ANOMALITH Main Quest Walkthrough Part 2: Housing Complex, Subway, and the Kaede Mori Capture

ANOMALITH main quest walkthrough part 2: missions 4 to 11 in order, from the return from an unconfirmed zone through the housing complex, the subway emergency, and the Kaede Mori capture, to the deep Otherworld investigation. Route level only, no invented steps.

ANOMALITH Main Quest Walkthrough Part 2: Housing Complex, Subway, and the Kaede Mori Capture
Guide chapters6 chapters

After the shopping street, ANOMALITH stops being a tour of one zone at a time and becomes a chase: a return from an unconfirmed zone, two investigations in the same housing complex, an emergency in the subway, and then the capture of Kaede Mori, the figure behind the subway readings. This walkthrough covers main missions 4 through 11 in order, at route level, without inventing step-by-step details the sources do not give.

Official key art: Reona Minazuki, rifle ready. Part 2 picks up after the shopping street and runs to the deep Otherworld investigation.

At a glance

  • Missions 4 to 11, in order: return, housing complex, housing complex ceiling area, subway emergency, Mori tracking, Mori capture, special object recovery, deep investigation.

  • The Mori capture is the mechanical peak of this stretch: a gaze maze, three statues, and a train attack.

  • After the Mori capture, side missions are temporarily unavailable while Koda is absent: finish open requests first if you care about them.

  • Ending conditions are not covered here. This guide stops at route and boss-gate level.

  • Last verified: November 3, 2026, against the published Japanese mission index.

The route: missions 4 to 11

Swipe horizontally to view all columns.

MissionWhere it goesWhat gates you

Return from an unconfirmed zone

Courtyard, A block, command post

Finding a Portal spot, then returning and reporting

Housing complex: field investigation

The housing complex, following pioneer messages

A room fight against Yuetsuhidama

Housing complex: ceiling area

Back to the complex, then the ceiling side

Ritual information, a keyed door, a Landmark

Subway station: emergency investigation

The subway, down the stairs, watching the lights

A dropped item, a pursuit, a fight

Tracking Kaede Mori

Computer room, chief, subway again

Dropped items and repeated tracking

Securing Kaede Mori

Marshalling yard, shelter, flooded and merged platforms

The Girl-type fight, then the Mori boss

Special object recovery

The housing complex, deep inside

Fights on the way to the statue, then the underground hall

Deep Otherworld investigation

Up by elevator to the third floor

Switches, holding off enemies, keep attacking

A soldier companion in a dim facility. The late missions keep the same base-and-field rhythm: report, rebuild, dive again.

1. The housing complex, twice

The two housing complex missions share one zone but not one job. The first follows pioneer messages and a strong surreal-value trail into a room fight against Yuetsuhidama, which launches spheres into the air that fall after a delay: shoot the sphere directly above you with the handgun rather than waiting for it to land. The second mission starts at the Workshop doctor, returns to the complex, and looks for a way to the ceiling side, gathering ritual information, trying a key on a door that would not open before, checking a weapon, defeating enemies, and destroying a Landmark before returning to base. If you only remember one thing from this pair, remember that the second visit is not a repeat: the ceiling side and the keyed door are the new content.

A warped corridor with the probe drone. The housing complex missions reward the same habit as the hospital: scan, map, and only then push.
Melee in an interior fight. Housing complex rooms are close quarters, so a downed enemy is a melee finish, not a reload break.

2. The subway and the Mori trail

The subway emergency mission is short on paper and tense in practice: go to the subway, investigate, go down the stairs, keep watching the lights as you advance, check what was dropped, pursue, and fight. The tracking mission that follows turns that single incident into a case: talk to Koda in the computer room, report to the chief, go back to the subway, investigate again, check another dropped item, track Mori again, and talk to Koda again. The pattern is the point: Mori is not found by walking to a marker once, but by alternating field evidence with base conversations.

A face-to-face meeting. The Mori arc is built from conversations as much as combat: base talks between field trips are part of the route, not filler.

3. Securing Kaede Mori

Start by talking to Koda in the computer room, then take the truck at the sortie gate to the subway marshalling yard. The route runs through a shelter and two platform areas, one flooded and one merged, and the shelter introduces Minakibito, an Anomaly that notices you if you keep a camera on it: the reported method is to track it by the drone scan waveform alone, not by aiming a camera, because once noticed it rushes in fast with strikes and grabs, roaring so hard the controls briefly lock. It is durable and ammo-hungry, so skipping it is a legitimate choice.

The mission then forces a fight against the Girl-type Anomaly, whose patterns are simpler than in the shopping street chase, and then the Mori boss fight, which is almost pure gimmick. Full tactics for both are in the companion boss guide; the route point that matters here is what happens after: interact with the multiplied wall called Ariadne thread to pass through it, return through a Portal, talk to Imari at the Workshop, report to Sudo at the command post, and check the Doomsday Clock to clear the mission. After the clear, Koda is announced absent, and side-mission requests and progress are unavailable for a while, so clear anything you care about before starting this mission if you can.

Candles and twisted branches: the Mori arc leans into ritual imagery, and the boss fight that follows is built around statues, not damage numbers.
A steady pistol aim. In the Mori capture, holding fire until damage counts matters more than any single weapon choice.

4. The special object and the deep investigation

After Mori, the trail returns to the housing complex for a special-reaction anomalous object: investigate, check the map, push deeper, fight on the way, recover the statue, and head to the underground hall. The final mission in this index continues the deep Otherworld investigation: investigate, find the elevator and ride to the third floor, use switches to advance, hold off enemies, head for the door, keep attacking, reach the exit, and report to the command post. This guide deliberately does not claim what lies past that report: the published index ends its mission list here, and ending conditions remain outside this article scope.

Every deep mission ends the same way: back at base, reporting and rebuilding. Spend the haul before the next dive, not during it.
Soldiers firing at a large skeletal Anomaly. Not every late-mission fight is a boss: ordinary rooms still demand weak-point discipline.

Previous in this series: ANOMALITH Main Quest Walkthrough Part 1: Tutorial, Hospital, and Shopping Street — https://vaagame.com/en-US/guides/anomalith-main-quest-walkthrough-part-1 . Boss tactics: ANOMALITH Boss Guide: Shirayamigata, the Girl-Type, and Kaede Mori — https://vaagame.com/en-US/guides/anomalith-boss-guide . For the full achievement list, see ANOMALITH All Achievements Guide — https://vaagame.com/en-US/guides/anomalith-all-achievements-guide .

Save this guide

Sign in to save guides and sync them across devices.

Sign in