Lost in Anomaly is one of those games where you don’t really “learn” it through tutorials. You learn it by slowly realizing what feels wrong. The whole experience is built around memory, attention, and that constant anxiety that something might change when you aren’t looking.
This guide walks through every anomaly currently known in the game, but more importantly, it explains how to actually spot them consistently, because just memorizing a checklist won’t help much once panic kicks in.
Lost in Anomaly Guide Wiki – All Anomalies List
There are two things a lot of players misunderstand early.
On the lower floor, if the first two rooms look completely normal, that does not mean you’re safe. It usually means you’ve triggered either a Monster or a Developer event, and strangely enough, both of these actually give you a free floor. So sometimes “nothing happening” is actually something happening.
Also, the elevator is not a safe zone. Standing inside without pressing the button does absolutely nothing. The game still considers you active in the environment, which means you can die while just waiting there thinking you’re protected.
General Hallway Anomalies
These are the ones that can appear before you even enter specific rooms, and they’re easy to miss because they’re subtle rather than dramatic.
One of the biggest tells is the green candle. Normally it should not glow that color, and sometimes it appears alongside a strange audio cue, though not always. Either can happen alone or together, which makes it confusing.
You also need to watch for a strange rabbit figure visible only under purple lighting. It’s not exactly clear what it is, and honestly it looks more like a visual glitch than a creature, but if you see it, it counts.
A ringing phone is another straightforward anomaly. It’s one of the few audio-driven ones, so if you hear it before you see it, trust your ears.
And something that trips up a lot of players: the floor should have water on it, not blood. If you see blood instead, that’s automatically an anomaly.
There’s also a possible broken hallway light that appears randomly. It’s unclear whether it officially counts, but it’s safest to mark it anyway.
The First Room Anomalies
This room is where the game starts testing your awareness of small environmental details.
The glass panel should always be intact. If it’s cracked or shattered, that’s an anomaly.
There’s also a creepy painting where the woman’s eye can become censored, or sometimes a man appears standing in the corner of the room. These can happen separately or at the same time, which makes this one particularly tricky.
One of the most important survival rules here is simple: do not look back. Some anomalies are triggered by turning around, and once triggered, they can end your run very quickly.
You also need to check the arrow sign. Normally it points in a consistent direction, so if the arrowhead points right when it shouldn’t, mark it.
Finally, pay attention to shadows. If an extra shadow appears or something casts one when it shouldn’t, that’s another anomaly.
The Second Room Anomalies
This room has the highest number of possible changes, and honestly, it’s where most runs fall apart because it’s easy to miss something.
The entire room layout should never appear upside-down. If it does, that’s an immediate anomaly.
The TV should normally be off. If it’s showing any kind of footage or static, that counts.
A random head appearing anywhere in the room is another clear sign.
There’s also a shelf where either a bomb can appear on the wall or a book can float near the ceiling. Both can occur separately or at the same time.
Sometimes a strange portal-like visual distortion shows up. It looks unnatural and very obvious once you know what to look for.
Watch the pair of balls in the room carefully. If the one on the right starts moving on its own, that’s not normal.
Check framed pictures too. If you see a watermark suddenly appear inside one, that’s an anomaly.
Spiders can also appear, and they’re small enough to miss if you rush.
The clock is another detail players often overlook. If its hands move too fast, that’s not just decorative animation — it’s an anomaly.
Lastly, check the lamp. If it changes position or appears differently than usual, mark it.
Text and Door Anomalies
Between rooms, there are some environmental signs that are easy to ignore because they feel like background props.
One sign should always read “GREAT THINGS TAKE TIME.” If the wording changes even slightly, that’s an anomaly.
Another sign should read “GAME OVER.” Again, any difference in text counts.
And if you ever see a door where there shouldn’t be one at all, that’s a major anomaly.
The Third Room Anomalies
This room is more about object placement than obvious visual horror.
There are three specific objects that must match their normal appearance. If any of them look different, even slightly, you should mark it.
There should never be a chest on the table. If one appears, that’s clearly wrong.
And finally, you may encounter what players call the Devil’s Hand, which is exactly what it sounds like — an unnatural hand appearing in the environment. That one is hard to miss once you see it.
The biggest mistake players make is trying to memorize a list instead of memorizing the normal state of each room.
If you focus on remembering what everything looks like when it’s correct, anomalies become obvious. But if you rely on checklist thinking, you’ll hesitate, second-guess yourself, and lose time.
Most experienced players don’t actively search for anomalies. They just walk through each room with a mental snapshot of how things should look, and anything that feels off immediately stands out.
And that’s really the core of Lost in Anomaly — it’s not about horror jumpscares, it’s about slowly realizing that something small is wrong, and knowing that missing it could end your run.