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Anomaly puzzles are the newest challenge for Clank in Ratchet & Clank: Rift Apart. You'll encounter your first anomaly puzzle during Rivet's first visit to Sargasso. The anomaly puzzles require involve collecting and positioning a number of colored orbs into machines and platforms in order to direct Clank's (or Kit's) "potentials" across a dangerous path and into a door.

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Each anomaly features three puzzles to solve, and there are four anomalies in the game: two on Sargasso, one on Blizar Prime, and one on Savali during Ratchet's second visit. If you're having a hard time figuring out these tricky challenges, here's our complete guide to all of the anomaly puzzles in Ratchet & Clank: Rift Apart.

Updated September 15, 2023, by Sean Murray: These Anomaly Puzzles sure are complicated. That's why we've refreshed this guide with improved formatting to make it a little easier to read, and added some links to other Ratchet & Clank: Rift Apart topics you might find helpful.

Sargasso Anomaly Puzzle

This is the first anomaly puzzle you'll encounter in the game. On your way to Rivet's Hideout on Sargasso, you'll run into a small army of goons harassing Morts in front of an anomaly. When the fight ends, approach the anomaly and press triangle to send Clank into it.

There are three puzzles to solve in this Anomaly. All three should be fairly straightforward since this is the first puzzle you'll solve.

Start by running to the right platform to pick up the red orb. Press R2 while aiming at the port on the floor to throw the red orb in it. Run into the red dome to fling yourself onto to exit platform and move to the next puzzle.

In the next chamber, break the boxes on the left platform and grab the green orb. Drop the orb into the port in front of the wall of polyhedral on the right platform. Run through the wall to collect the red orb. Next, throw the red orb into the forward-most port on the center path. Throw the green orb into the second port and run through both domes. This will launch you onto the exit platform. Stand on the green button on the right to direct the potential Clanks into the exit.

In the next chamber, pick up the red orb and throw it at the smasher. Run under, grab the red orb out, and throw it into the smasher on the left. Run through it and grab the green orb. Run back through, then take the path on the left and follow it along to another wall of polyhedral.

Toss the green orb into the port closest to the wall and run through it to break it. Then, retrieve the red orb from the smasher behind you and throw it into the port in front of the green dome. Run through it and launch yourself forward to grab another green orb. Return to the center platform and retrieve both orbs so that you have two red and one green orb.

Throw a red into the first smasher, a red into the port closest to the exit, and a green orb into the port right behind the red. Stand on the bottom to rotate the platform and watch Clank's possibilities launch themselves into the exit to finish the puzzle.

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Blizar Prime Anomaly Puzzle

After your first trip to Zurkie's, Rivet and Clank will head to Blizar Prime to find a Phase Quartz. After bringing all the Science Bots back to the Chief Engineer, return to the Mining Hub and head up the ramp on the northwest side to send Clank into the anomaly.

Start by heading straight down the path and break the boxes to get the blue orb. Toss the blue orb into the floating platform to weigh it down. Grab the second blue orb on top and load it into the spinning saw straight ahead to lower it, so it breaks the polyhedral. Retrieve the blue orb from the saw and head back to toss it into the very first port. Stand on the blue button and watch your potentials open the door.

In the next chamber, break the boxes ahead of you and take the right path. Jump onto the elevator and grab the red orb. Put the red orb in the port behind you on the left side of the main path and use it to jump onto the high pillar where the blue orb is. Take both orbs then head back to the elevator.

At the top, put the red orb in the smasher and the blue orb in the tall pillar to lower it down. Grab the green orb, blue orb, and red orb, and head back to the center. The blue orb goes into the saw, the red orb goes into the furthest port, and the green orb goes into the port right before the red one. Press circle to teleport to the exit and enter the next challenge.

Head forward and follow the pass to the blue orb. Put the blue orb in the dual spinning saws ahead of you and jump over them to get the red orb. Retrieve the blue orb then put the red orb in the smasher. Run under it and get the green orb.

Put the red orb in the first port so that the potential clanks jump over the third fan. Next, put the green orb in the next port to speed up the potentials after they jump. Finally, put the red orb in the next port so that the potentials run through the fan and straight into the hall of polyhedral. The potential Clanks will break through the wall, finishing the anomaly challenge.

Second Sargasso Anomaly Puzzle

After meeting Emporer Nefarious on your second trip to Zurkie's, Rivet and Kit head back to Sargasso to stop Emporer Nefarious from destroying Rivet's home planet. Near the start of this level, you'll encounter a Seekerpede trapped in an anomaly. Approach the anomaly and press triangle to send Kit in.

Head straight forward and grab the yellow orb. Toss the yellow orb into the port and run through it to send yourself down the wire. On the other side, break the boxes and head forward to grab another yellow orb. Turn right and walk to the end of the path, break the boxes, and throw the yellow orb in the spinner port to rotate the platform in front of it.

Grab the red orb from the path on the right and toss it into the port right in front of the button where you picked up the second yellow orb so that the potential Kits fly over the button, causing the platform your own to raise. Retrieve the red orb and toss it into the port closest to the raised platform of your own so that the potential Kits jump and land where you are.

Watch them run to the exit to open the door. Press circle to teleport to the exit and move to the next challenge.

In the next chamber, punch the boxes and grab the yellow orb. Throw it in the port straight ahead and zip across to the other side. Retrieve the yellow orb and throw it into the port on the left to zip to the next platform and grab the second yellow orb. Drop it into the port in front of you and zip back across to the middle, then retrieve the orb.

Place the second orb into the very first port and leave the first yellow orb where it is so that your potentials will zip across both wires and run over the green button on the other side. This will lower the pillar so that you can stand on the button on top of it. Stay on the button and retrieve the yellow orb from the port straight ahead. Toss it into the spinner to rotate the bridge and watch your potentials run to the exit. Now you can move onto the third and final challenge.

In the next room, run straight ahead and grab the yellow orb. Toss it in the port at the end of the path and zip to the other side. Follow the path on your right to grab a blue orb. Head back toward the zip line, grab the yellow orb, plant it in front of you to zip back across, then retrieve the yellow orb again.

Head back to the entrance and drop the yellow orb in the port on your left to zip across to the highest platform. Break the crates and grab the red orb here before jumping back down and retrieving the yellow orb. Drop the blue orb into the first port so your potentials can run through the fan, then drop the red orb into the port in front of the button so that your potentials jump over it and run across the bridge.

Finally, drop the yellow orb back into the port in front of the wire and zip across to finish this anomaly puzzle.

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Savali Anomaly Puzzle

On your second trip back to Savali, Clank will need to enter an anomaly to retrieve the interdimensional map hidden there by the monks. Fight your way through the catacombs of Savali and close the rift at the center, then send Clank into the anomaly one last time.

First off, break the boxes in the path of your possibilities, then jump on the platform, grab the yellow orb, and throw it at the switch to raise the platform up. Next, grab the blue orb and throw it at the column the possibilities are currently running into. This will lower it so they can run over it.

However, the wind will now blow them off. Go grab the next blue orb and throw it into their path. They will now be heavy enough to run past the wind, but will now run off the end. However, they will activate a switch that will let you reach the higher rotating platform. Jump on it, grab the yellow orb, and toss it to the wire. Now we just need to rework the route of the possibilities.

Standing on the switch as you grab the yellow orb will activate a platform near the start that changes their path, so just stay where you are and the possibilities will complete the first stage from here.

Next up, go past the complex junction and grab the red orb. Place it on the switch just before the tube of rotating saws - this will reroute the possibilities to a switch that spins the platform at the end upwards. Go stand on that platform before they get there - this will lift you up to grab the green orb there.

Take this green orb back to the start and throw it on the switch to the left, while stepping on the blue platform to reroute the possibilities. This will speed them up so they destroy the barriers, letting you grab the blue orb.

Next, put the green orb on the very first switch, and the red orb in the switch to the right (directly opposite the where you got the blue one). Stand on the blue platform on the right, and the possibilities will break these barriers too. At this point, you have two red orbs, a green orb, and a blue orb. You can now solve the puzzle.

Directly before the tube saws, place a green orb then a red orb to give your possibilities speed and height. At the raised area, you need to give the saw the blue orb to lower it and place the second red orb in front of it so they can leap over. With this done, stand on the blue platform to the left to make sure the platform they are jumping to is raised.

For the final stage grab the yellow orb and throw it on the switch where the yellow wire is L-shaped. Use this to travel across to the red orb. Throw this orb at the switch just before the L-shaped wire so the possibilities can travel across to it. This will lower a podium on the left with a blue orb on it. Go and grab it.

Standing on the platform where the blue orb was, remove both the red and yellow orbs. This will raise your platform, and let you step on the one next to it, which has a switch. Drop the yellow orb on it, and travel across to grab the green orb. With the green orb, drop to the start and place the green and red orbs in the first two switches, which gives you and the possibilities the ability to reach up to the highest platform.

Unfortunately, the wind blows them off. For now, drop a yellow orb into the switch and travel across to reach the second red orb. You then need to grab the yellow orb from across the gulf, use it to travel back, and then grab it again. Drop the blue orb in this raised switch to weigh the possibilities down, then the red orb onto the switch they drop onto, and finally the yellow orb at the end to send them across the wire.

Next: Ratchet & Clank: Rift Apart: Complete Guide & Walkthrough