AnimeOrigins
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Infinite Mansion in Anime Origins: How Floors and Modifiers Work

How Anime Origins Infinite Mansion floors work, how to read floor modifiers before you place units, what one reviewed run showed on Floor 68, the per-clear Gems reward, and what is still unverified.

Checked 2026-09-16Progression modeAbout 10 minutes
Quick answer

Start with this

Infinite Mansion is Anime Origins' floor climb: you clear a floor, the count goes up, and each floor can carry its own modifiers. Read the modifier panel before you place anything — in one reviewed run Floor 68 combined two weakness lines (Dark and Nature enemies taking 50% more damage) with two resistance lines (Light and Lightning taking 10% less). Those lines decide which damage type is worth investing in on that floor. A floor clear paid Gems x100 in the reviewed run.

Step by step

What to do in-game

Follow the steps in order, then use the notes below to avoid wasting limited currency or materials.

  1. Step 1

    Read the floor modifier panel first

    Before you place a single unit, open the floor info and read the modifier lines. In the reviewed run Floor 68 carried Dark Weakness (enemies take 50% more Dark damage), Nature's Weakness (enemies take 50% more Nature damage), Light Resistance and Lightning Resistance (enemies take 10% less of each).

    Tip: Split the lines into two columns in your head: what enemies take more of, and what they shrug off. The first is your damage plan, the second is what not to build around this floor.

  2. Step 2

    Pick your carry for the weakness that is actually up

    The weakness lines are the largest numbers on the panel, so they should drive your damage choice for that floor. A floor with Dark and Nature weakness rewards a Dark or Nature carry; the resistance lines mostly tell you which units to keep as support rather than primary damage.

    Tip: Do not rebuild a unit's whole loadout for one floor. If your best carry lines up with the weakness, push it; if not, lean on your second damage type and keep the run moving.

  3. Step 3

    Cover the air lane before adding economy

    Higher floors punish a lineup with no anti-air answer. The reviewed run used a consistent pattern: an economy or support unit first, then a melee Ground damage unit, then a Hill unit that can hit flying enemies, with auto-upgrade running while the wave develops.

    Tip: Placement order matters more than unit rarity here. Economy first, then lane damage, then anti-air — the same order that keeps Rifts clears stable.

  4. Step 4

    Clear, claim the Gems, and log the floor

    A clear paid Gems x100 in the reviewed run, and the season counter at the top of the mode tracks how many floors you have behind you. Note the floor number you stopped on and the modifiers that beat you, so the next session starts from a known state instead of a guess.

    Tip: A floor that fails usually fails to one modifier line, not to overall power. Re-read the panel for that floor before you change your team.

How it works

The details that change your decision

Floors, not endless waves

Infinite Mansion is structured as numbered floors with a season counter rather than one open-ended wave stream. The reviewed run showed the mode header reading Season 1 with 67 floors cleared, then entering Floor 68 and Floor 69 in sequence.

That structure is what makes the mode readable: each floor is a checkpoint with its own conditions, so a run is a series of problem statements you can prepare for, not an open-ended endurance test. It also means the useful thing to record is the floor you stopped on and why.

How to read a modifier line

A floor modifier is a global rule applied to that floor's enemies. The reviewed Floor 68 panel listed four at once. Two were weaknesses — Dark Weakness, where enemies take 50% more Dark damage, and Nature's Weakness, where they take 50% more Nature damage. Two were resistances — Light Resistance and Lightning Resistance, each cutting incoming damage of that type by 10%.

The asymmetry is the point: weakness lines move damage by 50% and resistance lines move it by 10%. When a floor hands you a large weakness, that is where the floor expects your damage, and the small resistances are a nudge away from over-committing to those types.

This is also why an elements list on a static guide will always lag. The set of element names that appeared in one floor's modifiers (Dark, Nature, Light, Lightning) is evidence about the modifier vocabulary, not a claim that these are the only four types the game uses.

Building a team that survives a modifier change

The reviewed run's lineup was built around three jobs rather than one best unit: a cone or hybrid damage dealer in Madaro (Edo Tensei), an aura support in Roxi (Mage) whose Aquamancy applies a wet state that makes enemies take 10% more magic damage and whose Magic Teacher aura adds 5% range to magic units inside it, and a control unit in Goju (Honored One) with its timestop area.

What transfers across floors is the job structure, not the exact units. If a floor's weakness lines point somewhere your main carry cannot follow, a second damage type plus a support and a control unit keeps the lineup functional while you adapt. That is also the decision the Squad Planner is built for — pick the units you own, choose the Infinite preset, and see which jobs your roster leaves empty.

Rewards and the season counter

A floor clear paid Gems x100 in the reviewed run, observed on two separate clears. Before treating 100 Gems per floor as a rate, note two limits: the run covered floors in the high sixties of Season 1, and we did not see whether the per-floor amount scales with floor number or season.

The season counter itself is the other moving part. The reviewed run showed Season 1 with a live floor count, which implies seasons rotate — but what happens to your progress when a season ends was not shown, so we publish no claim about resets or carry-over.

What is still unverified

No public source we checked lists the full modifier vocabulary or the rule that decides which modifiers a floor gets. The four lines recorded here are one floor in one session, useful as a worked example of how to read the panel, not as a table of what each floor will hand you.

Per-floor reward scaling, the floor count cap, season reset behaviour and any pity or checkpoint system for failed floors all remain unverified. Read the mode header and floor panel in your own client for those, and if you find a rule that contradicts this page, the panel wins.

Watch it played

Community video walkthroughs

Community walkthroughs this guide cites, embedded so you can watch the same session without leaving the page.

КАК ДОЙТИ ДО 65+ ЭТАЖА В INFINITE MANSION?! Лучшая страта в Anime Origins! — The source for the Floor 68 modifier panel, the Season 1 floor counter, the per-floor Gems reward and the lineup pattern (published 2026-08-23, reviewed 2026-09-16). The video narration is in Russian — use the on-screen panels and treat spoken strategy as one player's approach.
If you're stuck

Check these before retrying

Your damage feels halved on one floor after clearing the last one easily

Compare the two floors' modifier panels. A resistance line on your main damage type, or losing a weakness line you had been leaning on, changes effective damage far more than a small power difference.

A floor fails to the same leak every attempt

Check whether the leak is an airborne enemy with no Hill coverage. Higher floors punish a lineup with no anti-air answer more than they punish low unit levels.

You cannot tell whether you are losing to modifiers or to investment

Re-run the floor once with the damage type its weakness lines favour. If the clear becomes possible, the modifier was the constraint; if it does not, the constraint is unit level or placement.

You have no idea which floor to restart from

The mode header shows the season and cleared floor count. Use that counter rather than memory — and write the floor number down when you stop.

Common mistakes

Fix these before trying again

Placing units before reading the floor modifiers.

The weakness lines are worth 50% and are printed before the run starts. Two seconds on the panel decides which carry is worth placing first.

Rebuilding a whole lineup around a 10% resistance line.

Resistances move damage by 10%; weaknesses move it by 50%. Adapt to the weakness first and treat resistances as a reason not to over-invest, not a reason to rebuild.

Treating the four modifier names on this page as the full list.

They are one floor from one reviewed session. Read the panel each floor — the vocabulary is wider than any single example.

Skipping economy units to place damage faster on a high floor.

The reviewed high-floor run still opened with an economy or support placement. Without it, later waves are under-funded exactly when the modifier pressure lands.

FAQ

Common questions

What is Infinite Mansion in Anime Origins?

A floor-based progression mode with a season counter. You clear numbered floors in sequence, and each floor can apply its own modifiers to the enemies in that floor.

What do floor modifiers do in Infinite Mansion?

They change how much damage enemies take from specific types. In the reviewed run Floor 68 gave enemies 50% more damage taken from Dark and Nature, and 10% less from Light and Lightning.

How much do you get per Infinite Mansion floor clear?

The reviewed run paid Gems x100 per clear, observed twice. We did not see whether that scales with floor number or season, so treat 100 Gems as one session's observed payout.

Is there a full Infinite Mansion modifier list?

Not one we could verify. No public source we checked publishes the modifier vocabulary or the rule behind which floors get which lines, so this page shows a worked example and tells you to read each floor's panel.

Do Infinite Mansion seasons reset your floors?

Unverified. The reviewed run showed a live Season 1 floor counter, which implies seasons rotate, but reset and carry-over behaviour was not shown. Check the mode header in your client.

Which units are best for Infinite Mansion?

There is no verified universal lineup. The reviewed high-floor run used a ground cone damage dealer, an aura support and a control unit, with Hill coverage for fliers. Use the Squad Planner's Infinite preset to see which of those jobs your own roster already covers.

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