ANOMALITH has at least six named bosses, and the structure behind them is consistent: a telegraphed attack you must avoid rather than dodge, a weak point that only opens at certain moments, and a stagger window that turns into free damage. Two of the six are documented well enough to describe phase by phase. The other four are known by name.

The six fights

BossWhereNotes
ShirayamigataKirishima Central General HospitalThe demo's final fight; carries the "Anomaly" trophy
CyclopsMerged Gravity ZoneCarries the "Watcher" trophy; splits into three
Girl TypeNot yet documentedCarries the "Idol's Guardian" trophy
Kaede MoriNot yet documentedCarries the "Guide" trophy; a character fight
Self's leaderNot yet documentedCarries the "Day of Change" trophy
ChironexBlock DNo trophy attached; documented in footage only

Five of these appear in the trophy list as "defeated" achievements, which is how their names become verifiable at all. Chironex has no trophy, so it may be a mid-boss rather than a story fight — and because mid-bosses do not get trophies, the true total is higher than six. Treat six as a floor, not a count.

What the trophy list can and cannot tell you

The achievement list is the most reliable boss index available, because each victory trophy is named after the fight rather than the story beat. It gives five names, and it also tells you the order they were designed to be reached, since trophy lists are usually grouped by progression.

It cannot tell you about endings. The only completion trophy reads "completed all main missions" — there is no trophy for an alternate route, a second ending or a hidden final boss. That is not proof there is only one ending, but nothing in the list implies branches.

Preparing for a boss

Three preparations carry across every fight on this list. Fill your ammunition before you enter, because the game does not refill you mid-fight and the bosses do not drop ammo. Build the portal before the arena if the level gives you one, so materials collected on the way are banked rather than risked.

The third is your skill loadout. Parry is worth 15 MP and turns a boss swing into free damage; Float Shield costs 5 MP and blocks a corridor's worth of projectiles. Neither is a damage skill, which is exactly why they matter in fights where your ammunition is the limiting factor.

The one rule that transfers

Every boss here has at least one attack you cannot outrun. Find the pillar, the rock or the corner first, then look for the weak point. Players who look for the weak point first spend the fight being pushed into open ground.

Shirayamigata: the light-node fight

This is the boss at the end of the hospital, and it teaches the game's core boss grammar. Fight it normally until its health drops by roughly a tenth, and it releases an omnidirectional light attack. If you are not standing behind a pillar when that lands, you take heavy damage — running does not save you, only cover does.

Once the light clears, the shadowless lamps on its back open up. Those lamps are the actual target: break all of them and the boss takes heavy damage and drops into a vulnerable state. Then it stands back up and the cycle repeats.

The rhythm is therefore avoid, break, punish, reset. Because the fight is a loop rather than a race, ammunition discipline matters more than damage output — this is the fight that punishes players who emptied their reserves on the way in.

English-language guides call this boss Bleicher Geist. The mechanic they describe — light nodes, pillar cover, a finisher prompt after the nodes break — matches Shirayamigata exactly, but the name mapping is still unconfirmed, so do not be surprised if your screen says something else.

Cyclops: three bodies and a force field

Cyclops has two forms. In the first, it fires a beam you avoid by putting a rock between you and it, and the only damage that counts is to the head. The tell that the beam is finished is a specific animation — it grabs its head. Move out of cover before that animation and you get hit by a beam that looked finished but was not.

The second form splits the boss into three: the real one plus two clones. The real body carries a force field, so shooting it is wasted ammunition. The clones are the targets, and they are easiest to kill the moment they stop moving, which is also when they swing at you like a wrecking ball.

Those swings can be parried. That is the one place in either fight where the parry skill pays for itself, because a parried swing leaves a clone open with no ammunition spent.

When both clones are down, the real body starts blending into the background. Watch the floor and the silhouette rather than the health bar — losing track of it is the most common way this fight goes wrong.

Chironex: the acid problem

Chironex sits in Block D and fights with acid rather than beams. The important interaction is counterintuitive: the stronger your weapon, the more acid it sprays into the arena, so a shotgun makes the floor unlivable while a light weapon keeps it clean.

Its weak point is a glowing purple mass at the front, which is easy to miss because it is not where you naturally aim. The acid arrives as pods that fall from above, so you need to look up, read where they will land, and be somewhere else — the splash radius is large and the damage is front-loaded.

It also spawns smaller enemies partway through. Killing those immediately is usually correct, because the fight is already asking you to track falling objects and a weak point at the same time.

What every boss asks of you

There is no dodge button in this game, so avoidance is positioning: pillars, rocks, corners and distance. Every boss above has at least one attack that cannot be outrun and must be blocked by geometry.

Weak points open and close. Shooting a boss in the body when its weak point is closed is ammunition you will want later, and the game does not refill you mid-fight.

Stagger windows are the damage phase. Brutal Raid costs nothing to cast and only works on a staggered enemy, which makes it the correct finisher in every fight on this list.

What is still unknown

The remaining four bosses have names but no published mechanics, and the trophy list cannot tell us whether more fights exist without achievements. Endings, post-game content and any boss beyond the six above are not confirmed by a second source, so this page stops at what can be checked.

If you are stuck on a fight not described here, the safe approach is the one Shirayamigata teaches: find the geometry first, then find what opens.