Anomalies

Overview

 * The Anomaly is in many respects the defining feature of how the whole Zone differs from the external Big Land.
 * An Anomaly may exist singly in isolation but can often be observed in clusters of Anomalies of considerable variety.
 * All anomalies should be treated with respect by Stalkers of any factional persuasion as they are almost universally inimical to the individual's well-being.
 * There are a variety of different properties that Anomalies generate or manifest within the Zone and these properties are helpful in separating them into their various categories.

History

 * Between versions, the control files vary for any given encountered anomaly.

Detection

 * The player begins the game with a basic Simple anomaly detector which will 'beep' in the vicinity of an anomaly.
 * The player may also note atmospheric or visual disturbances in areas where they occur.
 * The passage of local fauna through the effective area of an anomaly may also assist in determining their location.

Anomaly Strength

 * Usually confined to three notional levels (weak, average and strong) but may also have special classes for variety ("zone_radioactive_killing" being a more powerful one than the 'strong' version.
 * As far as Artifact Spawns are concerned, weedy anomalies spawn low-tier products with the more powerful zones generating the "good stuff".

Global anomalies

 * Radiation
 * Blowout (Emission, Psy storm)

Heat based anomalies

 * Burner (also referred to as "Stirfry" and "Scorcher")
 * Comet

Gravitational anomalies

 * Death (a variant of the Springboard)
 * Lift
 * Springboard
 * Whirligig (also referred to as "Merry-go-round")
 * Vortex

Electrical anomalies

 * Electro
 * Storm

Chemical anomalies

 * Ameba (I'm open to any name that you want to call this - seen in Darkscape and Pripyat Underground notably)
 * Gas
 * Grabber
 * Burnt Fuzz
 * Rusty Hair
 * Witches' Jelly

Organic anomalies

 * See chemical anomalies above.

Anomalies with uncertain provenance

 * Teleport
 * Time