Nuclear Power Plant Walkthrough/FAQ by Lukas Svensson
Tom Clancys Splinter Cell Chaos Theory on SuperCheats.com
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Nuclear Power Plant Walkthrough/FAQ
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Version 1.2.
By: Lukas Svensson
Email: titan_2005@hotmail.com
2003-04-06 to 2003-04-07

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Table of contents:
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I.    Legal Info
II.   Story
III.  Characters
IV.   Buttons
V.    Items
VI.   Walkthrough
VII.  FAQ
VIII. Contribution info
IX.   Credits

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I. Legal Info
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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.).

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II. Story
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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.

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III. Characters
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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...

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IV. Buttons
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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.
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V. Items
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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.

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VI. Walkthrough
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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*
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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 Grimsdottí² (795021). Go thought the door.
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*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.*
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*Mission Completed* Congratulations!!!

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VII. FAQ
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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 titan_2005@hotmail.com, write ?Nuclear Power 
Plant? as subject. Note: your name will not appear in this FAQ for sending 
a question.

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VIII. Contribution info
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Contributions to this guide can be made via e-mail. Send an e-mail to 
titan_2005@hotmail.com. 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.

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IX. Credits
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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.