The purpose of this guide is to clarify the functions of all the Anomalies in Pacific Drive. Since the game has recently been released, this guide is still in its early stages and will undergo significant development. I’ll strive to ensure it stays current as I delve deeper into exploring and uncovering more Anomalies.
Beating Heart
Logbook:
JOURNAL FRAGMENT, date unknown.
It’s been at least two months now and I’m the last member of our team left out here, totally lost. I’ve no idea what day it is, where I am, where I should be headed, even which way might be north. The roads themselves seem to be changing, and those barriers that the government installed open and close with a mind of their own. I don’t know if I’m ever going to get out.
I’ve only been able to keep going thanks to magical piles of semiorganic junk that somehow knit the van back together after whatever thing smashed it apart last time around. I can get hit by electricity or dragged into a tree ten times over, but these things patch everything up better than any mechanic I ever knew. And then I just drive on into the forest once more, trying the next junction. That’s the story of the last living member of the Bugwatch team, stuck out here forever because we came to record a dumb show about insects.
In the Damp Forest and Blistering Woods, you’ll encounter Beating Hearts. These quirky entities look like a cluster of speakers with a green glow at the core. As you approach them, they’ll swiftly mend your vehicle, but their energy depletes after a short while, rendering them inactive.
Hurricane Squall
Logbook:
A sudden and dramatic change in atmospheric pressure has produced powerful but extremely localized winds. Be careful. This could be extremely dangerous.
In the Damp Forest and Blistering Woods, spotting a Hurricane Squall nearby is crucial for survival. Keep an eye on your ARC device; if you notice a sizable green circle gradually traversing the map, that’s your cue. Stay clear of the circle’s perimeter, and you’ll stay out of harm’s way.
Hot Dust
Logbook:
PRIVATE FIELD NOTES, Dr. A. F. Kingi, date unknown.
At present, the majority of radiation detected in the Zone can be categorized as beta particles or gamma rays, behaving almost exactly as we would expect. Nevertheless, further study will still be required to explain the origin and highly variable intensity of this radiation, which is unlike anything previously documented.
One particular kind of radiation frequently manifests as a highly localized phenomenon, with no apparent source or focus, and often displays changes and modes of behavior more consistent with cloud patterns. These radiation “microclimates” are increasingly common and vary in intensity from relatively weak to extremely concentrated. We’ve tried to discourage the use of the phrase, but local contractors have already taken to using the phrase “Hot Dust” to describe this unusual Anomaly.
While further study is obviously warranted, the extremely unpredictable activity and spontaneous appearance of this radiation has made examination extremely difficult. It is not currently a priority.
You might encounter Hot Dust anywhere, especially when the Zone’s stability wanes or upon opening a Gateway. These pesky particles emit a whopping 5K radiation, swiftly draining your Health. Beware their presence, as they can pose a significant threat to your well-being.
Bollard
Logbook:
TRANSMISSION FRAGMENT, origin unknown, Match 21st, 1961
Yes, Anita, I do agree with you that this is nothing short of remarkable. And yes, I also think what we’re seeing here is something new and unique, something unmatched by anything the Zone has previously offered up. But I must disagree with your conclusions. Strongly. I strongly disagree.
These abrupt, dangerous, grotesque things are one of a host of bizarre new geological phenomena. They very likely occur in response to ground vibration or local disturbances. And I think that’s the end of it. To suggest that they are a deliberate reaction, even a defense mechanism, takes our discussion in a very different and quite uncomfortable direction. I think we should be reviewing your reports before you submit them. This conversation goes no further and I’ll be scrubbing the transmission logs as soon as possible, understand?
Bollards can pop up anywhere, resembling tall mounds of dirt and stone. They emerge from the ground once you’re within their range, although some may stay hidden until you’re right next to them. Exercise caution, especially when extracting Anchors nearby, as they might trigger bollards to erupt unexpectedly, potentially causing your vehicle to flip over. Stay alert to avoid these surprises while navigating the terrain.
Tourist
Logbook:
DICTAPHONE RECORDING, OFFICE OF DR. RICHARD PREBBLE, CIRCA 1976.
Hi! Christina! Hi! How are you? So, um, it turns out you were right. We’ve had reports from several regions of the Zone now and they’re all very similar. We have these dummy things out in the wilderness and, um, we also have them inside abandoned houses. We also have them in gas stations, on the road, on top of signs… One report here says on a roof. We’ve spotted about six hundred now. This file catalogs each and every one.
Oh, and you’re quite right about the other thing, too. Yeah I know what happens when someone touches one. We all got plenty of data on that.
So, um, I’m going to be applying for a position on Portland now. I’ve done my review. It was a great time being contracted here, for sure, but I’m not sure I want to work at ARDA full time, you know? It’s, um, it’s very strange here. You work in a very strange place. I’m sure you’re doing very important work and I respect that greatly, but I think I’d like to go back to academia now.
Oh God, there’s one of them outside. I know for a fact it wasn’t there before.
Tourists can pop up anywhere, and if you’ve got a fear of mannequins, brace yourself. These eerie figures can manifest when you’re alone or surrounded by others. They’ve got a nasty surprise – touching them triggers an explosion. Plus, they only move when you’re not looking. Personally, I deal with them by tossing a Road Flare their way, causing them to detonate. Sometimes, they leave behind a valuable ThermoSap Crystal upon explosion, handy for later stages of the game.
Beware the mischievous graffiti in-game depicting a Tourist offering “Free Hug” – it’s a diabolical touch.
Bolt Bunny
Logbook:
MEMO F.A.O. DR. LOPEZ, July 19th, 1965. Addendum.
I don’t think we can ascribe intelligence because the behavior seems both reactive and entirely independent or any other entities. There is no evidence of judgement of consideration. There is no sign of any social or group dynamics. There is little to no environmental awareness.
I’d surmise that it is, in essence, purely instinctual. To this end, I recommend we ditch the moniker “Bunny” as what we see here is barely even the base instinct to latch on and to feed. It is brainless. It is mindless. We cannot give them animal names. So, to answer your original question, no, I do not believe they “feel” anything and I don’t believe it worthwhile we entertain any more guilt or shame in dealing with them as we might if we were to swat a mosquito. Not even that. We must stop calling them “Bunnies”.
You might encounter these critters anywhere – they’re known for latching onto your car and zapping it with electrical pulses. Surprisingly, despite their appearance, you can actually pair them with a Lightning Rod for added utility. Keep an eye out for these electrifying hitchhikers as you traverse the landscape.
Broken Bunny
Logbook:
MEMO F.A.O. Dr. Lopes, December 10th, 1965
I don’t like this. I feel like an experiment. That’s what I feel like. Like someone is playing with me. Maybe to learn about me, maybe just in the way you see a raccoon try everything it can to get into a trash can.
Why would that be? Is this a response to the experiments I’m performing? Am I interesting? Am I a snack? These damn things chase me and they leap on cars or the field equipment we’ve set up and it’s like they’re playing. Please, Anna, tell me you’re feeling the same way. Tell me you’re seeing this.
Nothing in nature is random. Evolution means that things in our world have function. They have purpose. What is the purpose of these things? What are they trying to do? And are things in the Zone… evolving?
In the Damp Forest, you’ll encounter these pesky critters that leap onto your car, latching on and zapping it with electricity, gradually causing damage. It’s crucial to remove them promptly to prevent further harm to your vehicle. Interestingly, there’s a peculiar anecdote where these critters opted to land on a truck instead of the player, showcasing their unpredictable behavior. Stay vigilant and keep those little troublemakers at bay.
Dust Bunny
Logbook:
ARDA TRAINING REEL FRAGMENT, origin unknown, circa 1962.
That’s right, soldier, give ’em the boot! The army hasn’t issued you hard-wearing, weatherproof boots for nothing. Your footwear is also Anomaly-proof, so get right in there and greet those hangers-on with a good, firm, kick. That’s it son! That’s how it’s done.
See how Harry here takes a moment, makes sure he has some leverage and squarely aims the hell of his boot right at the center of the anomaly. It’s easy! One swift kick and the thing is loose.
Remember, don’t use your bare hands and don’t touch the Anomalies with any exposed skin. Always be sure to check all around your vehicle, particularly on the roof, and only continue your journey once you can be sure you’ve cleared off all the hangers-on. See how Harry here does a full circuit? You won’t believe where all the places these guys find to attach themselves! There he goes again.
Good job, Harry, give ’em the boot! And don’t worry, they don’t feel a thing. It’s not like they’re alive!
You might stumble upon Dust Bunnies anywhere on your journey. These nuisances emit 2.5K of radiation and latch onto your car, gradually wearing it down. Fortunately, you can deal with them easily – just give them a kick to send them packing. Keep an eye out for these radiation-emitting troublemakers and ensure your vehicle stays in top shape.
Left-Right
Logbook:
TELETYPE AUTOSCRIPT ARDA ref CARROL, V. – 1355-121264
Yes, sir, we lost total control sir. Veered off the road and straight into a house full of squatters. Six, sir. It’s like something just took control of the truck, screwed it all up and sent it every which way.
No, sir, only Jackson, who probably has a broken wrist. Everyone else is fine, while all these squatters only seem a little scared.
Well, sir, the thing is, we actually think they’re foreign. They’re dressed kind of strangely. They have hats and flannel shirts. Canadians? But… I thought Canada was north of Seattle. Victoria? Who is she? Oh I see. Well, if we can get a translator on the line I’m sure we can work that out very fast.
I mean French, sir! But I thought that Canadians spoke French? Miller dated a Canadian and she spoke French. Oh, I see. Well I’ll try that now.
Uh. Hello in there! Are you all right? Hello? Do you understand me? We come in peace! Me American! You Canadian! Friends! Sir, I think they’re unhappy.
In the Damp Forest and Blistering Woods, you’ll come across swirling winds with a distinctive blue and yellow hue. Driving into these whirlwinds results in losing control of your car, activating your lights, wipers, and radio, draining your battery in the process. To steer clear of trouble, simply avoid them altogether by navigating around these hazardous gusts. Keep your eyes peeled and your vehicle safe from the effects of these mysterious phenomena.
Wriggling Wreck
Logbook:
TELETYPE AUTOSCRIPT ARDA ref WARD, A. – 1720-101066.
It’s a trap. It’s a damn trap. It’s a monster.
This place is learning how to ambush us. You know what that means? It means it doesn’t want us here. This place doesn’t want us. A whole-ass part of the world is rejecting us, trying to get rid of us, trying to push us out. Think about that for a moment. That’s horrific.
This thing was like some kid of wicked new wildlife, ready to spring at us. But only us. Except, you know what? It’s not like wildlife. You ever notice how these Anomalies don’t attack one another? When have you ever seen them fight? Wildlife is an ecosystem, infinite parts responding to one another. The Anomalies? Listen to me. That’s the Zone uniting against us.
You might encounter the Wriggling Wreck anywhere, recognizable by a wrecked car exhibiting unusual movements. Approach it with caution – getting too close triggers a circle of electricity that damages your car. It’s best to steer clear and go around to avoid activating the trap. However, if you accidentally trigger it, rest assured it won’t activate again in the future. Stay alert and navigate the terrain safely to avoid falling victim to these electrifying traps.
Minuteman
Logbook:
TELETYPE AUTOSCRIPT ARDA ref HOPPER, G. – 1140-211163.
Well I’m very sorry to hear that you find my anger and frustration difficult to deal with, even intimidating, but I wonder if you’d react the same way if any of your male colleagues came to you with similar complaints or dissatisfaction. I’ve been on hold for two hours and I’m calling to warn you of a new danger that it is very much in everyone’s interest to know about, do you understand?
No, listen to me. Write this down. We’re seeing more and more Anomalies capable of electrogenesis, of producing electric energy like an ell or a ray, but at remarkable levels. This is enormously dangerous and I don’t care about what secrets ARDA wants to keep, this is about people’s safety. Their lives! This has nothing to do with me trying to muscle in on research or put myself back on some half-assed program, it’s about you idiots understanding the risks you’re hiding from people. Now let me send this data through.
Oh, you want to talk about theories? How are you on LIM wave interpolation, or Patel’s theory that ARDA have twisted half the Peninsula into some kind of Klein bottle, where the inside is now the outside as well? Or do you want to put me through to somebody who is actually interested in making things happen?
In the Damp Forest and Blistering Woods, you’ll encounter the Minutemen, often accompanying Wriggling Wrecks. These formidable foes form a circle, trapping you with waves of electricity, especially when Wriggling Wrecks are nearby. Sometimes, you’ll encounter them independently, emerging one by one from the ground, generating electricity and linking together.
Interestingly, if Tourists are in proximity to Minutemen, they become charged with electricity, amplifying the damage of their explosions. However, it’s worth noting that I haven’t observed Tourists near other electrifying anomalies like the Spark Tower, so it remains uncertain whether they’d exhibit the same behavior. Stay vigilant and strategize accordingly to navigate these electrifying encounters safely.
Abductor
Logbook:
LETTER FRAGMENT, date unknown.
Dear Maggie,
Once again, I miss you and the kids so much. I’m sorry I haven’t written sooner, but it’s been just crazy out here. I have a few moments right now, so I figured it would be good to put pen to paper. I hope you don’t mind the handwriting being so wiggly, but me and the guys are in a bit of a pickle right now. You see, our van got pulled up into a tree. I’m afraid I can’t explain exactly what happened (top secret things and all), but we’re safe. Trust me on that. We also have two hours to wait before rescue comes, hanging fifty feet above the ground, and right on a ridge. I’ll send this as soon as we get back to barracks, and write you a much better letter after, but in the meantime here’s a picture. I sketched it out while we were waiting. If there’s one thing we have up here, it’s a heck of a view.
Love always,
Joe
In the Damp Forest and Blistering Woods, you’ll encounter Abductors, flying metal balls equipped with a scanning green light below. If you enter their light radius, they’ll latch onto you with a magnet, potentially bringing your expedition to an abrupt halt. However, they can also provide a speed boost if used strategically.
To divert them, simply toss a Road Flare underneath. They’ll be drawn to the Light Flare and veer away, allowing you to continue your journey without interference. Keep an eye out for these high-flying hazards and use your resources wisely to outsmart them.
Can Opener
Logbook:
TRANSMISSION FRAGMENT, origin unknown, date unknown.
Can anybody hear us?
We’re still inside the cabin. One of those things is tearing up the ground outside and it doesn’t stop! It went through Baxter like… like when you walk through tall grass! Like he wasn’t there! Oh God. Come in. Come in, Control. Can you hear us? You have to understand: They escaped containment. The Anomalies escaped. They escaped. They all escaped! THEY ALL ESCAPED!
Can Openers, found throughout various locations, resemble large saws slicing back and forth, cutting through anything in their path, including the ground. To steer clear of danger, either circumvent them or wait for them to move away before proceeding.
Regarding your humorous inquiry about Earth being akin to a can of food due to the presence of Can Openers, it’s a whimsical interpretation. While it’s amusing to draw parallels between the two, it’s simply a creative name for these hazardous obstacles in the game world.
Spark Tower
Logbook:
PRIVATE FIELD NOTES, Dr. Everett, date unknown.
Plasma-powered “Spark” transmitters, combining previously obsolete coils with LIM-enhanced repeaters, have proven to be the best way to boost signals throughout the Zone. The constant increase in radiation and electromagnetic interference has made radio communication extremely difficult and often subject to bizarre distortions. These new, modified coils appear to have solved that. The addition of local plasma power sources is a reliable way to keep each node within this vital infrastructure both operational and independent.
However, the price we have to pay is constant maintenance and repair. They’re demanding beasts and burn through components rapidly. If key resistors and capacitors are not regularly replaced, they quickly develop a habit of either shorting or even releasing constant high-voltage, low-current discharges into the immediate vicinity.
In the Damp Forest, you’ll come across towers accompanied by one or more plasma generators supplying them with power. Armed with an Impact Hammer, you can disable these towers by destroying their plasma generators. Not only does this eliminate the threat posed by the towers, but it also rewards you with valuable resources obtained from breaking the generators. Take advantage of this opportunity to secure additional resources while neutralizing potential threats in the area.
Pothole
Logbook:
ANSWERPHONE MESSAGE TRANSCRIPT, origin unknown, February 12th, 1966.
Hey boss! So I’m out here working with Meera and Tobias from Maintenance, and I’m afraid I’ve got some bad news about our gear. We’ve run into some trouble and I don’t think we’re getting it back any time soon. Sorry, bad start for my first potholing job!
Call me when you get this. Or, better still, I think you should just come down here and see for yourself. Our tools, our signs, our lights, they’ve all… taken flight, so to speak! Heh. Really, I’m serious. I’m dead serious. You should see this. You know how you told me we were normal people working in a very abnormal place? I think I know what you mean now.
In various locations, you may encounter Potholes, which appear as floating rocks but emit 2.5K radiation upon proximity, gradually draining your Health. These hazards often dot the vicinity of abandoned houses, tempting you to explore their loot despite the health risk. However, with crafted Med-kits and food items commonly found during exploration, managing your health should be manageable.
Sizzling Mist
Logbook:
MEMO F.A.O. Dr. Lopez, December 2nd, 1965. Addendum.
You were right! The presence of concentrated plasma particles is what makes the cloud so conductive. This isn’t a storm like an electrical storm, like we’d expect to find in the skies above, and we’d do well to stamp out such colloquial descriptions. No, this is something else, something both more intense and yet also so much more localized.
I think, with a little time, it’ll be quite possible for us to replicate some of this behavior in a lab setting, budget permitting. God, isn’t this exciting? Our research is finally paying off! We’ll get tenure for this, for sure!
Another hazard to watch out for is a blue-tainted, electrified mist cloud. Driving through it results in your car being struck by lightning. Fortunately, this danger is easily avoidable by steering clear and driving around it.
Crackling Crawler
Logbook:
Hey Jill. So we’ve been through the latest batch of tests and almost everything is negative. You’re right that this thing does respond to ground vibration and clearly senses nearby movement, but beyond that there’s no reaction to any other kind of stimulus. Not light, not sound, not radiation, not any kind of changes in atmosphere, humidity… nothing. The best I can suggest right now is that its behavior is kind of territorial, often attacking anything it senses is close.
Wait. Not that I’m saying this thing is displaying intelligence. It’s just some kind of chemical reaction.
We’re still saying that they aren’t intelligent, right? And, uh, anyone even begin to figure out what these things might be made of yet?
Keep an eye out for Crackling Crawlers, moving bolts of electricity often signaling the presence of nearby Minutemen. These hazards can trigger each other, so it’s wise to wait for the electricity to dissipate before proceeding.
Glittering Boulder
Logbook:
TRANSMISSION FRAGMENT, ARDA Dispatch Headquarters, April 26th, 1964
Heeeeeeeeeeeeeyyyy this is Annaaaaaaaaaaaaaa! I’m totally going so faaaaaaaaaaaaaast right now! Oh no! Oh noooooo!
It’s happened agaiiiiiiin! Just out collecting some data from the weeeaaaather stations and ohhh nooooooo! There are these new things out there and ohhhhhh heeeeeeeelp! If you touch them you ahhhhhh nooooo! Hold on Charlieeeeeee!
Look, I’m not an engineer or a physicist, I’m a meeeeeeeteorologist, buy my guess is there things are discharging huge amounts of eeeeeeeeeeenergy into whatever they touch and when they hit a car you totally go so faaaaaaaasst HOLD ON CHARLIEEEEEEEEEE!
Found In: Damp Forest, Blistering Woods,
Most commonly found on ramps and tow trucks. If you drive into them, you will get a speed boost.
Spike Puddle
Logbook:
PARTIAL MEMO, Battalion Headquarters, February 21st, 1964.
Captain Neil Douglas filing. Today, when engaged in pursuit of a pair of Zone trespassers, three vehicles from B company where damaged and put out of action by what may have been traps deliberately laid. The trespassers, who crossed from Canada via the Salish sea and may be fugitives, are believed to have landed somewhere near Joyce after traveling via small boat. After multiple sightings and extensive tracking, we encountered the trespassers at approximately 1100 hours and begin a vehicular pursuit down several fire roads.
Driving a stolen government car, the trespassers evaded capture for some time and were able to prevent further pursuit by leading out team across patches of some kind of semi-organic, oil-like spikes. All three cars used in the pursuit suffered destroyed tires and damaged wheels. It is unclear at this time whether these patches had been somehow laid in response to the pursuit, or had existed sometime beforehand. The patches are extremely dangerous and utterly unlike anything we have seen before.
Recommend requisitioning tracked vehicles from Fort Lewis for further exploration.
Lastly, beware of small dark puddles with moving spikes. Driving over them will damage your tires, posing a threat to your vehicle’s integrity. Exercise caution when navigating areas with these hazardous puddles to avoid unnecessary damage.
That's everything we are sharing today for this Pacific Drive guide. This guide was originally created and written by Valerix. In case we fail to update this guide, you can find the latest update by following this link.