Chapters

Chapters

Anomaly Detected chapter walkthroughs for The Residence, The Neighbourhood, The School, The Hospital and The Mall, with per-room routes and clear-rate data.

5
Live Contracts
4.1%
Hardest Clear

Introduction

Chapters covers the five live contracts in release order, and it is the section to read once you understand how a single shift works. Each contract drops you into a different building with its own anomaly pool, and clearing one is the only way to unlock the next, so progress is strictly linear. What changes between chapters is not the rules but the geometry. The Residence is a bedroom-focused set with a small number of feeds and a forgiving clear rate, which is why roughly half of all attempts finish it. The Neighbourhood moves outdoors and adds street, driveway and window anomalies that are easy to lose in a wide frame. The School introduces long corridors where distant anomalies are visible but tiny, and the clear rate drops below ten percent. The Hospital is the hardest contract currently live, with glass partitions and reflective surfaces that hide figures until they move. The Mall arrived most recently and is the largest map, with storefront and escalator spaces that reward a group splitting the feed bank. Reading each chapter guide before queueing changes the experience: instead of learning the building under time pressure, you arrive already knowing which rooms deserve the most camera time.

Chapter Release Timeline

ChapterLocationReleasedClear Rate
Chapter 1The ResidenceJun 28, 202648.1%
Chapter 2The NeighbourhoodJul 13, 202614.9%
Chapter 3The SchoolAug 25, 20268.5%
Chapter 4The HospitalSep 4, 20264.1%
Chapter 5The MallSep 12, 2026No data yet

Chapter Contracts

C

The Residence

active

Chapter 1 — the tutorial contract

LayoutA bedroom-focused set: a bed, a pair of nightstands, a dresser and a window dominate the frame, giving you a small number of anchors to memorise and a short sweep cycle between them.
Anomaly PoolStarter anomalies only — shifted furniture, swapped wall art and objects that appear on the wrong surface. There are no active figures and environmental changes are rare, which is why the map is forgiving.
Why It Clears So OftenNearly half of all attempts finish this contract because the pool is small and the reporting window on Normal is generous. It is the correct place to build the baseline-sweep habit before moving on.
Before You Move OnReplay it on a higher tier once you can sweep without hesitating. That is where the tier changes stop being theoretical and start costing you runs.
B

The Neighbourhood

Chapter 2 — outdoor cameras

LayoutExterior feeds covering streets, driveways and the windows of several houses. The frames are wide, which means each camera shows more content but each individual detail is physically smaller on screen.
Anomaly PoolChanged street details, moved vehicles, lights that switch on by themselves and window anomalies. Exterior cameras make a change easy to see in the frame as a whole, but harder to pin down without zoom.
Biggest TrapAssuming an outdoor frame is static. Vehicles and street furniture are exactly the kind of large, slow-moving detail that a player stops consciously checking after the first few sweeps.
Clear RateAround fifteen percent of attempts clear it. The drop from Chapter 1 is mostly geometry — more frame to cover, less forgiving windows for a wrong report.
A

The School

Chapter 3 — long corridors

LayoutHallways, classrooms and stairwells, with sightlines long enough that a single camera can cover an entire corridor. Distant anomalies are technically visible but occupy very few pixels on screen.
Anomaly PoolMissing desks, altered chalkboards and figures standing in corridors. This is the chapter where the figure class becomes a real threat, because a still silhouette at the end of a hallway is easy to sweep past.
What Makes It HardLong sightlines invert the usual problem. Instead of too little information, you have too much at too small a scale, so zoom discipline matters more here than on any earlier contract.
Clear RateUnder ten percent of attempts. Most failures trace back to a corridor figure that was visible on camera and simply never registered with the player watching it.
S

The Hospital

Chapter 4 — the hardest live contract

LayoutWards, reception areas and glass partitions. Reflective surfaces are the defining feature: a figure can be present in a room and only readable as a reflection until it moves, which delays recognition.
Anomaly PoolChanged bed layouts, moving curtains and silhouettes behind glass. Glass introduces a class of anomaly where the change is visible in a surface rather than in the room itself.
Why It Is BrutalReflective frames defeat the anchor technique that works elsewhere, because the thing you are comparing is not the object occupying a fixed position but a reflection of something that may not even be in frame.
Clear RateAround four percent of attempts. It is the correct place to bring a co-op lobby: splitting the ward cameras between players is the most reliable way to cover the reflections at all.
A

The Mall

new

Chapter 5 — added Sep 12, 2026

LayoutStorefronts, mannequin displays and escalators across the largest map released so far. The feed count is higher than any previous contract, and the spaces are visually busier than a bedroom or a ward.
Anomaly PoolStorefront, mannequin and escalator anomalies, still being catalogued by the community. Mannequins are the notable new element: they are already figure-shaped, so a changed pose or position is genuinely ambiguous.
Current StatusNewly released, so clear-rate data and badge award counts are not yet meaningful. Expect the pool and the balance to change as the developer patches the newest content.
How to Approach ItTreat your first runs as reconnaissance rather than clear attempts. Build a baseline for each storefront before you start reporting, and avoid burning attempts on a map you have not learned yet.

Core Mechanics

Chapter progression in Anomaly Detected is linear, and that single design choice shapes how you should approach the game. You cannot skip The Residence to reach The Hospital, and you cannot carry a cleared contract forward — each one has to be beaten on its own terms before the next unlocks. The practical consequence is that every chapter is both a test and a tutorial for the next: The Residence teaches the baseline sweep, The Neighbourhood teaches wide-frame discipline, The School teaches zoom, and The Hospital forces you to read reflections. Difficulty is layered on top rather than replacing any of this. Every chapter can be replayed on Rookie, Normal, Advanced and Veteran, and the tiers change the reporting window and spawn rate rather than introducing new mechanics, which means a contract you understand does not become a different game when you raise the tier. Badge structure mirrors the same three axes: each chapter carries a completion badge on Normal, a Veteran badge for the top tier, and a journal badge for logging every anomaly in that location at least once.

Advantages

The clearest advantage of working through chapters in order is that the difficulty curve is honest. Each contract introduces exactly one new conceptual challenge and gives you a small, readable anomaly pool to practise it against, so the skill you build on The Neighbourhood is the one you need on The School. Chapter-focused preparation also makes badge chasing far more efficient. Because completion, Veteran and journal badges are all per-location, knowing a single chapter deeply lets you pursue three different goals on the same map instead of relearning a building for each one. The clear-rate data in this section adds a second kind of advantage: it tells you honestly where you are likely to fail. A player who knows that Chapter 4 clears at roughly four percent will not read a personal failure streak as a skill problem when it is simply the expected outcome. Finally, later chapters are where co-op pays off most, and knowing a map room by room is what makes splitting the feed bank between players actually work rather than just dividing a crowd.

Challenges

The obvious cost of a linear contract structure is that a wall in one chapter stops everything. A player who cannot clear The Hospital cannot see what The Mall contains, and because the Hospital clears at around four percent, that wall is genuinely high for a solo player. Clear-rate data is also double-edged: it is drawn from badge award statistics, which count awards against visits rather than against completed attempts, so the percentages understate how often a player who actually finishes runs succeeds. The newest chapter is a different kind of limitation. The Mall was added recently, so its anomaly pool is still being catalogued, its clear rate is not yet meaningful, and any guide written about it now will need revision as the developer patches the balance. Finally, chapter knowledge is perishable in the strictest sense — pools get rebalanced and new anomalies are added to old contracts, so a route learned three patches ago can quietly stop matching the live build.

Frequently Asked Questions

Do I have to finish a chapter to unlock the next one?+
Yes — progression is strictly linear and each contract gates the following one. Clearing the current chapter on Normal is what unlocks the next location, and there is no shortcut through a higher difficulty tier. In practice this means The Residence is a genuine tutorial rather than optional content: the baseline-sweep habit you build there is the same habit every later chapter assumes you already have. Veterans chasing badges still have to clear each contract on its own terms before they can push it to the top tier.
Which chapter should I farm for journal completion?+
The Residence is the most efficient journal target, and The Neighbourhood is the second. Both have small, readable pools with no figure anomalies, so a capture run is a matter of patience rather than perception. The School and The Hospital are far harder to complete because the anomalies most likely to be missing from your journal are exactly the ones that are hard to notice, which is why they remain unlogged in the first place. Grind the easy chapters first and treat the hard ones as long-term projects.
Is The Mall worth playing right after release?+
It depends on your goal. If you are chasing completion badges, the Mall is where the freshest ones are, and early badges in a new contract are usually the easiest to claim while the wider player base is still learning the map. If you are trying to raise your clear rate, the opposite is true: the anomaly pool is still being catalogued, the balance will shift under you, and your attempts are better spent mastering an older contract whose behaviour is stable and documented.

Quick Tips

💡

Build a baseline before you attempt a serious clear on any new contract. The first run on a fresh chapter should be reconnaissance, not a clear attempt: walk every camera, memorise the anchor objects, and accept that you will probably fail the shift. That first failure is the cheapest information you will ever get on a map.

💡

Replay a cleared chapter on a higher tier rather than jumping straight into the next location. The tier changes the reporting window and spawn rate without adding new mechanics, so it isolates difficulty from unfamiliarity and tells you honestly whether your sweep is actually fast enough. It separates difficulty from unfamiliarity, so the result tells you something useful about your own sweep either way.

💡

Bring a co-op lobby to the ward-style maps and split the feeds by room rather than by camera. The Hospital and The Mall both punish a single watcher because reflections and busy storefronts need deliberate attention, and a fixed slice per player is what keeps every camera genuinely covered. A fixed slice per player is what keeps every camera covered, and it also stops two people watching the same room.

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