=========================================================================== Nuclear Power Plant Walkthrough/FAQ =========================================================================== Version 1.2. By: Lukas Svensson Email: firstname.lastname@example.org 2003-04-06 to 2003-04-07 =========================================================================== Table of contents: =========================================================================== I. Legal Info II. Story III. Characters IV. Buttons V. Items VI. Walkthrough VII. FAQ VIII. Contribution info IX. Credits =========================================================================== I. Legal Info =========================================================================== This FAQ may be reproduced and posted on any web-page as long as it is kept intact, with my name on it. E-mail me before you post this FAQ anywhere. You may not make money from this document (by selling, charge people for A view, etc.). =========================================================================== II. Story =========================================================================== Nadezhda Nuclear Power Plant, Kola Peninsula Russia, November 6th, 2004, 19:50 Hours. Trace microwave relay. Data retrieved from Kalinatek reveals that Nikoladze uses an unconventional network of relays to communicate with Georgian terrorist cell. Background electric noise surrounding the Nadezhoa Nuclear Power Plant in Northern Russia makes it impossible to trace the network beyond this point. Mission objectives: 1. Trigger a meltdown alert in the cooling rod room. 2. Investigate the Nadezhda communications center. 3. Tap the Georgian microwave relay. 4. Get out of the power plant using the railroad. =========================================================================== III. Characters =========================================================================== Esfir: a technician, he has a ponytail, wears a brown shirt and blue jeans, if he is killed or Ko’d before you’ve got his key code, the mission ends. Russian Technicians: they are all across the middle part of the level, they are civilians, so if you kill to many the mission ends. They wear orange outfits, and are not hard to make out from the soldiers. Russian Soldiers: they are scattered all across the level, it doesn’t matter how many you kill, as long as the bodies are not discovered that is... =========================================================================== IV. Buttons =========================================================================== X Button Use Interaction menu (hold down, release to confirm) Circle Button Crouch, tuck and roll (hold down) Triangle Jump / Split Jump (double tap in narrow place) Double Jump (double tap against wall) Square Quick Inventory (hold down, release to confirm) R1 Primary Fire (only works when weapon is drawn) R2 Draw Weapon/gadget R3 Enter Camera mode (when weapon is not drawn) / Enter sniper mode (when the SC-20K is drawn) L1 Secondary Fire/hold breath in sniper mode (only works when weapon is drawn) L2 Reload (only works when weapon is drawn) L3 Back to wall (when nearby a wall) / switch between semi-Automatic and fully automatic (when SC-20K is drawn) Up D-pad Choose in the Interaction menu / zoom in Down D-pad Choose in the Interaction menu / zoom out Left D-pad Turn on Night vision Right D-pad Turn on Heat Vision Start Button OPSAT (used to check mission objectives, datasticks and notes) Select Button For more in depth controls, look in the manual, or play the training mission. =========================================================================== V. Items =========================================================================== Starting items (only applies for Power Plant mission): Arctic Suit Night vision Heat vision SC-20K (60 rounds): Sticky Camera (4) Diversion Camera (3) Ring Airfoil Round (3) Sticky Shocker (3) Gadgets: Five7 (40 rounds) Lock Pick Disposable Pick (1) Camera Jammer Optic Cable Items found in the level: Frag Grenade (3) Five7 Ammo Flare (1) Medkits (12) Chemical Flare (4) SC-2K Ammo *Note:* you don't have to get all the items, they are mainly used if you get into a fight and and needs to spend alot of them. =========================================================================== VI. Walkthrough =========================================================================== During the Power Plant mission three is maximum amount of alarms. [1.0] Infiltrating The Plant [1.1] Equip your Five7 handgun and shoot out the camera from the upper level where you're standing. The guard will become suspicious from the noise and walk towards where you are. Once he is halfway there, jump down to the spot where he stood at first, then walk behind the crates located to the South (so he doesn’t see you once he comes back). Equip your SC-20K riffle and the Disruption Cameras. Break the window that is located in the end of the room opposite the where the camera was, use the SC-20K or the Five7 (whichever you prefer). Then shoot out a Disruption Camera onto the wall. Use the Distraction Camera to take out the guard outside (make noise for him to come, then use gas on him). Once the guard outside has been taken care of, walk up to the window, open it (press X) and exit. Pick up the soldiers body and walk around the building. Around the corner there is another guard, take out your SC-20K and snipe him (use an airfoil if you're going for no kills). Take both bodies though the door on the building in front (don't worry, there are no other guards). However, inside there is another guard. Hide behind the wall and take him out (use a sticky camera and headshot him if you can, othervise, use the SC-20K). Now strait forwards there is a room, take all the bodies there and turn of the light of before you leave. Also there is a MEDKIT in this room. Go to the door to the left of the room where you hid the bodies, it needs to be lock picked. Pick it, then enter the door. *Checkpoint* [1.2] In this room there is no enemies. Start by walking over to the fence in the far end of the room. climb the fence, then duck under the pipes and pick up the FRAG GRENADES (3) and FIVE7 AMMO around the corner (thanks to urgo for this info). Climb over the fence again and go back to where you entered the room from. Not far from there is a door with a pipe to the left of it. Go though the door and pick up the FLARE inside the room, *do not forget the flare*, you need to save it for later. Go back outside and climb the pipe next to the door. You’ll get to a plateau where there is another pipe, climb this, but not all the way. On the next plateau you'll reach there is a search light moving around. If you step into it the alarm will go and someone will start shooting at you. Try to time your movement so you get up right after it has passed by you. Run to the right, to the next pipe, climb it to the next plateau, then run to the left and jump inside the duct on the wall. Note that you can also snipe the search light using your SC-20K (thanks to DAT257 and HazPrior for the info). Turn your night vision goggles on. At the end of the duct you will hear two guards talking from above, wait for one of them to leave (you won’t see them, but listen to him when he says he leave). Now target the black box (the only thing visible to you when your inside the duct) with a disruption camera, make sure you are not hit by the gas, then make make noise and gas the first soldier. Climb up, out of the duct, then snipe the second guard (a Sticky Shocker is better if you're going for no kills). You will now be on the roof. Take both bodies through the door on the far end of the roof. Hide them inside the room (the room is lit up, but the enemies still won't find the bodies in there). Pick up the MEDKIT and the FRAG GRENADES from inside this room (thanks to DAT257 for the info). Now pick the door to the right of the door where you entered from with the lock pick. Go through and jump down the white hole in the ground. *Savepoint* [2.0] The Meltdown Alert [2.1] You will find yourself on top of an elevator with two Russian technicians talking to each other. Sam has taken of the arctic suit and is in his normal infiltration suit. Once the technicians are done talking, jump down from the elevator and under the metal bar floor. At the end of the floor there is an open area where you can get above to the upper floor, but there's also a camera. Circle around the camera, flatten against the wall, and approach it. Take out your Five7 and shoot out the camera. If the guard patroling the area above hears the shot, go away from the open area and wait for him to leave before you’ll get up. Now, above there is a corridor where just that soldier is patroling, also, the technicians from the elevator is there, in a room to the right. Place yourself to the right of the start of the corridor, wait for the soldier to come to you, then shoot him once he is in front of you. Now knock out both the technicians in the room to the right. Make sure neither of them hits the alarm (*note* there is a big chance one of the technicians walks out in the corridor). Pick up the MEDKIT inside the room where the technicians where. Once you’re done, shoot the camera in the far end of the corridor. Carry all three bodies over there (the soldiers and the 2 techs). Now, to the left of the end of the corridor there are a small aisle, but beware, there are two cameras in it. Shoot the cameras. Now, to the right you'll see a room, a closet. Hide all three bodies there, pick up the MEDKIT in the room, shoot out the light bulb in the ceiling. Now, leave the aisle and go back to the corridor. Now, to the right in the end of the corridor you’ll see a hole in the ground, go though it. Take a right turn at the crossroad. An FMV will now play. Look carefully at the guy with the ponytail, that is Esfir. *Checkpoint* [2.2] Your objective here is to grab Esfir and interrogate him to get the key code to the cooling rod room. Don’t just blur out the tunnel, crouch the whole time. Wait for Esfir to walk downwards the small staircase, then sneak up on him. Start interrogate him as you approach the door to the right, without being seen by the technician inside the outpost, or the soldier patrolling the area. You will now find yourself in an aisle. Wait here until Esfir has given you the key code, then knock him out. Now there is a camera and a soldier here, shoot the camera, then shoot the soldier. To the right in the aisle there are a room, inside are two civilians. Run in and knock them out, then bring Esfir's and the soldier's bodies inside that room, hide all four bodies (including the techs) in the dark place to the right of the room. Now go out the room andcontinue down the aisle. There are no enemies, but a light bulb and a camera, so equip your Five7 and take them out. *Checkpoint* [2.3] There are no enemies, but a light bulb (above the door) and a camera (in the aisle to the right), so equip your Five7 and take them out. Now go up to the door with the key code and enter the code you got from Esfir (560627). You will now be in the Cooling Rod room. Inside there is a stairway, use whatever level of the stairway you prefer to target the two cameras on the left wall. There are also another a MEDKIT in the stairway. Go down the stairway and up the walkway to the left in the room. Here is a CHEMICAL FLARE. At the far of the walkway end there's a technician. Use a sticky shocker to take him out and pick up another CHEMICAL FLARE from him. Pick up his body and hide it under the staircase at the far end of the room (opposite from where you entered the room). Also here is another MEDKIT. Now go up the staircase again. Use the first computer do start "Meltdown Alert 25", second for "Meltdown Alert 50", third for "Meltdown Alert 75", fourth for "Meltdown Alert 100". Now you’ll see an FMV where some technicians are running off, also a soldier will enter the room from the stairway. kill or ko the soldier, hide his body where you hid the technicians. You will see an FMV where a greenish door is opened. Now exit from where you entered, go strait ahead from the entrance, make sure you’ve taken out the camera, then go though the greenish door. *Savepoint* [3.0] Investigate The Nuclear Weapons Rumour [3.1] Remember that Flare you picked up at the beginning of the level? The one I said you where really going to need? Equip it. Walk up the stairway into the room in front and walk carefully around the walls until you see a wall with an empty doorframe and a wide window on it. To the left there is a machinegun turret. Throw the flare at the wall, the turret will start fire at it, now run up to the turret (make sure you're at the opposite side of the flare). Next to it is a black box, press X on the box and disable the turret in the menu. Now go back to the doorframe and enter it. In here is one soldier and one technician, however one of your objectives is to interrogate the technician and take his satchel, so don’t kill or KO him. Take out the soldier with either your last disruption camera, with the SC-20K, Ring Airfoil Rounds or a sticky shocker. Run up to the technician and grab him, interrogate him then knock him out and take his satchel. Hide both bodies down the small staircase in the dark. Go back to the area with the turret. You can either enter the room to the North and get the SC-2K AMMO and the MEDKIT, if you’re low on them, or you can go strait to the keypad door to the left (a soldier will appear if you enter the room then leave it). Now use the key code (151822). *Checkpoint* =========================================================================== You now see a corridor, here are two more CHEMICAL FLARES. After you’ve picked up them, go thought the corridor. Here are some offices to the left and a turret at the far end of the room, there is also a MEDKIT in front of the turret, *note; you'll need to disable the turret to get it, not worth it if you ask me. Try to hide around the stuff in the offices to not get hit by the turret, throw chemical flares to fool the turret if necesary. To your left there is another corridor, go inside it. There’s another MEDKIT inside this corridor (like you need it :). Shoot the camera over the door, then enter the door. *Checkpoint* You will now find yourself in a computer room, with two bad guys guarding it and TWO more MEDKITS on the wall. You need to get to the door to the left without them spotting you. There are no places to hide the bodies, so I recommend you sneak passed them instead of killing or KO them. Stand in the door frame, throw a chemical flare from here, now go back and wait for the door to close. Once it’s closed, use the optic cable on it. Wait until you see that the guard is walking towards the medkits on the wall, once he's there, sneak passed him. Go up around the computers (where there’s darkness) to evade the other soldier. Now enter the door to the left. You’ll find yourself in a small room, with a computer and a man talking. Grab him and interrogate him. After your done interrogating him, knock him out, then use the red computer he was sitting at. Go thought the door to the right of that small room after you’re finished (no need to hide his body since a savepoint is coming up). *Savepoint* [4.0] The Extraction [4.1] Walk carefully up the stairway, take out the two soldiers using whatever you prefer, hide their bodies in the dark, next to the computer in the small aisle, use the computer if you want to (to get a datastick). One of them carries a MEDKIT. There are also another MEDKIT inside a room to the right. Now go up to the key code door (North), and use the key code you will receive from Grimsdottír (795021). Go thought the door. =========================================================================== *Checkpoint* [4.2] Now, you’re in another room. Jump down to the platform below and slide down the pole. You’ll notice that you’re on top of the air ducts in a big room. There are two guards in the room, dispose off them (*note* the barrels on the ground is explosive barrels, shoot at them to blow them up), don’t bother hiding the bodies since the mission ends just a second later. Now, jump down to the floor below and go thought the door by the staircase. *Note; to break the fall of the jump, press Circle as you land.* =========================================================================== *Mission Completed* Congratulations!!! =========================================================================== VII. FAQ =========================================================================== Q: When does the Nuclear Power Plant mission appear? A: After mission 6, Kalinatek. Q: Is there any way of getting the Power Plant level for Xbox/GameCube/PC? A: No, this level is solely for the PS2 version. Q: Why didn’t you write a guide for the entire game? A: The similarities to the Xbox game is sufficiant enough to use an Xbox guide for the rest of the game Q: I have a better strategy to do the [insert part here] part than yours. A: If you want to, you can submit your strategy, then I try it and put it in my walkthrough, your name will appear in the credits. Q: Why do some guards only fire single shots? A: Because they are armed with shotguns Q: I've followed your strategy, and at the end of the level I had to much spare items. A: There are many item in the Power Plant mission, you only need most of them if you spotted or get in fight. The only one you really need is the flare. But pick them up anyway, just in case. Q: I missed the flare and now I'm at the turret, what do I do? A: A chemical flare will also work on a turret, use it. If you don't have a chemical flare either, try rolling up to the turret (roll with circle.) Q: Is a normal flare better than a chemical flare on tricking the turrets? A: Yes, the normal flare also alster heat. Therefor the turret will start shooting at a normal flare even if it's not visible. This is useful when there are alot of stuff laying about, and you need to evade a turret. Q: Why isn't there any blood in the game even though it specifies blood and gore? A: Because Ubi Soft wanted this game to be rated "T" (teen) so they would have a broader circle of buyers. Q: Hey, you made a spelling/grammar mistake! A: Contribute the mistake as well as how it's suppose to be. *Note* your name will not appear for sending a spelling correction. Other questions are send to email@example.com, write “Nuclear Power Plant” as subject. Note: your name will not appear in this FAQ for sending a question. =========================================================================== VIII. Contribution info =========================================================================== Contributions to this guide can be made via e-mail. Send an e-mail to firstname.lastname@example.org. Make sure you state for which section or part of the walkthrough the tip is for. Your name will appear in the credits unless you write you want to be anonymous. Make sure you include the name you want to appear in the credits (screen name, real name or other). If a name isn't stated in the e-mail, the name of the mail adress will appear in the credits. If the name is offensive or to long (more than 79 characters) the credits will say anonymous. *Note* Your name will not appear in the credits if it's a question for the FAQ section or a spelling correction. =========================================================================== IX. Credits =========================================================================== Thanks to: "Ubi Soft": for making this game, and for adding a new level on the PS2 version of it. "Lukas Svensson" for writing this guide. "www.GameFAQs.com" for posting this guide. "www.IGN.com" for posting this guide. "www.neoseeker.com" for posting this guide. "www.Ps2Fantasy.com" for posting this guide. "urgo" for contributing. "DAT257" (Adam T) for contributing. "HazPrior" for contributing.
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