom Chair Stack | Room 1 | Furniture | High | One chair added to or removed from the stack |
| Whiteboard Eraser | Room 1 | Visual | Medium | Eraser moves to a different tray slot |
| Cafeteria Tray Line | Cafeteria | Furniture | Medium | Tray count on the belt changes |
| Locker Door | Hallway | Visual | High | One locker left open in a row of closed lockers |
| Bathroom Stall Door | Restroom | Visual | Low | Stall door is the wrong color or ajar |
| Gym Equipment Move | Gym | Furniture | Medium | A single weight plate is missing |
| Principal Office Frame | Office | Visual | Low | Picture frame replaced or flipped |
| Library Book Stack | Library | Furniture | Medium | Book stack height changes by one |
| Fire Bell Ring | Hallway | Audio | Medium | Single ring, not the full alarm — easy to miss |
| Footstep Pattern | Hallway | Audio | Low | First pure audio anomaly in the catalog |
| Clock Chime Offset | Library | Audio + Visual | Low | Chime happens at the wrong beat |
| Chalkboard Writing | Room 2 | Visual | Low | Writing appears that was not in the baseline |
| Hidden Janitor Mop | Hallway | Furniture | Very Low | Veteran only; big completion blocker |
The two audio-first anomalies in this chapter (Footstep Pattern and Clock Chime Offset) are the most-missed Chapter 3 entries according to community data. If you are not actively listening with headphones, you will treat them as no-spawn shifts and walk out with nothing logged.
Anomaly Detected Every Anomaly Chapter 4 — The Hospital
Chapter 4 takes the report cap down to 5 again and almost doubles the spawn variety, which is why the anomaly detected every anomaly chapter 4 roster is the longest non-final list in the game. The hospital chapter covers a reception desk, two patient rooms, an operating theater, a pharmacy, and a back hallway, and the developer leans hard into the "clinical" look — everything is white, beige, or pale green, which makes color shifts much harder to read.
The dominant failure mode in Chapter 4 is misreading the operating theater. Two overhead lights, a swinging door, and a movable cart all change position in ways that look almost identical at low resolution. The Furniture family and the Audio family are nearly tied for spawn share, which means you cannot afford to specialize in just one scan style any longer.
Chapter 4 Spawn Roster and Practical Notes
| Anomaly | Location | Type | Spawn Rate | Notes |
|---|---|---|---|---|
| Reception Plant | Lobby | Furniture | High | Pot moved or swapped with a different plant |
| IV Bag Drip | Patient Room 1 | Visual | High | Drip rate change, not the bag itself |
| Pill Bottle Label | Pharmacy | Visual | Medium | Label color flip on a single bottle |
| Wheelchair Position | Hallway | Furniture | High | Wheelchair turned 90° from the wall |
| Gurney Sheet | Operating | Visual | Medium | Sheet color or fold pattern changes |
| Surgical Tool Tray | Operating | Visual | Low | One tool removed or added |
| Monitors Display | Operating | Audio + Visual | Medium | The flatline tone is the tell |
| Crash Cart Drawer | Hallway | Furniture | Low | Drawer left half-open |
| Bathroom Sign | Restroom | Visual | Medium | Sign swapped for a different symbol |
| Light Switch Plate | Patient Room 2 | Visual | Low | Plate color flip |
| Ceiling Tile | Hallway | Visual | Very Low | Tile dropped slightly — Veteran only |
| Distant PA Announcement | Hallway | Audio | Medium | Single muffled phrase, easy to miss |
| Heart Monitor Beep | Patient Room 2 | Audio | Low | Beep tempo change, not stop |
| Pharmacy Door Ajar | Pharmacy | Furniture | Low | Door left open — hidden completion blocker |
The two audio cues here (PA Announcement and Heart Monitor Beep) are the chapter's most-skipped Journal entries. If you finish a Chapter 4 contract with only 3 anomalies logged, the missing two are almost always audio.
Anomaly Detected Every Anomaly Chapter 5 — The Mall
The mall chapter is the finale of the base catalog and the anomaly detected every anomaly chapter 5 roster is the hardest single list in the game. The report cap drops to 4, the camera bank covers a food court, a clothing store, a cinema lobby, and a maintenance corridor, and three of the fourteen spawns are Veteran-only hidden entries that most players will never see on a casual run. The mall is also the first chapter where the developer introduces environment-wide anomalies (escalator, ambient music, mall-wide lighting) that you can only catch if you think in terms of the whole frame rather than a single object.
The pacing pressure in Chapter 5 is the real challenge. With only 4 reports, you cannot afford a single false positive, and the decoy density is high enough that experienced players still average a 30–40% miss rate on their first 10 mall contracts. This is also the chapter where the anomaly detected anomaly spawn rate data points become most useful — the rarest spawns are almost all chapter 5, and skipping them on a contract is the difference between a 100% Journal and a 90% one.
Chapter 5 Spawn Roster and Practical Notes
| Anomaly | Location | Type | Spawn Rate | Notes |
|---|---|---|---|---|
| Food Court Tray | Food Court | Furniture | High | Tray count change, easy to spot |
| Escalator Direction | Mall Center | Visual | High | Direction flips, very obvious |
| Storefront Sign | Clothing Store | Visual | Medium | A single letter or color changes |
| Mannequin Pose | Clothing Store | Visual | Medium | Pose change, not color change |
| Cinema Poster Frame | Cinema Lobby | Visual | Medium | Poster replaced with a different title |
| Popcorn Machine | Cinema Lobby | Audio + Visual | Low | Humming tempo change |
| Maintenance Cart | Back Hall | Furniture | High | Cart moved 2–3 feet from the wall |
| Restroom Sign | Restroom | Visual | Low | Sign swapped; same trap as Chapter 4 |
| Ambient Music | Mall Wide | Audio | Medium | The single most-missed Chapter 5 entry |
| Ceiling Light Panel | Food Court | Visual | Low | One panel slightly dimmer than the rest |
| Floor Tile Pattern | Mall Center | Visual | Very Low | Veteran only — big completion blocker |
| Storefront Door Ajar | Clothing Store | Visual | Medium | Door left half-open |
| Hidden Cashier | Food Court | Furniture | Very Low | Veteran only — completion blocker |
| Closing Announcement | Mall Wide | Audio | Low | Single chime pattern, easy to mix with Ambient Music |
If you can clear the mall chapter without burning your report cap on Ambient Music or Closing Announcement, you are effectively playing at a community-competitive level. The two Veteran-only spawns (Floor Tile Pattern and Hidden Cashier) are the entries that separate a 12/14 clear from a 14/14 clear, and they are the ones most collectors never unlock.
Reading the Spawn Rate Column Across the Catalog
The spawn rate column in the tables above is the single most underrated field in the anomaly detected anomaly spawn rate data set. It is what tells you which entries you can expect to log inside a handful of contracts and which ones you have to grind for. Players who treat spawn rate as decoration almost always end the chapter with a partial Journal because they stop farming as soon as the common spawns dry up.
The rate bands are not officially published, so the values above are drawn from community data and a few thousand hours of grind sessions posted publicly on YouTube. They should be treated as a planning aid rather than a guarantee, but the ordering is consistent: a "Very High" entry in Chapter 1 will appear in roughly 80–90% of contracts, while a "Very Low" Veteran entry in Chapter 5 might appear in 3–5% of contracts even with a skilled player running them.
How the Spawn Rate Bands Map to Strategy
| Band | Approx. Frequency | Strategy Implication |
|---|---|---|
| Very High | 4 of every 5 contracts | Use as your "free" reports to learn the camera angles |
| High | 2–3 of every 5 contracts | Build your report habit around these |
| Medium | 1 of every 3–4 contracts | Worth a dedicated scan pass per shift |
| Low | 1 of every 8–10 contracts | Plan dedicated farming runs |
| Very Low (Veteran) | 1 of every 20+ contracts | Only realistic with optimized route and report discipline |
The general rule that falls out of this table: if an anomaly is in the "Very Low" band, you should not be trying to log it on your first clear of the chapter. Burn your early contracts on the "Very High" and "High" entries, lock the easy Journal progress, and only switch to spawn-rate farming once the cap stops mattering. When you're ready to move past that "Very High" entry, the next real test of your squad comes in Anomaly Detected Chapter 3, where the enemy mix shifts and the spawn patterns finally reward the kind of long, efficient clears you've been training for.
Putting the Catalog Together for 100% Journal Completion
A 100% Journal run is really three grinding phases stacked on top of each other: clear the chapter's common spawns, clean up the medium-rarity entries, then farm the rare and Veteran entries until they finally show up. The anomaly detected anomaly catalog is most useful when you treat it as a checklist of which phase you are currently in, rather than a single to-do list.
Phase 1 (Clearing) is two to four contracts per chapter on lower difficulty, and it should net you roughly 60% of the Journal in a single sitting. Phase 2 (Cleaning) is another four to six contracts where you focus specifically on the Medium band spawns and start paying attention to audio cues you previously ignored. Phase 3 (Farming) is the long tail, and it is the part where most collectors quietly stop. The spawns in the Low and Very Low bands are the only reason this phase exists, and they are the reason the catalog has a spawn rate column at all.
For collectors who want a side-by-side view of how the chapters rank on farming efficiency, the anomaly detected chapter clear rate reference summarizes community completion percentages and is a useful companion to the per-chapter rosters above. Pairing the catalog with that reference is the fastest way to map a target badge to a specific grind plan.
Frequently Asked Questions
How many anomalies are in the Anomaly Detected anomaly catalog in total?
The full anomaly detected anomaly catalog contains roughly 61 spawns spread across the five chapters, with about 9 in Chapter 1, 11 in Chapter 2, 13 in Chapter 3, 14 in Chapter 4, and 14 in Chapter 5 according to community data as of the September 2026 patch. Veteran difficulty adds a small number of hidden variants on top of that base set.
Which chapter has the hardest anomaly list to clear?
Chapter 5 (the mall) has the hardest list because the report cap drops to 4 and three of its entries are Veteran-only hidden spawns. Chapter 4 is a close second, mainly because audio anomalies start to outnumber pure visual swaps and the operating theater is easy to misread.
Do anomaly spawn rates change with difficulty?
Yes. The base spawn rate column in the per-chapter tables reflects Normal difficulty. On Veteran, common spawns stay roughly the same, Medium entries show up a bit more often, and the Low and Very Low bands become the dominant source of new Journal progress because most of the hidden variants only appear on that difficulty.
Can you complete the Journal without playing Veteran?
You can clear most of the anomaly detected anomaly catalog on Normal, but a handful of entries in Chapters 2, 3, 4, and 5 are gated to Veteran and will not appear at all on lower difficulties. Expect to spend a small chunk of your final completion run on Veteran contracts.
How long does a full 100% clear realistically take?
Community estimates put a full 100% clear in the 25–40 hour range for a player who already knows the per-chapter rosters, and somewhat higher for first-time players who have to learn the spawn rate column and the report cap interaction from scratch. The bottleneck is almost always the Very Low Veteran entries in Chapters 4 and 5.