Run & farming guide
Anime Zero Dungeons
For a targeted Anime Zero dungeon run, choose the stage whose queue preview lists your missing material, select a difficulty you can clear, and finish its objective before judging the rewards. Story acts have different drop lists; later Infinite waves can provide other materials. A partial exit payout is not the same as a completed act.
This guide covers run entry, repeatable farming and dated automation reports. It is not a complete act-by-act loot atlas or a guarantee that an older AFK loop still works after Update 3.
Updated Independent guide
On this page
Start and finish a dungeon
Use Create Lobby and select the run’s mode, map, act where applicable, and difficulty. Before starting, read the queue’s reward and material preview. For Trials, use its separate room/reward selection rather than treating a room as a Story act.
References identify Sakamoto and HxH as Story map labels. The useful farming choice is the specific act’s material list, not a guessed universal drop pool for the whole map. This page does not provide a complete map, enemy-count chart or named boss for every act.
Once loaded, follow the objective and enemy/wave indicators. The Update 3 overview reports a start vote before Story’s first wave. If your room is waiting there, complete the vote through the actual prompt rather than assuming a missing enemy is a failed spawn.
Finish the chosen act or protection objective and inspect the result screen. In Infinite, set a survival or material goal and judge that run’s rewards; there is no finite Story endpoint to use as its completion rule. The mode reference separates those objectives.
Farm the material you actually need
Start at the Evolution NPC’s full requirement list. Select the weapon, scroll every row and compare owned quantities with requirements. A missing row below the first screen can explain why a seemingly complete recipe still has a locked button.
| Material problem | Next action |
|---|---|
| You are short of a named ingredient | Inspect stage queue previews until you find the ingredient listed; record the exact act. |
| You need Fine Cloth | The original guide reports it across chapters and Infinite; choose a repeatable clear rather than inventing one exclusive stage. |
| Early Story previews never list the needed item | Check later acts and later Infinite opportunities described by the Evolution source. |
| Your weapon requires Ghost or Staff of Homa | Follow the Spirited Away raid path, rather than ordinary Story farming. |
| You need Shadow Monarch progression materials | Use the Shadow Gate reward path. |
| Owned and required amounts seem inconsistent | Close and reopen the Evolution panel, recheck every ingredient, then compare the full inventory and recipe if the mismatch remains. |
The Games.GG guide explains that Story acts have different materials. It also reports a rare-material pity mechanism, but does not establish one threshold for every item. Do not turn that general statement into a guaranteed number of runs.
MK’s progression recording describes converting Story items at the crafting NPC. Inspect the current conversion recipe before using spare materials; it does not establish that raid ingredients can all be swapped in the same way. Fine Cloth is also shared by accessory crafting, so account for both goals before spending it.
After each clear, compare the missing quantities again. Repeat the useful stage until the recipe is met, then return to Evolution. The actual upgrade procedure ends with selecting Evolve and checking that the ultimate is available.
Combat and difficulty choices
Gather nearby enemies before using a wide-area attack when that is safe for your current kit. Preserve room to move, watch the boss’s wind-up and use your displayed dash rather than treating every attack animation as protected.
On PC, T swaps your two equipped movesets. Use the second weapon when the first kit’s important skills are on cooldown. Its passive pair benefit is separate from the value of having another usable attack set.
Increase difficulty after you can finish consistently. The progression source’s Nightmare recommendation depends on the build coping with it; when that route is slow or fails, Hard can be the better repeatable run. These are source-based farming choices, not this site’s measured XP-per-hour comparison.
Timers, exits and failed runs
Do not assume every dungeon is untimed. An October 11 Story-farming recording says a timer had been added, while older progression text says there is no timer. Keep the selected mode’s live timer visible and prepare for the limit it shows.
| Visible state | What it establishes | What to do next |
|---|---|---|
| Waiting for Story’s start vote | The run has not begun its first wave yet | Use the current vote prompt and allow players to finish loading. |
| Objective completed and result displayed | The selected run has cleared | Inspect rewards, recipe progress and any relevant unlock screen. |
| You leave before the objective ends | A partial payout may be available under the reported Update 3 change | Do not count it as a full clear or assume it advances raid pity. |
| Timer ends or your build cannot finish | The chosen loop did not produce its intended clear | Adjust the act/difficulty or develop the working kit before repeating. |
The reports do not establish that all failure types have the same payout. Read the actual result instead of treating a currency increase as proof that a required room or raid completed.
Dated AFK methods
Older recordings demonstrate different loops: an October 6 Infinite retry loop and an October 11 Story loop. They are not interchangeable, particularly after the Story timer report. Current-client compatibility is not established by the date of a tutorial alone.
The October 12 original Trials guide describes a recorded-input loop in a floor the author’s setup can clear. Its practical sequence is:
- Inspect Room Rewards and choose a floor the equipped kits can repeatedly survive.
- Configure the already chosen recorder for normal-speed continuous playback and disable Shift Lock for the demonstrated camera setup.
- Record from entering the elevator and taking the center spawn position. Include basic attacks and the supported skill rotation.
- On a boss floor, use the demonstrated second kit when necessary rather than assuming the same area rotation clears the boss.
- Include the actual victory prompt and Next Floor transition, allow loading to finish, then end the recording.
- Observe complete repeated clears and transitions before treating the loop as stable. If the camera drifts or a button is missed, stop and record a corrected sequence for that state.
That is a dated creator/publisher method, not a current guarantee or an instruction for this site to control your game. The recognizable success is repeated room clears followed by the intended next-floor transition. A spinning recorder, a leaderboard number or the source cover does not prove that sequence is succeeding.

Sources & scope
Game rules below are attributed to their publishers and creators. This site has not independently playtested them.
- Games.GG Evolution and material guideOriginal queue-preview method, act-specific drops, Fine Cloth and later Infinite materials.
- MK progression routeStory repetition, T-switching and crafting conversion as dated creator advice.
- October 11 Story farming recordingThe supplied original transcript reports a newly added Story timer.
- AllThingsHow Trials procedureOctober 12 recorded-input method, menu/reward checks and camera-drift recovery.
- Ashira RBX Update 3 overviewStart voting, load protection and partial leaving payouts.