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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".

List of anomalies by principal effect[]

Global anomalies[]

Heat based anomalies[]

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

Gravitational anomalies[]

Electrical anomalies[]

Chemical anomalies[]

Organic anomalies[]

  • See chemical anomalies above.

Anomalies with uncertain provenance[]


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