LootMap

Stalker 2 Interactive Map: Full Zone and DLC Regions

The Stalker 2 map holds 13,964 markers in 47 layers, with named borders for all 22 regions, including Iron Forest and CNPP.

Game build 24872539

Layers this guide uses

The Stalker 2 interactive map covers the whole Zone on a single continuous map. It contains 13,964 markers in 47 layers, with borders and labels for 22 regions. Iron Forest and CNPP from Cost of Hope are part of the same map rather than separate images.

The number is a count of map records. It is not a claim that the game has 13,964 unique collectible items. A mission can have several objectives, an NPC can move with the story, and a supply record can represent a dynamic source.

Start with the Locations layer

This guide opens the map with 281 Locations visible. Add one target layer after choosing a region, and leave dense supply layers switched off until you zoom in.

LayerMarkersBest use
Stashes1,321Clue-linked containers and named stash searches
Named NPCs798Characters whose availability may depend on quests
Shelters502Emission cover, separate from beds
Side missions493Conditional objectives from side quests
Weapons357Fixed weapon placements, including three Update 2.0 guns
Main missions296Story objectives that change with progress
Locations281Named places and landmarks
Artifact spawns85Places where the game can select an artifact

Opening every layer at once makes the map hard to read. Start with one target, then add a second layer only when it answers a route question. For example, stashes with beds is useful before a long sweep, while 47 layers at once is not.

All 22 Stalker 2 regions on one map

The region overlay names Zaton, Chemical Plant, Garbage, Wild Island, Lesser Zone, Malachite, Burnt Forest, Duga, CNPP, Red Forest, Cement Factory, Swamps, Rostok, Yantar, Generators, Cooling Towers, Yaniv, Prypiat, Cordon, Jupiter, Iron Forest, and SIRCAA.

The border is useful when a search result gives only a region. Turn on Locations, type the place name, and use the region label to check that you are looking at the correct side of the Zone. This matters around adjoining areas where a short straight-line gap can hide a long usable route.

The Zone covers more than 60 square kilometers in the game. The 8,192 by 8,192 map image is a positioning canvas rather than a kilometer grid, so pixel distance alone does not measure a playable route.

Search matches the names shown on the map. Use it when you know the name, such as ARev, Poppy Field, Slag Heap, or Wandering Lights. Use layer filters when you know only the type, such as armor, traders, or keys.

Opening a marker makes the selected point, active layers, and current view shareable through the URL. Copy that address when you want someone else to open the same place.

Markers also carry status where the game requires it. Artifact spawn points are dynamic because the game chooses the item. Mission targets and some NPCs are conditional because the current save decides which state is active.

The dense layers that start switched off

Supply and encounter data is available without covering the first view in icons.

These are best used as temporary layers. Switch one on, clear the area you are working in, then switch it off before planning the next route.

Choose layers by task

The total includes mission objectives, named NPC states, dynamic supplies, anomaly fields, services, notes, PDAs, beds, and other map records. Not every point is equally useful for every trip.

Check whether the map has the layer you need and whether a search opens the correct point. For a first pass, open the full map with Locations. Add dense layers only when they solve the next problem.

Maps in this guide