Maps

Maps

Anomaly Detected map and camera layouts for all five contracts: which camera covers which room, where the blind spots are, and the sweep order that compensates for each one.

5
Mapped Locations
The Mall
Largest Map

Introduction

Maps is the reference section you keep open on a second screen while you play. Knowing what an anomaly looks like is only half the problem in Anomaly Detected; the other half is knowing which camera is showing you which room, and which corners no camera covers at all. Every contract is built from a small set of rooms, and each room is watched by a fixed camera with a fixed angle. That means blind spots are deterministic rather than random. A camera mounted above a doorway cannot see the wall immediately beneath it; a ward camera pointed at a bed may never show the corridor behind it. Once you know where those gaps are, the sweep stops being a matter of hope and becomes a route. The five maps also differ structurally in ways that change how you should allocate attention. The Residence is a single bedroom with a handful of feeds, so one player can cover everything. The Neighbourhood spreads across several exterior frames where large, slow details like vehicles are easy to stop checking. The School has corridors that reward zoom discipline, and the Hospital and The Mall are large enough that a single watcher physically cannot hold every camera at once.

Camera Coverage by Location

LocationCamera StyleCoverage StrengthKnown Blind Spot
The ResidenceInterior bedroom anglesNear-total — few feeds, short cycleWall directly beneath the window
The NeighbourhoodExterior street and window feedsWide frames, small detailsDriveways at the frame edge
The SchoolLong corridor sightlinesDistance visible, detail tinyStairwell landings between floors
The HospitalWard and partition viewsReflective surfaces read as roomsFloor behind glass partitions
The MallStorefront and escalator feedsHighest feed count in the gameUnder the escalator landing

Map Coverage

C

The Residence

active

Chapter 1 — bedroom layout

Room ShapeA single bedroom built around a bed, two nightstands, a dresser and a window. The anchor points practically memorise themselves, which is exactly why this map works as the tutorial location.
Camera BehaviourInterior angles with a short cycle between feeds. Nothing is far enough away to need zoom, and a full sweep takes only a few seconds, leaving most of the shift for comparison.
Blind SpotThe wall directly beneath the window frame is outside the camera cone. An anomaly placed low and close to that wall is technically present but invisible, and no amount of sweeping will reveal it.
How to Play ItUse this map to rehearse the baseline sweep under low pressure. Build the habit of naming each anchor as you check it, then carry that exact routine into the harder contracts.
B

The Neighbourhood

Chapter 2 — exterior cameras

Room ShapeSeveral houses viewed from outside, with feeds covering streets, driveways and windows. There is no single room to memorise — instead you hold a wide frame and compare its details.
Camera BehaviourExterior cameras that show a lot of frame at once. A change is easy to register as a difference but hard to pin down, because the individual detail occupies very few pixels on screen.
Blind SpotDriveways and paths at the extreme edge of the frame. The camera cone fades at the border, so a vehicle moved to the frame edge sits in a region you will almost never consciously check.
How to Play ItZoom on every vehicle and window before concluding a frame is clean. Large, slow-moving details are exactly the class that players stop consciously checking after the first few sweeps.
A

The School

Chapter 3 — corridors and classrooms

Room ShapeHallways, classrooms and stairwells connected by long sightlines. A single camera can see an entire corridor, which sounds generous until you realise how small a distant anomaly appears.
Camera BehaviourLong-lens corridor views with classrooms branching off. The camera covers distance well but not detail, and this is the first contract where zoom stops being optional.
Blind SpotStairwell landings between floors. The corridor cameras look along a level, so anything standing on a landing is outside every cone until it steps onto the floor you are watching.
How to Play ItSweep corridor ends first and use zoom on anything you cannot positively identify. Figure anomalies are the main threat here, and a still silhouette at distance is the hardest read in the game.
S

The Hospital

Chapter 4 — wards and glass

Room ShapeWards, a reception area and glass partitions linking them. The layout is more open than The School, but reflective surfaces mean you are sometimes reading a room indirectly.
Camera BehaviourWard cameras and partition views that behave differently from any earlier map. A camera pointed at glass shows you a reflection of a space that may not be in its cone at all.
Blind SpotThe floor area directly behind each glass partition. A figure standing there reads only as a reflection on the ward side, and if it does not move you may never resolve what you are looking at.
How to Play ItTreat reflections as first-class evidence. Sweep, then deliberately ask what each glass surface is reflecting before you decide a frame is clean, and take a co-op partner if you can.
A

The Mall

new

Chapter 5 — the largest map

Room ShapeStorefronts, mannequin displays and escalators across the biggest location released so far. Visually the busiest map in the game, with far more objects per frame than any previous contract.
Camera BehaviourThe highest feed count released to date. Just cycling through every camera consumes a meaningful share of the shift, which is why a single watcher struggles here and a lobby thrives.
Blind SpotUnder the escalator landing. The angled storefront cameras look across the concourse rather than down, leaving the space beneath the escalator outside the coverage pattern.
How to Play ItDivide the storefronts between players and build a baseline store-by-store rather than trying to hold the whole concourse in your head on a first run.

Core Mechanics

Map knowledge changes what a sweep actually is. Without it, a shift is a sequence of cameras you look at; with it, a shift becomes a route with a known beginning, a known order and a known set of places where coverage fails. The mechanical reason is that every camera in the game has a fixed position and a fixed cone, so the blind spots are properties of the building rather than of a particular run. That makes them learnable, and once they are learned the anxiety of "did I miss something" is replaced by a specific, answerable question about specific regions. Maps also interact with the anomaly classes more than players expect. Wide exterior frames make large details like vehicles easy to stop checking, long corridors make small details hard to resolve without zoom, and reflective surfaces turn a room you can see into a room you are only reading indirectly. Each of those is a map property first and an anomaly property second, which is why the same anomaly class feels different depending on the contract. Finally, the feed count itself is a resource. Smaller maps let one player hold every camera; the largest maps do not, and that is the point at which dividing the bank between co-op players stops being a preference and becomes the only workable approach.

Advantages

The advantage of learning layouts properly is that it removes the largest source of wasted time in a shift. A player who knows which camera covers which room can move through the feeds at a fixed pace instead of lingering on ambiguous frames, and that fixed pace is exactly what keeps a sweep inside the reporting window on higher tiers. Map knowledge also makes zoom efficient. Knowing that the School corridor camera compresses distance tells you where zoom is worth spending and where it is not, which is a distinction that costs a new player a lot of clock. Blind-spot awareness is a quieter but larger benefit: once you know a region is genuinely uncovered, you stop trying to watch it and start weighting your attention toward angles that actually reward it. Finally, coverage mapping is the foundation of co-op planning. Assigning each player a slice of the feed bank only works when everyone knows which physical spaces those slices represent, otherwise the group covers some rooms three times and others not at all.

Challenges

Every layout reference here is descriptive rather than authoritative. The game does not publish camera positions or coverage maps, so this section is assembled from observation across many shifts, and small details — particularly blind-spot boundaries — can shift when the developer adjusts a camera or rebuilds a room. The newest content is the least stable: The Mall was added recently and is the largest map in the game, so its coverage notes will be revised more often than those for The Residence. There is also a real limit to what a written layout can do. Describing a blind spot does not build the habit of checking it, and the players who benefit most from this section are the ones who use it as a checklist during actual runs rather than reading it once. Finally, camera coverage is not the only variable. Lighting and room contents change what a camera can meaningfully show, so a region that is technically covered can still be practically unobservable in a dim room.

Frequently Asked Questions

Why does camera coverage matter more than I expected?+
Because coverage determines what you are even capable of noticing, and no amount of skill compensates for a region no camera watches. When you know a cone does not reach a particular corner, you stop treating a clean-looking frame as proof that nothing is there, and you spend your limited attention on angles that can actually reveal an anomaly. The practical effect is a faster, less anxious sweep: a shift becomes a route through known regions rather than a series of hopeful glances at monitors you do not fully understand.
Should I learn one map thoroughly or spread my time across all five?+
Learn one map thoroughly first, because the skill of building a layout in your head transfers but the specific anchors do not. The Residence is the right starting point: its bedroom set is small enough to memorise in a single session, and the habit of naming anchors as you sweep is exactly what you will reuse on The School or The Hospital. Once that habit is automatic, adding a new map is a matter of one reconnaissance run rather than a fresh learning curve.
Is there a way to cover a blind spot, or is it simply lost?+
Some of it is genuinely lost and the honest answer is to accept that rather than fight it. But most blind-spot regions are only uncovered from one angle, and a deliberate habit of checking the surrounding frame — reflections, shadows, adjacent rooms — can sometimes reveal an anomaly whose source sits in the gap. The more reliable strategy is co-op coverage: two players watching overlapping cameras catch what one cone misses, which is why the largest maps are effectively designed around a group.

Quick Tips

💡

Name the room out loud as you check each camera. Naming forces your attention to actually land on the current feed instead of drifting back to the one that looked slightly odd two cameras ago, and it makes the sweep a sequence of deliberate checks rather than a blur. It makes the sweep a sequence of deliberate checks rather than a blur of monitors you never fully registered.

💡

Learn the blind spots of your favourite chapter before you push it to a higher difficulty. A tier that tightens the reporting window leaves no room for re-sweeping a wall that no camera covers, so knowing where coverage genuinely fails lets you stop spending time on regions that can never pay off.

💡

Zoom on every door, window and glass surface before declaring a frame clean. Doorways and reflective panels are where figure anomalies read, and a silhouette that occupies a few dozen pixels on an ordinary sweep becomes an obvious shape the moment you zoom in on it deliberately. A silhouette occupying a few dozen pixels becomes an obvious shape the moment you zoom in on it deliberately.

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