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.
List of anomalies by principal effect
Global anomalies
Heat based anomalies
Gravitational anomalies
- Lift
- Springboard
- Whirligig (also referred to as "Merry-go-round")
- Vortex
Electrical anomalies
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
Anomalies with uncertain provenance
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