Find Out Artifact Locations and Scanners in S.T.A.L.K.E.R. 2: Heart of Chornobyl

A compact guide to all anomaly zones where artifacts spawn, all scanners, and more. The locations are divided for easy navigation based on in-game areas and anomaly types, avoiding unnecessary details.

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Quick Info on Anomalies and Map Markers

The anomalies’ locations are marked on the maps using different colors to represent their types, making it easier to search for specific artifact types.

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There are four main anomaly types plus PSI and Archianomalies:

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Thermal Type includes artifacts like

  • Drop
  • Crystal
  • Lyra
  • Eye
  • Belly
  • Beefsteak
  • Fireball
  • Whirl
  • Mama’s Beads
  • Flaw, Magma
  • Dead Sponge
  • Plasma
  • Torch
  • Petal
  • Meat Lighter
  • Hypercube

Electrical Type Includes

  • Battery
  • Emptiness
  • Snowflake
  • Flash
  • Chocolate
  • Rat King
  • Bengal Fire
  • Sapphire
  • Harp
  • Soul
  • Moonlight
  • Workshop Lesson
  • Lantern
  • Sparkle
  • Comb
  • Starfish
  • Thunderberry

Acid/Chemical Type Includes:

  • Thorn
  • Mold
  • Bubble
  • Slug
  • Mica
  • Shell
  • Crystal Thorn
  • Meat Chunk
  • Horn
  • Slime
  • Sea Urchin
  • Kolobok
  • Infusoria
  • Tourist’s Breakfast
  • Devil’s Mushroom
  • Film
  • Jumper
  • Liquid Stone

Gravitational Type Artifacts

  • Flip
  • Whirlwind
  • Gravi
  • Goldfish
  • Stone Heart
  • Rosin
  • Stone Blood
  • Pebble
  • Medusa
  • Crown
  • Flycatcher
  • Spring
  • Bud
  • Night Star
  • Broken Stone
  • Rubik’s Cube
  • Compass

PSI Anomaly

  • Random artifact (unknown if it respawns)

Archianomaly Artifacts

  • Strange Flower
  • Strange Ball
  • Strange Bolt
  • Strange Nut
  • Strange Pot
  • Strange Water

Artifact Events

  • One-time collectible artifacts

“Topaz” Scanner

  • Activates once
  • Generates anomalous activity
  • Allows artifact collection from the scanner

Small Zone

  1. Fuel Depot – Electrical type (on tankers).
  2. Deaf Meadow – Gravitational type.
  3. Old Mill – Acid/Chemical type (in a cave under the huts).
  4. Ribs – Gravitational type.
  5. Magnetic Cave – Thermal type.
  6. Archianomaly Poppy Field – Strange Flower.
  7. Archianomaly Bulba – Strange Ball.
    • A1: Small island – Artifact near a body.
    • A2: Under the fence – Artifact near a body.

Small Zone

Cordon

  1. Car Near the Road – Gravitational type.
  2. Waste Dump – Gravitational type.
    • A1: Near a body in a cave – Random artifact (something will appear after picking it up).

Cordon

Garbage

  1. Depot – Electrical type (in a tunnel behind the depot).
  2. Junkyard – Acid/Chemical type.
  3. Isolator – Thermal type (two spawns: in the basement and on the roof).
  4. Electrofield – Electrical type.
  5. Hive – Thermal type.
  6. Crater – Gravitational type.
  7. Poisonous Hole – Acid/Chemical type.
    • A1: In a tunnel near the mercenary – Random artifact.
    • A2: Obtainable as part of a side quest – Artifact “Rat King”.
    • A3: On a bus – Artifact (appears during the storyline).
    • A4: Collapsed Power Line – Artifact near a body.
    • T1: “Topaz” near an excavator – After activation, a pseudo-dog will appear.

Garbage

Cement Plant

  1. Overflow – Acid/Chemical type (in the spill zone).
  2. Hell – Thermal type.
  3. Dangerous Path – Gravitational type.
  4. Transfer Node – Electrical type.

Cement Plant

Cooling Towers

  1. Burning Fire Station – Thermal type.
  2. Archianomaly Fire Tornado – Strange Nut.
    • A1: Left of “Red Fortress” – Artifact near a body.
    • T2: “Topaz” on top of a large rail crane, with a stash backpack nearby – After activation, a poltergeist will appear.

Cooling Towers

NDICHAZ Institute

  1. Dalina’s Office Safe – Contains “Battery” artifact, unlocks with the Prometheus photo (code 2006, note is on the table). Collectible on first entry to NDICHAZ.
  2. Storyline Artifact – Found in the laboratory in a room with multiple anomalies.

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Wild Island

  1. Between Laboratory “Boat” and Pontoon Warehouse – Gravitational type.
  2. Stone Village – PSI-anomaly (unknown if it respawns).
  3. Cache – Acid/Chemical type (in a cave beneath the cache, accessible via a storyline quest).
    • A1: Near a body in an anomaly.
    • A2: Sand Quarry – Artifact among wagons near a body.

Wild Island

Zaton

  1. Wetlands – Acid/Chemical type.
  2. Circus – Thermal type.
  3. Cauldron – Thermal type.
  4. Hydrodynamic Lab – Acid/Chemical type.
  5. Cave Network – Thermal type.
  6. Claw – Gravitational type.
  7. Emerald – Gravitational type.
  8. Canning Factory – Electrical type (inside the factory).
  9. Archianomaly Wandering Fires – Strange Water.
    • A1: Among rocks – Near a bandit’s body.
    • A2: Near a body – Artifact.
    • T3: “Topaz” in the collector (already activated, near a scientist).

Zaton

Swamps

  1. Lonely Grave – Electrical type.
  2. Abandoned Hamlet – Acid/Chemical type.
  3. Second Outpost – Gravitational type.
  4. Fishing Hamlet – Thermal type.
  5. Burnt Hamlet – Thermal type.
  6. Trailer Camp – Gravitational type.
    • A1: On rocks – Body with a random artifact.
    • T4: At the end of the island – Already activated, artifact can be collected (zombified enemies nearby).

Swamps

Rostok

  1. Scientists’ Helicopter – Electrical type.
  2. Buriakivka – Gravitational type.
    • A1: Boarded-up house – Artifact in the basement.
    • T5: “Topaz” in a house, with a stalker standing nearby to activate it.

Rostok

Yantar

  1. Yantar Factory – Thermal type.
  2. Rotor Field – Gravitational type.
    • A1: Crack – At the bottom near a dead stalker.

Yantar

Red Forest

  1. Symbiont – Gravitational type (mixed with PSI-anomaly).
  2. Witch’s Circle – Electrical type.
  3. Cave Between “Container Warehouse” and “Equipment Parking Lot” – Acid/Chemical type (linked to a side quest from the 100Rad Bar bartender).
    • T6: At the edge of the “Yanov” location, but within the Red Forest – In a low plateau area with large bones, a device stands in the center.

Red Forest

Yanov

  1. Swamp Cracklers – Thermal type (not recommended for exploration, especially at night, with an overload, or during an emission event).
  2. Siamese Wagons – Gravitational type.
  3. Archianomaly Vortex – Strange Bolt (not recommended to take currently due to game-breaking bugs; make a manual save before and after).
    • A1: On a wagon – Poltergeist inside.

Yanov

Chemical Plant

  1. Agroprom Factory – Thermal type (on the roof).
  2. Gas Station – Gravitational type.
  3. Chemical Settling Tanks – Acid/Chemical type.
  4. Toxic Swamp – Acid/Chemical type.
  5. CMD “Promin” Factory – Gravitational type.
  6. Swamp – PSI-anomaly (one-time spawn).
    • A1: In a military tunnel – Random artifact.
    • A2: Under a tree – Random artifact (two cats will appear).
    • T7: “Topaz” on the roof of a transformer booth – A Burer will spawn (activatable only at night).

Chemical Plant

Burnt Forest

  1. Ash Pile – Thermal type.
  2. Burning Ravine – Thermal type.
  3. Helicopter Base (Lower Section) – Thermal type.
  4. Archianomaly Mist – Strange Cauldron.
  5. Cherevachi (near the burned-out part of the village) – Thermal type.
    • A1: Perimeter Dam – Artifact near a body (military trap).
    • T8: “Topaz” in the center of the “Burning Ravine” anomaly – Two fire poltergeists will appear.

Burnt Forest

Malachite

  1. NTC “Malachite” – Electrical type (on the territory, among the junk).
  2. Brain Scorcher – Thermal type (immediately behind the wall anomaly).
    • A1: CVP “Mirror” – Among electrical anomalies under a substation.
    • A2: Tunnel near “Malachite” – Side room in the tunnel.

Duga

  1. Duga Substation (under four fans) – Thermal type.
  2. Military Store “Viycktorg” – Electrical type.
    • A1: Military Base – On the roof of a four-story building.
    • A2: Garages – Outside among the garages.
    • A3: School Stadium – Among anomalies.

Duga

Jupiter

  1. Market – Gravitational type.
  2. ORS Base – Electrical type.
    • A1: CCIR Proving Ground – Artifact near a body.
    • T9: “Pripyat” Substation – After activating the scanner, two poltergeists and electrical anomalies will appear.

Jupiter

Pripyat

  1. Behind PC “Energetik” (near the car attraction) – Electrical type.
  2. Shopping Center – Thermal type (second floor).
  3. Music School – Gravitational type.
  4. Kindergarten “Sonechko” – Acid/Chemical type (left wing, first floor).
  5. School Stadium – Thermal type.
  6. School No. 1 – PSI-anomaly (detector “Veles” will glow red if present).
    • A1: Behind Café “Olympia” – Poisonous vapor pit, artifact in the truck bed.
    • A2: MSC-126 – In a toxic hogweed maze (inner courtyard).
    • T10: River Port (left building roof, climb two ladders) – After scanning, zombified enemies appear.

Pripyat

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The guide appears to be complete now, covering all the key locations, anomalies, scanners, and artifact details within S.T.A.L.K.E.R. 2: Heart of Chornobyl. It provides a comprehensive reference for players seeking to locate artifacts, utilize scanners, and navigate the game’s anomalies effectively.