The Needle's Eye
3

The Needle's Eye

Bond arrives at the MI6 training facility in Malta for his 00-agent assessment. Four modules cover the game's core mechanics: stealth, firearms, close-quarters combat, and driving. This chapter teaches you everything you need before heading into the field.

Easy~45-55 min1 Collectibles

Arrival at the Malta Facility

The Needle's Eye — Arrival at the Malta Facility

The chapter opens with a cinematic flyover of the Maltese coast. Bond is dropped off at a training facility built into the coastal cliffs — a far cry from the polished MI6 headquarters you saw in the previous chapter. Everything here is concrete, steel, and purpose-built.

Follow the path up the staircases to reach the main building. Along the way you'll pass other recruits, including Cressida Bright and Lennox Monroe, who show up in later chapters. Take a moment to look around before heading inside — the environment is well-detailed and worth appreciating.

Once you enter the main hall, Selina Tan (the training director) briefs you on what to expect: four assessment modules, each scored Bronze, Silver, or Gold. Higher scores give you better starting equipment and some perks that carry through the campaign.

Before going inside, explore the path to the left of the main entrance. There's a balcony overlooking the ocean where you can find the Malta Postcard — the only collectible in this chapter.
Talk to the quartermaster at the equipment desk and ask about "legacy equipment." He mentions the Dagger Shoes project, which becomes relevant in Chapter 7.
You can tackle the four modules in any order. The game suggests Stealth first, but if you want to knock out the hardest one while you're fresh, start with Driving.
If you retry a module more than twice, you lose the ability to earn Gold on that module for this playthrough. The game doesn't tell you this, so get it right early.

Module 1: Stealth Elimination Training

The Needle's Eye — Module 1: Stealth Elimination Training

The first training bay is set up like a warehouse interior — cargo containers, stacked crates, concrete pillars, and a catwalk overhead. This module teaches the stealth fundamentals that the entire game is built around. The core mechanics covered here include crouch-walking for silent movement, attaching to cover, switching between cover positions, corner peeking, silent takedowns from behind, ledge takedowns from elevated positions, and using thrown objects as distractions.

Your objective is to neutralize all the training dummy targets in the bay without being detected. The first target patrols near the crates on your right side. Wait for him to turn away, then move in for the takedown.

After a takedown, drag the body out of sight — leaving it in the open will alert other guards who walk past. The second half of the course introduces pairs of guards on synchronized patrol routes. Watch their patterns for a while before committing to an approach.

After taking down the first target, look for a way up to the catwalk. The elevated route lets you bypass several guards on the ground floor and gives you access to ledge takedowns from above.
You can whistle to lure guards toward your position. This only works on one guard at a time and has a cooldown, but it's incredibly useful throughout the entire game — not just here.
Non-lethal takedowns are slower but count toward the Pacifist rating. If you're going for Gold, use non-lethal on isolated guards and save lethal takedowns for tight situations.
If you trigger an alert, guards enter a heightened state where they change patrol routes and check hiding spots. Break line of sight and wait in a locker or behind cover until things calm down.
There's a vent shaft above the bathroom stalls that drops you directly into the final control room. This shortcut saves a lot of time if you're going for a fast clear.
Crouch-walking is audible to nearby guards. If you need to be completely silent, crawl instead. Running is loud and can be heard through walls.
Broken glass on the floor makes noise when you step on it. Stick to carpeted areas or crawl over glass to stay quiet.

Stealth Module: Guard Patterns and Advanced Tactics

The Needle's Eye — Stealth Module: Guard Patterns and Advanced Tactics

As you push deeper into the warehouse, the guard placements get more complex. Two guards patrol in a synchronized pattern — they split up and then reconverge. The trick is to take one of them out during the window when they're separated.

You can also create your own opportunities by throwing objects to draw a guard away from his partner. The environmental takedown near the fuse box is worth using — it's faster than a standard chokehold and the body falls into a concealed position automatically. After clearing the ground floor, you need to get up to the catwalk to deal with the last two guards blocking the exit. Use the maintenance ladder on the far wall rather than the center stairs, which are noisy and will draw attention.

The flickering overhead light on the catwalk creates a natural shadow. Standing in this dark patch makes you effectively invisible to the guards below, even at close range.
Don't waste time hiding every single body. If a body is in a shadowed corner or behind tall equipment where no other guard will see it, leave it and move on.
You can shoot the chain on the hanging light fixture near the exit to drop it on a guard below. This counts as a non-lethal elimination for scoring purposes.
The silenced pistol pickup on the crate near the bathroom is easy to miss but makes the later sections much easier if you prefer ranged takedowns.

Module 2: Firearms Training

The Needle's Eye — Module 2: Firearms Training

The firearms range is where you learn the Focus system — Bond's bullet-time ability that slows time, stabilizes your aim, and highlights enemy weak points. Focus energy is shown as a segmented bar that recharges over time, with headshots speeding up the recharge. You're issued a silenced Walther PPK for the course.

The range is split into three phases. Phase one is static targets at increasing distances — straightforward accuracy practice. Phase two introduces moving targets that cross laterally, which requires leading your shots.

Phase three is the stress test: targets pop up at random distances and angles, and some are hostage dummies mixed in with the hostile silhouettes. Shooting a hostage fails the module immediately.

Don't waste Focus energy on the easy static targets in phase one. Save it for the moving targets in phase two and the stress test in phase three, where it actually matters.
The disarm shot — aiming for the weapon hand — doesn't need to be precise. Any hit on the forearm or wrist will disable the target. This is important for Pacifist runs in later missions.
The Walther PPK has a slight upward recoil. Pull down slightly as you fire to keep your shots on target. Firing in short bursts is more accurate than holding the trigger.
In the stress phase, hostage dummies wear green and hostile targets wear red. Train your eye to clock the color before pulling the trigger — hesitation is better than shooting a hostage.
There's a faint sound cue before each target pops up. If you listen for it, you can pre-aim in the right direction before the target appears.
If you accidentally point at a hostage, just move your aim away. There's no penalty for aiming at the wrong target — only for hitting one.

Firearms Module: The Stress Test

The Needle's Eye — Firearms Module: The Stress Test

The stress phase is the part where most players fail their Gold attempt. The lights dim to red, strobes kick in, and targets pop up with only a brief window to identify and shoot them. The key isn't raw speed — it's target identification speed.

You need to distinguish hostile targets from hostages almost instantly. The final target in this phase appears at the far end of the range and moves sideways fast. You'll need to lead the shot by roughly a body width to connect.

After completing the standard course, talk to the instructor again — he offers an optional advanced phase with faster targets at longer range. It's not required, but completing it awards a permanent accuracy bonus for silenced weapons.

Enter the stress phase with at least two Focus segments charged. Activating Focus here gives you the breathing room to identify targets before shooting.
The reload animation can be cancelled slightly early by tapping the aim button. The magazine is already in place before the animation finishes — this saves a fraction of a second that adds up.
If you're struggling with target identification, the hostage silhouettes have a slightly different head shape than the hostile ones. With practice you can tell them apart by silhouette alone.
Completing the optional advanced course is worth doing. The accuracy bonus applies to all silenced weapons for the rest of the game.

Module 3: Close-Quarters Combat Training

The Needle's Eye — Module 3: Close-Quarters Combat Training

The CQB module takes place in a padded training room with environmental objects scattered around the perimeter — a bench, an equipment rack, and a support pillar in the center. Your opponent is Chief Instructor Hale, a Royal Marines veteran who does not hold back. The combat system is built around timing rather than button-mashing.

There are two defensive moves: Parry, triggered by a gold flash indicator, and Dodge, triggered by a red flash. Parry works against high attacks like hooks and overhead strikes. Dodge is for low attacks like sweeps and kicks, or for heavy wind-up attacks that can't be blocked.

Get these wrong and you take full damage. Hale attacks in combos of two to four strikes. After successfully defending a combo, he's briefly vulnerable to a counterattack. The module also introduces grabs, throws, and environmental takedowns — throwing Hale into the bench or equipment rack deals bonus damage and interrupts his combo.

Gold indicator (parry) = high attacks. Red indicator (dodge) = low or heavy attacks. When in doubt, dodge — a mistimed dodge usually results in less damage than a mistimed parry.
Hale's attack patterns are fixed, not random. He cycles through a set of combos that you can learn with practice. Once you recognize the patterns, the fight becomes much more manageable.
Environmental throws are your best friend. Throwing Hale into the bench, rack, or pillar deals bonus damage and ends his current combo immediately. Always position yourself near an environmental object.
Watch your stamina bar in the lower left. Spamming heavy attacks and dodges drains it. When stamina is empty, you can't dodge or parry — which usually means you lose the fight.
When Hale's health drops low, he enters a more aggressive phase where his attacks speed up and he starts mixing in feints. Stay defensive until he finishes his extended combo — he'll be wide open afterward.
Don't attempt grabs during an active combo. The grab animation has a wind-up that leaves you completely vulnerable. Only grab after a successful parry stun.

CQB Module: Finishing Moves and Round Two

The Needle's Eye — CQB Module: Finishing Moves and Round Two

When you deplete Hale's stamina, he staggers and you get a prompt for a finishing move. The basic standing finisher works fine, but environmental finishers are better — drag him toward the bench, equipment rack, or the mirror on the north wall for a faster takedown that triggers the end-of-fight cutscene immediately. After you beat Hale the first time, he gets back up for a second round.

This is intentional — the second round is where he tests whether you can adapt. He uses new combos that he didn't show in round one, including a feint where the indicator flashes gold but the actual attack is a low sweep. The second round is where most players lose their Gold rating, so stay focused.

In round two, Hale uses a feint: the gold flash appears but the attack is actually a red sweep. If you try to parry it, you'll get hit. Watch for this tell — the feint has a slightly different animation than his normal gold attacks.
There's a no-damage bonus for completing both rounds without taking a hit. It requires near-perfect timing but rewards you with a perk that reduces melee damage for the rest of the game.
After knocking Hale down, don't rush in immediately. He has a ground-sweep attack that catches you if you approach too quickly. Wait a beat, then move in.
The heavy strike can be charged to break through Hale's guard. This is useful when he's in a defensive posture, but charging leaves you open if he attacks during the wind-up.
After a successful parry, use your light combo for fast damage. After a dodge, Hale is further away — use a heavy lunging strike or a throw to close the gap.

Module 4: Tactical Driving Assessment

The Needle's Eye — Module 4: Tactical Driving Assessment

The driving test takes place on a closed road along the Maltese coast. You're handed the keys to an Aston Martin — fast, responsive, and equipped with a machine gun for the weapons phase. The driving model in 007 First Light leans toward arcade rather than simulation.

There's weight transfer and tire grip to manage, but the game includes a stability assist that prevents most spins. This was a deliberate design choice — the goal is to make driving feel exciting, not punishing. The module has three segments.

First, a familiarization lap with no weapons to learn the course. Second, a timed lap where cardboard targets pop up and you shoot them while driving. Third, the evasive phase — explosives on the track and pursuit vehicles chasing you.

For the hairpins, brake before entering the turn, not during. Get on the throttle as you pass the apex. The stability assist means you can be more aggressive with the steering than you might expect.
The machine gun isn't fixed forward — it can rotate side to side using the right stick or mouse. You can steer the car and aim the gun independently, which is essential for hitting targets on curves.
Fire in short bursts rather than holding the trigger. The machine gun overheats with sustained fire, and you'll need it cooled down for the next target.
For 90-degree corners, use slow-in-fast-out: brake to a moderate speed before entry, turn smoothly, then accelerate through the apex. The gentler sweepers can be taken at full throttle.
The pursuit vehicles will try to PIT you — hitting your rear quarter panel to spin you out. Counter by steering into the push direction to maintain control.
If you crash hard into a wall, the car loses engine power and Gold becomes impossible on that lap. Restart from the pause menu rather than finishing a ruined lap.

Driving Module: Weapons and Pursuit Phase

The Needle's Eye — Driving Module: Weapons and Pursuit Phase

On the second lap, targets start appearing at fixed points along the course. They come in a set order, so once you learn the sequence you can pre-aim before they pop up. A moving target on one of the straights crosses from right to left — lead your shot by about a car length.

The final chicane section has five targets in quick succession, which is the hardest part of the weapons phase. After the targets, the pursuit phase begins. Three black SUVs chase you.

They don't have weapons, but they're aggressive about ramming. You can outrun them by maintaining high speed on the straights, or shoot their tires to take them out of the chase. A shot to either front tire causes them to spin out immediately.

For the moving target, aim where it's going to be, not where it is. Leading by roughly a car length should connect the shot.
The five targets in the final chicane reward memorization. Once you know the order, you can nail them all on subsequent attempts.
An easy way to deal with the pursuit SUVs: let them catch up, then brake hard when they pull alongside. They'll overshoot and go off into the gravel. No ammo required.
The fastest line through the final hairpin involves clipping the inside curb with your rear tire. You'll hear a scrape when you get it right — that's the signal that you hit the apex.
Watch your speed at the finish line. There's a speed trap, and coming in too fast adds a time penalty.

Q Branch: Your First Gadgets

The Needle's Eye — Q Branch: Your First Gadgets

After finishing all four modules, you're taken to a Q Branch outpost inside the facility. This is where you meet Q for the first time — younger and drier-humored than the film version, with a clear disdain for trainees. He walks you through three gadgets that form your core toolkit.

The Q-Watch is your multi-tool: it handles hacking, has a mini-camera, an EMP pulse for disabling electronics, and a taser wire for non-lethal takedowns at close range. The Dart Phone is a disguised smartphone that fires tranquilizer darts and can emit a sonic distraction. The Smoke Pod creates a smoke screen for breaking line of sight.

You can test each one in the demo range before moving on. Q's parting line sets the tone for the rest of the game: he tells you not to lose the watch, because it's worth more than you are.

When testing the Dart Phone, aim for the torso of the target dummy, not the head. The darts have a ballistic arc at range, and headshots at longer distances will sail high until you get the upgraded version later.
The Q-Watch EMP doesn't just disable locks — it also jams enemy communications. EMP a guard who's about to radio in an alert and he can't call for backup. This becomes extremely useful in later missions.
Smoke Pods aren't just for escaping. If you throw one directly at a guard, it staggers them briefly and opens a window for a takedown without triggering a full alert.
Take the time to try all three gadgets in the demo range, even if you plan to focus on stealth. Knowing how each one works will save you in situations where your plan goes sideways.
Depending on your medal performance, Q gives you a different loadout. Gold ratings across multiple modules get you the Dart Phone in your starting kit, which isn't available otherwise.

Assessment Results and What Comes Next

The Needle's Eye — Assessment Results and What Comes Next

The chapter wraps up back in the assessment hall, where Selina Tan goes over your scores. Your performance across the four modules determines your starting rating and equipment. The other recruits get their scores too — Cressida and Monroe are both present, and their results play into the story going forward.

After the ceremony, there's a closing cutscene: Bond stands on the cliff balcony looking out over the Mediterranean, and M calls on the Q-Watch to summon him to London. The iconic Bond theme plays as the screen fades. This chapter might feel like a tutorial, but it's laying the groundwork for everything that comes next. The mechanics you learn here — stealth movement, Focus aiming, parry timing, driving lines — all come back in harder, more complex combinations in every subsequent mission.

Your assessment scores affect how NPCs treat you throughout the game. Higher scores mean more respect from other characters and better starting equipment.
Before leaving the facility, check the equipment desk one more time. The quartermaster gives you a reward based on your performance — better medals mean better gear.
If you missed the Malta Postcard at the start of the chapter, you can replay this chapter later via Chapter Select (unlocked after Chapter 5) to grab it.
Don't rush through this chapter. The skills you practice here — especially stealth takedowns and parry timing — are used constantly in later missions. The Slovakia hotel chapter in particular requires solid fundamentals in all four areas.
If you earned Gold on all four modules, there's a brief extra scene during the transition to the next chapter where M acknowledges your performance.

Chapter Tips

Before going inside, explore the path to the left of the main entrance. There's a balcony overlooking the ocean where you can find the Malta Postcard — the only collectible in this chapter.
Talk to the quartermaster at the equipment desk and ask about "legacy equipment." He mentions the Dagger Shoes project, which becomes relevant in Chapter 7.
You can tackle the four modules in any order. The game suggests Stealth first, but if you want to knock out the hardest one while you're fresh, start with Driving.
If you retry a module more than twice, you lose the ability to earn Gold on that module for this playthrough. The game doesn't tell you this, so get it right early.
After taking down the first target, look for a way up to the catwalk. The elevated route lets you bypass several guards on the ground floor and gives you access to ledge takedowns from above.
You can whistle to lure guards toward your position. This only works on one guard at a time and has a cooldown, but it's incredibly useful throughout the entire game — not just here.
Non-lethal takedowns are slower but count toward the Pacifist rating. If you're going for Gold, use non-lethal on isolated guards and save lethal takedowns for tight situations.
If you trigger an alert, guards enter a heightened state where they change patrol routes and check hiding spots. Break line of sight and wait in a locker or behind cover until things calm down.
There's a vent shaft above the bathroom stalls that drops you directly into the final control room. This shortcut saves a lot of time if you're going for a fast clear.
Crouch-walking is audible to nearby guards. If you need to be completely silent, crawl instead. Running is loud and can be heard through walls.
Broken glass on the floor makes noise when you step on it. Stick to carpeted areas or crawl over glass to stay quiet.
The flickering overhead light on the catwalk creates a natural shadow. Standing in this dark patch makes you effectively invisible to the guards below, even at close range.
Don't waste time hiding every single body. If a body is in a shadowed corner or behind tall equipment where no other guard will see it, leave it and move on.
You can shoot the chain on the hanging light fixture near the exit to drop it on a guard below. This counts as a non-lethal elimination for scoring purposes.
The silenced pistol pickup on the crate near the bathroom is easy to miss but makes the later sections much easier if you prefer ranged takedowns.
Don't waste Focus energy on the easy static targets in phase one. Save it for the moving targets in phase two and the stress test in phase three, where it actually matters.
The disarm shot — aiming for the weapon hand — doesn't need to be precise. Any hit on the forearm or wrist will disable the target. This is important for Pacifist runs in later missions.
The Walther PPK has a slight upward recoil. Pull down slightly as you fire to keep your shots on target. Firing in short bursts is more accurate than holding the trigger.
In the stress phase, hostage dummies wear green and hostile targets wear red. Train your eye to clock the color before pulling the trigger — hesitation is better than shooting a hostage.
There's a faint sound cue before each target pops up. If you listen for it, you can pre-aim in the right direction before the target appears.
If you accidentally point at a hostage, just move your aim away. There's no penalty for aiming at the wrong target — only for hitting one.
Enter the stress phase with at least two Focus segments charged. Activating Focus here gives you the breathing room to identify targets before shooting.
The reload animation can be cancelled slightly early by tapping the aim button. The magazine is already in place before the animation finishes — this saves a fraction of a second that adds up.
If you're struggling with target identification, the hostage silhouettes have a slightly different head shape than the hostile ones. With practice you can tell them apart by silhouette alone.
Completing the optional advanced course is worth doing. The accuracy bonus applies to all silenced weapons for the rest of the game.
Gold indicator (parry) = high attacks. Red indicator (dodge) = low or heavy attacks. When in doubt, dodge — a mistimed dodge usually results in less damage than a mistimed parry.
Hale's attack patterns are fixed, not random. He cycles through a set of combos that you can learn with practice. Once you recognize the patterns, the fight becomes much more manageable.
Environmental throws are your best friend. Throwing Hale into the bench, rack, or pillar deals bonus damage and ends his current combo immediately. Always position yourself near an environmental object.
Watch your stamina bar in the lower left. Spamming heavy attacks and dodges drains it. When stamina is empty, you can't dodge or parry — which usually means you lose the fight.
When Hale's health drops low, he enters a more aggressive phase where his attacks speed up and he starts mixing in feints. Stay defensive until he finishes his extended combo — he'll be wide open afterward.
Don't attempt grabs during an active combo. The grab animation has a wind-up that leaves you completely vulnerable. Only grab after a successful parry stun.
In round two, Hale uses a feint: the gold flash appears but the attack is actually a red sweep. If you try to parry it, you'll get hit. Watch for this tell — the feint has a slightly different animation than his normal gold attacks.
There's a no-damage bonus for completing both rounds without taking a hit. It requires near-perfect timing but rewards you with a perk that reduces melee damage for the rest of the game.
After knocking Hale down, don't rush in immediately. He has a ground-sweep attack that catches you if you approach too quickly. Wait a beat, then move in.
The heavy strike can be charged to break through Hale's guard. This is useful when he's in a defensive posture, but charging leaves you open if he attacks during the wind-up.
After a successful parry, use your light combo for fast damage. After a dodge, Hale is further away — use a heavy lunging strike or a throw to close the gap.
For the hairpins, brake before entering the turn, not during. Get on the throttle as you pass the apex. The stability assist means you can be more aggressive with the steering than you might expect.
The machine gun isn't fixed forward — it can rotate side to side using the right stick or mouse. You can steer the car and aim the gun independently, which is essential for hitting targets on curves.
Fire in short bursts rather than holding the trigger. The machine gun overheats with sustained fire, and you'll need it cooled down for the next target.
For 90-degree corners, use slow-in-fast-out: brake to a moderate speed before entry, turn smoothly, then accelerate through the apex. The gentler sweepers can be taken at full throttle.
The pursuit vehicles will try to PIT you — hitting your rear quarter panel to spin you out. Counter by steering into the push direction to maintain control.
If you crash hard into a wall, the car loses engine power and Gold becomes impossible on that lap. Restart from the pause menu rather than finishing a ruined lap.
For the moving target, aim where it's going to be, not where it is. Leading by roughly a car length should connect the shot.
The five targets in the final chicane reward memorization. Once you know the order, you can nail them all on subsequent attempts.
An easy way to deal with the pursuit SUVs: let them catch up, then brake hard when they pull alongside. They'll overshoot and go off into the gravel. No ammo required.
The fastest line through the final hairpin involves clipping the inside curb with your rear tire. You'll hear a scrape when you get it right — that's the signal that you hit the apex.
Watch your speed at the finish line. There's a speed trap, and coming in too fast adds a time penalty.
When testing the Dart Phone, aim for the torso of the target dummy, not the head. The darts have a ballistic arc at range, and headshots at longer distances will sail high until you get the upgraded version later.
The Q-Watch EMP doesn't just disable locks — it also jams enemy communications. EMP a guard who's about to radio in an alert and he can't call for backup. This becomes extremely useful in later missions.
Smoke Pods aren't just for escaping. If you throw one directly at a guard, it staggers them briefly and opens a window for a takedown without triggering a full alert.
Take the time to try all three gadgets in the demo range, even if you plan to focus on stealth. Knowing how each one works will save you in situations where your plan goes sideways.
Depending on your medal performance, Q gives you a different loadout. Gold ratings across multiple modules get you the Dart Phone in your starting kit, which isn't available otherwise.
Your assessment scores affect how NPCs treat you throughout the game. Higher scores mean more respect from other characters and better starting equipment.
Before leaving the facility, check the equipment desk one more time. The quartermaster gives you a reward based on your performance — better medals mean better gear.
If you missed the Malta Postcard at the start of the chapter, you can replay this chapter later via Chapter Select (unlocked after Chapter 5) to grab it.
Don't rush through this chapter. The skills you practice here — especially stealth takedowns and parry timing — are used constantly in later missions. The Slovakia hotel chapter in particular requires solid fundamentals in all four areas.
If you earned Gold on all four modules, there's a brief extra scene during the transition to the next chapter where M acknowledges your performance.

Collectibles in This Chapter

1 Collectibles

Explore each section thoroughly to find all hidden items. Check the tips above for specific collectible locations.