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Solo Mode - NYC Penthouse
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Primary
Get to Zherkezhi's penthouse
Find out who the mercenaries work for
Access Zherkezhi's server to determine who is Dvorak
Locate Dvorak
Retrieve a hardcopy output for a single execution cycle
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Secondary
Discover who is in charge of Zherkehzi's protection detail
Opportunity
Tap all the infrared cameras in Zherkezhi's penthouse (6)
Bonuses
Retrieve architectural plans for the building
Equipment
Redding's Recommended Kit. The stealth is a good idea, but not until you know the whole stage's layout. The assault kit is not very helpful since you cannot kill anyone in the first third of the mission and leaving dead bodies in the penthouse only promotes not going after those extra objectives.
- Isolate - The goal is to investigate the PCs in Zherkezhi's penthouse and in Dvorak's building. All other objectives are rather moot.
- Simplify - Guards here work in concert with infrared cameras -- lure the guards to isolated spots to dispatch them; this goes for National Guard as well as PMC operatives, although you should avoid killing American National Guardsmen. Since cameras now see in the dark, it is highly imperative to listen for the audio cue of a camera moving about. Electrical vision also helps as you trace power lines back to their source.
- Complete - After meeting the Dvorak and Zherkezhi objectives, head back to the busted lift in the Zherkezhi building to extract from the mission.
Since you cannot kill any of the guards here, your spy will only be able to palm strike the enemies up close. Use of lethal force will instantly reduce the mission rating to 0%. If you don't care much for rating, then kill the National Guard as you desire. On the same note, you can dismiss all the bonus objectives since your rating will never be increased above 0%. Grab or lure the first guard and take him out. Avoid the other guards on the street by going up the fire escape ladder and then siddling across on the ledge and down a pipe to an alley.
Once you drop down, you can slowly take out the other three remaining guards -- they are the only enemies outside. When all three are taken out, you may enter the building for another stealth exercise.
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Enter the building's lobby and eavesdrop on the status of the lift repair. Taking out the repairman will not affect the repair -- so you can douse him and his squad buddy with a stick cam if you like. A more traditional method is to head into the unoccupied hallway during the conversation (the hallway is patrolled at any other time) and wait for the patrolling guard to swing by before you introduce him to Mr. Ka-Bar.
Note that the shadow your spy casts can be seen and detected by the enemy, so don't approach the repairman from the back hall -- approach ot lure him from the other side and drop him. Before taking the lift, explore the back room for a flashbang grenade. You may want to use this later or not at all. Head into the lift and work it, or you may climb up and take the ladder up. Once the lift starts, drop back into the lift car and ride it all the way up.
Exitting the lift is dangerous, since a guardsman is there. Move your spy into the path of the lift door so it auto-opens when it attempts to close. It should also be dark enough to remain hidden. Take out the guard when the chance arises. Nothing else is here in the storeroom, but that accounts for all eight soldiers in an American guardsmen squad.
The rooftop has a loud chopper -- use it to mask your approach to guards. Take out all three guards on the rooftop and look for a large neon sign that has a zip line that leads to Zherkezhi's building. A power switch in a nearby shed can shut off most of the lights on the rooftop, but alerts the guards to your presence. Instead, you can hop over the pipes and ducting on the roof (jump key) and approach all the guards virtually unnoticed.
Once your spy zips across to the next building, completing the reach Zherkezhi's penthouse objective, Echelon's "Fifth Freedom" may be applied to the various PMC operatives in the building. However, interrogation prior to termination will result in more useful information. Be sure to interrogate one of the guards in this area (the balcony sentry is easiest, followed by the snoozer at the PC) to complete the who do the mercenaries work for objective.
The broken lift (near the loud music) here is your spy's exfiltration point. After certain conditions are met, you will need to reach this lift to complete the mission. Get at the guards either by sneaking at them when they are alone, or by cutting the plastic sheet (right side above, right illus) that bars way to a room with a vent. This vent leads to a dark area where you can knife or capture people with ease.
Once the two waking guards are dealt with, take your time getting to the sleeping enemy near the PC with the red screen saver. Interrogate as many or as little of the men you like but be sure to hack the PC with a red screen saver for the architectural plans objective.
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Past the PC with the plans is a rooftop with infrared camera 1 of 6. Note that you can see the camera's cone of vision by using nightvision, but sometimes washout occurs (above) when the camera is near any mild source of light. Avoid the camera's cone of vision, or zap it. Just remember that these cameras can see in the dark, so your light meter is a useless metric when determining stealth against infrared cameras.
The stairs near the first IR camera is a junction between the stage's exit, Zherkehzi's apartment and Dvorak's building (above, left illus). The left door leads to Zherkezhi, the stairs to the exit, and the right door leads to Dvorak. The storeroom before Dvorak's building (above, right illus) is magnetically locked, so you need to enter Zherkehzi's place first.
Loud music is being played in the penthouse's guest room, and you can lure the guard by either whistling or shutting off the lights near the switch. Try doing the latter since you can drape the area in darkness. Note that if you do, you draw attention from the merc in the room, a second merc outside in the portico, and possibly a third guard that has a secondary objective. Linger near the light switch and pounce on each enemy as the chance arises. Saving helps if you're nervous.
If you choose to whistle instead, try to do it in the middle of the hall behind the sitting enemy. A pipe in that hallway allows you to get the drop on any enemy foolish to walk under your spy. It's as easy as Snap, Crackle, and Pop.
When you deal with all the guards who come into the room, head towards the open window in the guest room after shutting off the light (we're talking about enough moonlight to watch college girls swimming nekkid at Camp Crystal Lake). Mantle over the window and grab the merc patrolling the balcony outside the guest room for the secondary objective who is in charge of Zherkehzi's protection detail.
Enter the penthouse's living area from the portico (above, left illus) but watch for infrared camera 2 of 6. Zap it so you can get close and plant the tap (above, right illus). Try not to make too much noise, as your spy is right below two enemies in a greenhouse. Alerting them now would be a bad mistake.
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A laundry room has a med-station, if needed. Infrared camera 3 of 6 is in the living room, but the guard in the living room is more of a threat. If you have a sticky shocker, whistle and fry him once he reaches the hallway. Otherwise, palm strike him and take him out.
Infrared camera 4 of 6 is in the hallway adjacent to the living room and it may be the first camera you find if you choose to go into the penthouse through the broken lift. It overlooks the exit from the broken lift from the floor below. Tapping this camera from the living room is easy since it can't see you. Tapping it from the broken lift requires you to zap it before you can approach it without alerting it.
From camera #3, it's easy to see the spiral stairs from the lower penthouse to the upper penthouse (above, left illus). Zap camera #3 and head upstairs. There will only be two enemies in the greenhouse if you triggered no alarms. Infrared camera 5 of 6 overlooks the multi-screen PC in the bedroom. Nothing is on that PC, but tap the camera.
To the left of the camera is Zherkehzi's panic room. Inspect the closet wall for a door switch that opens a short tunnel to a panic room. The panic room has a PC that can disable the magnetic locks to the building where Dvorak is.
The last camera is in the greenhouse past the bedroom. Two guards are here; lure them both and smash them using the split jump manuever or simply muscle through them. If you darken the hallway, you can use the split-anchor to waylay incoming enemies; naturally for the screenshot, we left the light on (above, left illus). Infrared camera 6 of 6 is in the greenhouse just past the door.
Head back to the guest room with the loud rock music to access the Dvorak building. It's near the stairs where camera #1 was in this guide. The left door leads to Zherkezhi, the stairs to the exit, and the right door leads to Dvorak. The storeroom before Dvorak's building (above, right illus) is no longer magnetically locked after your visit to Zherkehzi's panic room PC.
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At the Dvorak building, there is one guard on the rooftop (the same level as your spy), two more mercs in the windows (above your spy, so don't think about firing), and one more inside the building. For now, your most immediate threat is the patrolling guard on your level. You can ambush him by following him to the dark end of the roof and disabling him.
Do you have two airfoil rounds? You can silently take out the two enemies in the window by locating the power switch in the corner of the rooftop and shutting down the power (you can turn it back on later). Look into the windows of the building and airfoil each merc. If you save before hand, you'll know when to reload if your airfoil rounds miss or don't take.
You can also attempt to enter the building via the windows. Going through the building's main door is unwise and IGN does not recommend you do that. There're three wallmines guarding the area -- one near the window that leads to a PC in the upper level, and two inside the buidling. Disable them by moving slowly and close to them and then disabling the mine when the light is green (release action when the light is green).
Move too fast and you trigger the mine. Inside the building, you can deal with the guards if you did not do so before. Ignore the PC unless you need to use it as a distraction or shut it down to deny it as a light source. Interrogating the guards here will let you get the access code for the keypad, but it is not necessary if you're skilled with hacking.
Save and hack the door and talk to the old man about Dvorak. To get the cycle output, talk to the old guy to help cover two of the five tubes. Above each tube are blinking lights. As they turn from green to orange, hit the switch above them to disconnect them. If the tube's lights do not turn red and fry out, then you can move to the next tube. To begin, start the main server after talking to the old man and having him agree to help you. Be sure not to kill him, regardless how you feel about his accent; killing him will cause you to fail the mission immediately. Switch all the tubes (including the old man's) and the cycle output is retrieved from the printer near the old man (above, bottom right).
Exfil at the busted lift in Zherkezhi's building to complete the mission. That extract command is there somewhere. Just don't walk in front of any cameras.
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