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The subject of this article appears in S.T.A.L.K.E.R.: Call of Pripyat.

Wiki For the location, see Pripyat 1 underpass.

So, to summarize, there's an underground underpass designated Pripyat 1, which runs under the city of Pripyat, with one section that ends in a lock located in the Jupiter plant's transportation section. Impressive! Judging by the notes it has been sealed, filled with gas and the power to it has been cut. I suppose I could try to revive the generator and open the lock. Only I ain't going through Jupiter without protection, and I suggest that you don't even think about going underground on your own. You'll need to have a couple of buddies with you, at least. You're all going to need suits with closed-cycle respiratory modules, too, otherwise you won't last a minute down there... Listen, Zulu lives in a tower not far from here - try talking to him. If you guys hit it off, he'll tell you how to put a squad together.
― Nitro

Pripyat 1 is a main mission in S.T.A.L.K.E.R.: Call of Pripyat.

Description[]

Part 1: Assemble a squad to go to Pripyat[]

The mission automatically starts upon completing Road to Pripyat and giving the Underpass Schematics, Documents with notes and Duty Shift Log to Nitro. Upon examining the data, Nitro will tell the player that he can effectively repair the elevator temporarily, but the player will need to assemble a squad to go through the underpass with them. Also, a closed-cycle respiratory suit will be necessary.

Nitro will advise the player to speak to Zulu, a retired Duty member who lives in a tower just near Yanov Station. After a lengthy, drunken conversation, Zulu will agree to go with the player, but he will tell them to find other members to go through the underpass with.

There is a total of four potential candidates for the squad, which are:

  • Zulu: he will accompany the player by default. He dons a PSZ-9Md Universal Protection and a custom machine gun, Zulu's RP-74. He is by far the most efficient companion that will accompany the player in the trip due to his weapon, but he is quite weak and can be easily killed during the trip as his armor offers low protection.
  • Vano: he is found inside Yanov Station and can be recruited only if the side mission Debts has been completed. The player will also need to pay Vano 5000 RU so that he can reclaim his outfit he previously bought from Jack and pawned at Hawaiian's store in order to re-pay Jack. He will wear a SEVA suit and use a Chaser 13 for the trip through the underground. His weapon makes him quite useful against mutants but less against enemy stalkers at medium and long range. Likewise, his suit offers little protection, so he can die easily.
  • Lieutenant Sokolov: he is found in the Ecologists' bunker in Yanov. To recruit him, the player will have to complete the mission Anomalous Plant for Ozersky so that Sokolov can obtain a protective outfit from the scientists. For the trip, he will wear a SSP-99M Suit and use an AKM-74/2U. He is much more resilient than Zulu and Vano as his suit offers good protection, but he isn't a very good shot and his weapon is quite underpowered.
  • Strider: he can be recruited only after the mission Monolith survivors has been completed, after which he will be found at Yanov Station. He will immediately agree to join the player's squad. For the trip through the underpass, he wears a Scientific Monolith suit and uses a SVUmk-2. While his outfit makes him quite resistant, his weapon is underwhelming against mutants, but he will prove to be extremely helpful when dealing with enemy stalkers at long range.

Only one additional member alongside Zulu will be required in order to continue with the mission. Recruiting all possible members will earn the player the Leader achievement, which will boost the squad members' resilience while in the underpass.

While in the underpass, the player can also find other weapons and give them to their squad members to replace their default ones, as NPCs in Call of Pripyat tend to prefer automatic weapons. This is especially true for Sokolov, whose AKM-74/2U can be easily swapped for a better 5.45mm weapon such as an AC-96/2, or Vano, whose shotgun can be replaced with any assault rifle. Zulu will tend to stick with his RP-74, while Strider may swap to an assault rifle if engaging targets in close quarters.

Part 2: Find a suit with a closed-cycle respiratory module[]

This part of the mission simply requires the player to find a SEVA suit to use in the underground. The SEVA suit can be acquired for a hefty fee (30000 RU) from Nimble, and it will take a full 24 in-game hours to receive it. Additionally, the outfit will automatically appear in Owl and Hawaiian's respective inventories after the mission has been started. They will sell the SEVA at a base price of 25000 RU, although the player can acquire it for cheaper depending on the trader's discounts, the latter depending on the completion of certain relevant side missions.

It is not necessary to wear the SEVA for the entirety of the trip, but it is necessary for the player to have one in their inventory to continue with the mission.

Part 3: Get to Pripyat[]

After the squad has been gathered and a SEVA suit has been acquired, the player can talk to Zulu to start the mission proper. A cutscene will play in which the squad will be getting ready at the Jupiter factory while Nitro operates the elevator and lowers the squad into the underpass.

This part of the mission is set in the Pripyat 1 underpass. The player must go through the underpass until they reach Pripyat.

Recommended loadout includes any shotgun with high fire rate - the Carabiner and Eliminator are must-have - and many buckshot rounds. A sniper rifle is also highly recommended, and an assault rifle of the player's choice will also help a lot. Medical supplies will help as well. Due to the SEVA suit lacking night vision, a scope with integrated night-vision can also help the player in dark areas. If the weight capacity allows the player to do so, a secondary outfit (preferably one with good hit protection) will also come in handy, as only the first parts are full of gas - once the player reaches the large dome they can switch suits for good.

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 - the player can't leave until they reach Pripyat itself and complete the Unidentified weapon mission. The initial resistance in the level isn't too terribly difficult, but the more party members the player brings, the more hectic it becomes, and they'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 flashlight 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 the player 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 the player or one of their partners apart in seconds.

At some point the player will come upon a cluster of Whirligigs. If the player has brought Vano, he will safely guide the player through them. 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, their squad can be quickly overwhelmed by the sheer onslaught. For whatever reason, the snorks coming from behind the door are bugged and have very little health and can be killed by most weapons in a single shot, meaning it is advised to crouch in front of the door and kill as much snorks as possible as soon as they show up. Additional Rodents will also appear in the area.

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, and a Meat Chunk is in a room behind the containers area. 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 expert. After putting them down, the player can investigate their hideout for a silencer, before returning to the lit building.

The player must unlock the door. The control room is on the left side of the dome area. The entrance is full of Vortex anomalies, meaning unless the player has the Svarog detector to accurately locate the vortexes, it is best to stick to Vano as he will safely guide the player through the anomalies. 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 three more move in from one of the tunnels on the right side, and two more appear once the player opens the door. The snipers are the first priority as they can easily kill the player or a companion with a single shot from each of them. However, Strider does a good job killing the snipers but don't rely on him or the other teammates.

Equipping all of of the player's squadmates with RP-74s will increase their chances of survival by the virtue of overwhelming firepower. Vano and Sokolov in particular have a small effective range with their default weapons.

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 and rodents, but they're relatively easy to put down. Push through a couple chambers of these, and a ladder will be found, leading the player directly to Pripyat.

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

Once the player has reached Pripyat, their squad is intercepted by Captain Tarasov and his squadmates. Much to the surprise of others, Major Alexander Degtyarev reveals his true identity as a SBU officer, with Zulu leaving in anger. The player and his mates are later introduced to Colonel Kovalsky - triggering the next mission, Unidentified weapon.

Reward[]

There is no direct reward for this mission. The achievement Leader can be obtained if all potential squad members are recruited for this mission.

Trivia[]

  • This is the only appearance of the Jupiter Underground. The player can no longer access it once the mission is completed.
  • It's possible for the player to wear other armor into the Underpass as long as they have a SEVA suit in their inventory. It would be recommended to buy an exoskeleton, upgrade it with additional artifact containers and equip a Meat Chunk for chemical protection and a Bubble to nullify the radiation from the Meat Chunk.
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