S.T.A.L.K.E.R. Wiki
m (moved Pripyat underground (Call of Pripyat) to Yanov Underground: (Call of Pripyat) part redundant; Pripyat -> Yanov; the game itself entitles this location as Jupiter underground; Jupiter -> Yanov for consistency.)
(23 intermediate revisions by 21 users not shown)
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intro_jupiter_underground_4_1.png|Yanov underground loadscreen.
 
intro_jupiter_underground_4_1.png|Yanov underground loadscreen.
 
intro_jupiter_underground_5_1.png|Yanov underground loadscreen.
 
intro_jupiter_underground_5_1.png|Yanov underground loadscreen.
  +
ss_giovanni_12-09-11_13-21-00_(jupiter_underground).jpg
 
</gallery>
 
</gallery>
 
|type = '''Underground'''
 
|type = '''Underground'''
|name = {{PAGENAME}}
+
|name = Jupiter Underground
 
|locations = See:
 
|locations = See:
*[[Pripyat#Notable Locations|Notable Locations]]
+
*[[Yanov_Underground#Notable_Locations|Notable Locations]]
*[[Pripyat#Anomaly Fields|Anomaly Fields]]
+
*[[Yanov_Underground#Anomaly_Fields|Anomaly Fields]]
 
|doctor =
 
|doctor =
 
|technicians =
 
|technicians =
Line 19: Line 20:
 
|characters =
 
|characters =
 
'''Military:'''
 
'''Military:'''
*Lt. [[Sokolov]] (present if recruited)
+
*[[Image:SHOC_Military.png|22px]]Lt. [[Sokolov]] (present if recruited)
  +
*[[Image:SHOC_Military.png|22px]]Major.[[Alexander Degtyarev]](Player)
 
'''Monolith:'''
 
'''Monolith:'''
*[[Strider]] (former; present if recruited)
+
*[[Image:Monolith_Patch.png|22px]][[Strider]] (former; present if recruited)
 
'''Loners:'''
 
'''Loners:'''
*[[Vano]] (present if recruited)
+
*[[Image:SCS_Loners.png|22px]][[Vano]] (present if recruited)
 
'''Duty:'''
 
'''Duty:'''
  +
*[[Image:Dolg_Patch.png|22px]][[Zulu]]
*[[Zulu]] (former; present if recruited)
 
|notes = [[File:Map_jupiter_underground.png|thumb|115px|Map of Yanov Undergroung from '''S.T.A.L.K.E.R.: Call of Pripyat''']]
+
|notes = [[File:Map_jupiter_underground.png|thumb|115px|Map of Yanov Underground from '''S.T.A.L.K.E.R.: Call of Pripyat''']]
 
}}
 
}}
   
 
{{Youmay|term=Pripyat Underground}}
 
{{Youmay|term=Pripyat Underground}}
The '''Pripyat Underground''' is a level that appears only in [[S.T.A.L.K.E.R.: Call of Pripyat]]. It is the third level in the game.
+
The '''Jupiter Underground''' is a level that appears only in ''[[S.T.A.L.K.E.R.: Call of Pripyat]]''. It is the third level in the game.
   
==Description==
+
== Description ==
   
The Pripyat Underground can be accessed from the Jupiter Factory, which is located in [[Yanov]]. Before entering the Pripyat Underground, the player must acquire the [[Underpass Schematics]] and then assemble a team of at least one, maximum of four other [[Stalkers]]. A suit with [[SEVA Suit|a closed cycle respiratory module]] is a necessity due to the harsh conditions of the Pripyat Underground.
+
The Jupiter Underground can be accessed from the [[Jupiter Factory]], which is located in [[Yanov]]. Before entering this location, the player must acquire the [[Underpass Schematics]] and then assemble a team of at least one, maximum of four other [[Stalkers]]. A suit with [[SEVA Suit|a closed cycle respiratory module]] is a necessity due to the harsh conditions of this underground.
   
Unlike previous underground levels, the Pripyat Underground is rather large but straightforward. It contains several large rooms with very high ceilings, as well as a few tight corridors. It is home to several different anomalies, including [[Vortex]] anomalies.
+
Unlike previous underground levels, this is a rather large but straightforward "tunnel". It contains several large rooms with very high ceilings, as well as a few tight corridors. It is home to several different anomalies, including [[Vortex]] anomalies.
   
==Enemies==
+
== Enemies ==
   
The Pripyat Underground is a rather difficult level, especially if you wish to keep your squad players alive, which is a necessity in order to get more positive endings. There are a large number of [[Snorks]] in several rooms and a handful of [[Rodent]]s, as well as a few hordes of [[Zombified Stalkers]]. On your way out of the underground, you'll be ambushed by a [[Monolith]] squad.
+
The Jupiter Underground is a rather difficult level, especially if you wish to keep your squad players alive, which is a necessity in order to get more positive endings. There are a large number of [[Snorks]] in several rooms and a handful of [[Rodent]]s, as well as a few hordes of [[Zombified Stalkers]]. On your way out of the underground, you'll be ambushed by a [[Monolith]] squad.
   
==Walkthrough==
+
== Walkthrough ==
   
 
Before you leave with [[Zulu]] and whatever other squad members you have, it is highly recommended you ensure you have at least some of these items:
 
Before you leave with [[Zulu]] and whatever other squad members you have, it is highly recommended you ensure you have at least some of these items:
   
*[[Franchi SPAS-12|SPSA-14]] or [[Armsel Protecta|Eliminator]] with lots of [[12x70 Buckshot]] rounds
+
*[[SPSA-14]] or [[Eliminator]] with lots of [[12x70 Buckshot]] rounds
*Upgraded, scoped assault rifle with lots of ammo (armor piercing rounds suggested)
+
*Upgraded, scoped (high-contrast sight suggested) assault rifle with lots of ammo (armor piercing rounds suggested)
 
*[[SEVA Suit]] (required)
 
*[[SEVA Suit]] (required)
   
If you're able to bring a sniper rifle and an extra armored suit ([[Guardian of Freedom Suit]], [[PSZ-9d Duty Armor]], [[CHN-3a Battle Armour]], [[SKAT-9M Military Armored Suit]], or [[Exoskeleton]]), by all means do so.
+
If you're able to bring a sniper rifle and an extra armored suit ([[Guardian of Freedom Suit]], [[PSZ-9d Duty Armor]], [[CHN-3a Battle Armour]], [[Skat-9 military armoured suit|SKAT-9M Military Armored Suit]], or [[Exoskeleton]]), by all means do so.
   
  +
A (presumably) complete cache walkthrough is available [http://pastebin.com/i1cHWDrC here]. While a strong preparation will likely yield the best results, compulsive hoarders will see how prevalent supply caches are in the tunnels and can potentially enter the tunnel empty-handed, relying on the early SPSA-14 and Black Kite. Reducing initial carry weight will allow the player to pull more loot from the tunnel.
After [[Nitro]] lowers the elevator, it loses power - you can't go back until you reach [[Pripyat]] itself and complete a quest there. The initial resistance in the level isn't too terribly difficult, but the more party members you bring, the more hectic and more likely you are to suffer from friendly fire incidents.
 
  +
 
After [[Nitro]] lowers the elevator, it loses power - you can't leave until you reach [[Pripyat]] itself and complete a quest there. The initial resistance in the level isn't too terribly difficult, but the more party members you bring, the more hectic it becomes, and you'll more likely suffer from friendly fire incidents.
   
 
The first few sections of tunnels are patrolled by [[Rodent]]s and [[Snorks]], which usually attack in pairs. If the player hasn't brought a back-up suit, their flash-light will be the only way of seeing anything - and due to the short range, one will have to rely on their teammates' flashlights in order to spot most threats at a distance. A handy solution to this is to purchase a night vision scope from the trader [[Owl]]. They can be attached to many of the assault rifles and the eliminator shotgun, allowing you to check for snorks approaching at a distance without needing to remove the SEVA suit. It is important to quick save after every encounter - the snorks get progressively stronger and more numerous until they can tear you or one of your partners apart in seconds.
 
The first few sections of tunnels are patrolled by [[Rodent]]s and [[Snorks]], which usually attack in pairs. If the player hasn't brought a back-up suit, their flash-light will be the only way of seeing anything - and due to the short range, one will have to rely on their teammates' flashlights in order to spot most threats at a distance. A handy solution to this is to purchase a night vision scope from the trader [[Owl]]. They can be attached to many of the assault rifles and the eliminator shotgun, allowing you to check for snorks approaching at a distance without needing to remove the SEVA suit. It is important to quick save after every encounter - the snorks get progressively stronger and more numerous until they can tear you or one of your partners apart in seconds.
Line 58: Line 62:
 
Eventually, after the first long staircase, the snorks will begin coming from behind, lunging from behind piles of rubble and ventilation shafts to try and get the drop on the team. If [[Strider]] and [[Zulu]] have survived to this point, they are their normal targets. The large blast doors the player comes across further on marks the last of the mutant threat - upon nearing it, three snorks will leap from behind, and once the door opens, another '''five''' come scrambling through it - if the player panics and hits the switch too soon, his squad can be quickly overwhelmed by the sheer onslaught.
 
Eventually, after the first long staircase, the snorks will begin coming from behind, lunging from behind piles of rubble and ventilation shafts to try and get the drop on the team. If [[Strider]] and [[Zulu]] have survived to this point, they are their normal targets. The large blast doors the player comes across further on marks the last of the mutant threat - upon nearing it, three snorks will leap from behind, and once the door opens, another '''five''' come scrambling through it - if the player panics and hits the switch too soon, his squad can be quickly overwhelmed by the sheer onslaught.
   
After they breach the main chamber of the underground, the player's free to switch out the [[SEVA Suit]] for a more rugged suit if they brought one - the carbon monoxide and chemical compound dissipate. By searching around, a [[Jellyfish]] can be found near the only lit building, inside a cargo container. The goal is to now turn on the power and open the last door leading to the [[Pripyat]] sewer system. Climbing onto the generator and throwing the switch triggers an ambush - [[Monolith]] units were prepared for such an event, and come pouring out from behind the cargo containers behind the player, led by an [[Exoskeleton]]-clad expert. After putting them down, the player can investigate their hideout for a [[silencer]], before returning to the lit building.
+
After they breach the main chamber of the underground, the player is free to switch out the [[SEVA Suit]] for a more rugged suit if they brought one - the carbon monoxide and chemical compounds dissipate. By searching around, a [[Jellyfish]] can be found near the only lit building, inside a cargo container. The goal is to now turn on the power and open the last door leading to the [[Pripyat]] sewer system. Climbing onto the generator and throwing the switch triggers an ambush - [[Monolith]] units were prepared for such an event, and come pouring out from behind the cargo containers behind the player, led by an [[Exoskeleton]]-clad expert. After putting them down, the player can investigate their hideout for a [[silencer]], before returning to the lit building.
   
 
A sniper rifle or a very accurate assault rifle is a must for this next part, as the moment the player approaches the top floor of this building, [[Monolith]] snipers appear on catwalks, and begin firing on either him or his surviving squad. One appears high on the left, and another on the right, while more troops move in from one of the tunnels on the right side. The snipers are the first priority as they can easily kill the player with a single shot from each of them. However, [[Strider]] does a good job killing the snipers but don't rely on him or any of your teammates.
 
A sniper rifle or a very accurate assault rifle is a must for this next part, as the moment the player approaches the top floor of this building, [[Monolith]] snipers appear on catwalks, and begin firing on either him or his surviving squad. One appears high on the left, and another on the right, while more troops move in from one of the tunnels on the right side. The snipers are the first priority as they can easily kill the player with a single shot from each of them. However, [[Strider]] does a good job killing the snipers but don't rely on him or any of your teammates.
   
Once this ambush is put down, the most difficult part of the trip is done. Up ahead are numerous [[Zombified Stalkers]], and a few more snorks, but they're relatively easy to put down with little trouble. Push through a couple chambers of these, and you'll have made your way to Pripyat.
+
Once this ambush is put down, the most difficult part of the trip is done. Up ahead are numerous [[Zombified Stalkers]], and a few more snorks, but they're relatively easy to put down. Push through a couple chambers of these, and you'll have made your way into Pripyat.
   
If any of your teammates die at any time, the ending of your campaign suffers. It is recommended that you restart from a previous save game if you suffer a casualty. Make lots of saves.
+
If any of your teammates die at any time, the ending of your campaign will suffer. It is recommended that you restart from a previous save game if you suffer a casualty. Be sure to quicksave often, preferably before opening a door to a new area.
   
==Notes==
+
== Notes ==
* The Pripyat Underground is the first way to get to [[Pripyat]]. After finishing this level and grabbing the [[Gauss Rifle|Mysterious Weapon]] following the fight in Pripyat Hospital, [[Garik]] can escort the player from [[Pripyat]] to [[Yanov]] and vice versa.
 
   
 
* The Jupiter Underground is the first way to get to [[Pripyat]]. After finishing this level and grabbing the [[Gauss Rifle|Mysterious Weapon]] following the fight in Pripyat Hospital, [[Garry]] can escort the player from [[Pripyat]] to [[Yanov]] and vice versa.
* Up to four people can accompany you in the Pripyat Underground. Those people include [[Zulu]], [[Lt. Sokolov]], [[Vano]], and [[Rogue]]. Other than providing much needed firepower, Vano will also show the player safe route through anomaly fields and [[Rogue]] will take care of enemy snipers during the [[Monolith]] ambush. All four must be kept alive in order to achieve the best ending slideshows.
 
  +
 
* Up to four people can accompany you in the Underground. Those people include [[Zulu]], [[Lt. Sokolov]], [[Vano]], and [[Strider]]. Other than providing much needed firepower, Vano will also show the player a safe route through anomaly fields, and [[Strider]] will take care of enemy snipers during the [[Monolith]] ambush. All four must be kept alive in order to achieve their good ending slideshows.
 
* The Pripyat Underground is the only entirely linear level in the game. Once you've reached Pripyat as well as completing the first quest, you can't go back to the Underground ever again. [[Nitro]] himself confirms this if you decide to travel back to [[Yanov]] and speak to him about using the elevator again.
 
* The Pripyat Underground is the only entirely linear level in the game. Once you've reached Pripyat as well as completing the first quest, you can't go back to the Underground ever again. [[Nitro]] himself confirms this if you decide to travel back to [[Yanov]] and speak to him about using the elevator again.
 
* It is unknown how [[Vano]] manages to guide the team through the anomalies because, when looted, [[Vano]] appears to have a [[Veles]] detector which cannot spot anomaly fields.
 
* It is unknown how [[Vano]] manages to guide the team through the anomalies because, when looted, [[Vano]] appears to have a [[Veles]] detector which cannot spot anomaly fields.
   
* A suit with a closed cycle breathing module is needed to get into the Pripyat Underground. [[SEVA Suit]] is the only one that qualifies.
+
* A suit with a closed cycle breathing module is needed to get into the Pripyat Underground. The [[SEVA Suit]] is the only one that qualifies.
   
* Inside the underground the Carbon monoxide gas is only chemical damage and it is not ''totally'' necessary to use a [[SEVA suit]] to survive in the underground, but must be brought to commence the trip. Note however that the CO is capable of eating away armor durability at a frighting pace, even an [[Exoskeleton]] without a Meat Chunk or a [[PSZ-9d Duty armour]] won't last more than 5 minutes when exposed to the gas. A [[Meat Chunk]] artifact must be worn in-tandem to ensure that the gas doesn't kill the player due to compromised armor.
+
* Inside the underground, the Carbon monoxide gas is only chemical damage and it is not ''totally'' necessary to use a [[SEVA suit]] to survive in the underground, but must be brought to commence the trip. Note, however, that the CO is capable of eating away armor durability at an alarming pace, and even an [[Exoskeleton]] without a Meat Chunk or a [[PSZ-9d Duty armour]] won't last more than 5 minutes when exposed to the gas. A [[Meat Chunk]] artifact must be worn in-tandem to ensure that the gas doesn't kill the player due to compromised armor.
   
 
*In case of severely damaged armor, it is advised to bring some [[Antidote]] for protection against chemical damage. Though note that this will ''not'' protect armor durability.
 
*In case of severely damaged armor, it is advised to bring some [[Antidote]] for protection against chemical damage. Though note that this will ''not'' protect armor durability.
   
* The player should check for supplies in the tunnels as they progress, as there are often piles of ammunition, medical supplies, and grenades in corners or in vehicles. The most valuable items are a Desert Eagle on the seat of a jeep early in the tunnels, two RPG warheads on top of a container near the first Monolith soldiers, a jellyfish artifact in a shipping container near the anomalies in the trainyard, and a SEVA suit in a room behind the stairs leading to the trainyard control room (behind several vortex anomalies).
+
* The player should check for supplies in the tunnels as they progress, as there are often piles of ammunition, medical supplies, and grenades in corners or in vehicles. However it is best to do so after clearing a room, as the AI will often push ahead of you and might get killed. They don't move up until you press the buttons, so it's safer to clear the room first.The most valuable items are a SPSA-14 in the back of the truck as soon as you exit the elevator, a Desert Eagle on the seat of a jeep early in the tunnels, an AN-94 on the big train after going through a door and down some stairs and through another door, two RPG warheads on top of a container near the first Monolith soldiers, a jellyfish artifact in a shipping container near the anomalies in the trainyard, and a SEVA suit in a room behind the stairs leading to the trainyard control room (behind several vortex anomalies).
   
 
* After opening the final blast door into the main chamber, the "Carbon Monoxide" safely dissipates and protection is no longer required.
 
* After opening the final blast door into the main chamber, the "Carbon Monoxide" safely dissipates and protection is no longer required.
   
* The Pripyat Underground was going to be featured in [[S.T.A.L.K.E.R.: Clear Sky]] and is playable in Build 3120, where it is nearly identical to the model in [[S.T.A.L.K.E.R.: Call of Pripyat]]. Unfortunately the level was cut from the game but [[Lebedev]] still mentions it in the [[Limansk Hospital]].
+
* The Pripyat Underground was going to be featured in [[S.T.A.L.K.E.R.: Clear Sky]] and is playable in Build 3120, where it is nearly identical to the model in [[S.T.A.L.K.E.R.: Call of Pripyat]]. Unfortunately, the level was cut from the game, but [[Lebedev]] still mentions it in the [[Limansk Hospital]].
  +
* When entering the area where the monolith are going to ambush the group Vano will say "Mess with the best, die like the rest", which is a common saying among the United States Marine Corps.
  +
  +
[[ru:«Припять-1» (квест)]]
 
[[Category:Call of Pripyat Locations]]
 
[[Category:Call of Pripyat Locations]]
 
[[Category:Call of Pripyat missions]]
 
[[Category:Call of Pripyat missions]]

Revision as of 05:24, 27 April 2019


Pripyat Underground has other uses. Please see Pripyat Underground (disambiguation) for other meanings.

The Jupiter Underground is a level that appears only in S.T.A.L.K.E.R.: Call of Pripyat. It is the third level in the game.

Description

The Jupiter Underground can be accessed from the Jupiter Factory, which is located in Yanov. Before entering this location, the player must acquire the Underpass Schematics and then assemble a team of at least one, maximum of four other Stalkers. A suit with a closed cycle respiratory module is a necessity due to the harsh conditions of this underground.

Unlike previous underground levels, this is a rather large but straightforward "tunnel". It contains several large rooms with very high ceilings, as well as a few tight corridors. It is home to several different anomalies, including Vortex anomalies.

Enemies

The Jupiter Underground is a rather difficult level, especially if you wish to keep your squad players alive, which is a necessity in order to get more positive endings. There are a large number of Snorks in several rooms and a handful of Rodents, as well as a few hordes of Zombified Stalkers. On your way out of the underground, you'll be ambushed by a Monolith squad.

Walkthrough

Before you leave with Zulu and whatever other squad members you have, it is highly recommended you ensure you have at least some of these items:

If you're able to bring a sniper rifle and an extra armored suit (Guardian of Freedom Suit, PSZ-9d Duty Armor, CHN-3a Battle Armour, SKAT-9M Military Armored Suit, or Exoskeleton), by all means do so.

A (presumably) complete cache walkthrough is available here. While a strong preparation will likely yield the best results, compulsive hoarders will see how prevalent supply caches are in the tunnels and can potentially enter the tunnel empty-handed, relying on the early SPSA-14 and Black Kite. Reducing initial carry weight will allow the player to pull more loot from the tunnel.

After Nitro lowers the elevator, it loses power - you can't leave until you reach Pripyat itself and complete a quest there. The initial resistance in the level isn't too terribly difficult, but the more party members you bring, the more hectic it becomes, and you'll more likely suffer from friendly fire incidents.

The first few sections of tunnels are patrolled by Rodents and Snorks, which usually attack in pairs. If the player hasn't brought a back-up suit, their flash-light will be the only way of seeing anything - and due to the short range, one will have to rely on their teammates' flashlights in order to spot most threats at a distance. A handy solution to this is to purchase a night vision scope from the trader Owl. They can be attached to many of the assault rifles and the eliminator shotgun, allowing you to check for snorks approaching at a distance without needing to remove the SEVA suit. It is important to quick save after every encounter - the snorks get progressively stronger and more numerous until they can tear you or one of your partners apart in seconds.

Eventually, after the first long staircase, the snorks will begin coming from behind, lunging from behind piles of rubble and ventilation shafts to try and get the drop on the team. If Strider and Zulu have survived to this point, they are their normal targets. The large blast doors the player comes across further on marks the last of the mutant threat - upon nearing it, three snorks will leap from behind, and once the door opens, another five come scrambling through it - if the player panics and hits the switch too soon, his squad can be quickly overwhelmed by the sheer onslaught.

After they breach the main chamber of the underground, the player is free to switch out the SEVA Suit for a more rugged suit if they brought one - the carbon monoxide and chemical compounds dissipate. By searching around, a Jellyfish can be found near the only lit building, inside a cargo container. The goal is to now turn on the power and open the last door leading to the Pripyat sewer system. Climbing onto the generator and throwing the switch triggers an ambush - Monolith units were prepared for such an event, and come pouring out from behind the cargo containers behind the player, led by an Exoskeleton-clad expert. After putting them down, the player can investigate their hideout for a silencer, before returning to the lit building.

A sniper rifle or a very accurate assault rifle is a must for this next part, as the moment the player approaches the top floor of this building, Monolith snipers appear on catwalks, and begin firing on either him or his surviving squad. One appears high on the left, and another on the right, while more troops move in from one of the tunnels on the right side. The snipers are the first priority as they can easily kill the player with a single shot from each of them. However, Strider does a good job killing the snipers but don't rely on him or any of your teammates.

Once this ambush is put down, the most difficult part of the trip is done. Up ahead are numerous Zombified Stalkers, and a few more snorks, but they're relatively easy to put down. Push through a couple chambers of these, and you'll have made your way into Pripyat.

If any of your teammates die at any time, the ending of your campaign will suffer. It is recommended that you restart from a previous save game if you suffer a casualty. Be sure to quicksave often, preferably before opening a door to a new area.

Notes

  • The Jupiter Underground is the first way to get to Pripyat. After finishing this level and grabbing the Mysterious Weapon following the fight in Pripyat Hospital, Garry can escort the player from Pripyat to Yanov and vice versa.
  • Up to four people can accompany you in the Underground. Those people include Zulu, Lt. Sokolov, Vano, and Strider. Other than providing much needed firepower, Vano will also show the player a safe route through anomaly fields, and Strider will take care of enemy snipers during the Monolith ambush. All four must be kept alive in order to achieve their good ending slideshows.
  • The Pripyat Underground is the only entirely linear level in the game. Once you've reached Pripyat as well as completing the first quest, you can't go back to the Underground ever again. Nitro himself confirms this if you decide to travel back to Yanov and speak to him about using the elevator again.
  • It is unknown how Vano manages to guide the team through the anomalies because, when looted, Vano appears to have a Veles detector which cannot spot anomaly fields.
  • A suit with a closed cycle breathing module is needed to get into the Pripyat Underground. The SEVA Suit is the only one that qualifies.
  • Inside the underground, the Carbon monoxide gas is only chemical damage and it is not totally necessary to use a SEVA suit to survive in the underground, but must be brought to commence the trip. Note, however, that the CO is capable of eating away armor durability at an alarming pace, and even an Exoskeleton without a Meat Chunk or a PSZ-9d Duty armour won't last more than 5 minutes when exposed to the gas. A Meat Chunk artifact must be worn in-tandem to ensure that the gas doesn't kill the player due to compromised armor.
  • In case of severely damaged armor, it is advised to bring some Antidote for protection against chemical damage. Though note that this will not protect armor durability.
  • The player should check for supplies in the tunnels as they progress, as there are often piles of ammunition, medical supplies, and grenades in corners or in vehicles. However it is best to do so after clearing a room, as the AI will often push ahead of you and might get killed. They don't move up until you press the buttons, so it's safer to clear the room first.The most valuable items are a SPSA-14 in the back of the truck as soon as you exit the elevator, a Desert Eagle on the seat of a jeep early in the tunnels, an AN-94 on the big train after going through a door and down some stairs and through another door, two RPG warheads on top of a container near the first Monolith soldiers, a jellyfish artifact in a shipping container near the anomalies in the trainyard, and a SEVA suit in a room behind the stairs leading to the trainyard control room (behind several vortex anomalies).
  • After opening the final blast door into the main chamber, the "Carbon Monoxide" safely dissipates and protection is no longer required.
  • The Pripyat Underground was going to be featured in S.T.A.L.K.E.R.: Clear Sky and is playable in Build 3120, where it is nearly identical to the model in S.T.A.L.K.E.R.: Call of Pripyat. Unfortunately, the level was cut from the game, but Lebedev still mentions it in the Limansk Hospital.
  • When entering the area where the monolith are going to ambush the group Vano will say "Mess with the best, die like the rest", which is a common saying among the United States Marine Corps.