STALKER 2 Anomalies Guide for Safe Passage

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Anomalies form a central challenge in STALKER 2: Heart of Chernobyl. They appear in many shapes across the map, grouped into four main families with several sub-variants that behave differently. Players learn to move through them to obtain artifacts, the valuable loot that often powers upgrades. Artifacts typically draw their power from the element of the anomaly that yields them. This guide covers every anomaly type and explains how to pass through them safely.

Guides for STALKER 2: Heart of Chernobyl

Detection and resolution of anomalies

Anomalies can be detected with one of four detectors found in the world or purchased from traders. The initial echo detector is enough to identify any anomaly, though other detectors may offer longer range or present information in a different way. Choose the detector that fits a player’s preferred approach. As the player nears a deviation, the detector will beep and provide a clear visual or audio cue indicating the direction to take.

Stalkers also have an unlimited supply of bolts that can be thrown at an anomaly to momentarily disrupt it. Use this brief pause to observe the anomaly’s behavior and then proceed through it cautiously.

However, some anomalies have minimal pause times, while others cluster in a tight area. This is where certain artifacts come into play, as they can counter the elemental damage of a specific anomaly. These artifacts require a free slot in armor, and some suits offer up to five slots. Unfortunately, artifacts themselves pose a radiation risk, but this can be mitigated by using other counteracting artifacts.

Some suits provide little or no protection, but are ideal for anomaly investigations. Keep these sets in your inventory primarily to absorb damage from anomalies, rather than risking your main equipment. This strategy helps offset the high cost of repairing protective gear.

Thermal anomalies

All thermal anomalies can be neutralized by equipment and artifacts with sufficiently high thermal protection. Gear that raises thermal resistance reduces the danger zone when passing through heat pockets and fiery ground.

Burner

This single clump of flame erupts from hot spots on the ground if you get too close, draining health over time. It is highly visible and can be avoided with careful movement during both day and night.

Comets

A variant of burners, a comet appears as a blazing fireball after the first stream of flames erupts and then chases the player. If triggered, the best course is to sprint away and put distance between yourself and the pursuer.

Electrical abnormalities

All electrical anomalies can be neutralized by gear and artifacts with strong electrical protection.

Electro

These electrical field anomalies resemble the Burner and can be temporarily discharged by throwing a bolt at them. They are easily visible in daylight or darkness, so players can walk around small clusters. If passing through is unavoidable, time the recharge cycle before continuing.

Tesla/Electro Orb

While the earlier anomaly followed a fixed path, Electro Orbs are more proactive and will pursue the player. Escaping is straightforward, though stealth is often the better option in tight spaces.

Flashbang

These deviations surprise players. They appear with little warning and can seem unavoidable, but they can be bypassed. Quick reflexes matter: spot an anomaly and escape within milliseconds before the explosion. The farther from the blast, the less damage taken. Armor and carried artifacts offer reliable protection against health loss.

Chemical abnormalities

All chemical and radioactive anomalies can be neutralized by equipment and artifacts with strong chemical and radiation protection.

Fruit punch

These neon pools of toxic green goo are stationary and easy to avoid, yet lingering nearby for extended periods can cause toxic damage. Exploration requires chemical and radioactive armor and artifacts on hand.

Gas cloud

The gas cloud appears as a stagnant green mist and inflicts chemical damage upon contact. Throwing bolts at it can neutralize the threat, though it may reappear shortly after.

Giant gas bubble

These appear as large transparent bubbles that distort the background through rotation and displacement, often in swamps. As you approach, the bubble seems to follow you. A common tactic is to strike with bolts to trigger an explosion that splits it into smaller bubbles, but avoid traveling along the path you intend to take, since smaller bubbles remain dangerous.

Gravitational anomalies

Springboard

Without the swirling leaves in the sky, these gravitational anomalies can be nearly invisible by day; at night they are almost undetectable. They act as a force wall that pushes you back if you try to enter. Springboard can also drain health without proper physical protection. Bolts temporarily destroy it, but the simplest solution is to bypass the anomaly altogether.

Carousel

The Spinning Top is a stronger variant of the Springboard and is almost transparent, behaving like a small whirlwind that can trap you. Escape quickly by running in the opposite direction. If needed, a bolt can activate the anomaly to help pass through.

Vortex

The Vortex is the deadliest gravitational anomaly, a nearly invisible crest that bounces and delivers severe damage on contact. It is best to avoid it entirely, as even a brief delay in using a bolt cannot guarantee a safe passage.

Glass shards

Glass Shards are a variant of Springboard that includes sharp fragments. They can be hard to see in the dark, but the low-pitched ringing is audible. They only cause blood damage if you run through them; moving slowly or crouching avoids harm. Bolts have no effect. Interestingly, they provide a defensive shield as they can absorb incoming bullets.

Arc deviations

Arc Anomalies are unique areas encountered while exploring the Zone. Artifacts obtained from them carry the prefix Foreign and come with distinct buffs and debuffs, making these zones a special kind of loot stop.

Sphere

“Bulba” resembles a fusion of Vortex and Giant Gas Bubble, yet it remains motionless and has a strong gravity effect. Gravity itself inflicts damage, and direct contact can be fatal. Escape by taking cover, then moving in the opposite direction.

Can be found in a small lake east of Zalesye, in the Small Zone.

Poppy field

At first glance a peaceful field filled with poppies, but this anomaly is deadly. Linger too long and you may fall asleep forever. Staying mobile, sipping energy drinks, and preventing the red petals from rising above the field are the only ways to survive.

Found on the northwestern edge of the Small Zone, near the river. Not far from an abandoned fuel tanker with a stash of refreshing drinks.

Fog

Entering the mist starts a puzzle that must be cleared to leave. Players will need to traverse all rooms to locate the artifact.

Can be found around an abandoned house in the Burnt Forest region’s southwestern corner.

Tornado

A gigantic, visible tornado that moves through the area. Direct contact can fling the player a considerable distance. Stick to the edges while climbing structures to reach the center.

Located just behind Yaniv Station in the northwest corner of the Yaniv region.

Fire whirl

This bright orange fire vortex is trapped in a cooling tower. Fire Tornado pulses and inflicts damage nearby. Climb the scaffolding to reach the artifact. Momentum can heat parts of the forest, temporarily making some routes impassable until they cool down again.

Found in the northeast cooling tower of the Cooling Towers region.

Wandering lights

This zone activates only at night and appears as a field of neon green spheres. Entering the area plunges everything into darkness except the spheres and can trigger non-lethal hallucinations.

It is located in a clearing in the northeast of the Zaton region, but only at night.

Mirage

A large sphere found on an island in the eastern Red Forest.

Emissions

The “Hide from Release” task recurs periodically as the story progresses and reveals the Zone’s nature. This repeatable quest requires the hero to find safety during an abnormal storm before it kills him. The NPC will also announce on the radio that a Breakout is coming. Bursts are common, and sheltering in a sturdy building usually keeps the player safe. At the start of STALKER 2 the game asks players to hide in an underground bunker in Zalesye. Safe spots include large settlements, various houses, caves, and other structures across the map. Storm shelters on the map, marked with an orange exclamation point, are reliable refuges.

The Burst ends and the NPC confirms it on the radio, or the objective is marked complete. This typically takes a few minutes, and if a player is looting a building, time simply flies by. It is a good moment to organize inventory or plan the next move.

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