Cheatinfo.de - PC Game Cheats, Hints and Codes
Homepage  |  Latest PC Cheats  |  Cheatbook  |  Games Index  |  Links  |  Contact  |  Download  |  Search
Browse By PC Games Index:   A  B  C  D  E  F  G  H  I  J  K  L  M  N  O  P  Q  R  S  T  U  V  W  X  Y  Z  #

Anomaly 2 Cheats

Anomaly 2

Secrets:
--------
Submitted by: David K.

-= Checkpoint Carusaurum Farming =-
You can repeatedly collect Carusaurum at a suitable checkpoint without replaying an
entire mission. Mission 5 is a known place to use it.

1. Reach a checkpoint with a nearby Carusaurum pickup and let the checkpoint
   register.
2. Collect the Carusaurum.
3. Choose Restart from last checkpoint.
4. Collect the same pickup again and repeat as needed.

Use this only when you want extra currency rather than a clean mission run. If a
particular checkpoint does not retain the previous pickup total after restarting,
move on instead of assuming every checkpoint behaves the same way.

-= Mission 14 Carusaurum Run =-
Mission 14 can also be replayed as a straightforward Carusaurum run. On Normal, a
focused Carusaurum route yields about 90 Carusaurum per run and takes roughly five to
seven minutes once the route is familiar. This is slower to set up than the
checkpoint loop but does not depend on repeatedly reloading one pickup.

Hints and Tips:
---------------
-= Plan the Route Before the Convoy Reaches the Junction =-
Open the Tactical View with Space or the middle mouse button. It shows the road
network and known towers, and it lets you change the convoy route by clicking the
arrows or the junction you want to reach. Recheck the route whenever a Scrambler,
Boss vortex, or newly revealed tower changes the safe approach.

-= Morph for the Terrain, Not Just for Raw Damage =-
Every normal combat class has two forms, and morphing lets you change its role while
the mission is still running. Double-click a unit with the left mouse button or use
the morph option in the squad menu. Dense streets, open approaches, shielded towers,
slow heavy targets, and support-heavy encounters all reward different forms.

-= Reorder the Convoy Before the Next Engagement =-
The convoy order can be changed during a mission. Put the unit that needs to absorb
the first contact where it can do so, keep fragile support out of obvious danger, and
rearrange again when the next tower family demands a different formation. Do not
treat the order chosen at mission start as permanent.

-= Buying and Selling Is a Tactical Tool =-
Units are not permanently locked into the mission. Outside active combat, a healthy
unit can normally be sold for its purchase price plus the value of its upgrades, so
changing the convoy to counter a new tower type does not automatically waste
Carusaurum. Two penalties matter: damage reduces the sale value by the damage
percentage, and selling during active combat cuts the sale price by 30 percent.

-= Collect Carusaurum Before Committing to the Hard Route =-
Carusaurum comes from destroyed towers and from the triangular deposits visible on
the Tactical View. A short detour for a safe deposit can fund another unit or an
upgrade before a difficult sector. Check the map before entering a one-way stretch or
the final objective area.

-= Use Repair Ahead of the Convoy =-
Repair is an area effect. Place it where damaged vehicles are about to travel rather
than chasing the last vehicle after it has crossed the danger zone. During long
fights, position the field so several convoy members pass through it.

-= Use Decoy to Turn Area-Damage Towers Away =-
Decoy is strongest when its position changes the direction of an enemy attack. Place
it away from the convoy route against Behemoths, Scorchers, the final Boss, and other
threats whose fire can punish several vehicles at once. The goal is not only to
absorb shots but also to make the tower face the wrong way.

-= EMP Is Best When You Do Not Wake the Target =-
EMP temporarily disables towers. A disabled tower can reactivate when your convoy
attacks it, so EMP is especially strong when you can route past the target or keep
your units from firing on it. Use it to create a safe travel window rather than
automatically pressing it first in every fight.

-= A.I.M. Is for Targets That Must Die Now =-
A.I.M. focuses the convoy on a chosen target and increases its damage. Save it for
high-priority towers, dangerous transformed enemies, generators, final objective
towers, and the Mission 14 Boss when killing one target quickly matters more than
spreading fire across the area.

-= Keep the Commander Out of Hacker Fields =-
A Hacker does not damage the convoy directly. It projects an energy field, and if the
Commander stands inside that field with the convoy, your own units can turn their
fire on him. Move the Commander out of the field; once he is clear, the Hacker
becomes much less dangerous.

-= Use Fast Forward Only During Safe Downtime =-
The game can be sped up to clear uneventful stretches faster. Return to normal speed
before junctions, morph decisions, ability placement, hidden-tower areas, and heavy
engagements. Route corrections made one second too late are usually more expensive
than the time saved.

-= Restart the Mission if a Checkpoint Is Already Lost =-
Checkpoints are frequent, but they keep the units, damage, and Carusaurum you had
when you reached them. If you arrive with too few surviving units, too little
Carusaurum, or a badly damaged convoy, restarting the same checkpoint can trap you in
a losing loop. Restart the mission if that checkpoint does not leave the convoy
strong enough to survive the next sector.

Commander Abilities:
--------------------
-= Repair =-
Creates a healing area for convoy vehicles. Put it on the road where several damaged
units will pass through it, or overlap it with a forced damage zone when rerouting is
not possible.

-= Decoy =-
Creates a false target that attracts tower fire. Place it away from the convoy so
directional and area-damage attacks are pulled off the travel lane. It is especially
valuable against slow-turning Behemoths and in the final mission.

-= EMP =-
Temporarily disables towers. Avoid shooting the disabled target if the goal is to
keep it inactive while the convoy passes. EMP is also useful for suppressing a
dangerous supporting tower while A.I.M. destroys another priority target.

-= A.I.M. =-
Forces the convoy to focus fire on a priority target and doubles its damage. Use it
when one tower, generator, transformed Charger, or final objective must be removed
before it can complete its attack cycle.

Units:
------
-= Five Combat Classes, Ten Forms =-
The normal combat roster contains five unit classes, each with two forms, for ten
usable combat forms. A convoy can contain up to six vehicles. Every class can be
upgraded through three levels, and morphing changes the unit role without requiring
you to buy a separate vehicle.

-= Assault Hound and Hell Hound =-
Assault Hound is the rapid-fire ranged form. Its fire rate builds during sustained
fire and reaches full speed after about 12 seconds, so long sight lines let it
perform better than stop-start engagements. It is a strong answer to Blasters,
Predators, and Enforcers because those targets reward fast repeated hits. Hell Hound
is the close-range flame form. Dense streets and routes that pass near several
targets favor it. Its two flamethrowers can engage separate targets, and the burn
continues briefly after contact ends. Morph to Assault when the next approach opens
up and range becomes more important than close coverage.

-= Sledge Hammer and Rocket Hammer =-
Sledge Hammer is the long-range, narrow-arc form. Its forward firing arc is only
about 30 degrees, so route geometry matters; use it when the road keeps the target in
front. Its slow heavy shots are also a strong Charger counter because they feed the
Charger less energy than rapid-fire weapons. Rocket Hammer gives up the narrow
long-range role for 360-degree coverage and very high damage. Use it on bends, loops,
or fights where targets move from the front to the sides of the convoy. Morph back to
Sledge when a long straight approach lets you kill dangerous towers before entering
their effective area.

-= Gripper Guard and Shield Guard =-
Gripper Guard disrupts nearby enemy towers and slows them down. It is excellent
against targets where buying time matters, including Behemoths and Chargers. Slowing
a Behemoth also makes its turn toward a Decoy take longer. Shield Guard protects
nearby convoy units with an energy shield. Use it when several vehicles must survive
the same damage zone, but do not rely on it against Predators: a Predator releases a
pulse on death that destroys nearby force fields.

-= Heavy Support and Drone Support =-
Heavy Support is the durable form of this pair and is useful when the convoy needs a
vehicle that can stay in heavy fire longer than lighter support units. Upgrade it
when you need a tougher front-line anchor rather than another specialized attacker.
Drone Support focuses on Commander abilities. In multiplayer, it can boost a deployed
Commander ability. Choose Heavy Support for staying power and Drone Support when
ability support matters more.

-= Supply Servant and Shadow Servant =-
Supply Servant helps keep Commander abilities available when a route demands repeated
Repairs, Decoys, EMPs, or A.I.M. uses. Shadow Servant trades that support role for
periodic concealment that makes the convoy invisible to enemy towers for short
intervals. Shadow is especially strong when the safest answer is to cross a dangerous
sector instead of fighting every tower in it.

-= Special Mission Vehicles =-
Mobile Lab and Drone Truck appear as special-purpose vehicles in the campaign rather
than ordinary members of the five morphing combat classes. Protect them according to
the mission objective; do not plan the normal six-vehicle combat roster around being
able to buy them freely.

Enemy Tower Counters:
---------------------
-= Blaster =-
Basic tower with weak armor, modest damage, and medium range. One is not a major
threat, but groups add up quickly. Assault Hounds clear clustered Blasters
efficiently.

-= Enforcer =-
Enforcer surrounds itself with six energy shields. Each shield can absorb one hit
regardless of how powerful that hit is, so slow heavy shots waste damage. Use
fast-firing Hounds to strip the shields quickly, then finish the tower.

-= Charger =-
Charger does not attack normally. It forces the convoy to shoot it and absorbs that
energy; if its charge meter fills, it becomes a Storm Reaper. Use slow-firing Hammers
or a Gripper Guard so the Charger gains energy more slowly. If the route allows it,
EMP can suppress the Charger while you pass instead of feeding it more shots.

-= Storm Reaper =-
Storm Reaper is the fully charged Charger form: heavily armored, fast, and capable of
heavy area damage. The Decoy trick used against slow-turning Behemoths is less
reliable here because the Reaper turns quickly. Put a Decoy away from the convoy
route and use A.I.M. to end the fight as quickly as possible.

-= Hacker =-
Hacker projects a field instead of dealing normal damage. Keep the Commander outside
that field when the convoy is inside it, or your own units can shoot him. Once the
Commander leaves the field, the Hacker is much less dangerous.

-= Predator =-
Predators hide underground and may emerge when the convoy passes nearby; not all of
them necessarily activate on the first pass. They hit hard but have weak armor. Use
Assault Hounds and avoid depending on Shield Guard protection because a Predator
death pulse removes nearby force fields.

-= Scorcher =-
Scorcher has strong armor and extreme area damage but limited firing directions. Use
the burned ground around it to read the dangerous arcs. Route behind it or outside
those arcs when possible. On a forced approach, use long-range Sledge Hammers and put
a Decoy where it makes the Scorcher fire away from the convoy.

-= Behemoth =-
Behemoth combines heavy armor with powerful area damage and turns slowly. Place a
Decoy on the side opposite the convoy route. After the Decoy is destroyed, the
Behemoth must rotate back toward the convoy; a Gripper Guard extends that rotation
window, often giving you enough time to destroy it before the next shot.

-= Scrambler =-
Scrambler does not need direct fire to be dangerous. It hides nearby towers from the
Tactical View, so a route that looks empty can reveal a bad surprise at close range.
Destroy Scramblers early when the mission requires reliable route planning.

Solutions:
----------
-= VR 01 - Choose the Route for the Hound Form =-
1. Open the Tactical View with Space or the middle mouse button and set the route
   toward the safe zone.
2. At the fork, use the left route if you want the dense-building path and morph the
   Hound into Hell Hound for close fighting.
3. Use the right route for the more open approach and keep the Hound in Assault form
   so its ranged sustained fire has room to work.
4. Change arrows or click the intended junction whenever you need to revise the
   route; the convoy is not locked to the first plan.
5. Use Repair before damage becomes critical and finish by reaching the safe zone.

-= Mission 5 - Stop Chargers from Becoming Storm Reapers =-
1. Treat the Scramblers as the mission objective, but deal with each Charger safely
   before pushing deeper into the hidden-tower areas.
2. Use slow-firing Hammer forms against Chargers. Rapid-fire Hounds fill the Charger
   meter too quickly.
3. A Gripper Guard can slow the charging process. EMP is also useful when you can
   suppress a Charger and continue past it.
4. If a Charger becomes a Storm Reaper, drop a Decoy away from the convoy route and
   use A.I.M. to kill the Reaper quickly.
5. In sections where the Sledge Hammer loses its forward firing angle, morph it to
   Rocket Hammer so the convoy keeps attacking through bends.
6. Destroy the final Scrambler cluster to finish the mission.

-= Mission 14 - Handle the Boss and Its Vortices =-
1. Collect available Carusaurum and improve the convoy before committing to the final
   node sectors.
2. When the flying Boss creates a vortex on the road, reroute around it when
   possible. If you must cross, use Shield Guard protection and place Repair over the
   crossing.
3. Use Decoy and A.I.M. against the Boss. EMP does not disable the Boss.
4. Destroying the Boss only creates a temporary opening because it rebuilds. Use that
   opening to travel or destroy an objective tower rather than waiting for a
   permanent kill.
5. Use A.I.M. on the colored objective towers. Near the final tower, avoid leaving
   the area if possible because supporting towers can recover after you disengage and
   return.

-= Mission 14 - Preserve the Anomaly Ending =-
1. Choose the route that requires destroying the six blue objective towers shown on
   the Tactical View.
2. Work through the blue sectors while adapting the route around the Boss. Collect
   nearby Carusaurum before each major push and upgrade support units when possible.
3. Use A.I.M. to remove each blue objective tower quickly. Use Decoy, Repair, and
   shields to survive the Boss and any forced vortex crossing.
4. Finish all six blue towers. This shuts down the Machines while leaving the Anomaly
   active and preserves the warm zone rather than leading to the harsher winter
   outcome.

-= Mission 14 - Destroy the Anomaly Ending =-
1. Choose the route that requires destroying the six red objective towers shown on
   the Tactical View.
2. Follow the same Boss rule: reroute around vortices when possible, and use Decoy
   plus A.I.M. when a temporary Boss kill will open the route.
3. Destroy the red towers in the two objective sectors, using nearby checkpoints and
   Carusaurum before the next push.
4. Commit fully to the final red tower so nearby defenses do not get a chance to
   recover after a retreat.
5. Destroy all six red towers. The Anomaly collapses and the alien threat ends, but
   Earth is left with the severe winter outcome.

Multiplayer:
------------
-= Tower Defense Versus Tower Offense =-
Multiplayer is asymmetric. One player controls the human Squad and plays the familiar
tower-offense game, while the other controls the Machines and builds the defensive
network. The mode has its own technology progression and is faster and more reactive
than the campaign because both sides are adapting in real time.

-= Arrange Multiplayer Matches Directly =-
The mode is still available on PC, but the active player pool is extremely small in
2026. Public matchmaking may find nobody, so arrange a match with another player
instead of assuming the mode itself has been removed.

-= Squad-Side Priorities =-
Morph, sell, and replace units more aggressively than in the campaign because a human
defender can react to your convoy. Save A.I.M. for a decisive generator or tower
target, use support forms to boost Commander abilities, and change the route before
the defender can build an obvious kill zone along your planned path.

-= Tower-Side Priorities =-
Build around the route the human player is actually preparing to use, not the route
you hope they take. Keep resources in reserve so you can react, combine tower roles
instead of stacking one counter everywhere, and watch for convoy morphs that
invalidate your first defensive plan.

Technical Issues:
-----------------
-= Back Up Saves Before Manual Recovery =-
On Windows, Anomaly 2 stores game data under the following location:
* %APPDATA%\11bitstudios\Anomaly 2\
The Steam build may also use this Steam userdata location:
* \userdata\\236730\remote\
Close the game before copying or restoring files. Back up the entire relevant folder
instead of guessing which individual file contains campaign progress. If Steam Cloud
sync is active in your client, disable or pause sync before a manual restore so an
older cloud copy does not immediately replace the restored files.

-= Plan on Keyboard and Mouse =-
Do not rely on native controller support for the Windows version. Keyboard and mouse
are the safe default. If you need a controller, use an external remapping tool.

-= Save Locations Are for Backup, Not Editing =-
The paths above are useful for backup and restore, but they do not provide a safe
Save Editing method. Do not change unknown values in the files merely because the
folder is known.

Reference:
----------
-= Core PC Inputs =-
* Space or middle mouse button: open the Tactical View.
* Shift: speed up the action during safe downtime.
* Left-click Tactical View arrows or a junction: change the convoy route.
* Double-click a unit with the left mouse button: morph between its two forms.
* Unit/squad menu: alternate way to morph or manage the convoy.

-= Morph Pair Quick Lookup =-
* Assault Hound <-> Hell Hound: ranged rapid fire <-> close flame coverage.
* Sledge Hammer <-> Rocket Hammer: long narrow firing arc <-> 360-degree damage.
* Gripper Guard <-> Shield Guard: enemy slowdown <-> convoy shielding.
* Heavy Support <-> Drone Support: durability <-> Commander ability support.
* Supply Servant <-> Shadow Servant: ability support <-> temporary concealment.

-= Tower Counter Quick Lookup =-
* Blaster: Assault Hound; remove groups before their combined fire builds up.
* Enforcer: fast-firing Hounds to strip its six one-hit shields.
* Charger: slow-firing Hammers, Gripper slowdown, or EMP followed by a safe pass.
* Storm Reaper: Decoy away from the route, then A.I.M. for a fast kill.
* Hacker: move the Commander out of its field while the convoy is inside.
* Predator: Assault Hound; do not depend on Shield Guard near the death pulse.
* Scorcher: route outside its firing arcs; otherwise Sledge range plus Decoy.
* Behemoth: Decoy opposite the route; Gripper makes its slow turn even slower.
* Scrambler: destroy it to reveal nearby towers on the Tactical View.

-= Campaign Endings Quick Lookup =-
* Preserve the Anomaly: destroy all six blue objective towers in Mission 14.
* Destroy the Anomaly: destroy all six red objective towers in Mission 14.
The two routes are not cosmetic. Preserving the Anomaly shuts down the Machines while
keeping the Anomaly active; destroying it removes the alien threat but produces the
severe winter outcome.

-= Campaign Structure =-
The single-player game consists of a Prelude followed by fourteen missions. The early
VR missions teach route planning, morphing, and tower counters; later missions
combine those systems with escort, defense, hidden towers, special objectives, and
the final choice. Mission 14 contains the two ending routes.
 
Submit your codes!
Having Anomaly 2 codes, tips and tricks we dont have yet?
Submit them through our form
 
Visit CheatBook for Anomaly 2 Cheat Codes, Hints, Walkthroughs or Game Cheats
 
PC Games, PC Game Cheats, Video Games, Cheat Codes, Cheat, FAQs, Walkthrough
Spotlight: New Version CheatBook DataBase 2026
CheatBook DataBase 2026 is a freeware cheat code tracker that makes hints, tips, tricks and cheats (for PC Cheats, Walkthroughs, PSP, Sega, iPhone, Wii U, Playstation, Playstation 2, XBox, Playstation 3, Nintendo 64, DVD, Gameboy Advance, Gameboy Color, N-Gage, Nintendo DS, gamecube, XBox 360, Dreamcast, Super Nintendo) easily accessible from one central location. (Release date January 10, 2026) - All Cheats and Codes inside from the first CHEATBOOK January 1998 until today. More Infos
 
 
© 1998 - Cheatinfo.de  |  Privacy Policy  |  Links  |  Game Trainers  |  Submit Cheats
Affilates Sites:  Cheatbook  |  Cheatchannel  |  Cheatbook Magazine
Top Cheats:   Just Cause 3 Cheats  |  Left 4 Dead 2  |  Call of Duty: Black Ops III Cheats  |  Dead Rising 2  |  Moshi Monsters  |  Far Cry 4 Cheats
Update cookies preferences