
Source basis: this guide is synthesized and rewritten from the most complete walkthrough that exists for the game — Chris McMullen's “Captured 2 walkthrough — Anomaly and monster guide” on GameSpew (published 18 May 2026, updated 8 June 2026), which documents roughly 89 of the game's 100 anomalies. It is cross-checked against a second, derivative write-up on Showgamer (used only to confirm wording and one detail). Official details — developer, release date, the camera/anomaly categories — are from the Steam store page (app 3390880). Screenshots are official Steam store images. Anomalies are partly randomised per loop, so the honest answer is always “here is the full pool, organised by room, with the correct category for each” — not a fixed sequence. Nothing below is invented.
What is Captured 2?
Captured 2 is a first-person anomaly-spotting horror game by Puck Redflix (published by Puck Games), released on 22 April 2026. It's the sequel to the cult looping-hallway hit Captured, and the official pitch sums it up neatly: “You're trapped in an apartment with ever-changing rooms. Capture anomalies on camera, survive deadly entities and escape an endless nightmare.” You play Emily, a teenager caught up in a string of unexplained disappearances, stuck in a looping version of her own home while her memory slowly slips away — which is why so many anomalies are scrawled reminders like “REMEMBER” and broadcasts about the missing.
The sequel shakes up the formula but keeps the core loop intact: walk the rooms, spot what's wrong, log it on your camera with the correct label, and avoid the monsters that periodically spawn in to hunt you. This guide covers how the loop works, how to beat all four monsters, and a room-by-room list of every anomaly we have categories for, so you never tank a run by mislabelling or missing one.
How to play Captured 2
You're trapped in a looping version of the apartment. Rooms branch off a central hallway, but the door at the far end of the hallway simply loops you back to the start of the hallway again. Each loop, the house may — or may not — contain an anomaly: something strange, changed, missing, or added.
To log one, zoom in with the right mouse button, left-click the anomaly, and pick the correct category from the selector. When you think you've found everything in the loop, leave through the far door in the living room. If you were right, the anomaly counter in the bottom-left flashes green; keep looping until you fill the day's target (for example, six anomalies). Exit the living-room door on a full counter and you advance to the next day.

There are three days in all, selectable from the main menu as you unlock them. The catch: one mistake restarts the whole day. Miss an anomaly, pick the wrong category, or get killed by a monster, and you start that day over. Worse, the game never tells you how many anomalies are in a given loop — it could be none, it could be one, it could be several — so you have to sweep every room every loop. That's exactly what the room lists below are for.
The seven anomaly categories
The camera's selector only offers seven labels, and picking the wrong one counts as a miss. They are:
- Object — furniture and items added, removed, moved, multiplied, or flipped.
- Electronic — TVs, radios, phones, alarms switched on or playing something.
- Lighting — lamps and lights that shouldn't be on, or are the wrong colour.
- Water — running taps, leaks, floods, rain.
- Wall Writing — messages, words or drawings scrawled on walls and surfaces.
- Missing Room — a door or an entire room that has vanished.
- Deformed Room — a room replaced by something else entirely (a maze, a field of doors, a film set).
All monsters in Captured 2 and how to beat them
Four entities can kill you. A reliable tell: when your flashlight stops flickering, the immediate danger has passed. Here's how to handle each one.
| Monster | Behaviour | How to survive |
|---|---|---|
| Ring-a-Ding | A giant toy telephone that stalks the hallway | Duck into any side room or the hallway closet — it won't follow you in |
| Walk-E | Reacts to noise — your mic and your footsteps | Crouch (Left CTRL) to stop it; lure it into a big room and shut the door |
| Carroteras | A Weeping Angel — frozen while your light is on it | Keep the light on it, walk it into a room, shut the door (breaks out after a couple of minutes) |
| Jestie | Fast, and can duplicate herself | Break line of sight — dash into a room, slam the door, hide |
Ring-a-Ding
This terrifying giant toy telephone is, ironically, the easiest threat to deal with. The moment you hear it, duck into a side room or the hallway closet. If you stay out in the hallway it will reach you, but it won't follow you into the rooms — so the open hallway is the only place it's dangerous.
Walk-E
Walk-E is the reason the game asks you to check your microphone level on startup: it reacts to noise, both real sound from your mic and your in-game footsteps. As soon as you see it, crouch with Left CTRL and it stops chasing. If you've already found every anomaly, sneak around it to the exit. If you still need to search, lure it into a larger room — the office or master bedroom — by standing up and pacing back and forth; once it enters, crouch, slip around it, and shut the door behind it. We haven't seen it escape a room it's been shut into, but stay crouched and quiet while you finish your sweep.
Carroteras
Returning from the first Captured, Carroteras is a Weeping Angel-style entity: it freezes while your flashlight is on it, and rushes you the instant you look away. The safe play is to lure it into a larger room, keep the beam locked on it, circle around, and close the door. It'll break out after a couple of minutes, but that buys you enough time to check the other rooms — and you can simply lock it in another room afterwards.

Jestie
Jestie is fast and can copy herself, so standing your ground is hopeless. If you see her, put distance between you, dash into a room, slam the door if you can, and hide. Turning your flashlight off isn't strictly required, but it's a sensible extra precaution.
Captured 2 anomalies: how the list works
Below are the anomalies organised by room, each with the category you must select. A few important notes before you dive in:
- Anomalies are partly randomised. Any given loop pulls from this pool — you won't see them all at once, and you won't see them in a fixed order. Treat this as a checklist of what's possible, not a script.
- Check every room, every loop. Some anomalies only trigger when you're close by — the toy firetruck in the small bedroom is a classic example.
- Deformed rooms can trap you the first time. The first time you hit one, it may lock you in and force you to walk the whole path (e.g. all the way through a Backrooms-style maze). Follow it to the end; on later runs it behaves normally.
- The rooms change by day. Because the three days sit in different years, the dressing differs — for instance, the small bedroom has a tent in the corner on Day 2 and an easel on Day 3. The master bedroom and an extra branch of the hallway only unlock on Day 3.
- The final 10 anomalies are mode-locked. The list below covers Story, Normal and Hard. The last ten of the game's 100 anomalies only appear in Insanity or Nightmare mode.
Captured 2 anomalies by room
Hallway (an extra branch unlocks on Day 3)
- “Remember” is scrawled over and over on the inside of the closet — Wall Writing
- The radio is on, broadcasting a show about the disappearances — Electronic
- A lamp, chair and painting are floating upside down — Object
- EXIT is written on the wall with a picture of a door — Wall Writing
- A dumpster has appeared in the hallway — Object
- ALWAYS WATCHING is written on the wall — Wall Writing
- Lamps are mounted on the walls and switched on — Lighting
- The hallway is flooded and it's raining indoors — Water
- The drawers closest to the living room are missing — Object
- REMEMBER is written inside the closet (the Day-3 branch has its own) — Wall Writing
Bathroom
- The sink is running — Water
- The sink is running and squirting water into the toilet — Water
- The shower curtain is red and white, and a monster ducks behind it — Object
- The mirror above the sink is missing — Object
- A blue portaloo cabin has replaced the toilet — Object
- Urinals line the walls, replacing the toilet — Object
- “HE HELPS YOU PROGRESS” is written on the wall behind the door — Wall Writing
- A green light surrounds the sink — Object
- Toilet-paper rolls fill the whole room — Object
- There are two toilets in the room (one has replaced the sink) — Object
- The door is missing — Missing Room
Laundry room
- The ceiling light is present and on — Lighting
- The left-hand washing machine is running — Electronic
- The toolbox by the door falls off its shelf — Object
- A campfire is burning in the middle of the room — Object
- Toilets wearing hats are gathered in the room — Object
- A toilet stands on the right-hand washing machine, “talking” to a group of other toilets — Object
- The table lamp near the bike is on — Lighting
- “FIND YOUR DOOR” is written above the washing machines — Wall Writing
- An ice machine has replaced the washing machines — Object
- The whole room is now a tiled playroom (walk through it) — Deformed Room
- The whole room is now a maze of grass and white walls (walk through it) — Deformed Room
- The radio is on and playing a broadcast — Electronic
- Water is leaking from a broken pipe by the boiler/water tank — Water
- Garden gnomes are dotted all around the room — Object
- The water tank/boiler by the door is missing — Object
- The poster by the door is now an advert for Lethe Inhalers — Object
Office

- The bookshelf's books go flying — Object
- The grandfather clock is missing from the far wall — Object
- The grandfather clock is putting out a red light — Lighting
- A coffin sits in the middle of the room, with chairs in and around it — Object
- The TV is on, advertising Lethe inhalers — Electronic
- The whole room is missing — Missing Room
- The phone is ringing, with a message from Jason — Electronic
- The room is replaced by a field of doors, one glowing red — Deformed Room
- NEVER TRUST is written on the wall by the door, beside a drawing of a woman (who appears near the door) — Wall Writing
Small bedroom
- The lamp on the desk is on — Lighting
- Strings of coloured lights hang from the ceiling — Lighting
- A chair is upside down on the ceiling — Object
- The bedside drawers are missing — Object
- A toy firetruck rolls along the floor (only triggers up close) — Object
- A blanket fort has been built to the right of the bed — Object
- The room repeats with a massive chasm at the back — walk the corridors back and forth until the next area appears — Deformed Room
Master bedroom (unlocks on Day 3)
- Everything goes flying off the shelves — Object
- A light is hanging from the closet ceiling — Lighting
- The room is missing — Missing Room
- The alarm is on and beeping — Electronic
- The bed is shoved up against the wall — Object
- The bed is missing — Object
- The TV is on, playing a Lethe advert — Electronic
- “The deeper you go” is written on the wall near the door — Wall Writing
- The whole room is filled with lawn chairs and transformed — Deformed Room
- There's a toilet in the closet — Object
- The clothes are missing from the closet — Object
- The wardrobe has fallen over onto the bed — Object
- Chairs are holding a demonic ritual, one levitating above a summoning circle — Object
- The door is missing — Missing Room
Kitchen
- The fridge is now a vending machine — Object
- The kitchen is now a set of stairs (walk through it) — Deformed Room
- The sink is running — Water (stand back; too close and the camera won't capture it)
- Plates fall out of the cupboards — Object
- The table is upturned with a chair on the floor, surrounded by blood — Object
- The door to the kitchen is missing — Missing Room
- A chair is upside down on the table — Object
- The oven hob is lit with a kettle on top — Object
- Lights are flickering beneath the cupboards — Lighting
- A red light is coming from a ceiling lamp — Lighting
- Office and kitchen chairs are around the table, as if playing cards — Object
- A map is drawn on the wall near the door — Wall Writing
- The kitchen has become a green-lit room with purple light through a window — Deformed Room
Living room

- The TV comes on with a programme about the missing children — Electronic
- The room is a film set — Deformed Room
- NO WAY BACK is written on the wall near the sofa — Wall Writing
- The ceiling light is present and on — Lighting
- The couch on the right is covered with a cloth — Object
- The lamp in the far corner is on — Electronic
- The lamp in the far corner is covered by a sheet — Object
- Ten televisions are on and around the TV stand instead of one — Object
- The bookcase to the right of the TV is missing — Object
Watch a full playthrough
Tips for clearing a day cleanly
- Sweep in a fixed order. Always check the rooms in the same sequence so a change jumps out at you — the human eye is far better at spotting “different from last loop” than “wrong in the absolute.”
- Don't exit the living-room door until you're certain. Leaving with an unspotted anomaly fails the loop; there's no penalty for one more lap.
- Learn the “normal” house. Most anomalies are objects moved, removed, multiplied or flipped — you can only catch those if you know where everything is supposed to be.
- Mind the tricky categories. A glowing clock is Lighting, not Object; a switched-on lamp is Electronic, but a lamp under a sheet is Object. Read the change, then pick the label.
- Survive first, search second. If a monster shows up mid-sweep, deal with it (duck the hallway, crouch for Walk-E, light up Carroteras, flee Jestie) before you go back to hunting anomalies.
- Play quiet for Walk-E. It hears your microphone, so keep ambient noise down when it's active.
- Follow deformed rooms to the end. The first time one appears it can lock you in — walk the maze/path all the way through rather than fighting it.
Frequently asked questions
How do I log an anomaly in Captured 2?
Raise the camera by zooming with the right mouse button, left-click the anomaly, and choose the matching category from the selector. Get the category right and the anomaly counter (bottom-left) ticks up; leave the living-room door with a full, correct counter to advance the day.
How many anomalies are there per loop?
You're never told — that's the central tension. A loop might contain none, one, or several, drawn at random from the room pool. The only safe approach is to check every room every loop and only leave through the living-room door once you're sure you've labelled everything.
What are the anomaly categories?
Seven: Object, Electronic, Lighting, Water, Wall Writing, Missing Room, and Deformed Room. Picking the wrong label counts as a miss, so match the type of change — a glowing object is Lighting, a switched-on device is Electronic, a vanished room is Missing Room, and a room turned into something else is Deformed Room.
How do I survive each monster?
Ring-a-Ding (toy telephone): step out of the hallway into any room or the closet — it can't follow. Walk-E (noise-hunter): crouch with Left CTRL, then lure it into a room and shut the door. Carroteras (Weeping Angel): keep your flashlight on it, walk it into a room and close the door. Jestie (fast, self-copying): break line of sight, dash into a room, slam the door and hide.
How many days are in Captured 2?
Three, each set in a different year, selectable from the menu as you unlock them. The dressing of the rooms changes between days, and both the master bedroom and an extra branch of the hallway only open up on Day 3. One mistake — a miss, a wrong category, or a death — restarts the current day.
Why can't I find some of the anomalies on this list?
Two reasons. First, anomalies are partly randomised, so any single playthrough only shows a subset. Second, the last 10 of the game's 100 anomalies are exclusive to Insanity and Nightmare mode — the lists above cover Story, Normal and Hard. If you spot one that isn't catalogued here, it's likely one of those higher-difficulty extras.
Is Captured 2 connected to the first Captured?
Yes — it's a direct sequel by Puck Redflix, and at least one monster, Carroteras, returns from the original. The core idea (spot anomalies in a looping home, avoid the entities) carries over, but the sequel expands the house, the monster roster and the anomaly pool.