Rain-sweeping Maid
Spawns on rainy or snowy days · Hethereau · 51 spawns
In-game hint: “Only appears on days with rain or snow.”
A full pass of Hethereau's anomaly catalogue: every farmable open-world anomaly, sorted by spawn density. Verdict first, full table below, then per-profile reading for the solo grinder, the F2P, and the min-maxer. Every number on this page traces back to the imported game data — no community estimates, no inflation.
Yes — if you need Hethereau materials for Esper ascensions. A full Hethereau loop hits 26 anomaly types across roughly 534 spawn points. Every kill awards 1 U-00NE (the Midas Arc Workshop currency) and contributes to the four main early-tier material lines: Whispers, Silhouette, Numerals, Delusions. The route is stamina-free, which is what makes it the preferred grind over dungeon runs once your Esper roster widens.
Skip if you only want Beetle Coins or character EXP fast. Those rewards come from Hunter quests and weekly missions, not directly from anomaly kills — the open-world drop tables in the exported game data don't carry per-kill coin or EXP yields. Use Hunter daily/weekly objectives, dispatch and the dungeon rotation for those. The anomaly route is a materials-and-U-00NE play.
Sorted by exact spawn count from the open-world interactive-map data, highest first. The densest anomalies sit in the top third of the table — that's where a session pays off fastest. Conditional spawns (rain, snow, night) are flagged in the last column.
Three anomalies refuse to appear unless the in-game world state is right. Bake them into your route once their condition kicks in — otherwise you'll walk past empty spawn points all session. The condition text below is the in-game hint, verbatim from the codex.
Spawns on rainy or snowy days · Hethereau · 51 spawns
In-game hint: “Only appears on days with rain or snow.”
Spawns at night only · Hethereau · 25 spawns
In-game hint: “Only appears at night.”
Spawns at night only · Hethereau · 12 spawns
In-game hint: “Only appears at night.”
Four early-Hethereau material lines, each with three tier variants (C → B → A) plus their bundled stack drops (×3 / ×4). The codex entries below collapse to one row per family — open any anomaly's page for the full tier table.
Don't farm anomalies yet. Push the main story to unlock the Hunter system, mounts and the Midas Arc Workshop first — the workshop is what turns U-00NE into anything useful, and without a mount the travel time between dense pockets kills your ratio. Pick anomalies up only after your party can clear a 30-mob cluster without retreating.
This is your route. Material grind from dungeons costs stamina — anomaly kills don't. Run the densest top half of the table (Rain-sweeping Maid → Wind Spawn) for the four ascension lines you'll always need, then redeem U-00NE at the Midas Arc Workshop for the arc you're building toward. Repeat on alternate days with dungeon rotations.
Use anomaly farming as background filler while waiting on stamina resets or weekly content. The densest 7 anomalies (≥ 28 spawns each) account for ~half of every loop's drops — clear those, skip the long-tail singletons (Cardboard Castle, Octowpus, Saddy Teddy) unless you specifically need that family. Bank weather-gated spawns for natural rain days.
Anomaly farming is no longer your primary materials source — Weekly Bosses, Trials and the dungeon rotation are. What anomalies still give you is steady U-00NE for arc-pity at the Workshop and a reason to keep open-world clears clean for the Hunter weekly. Run only the three conditioned spawns to tick their unique-weather-kill objectives, then move on.
Don't think of it as a route at all. Kill what's in your path on the way to story objectives, redeem U-00NE when you hit a round number, and let the materials accumulate passively. You'll have what you need by the time a node asks for it.
26 farmable open-world anomalies are catalogued in the codex (excluding bosses, which have their own detail pages). Together they account for 534 individual spawn markers across Hethereau and surrounding zones.
Exactly 1 U-00NE per kill, with the count hidden in-game (HiddenCounts flag in the drop table — your inventory counter doesn't pop on each kill). The drop is level-independent (player level 0 to 100). For a full Hethereau clear that's roughly 534 U-00NE if you hit every spawn.
Not directly. The open-world anomaly drop tables in the exported game data don't reference either Beetle Coins (Gold) or Char. EXP (CharacterUpExp). Those rewards come from Hunter daily and weekly missions, story quests, dispatch and the dungeon clears attached to anomaly hunts — the runtime layers around the kill, not the kill itself. We don't publish a per-kill coin rate here because we can't verify it from the data.
Rain-sweeping Maid, at 51 spawn points — but she only appears on rainy or snowy days. The densest unconditional spawn is Fluffy at 44 markers.
Eternal Lamp and Leech Spawn both spawn at night only (the codex hint is verbatim “Only appears at night.”). Use the in-game time skip near a campfire to roll night without waiting on the real-world clock.
Density beats direction. Spend two minutes on the in-game map checking where the four densest anomalies cluster — currently Rain-sweeping Maid (51), Fluffy (44), Rainman (43) and The Vishnus (43) — these four account for ~34% of all spawns and are all in Hethereau. Loop them first, then mop up the long-tail anomalies on the way back to the Workshop.
The Midas Arc Workshop — U-00NE is the workshop's exchange currency for Esper arcs. The codex describes U-00NE as a “sand-like substance dropped when Anomalies are nullified, which quickly disappears if not collected promptly” — practically, it's the arc-pity currency you accumulate from the open world rather than gacha.
The four base Hethereau lines (Whispers / Silhouette / Numerals / Delusions) drop from both anomalies and the matching dungeon rotations, but anomalies are stamina-free. Boss-tier ascension materials (Nestguard Fragment etc.) drop from Weekly Bosses only — anomalies will never give those.
Player-dependent. With a maxed mount and minimal clear time per pack, count on roughly two to three hours of real-time for a clean sweep of all 26 anomaly types and ~534 spawns. Cutting the long-tail anomalies (anything under 10 spawns) saves ~30 minutes for a ~10% drop in yield.
Hunter rewards (HunterLvExp, Hunter weekly objectives) scale up with party size — that scaling is applied at runtime by the game's Hunter system, not visible in the importable drop tables. If you have available co-op partners, run as a four-person squad. Solo is fine for U-00NE and materials, which don't scale.
Yes — open-world anomalies respawn on a server timer. Exact cadence isn't in the exposed data, but rotating between Hethereau districts during a long session lets older spawns cycle back. For dedicated farming, run two full loops with a 15-minute non-overlapping detour between them.
DT_MonsterManualConfig codex table and the interactive map's monsters.json marker set. Counts are the exact number of spawn points placed on the open-world map per anomaly, not estimates.ClientDropGroupDataTable_Monster → DropSequenceDataTable) into the items already indexed in our codex. Each anomaly's material list matches the family yield shown on its individual codex page.droplist_Ob-00NE_0 and the corresponding ClientDropGroupDataTable_Monster entry's HiddenCounts and MinLevel/ MaxLevel fields.UndiscoveredDesc). Only anomalies whose hint contains an explicit “Only appears at night.” or “Only appears on days with rain or snow.” are flagged — anything ambiguous (e.g. Rainman's prose “On rainy nights, it manifests…”) is intentionally left unflagged rather than guessed.·