For England
17

For England

For England opens not with gunfire but with silence — an interrogation cell, a one-way mirror, and Bond in a grey tracksuit answering uncomfortable questions. What follows is the most ambitious mission in 007 First Light: a breakneck rescue operation through a hostile facility, a meeting with a villain in a gold mask, a desperate sprint through corridors bathed in red alarm light, a car chase through city streets in an Aston Martin Valhalla, a brutal fist-fight with a heavily armoured opponent in industrial tunnels, and a quiet, devastating coda among gravestones.

Hard~50min0 Collectibles

The Cell

For England — The Cell

The chapter opens cold. No music, no establishing shot. You are looking at a man in a grey tracksuit sitting on the edge of a plain bed in a featureless room, head bowed, hands clasped between his knees. The room has padded walls and a small shelf. It is an interrogation cell.

Through a one-way mirror that dominates one wall, two people watch in silence. One is a woman with dark hair pulled back in a tight bun, wearing a black blazer — this is M, or the woman who will become M. The other is an older, grey-haired man in a dark suit and tie. They stand side by side, studying the man in the cell.

The prisoner does not move.

This is not a flash-forward. The chapter is framed as a debriefing — Bond is recounting the events of this mission to his superiors at MI6 after the fact. Pay attention to the questions they ask and the way Bond answers.
Set the controller down. You will not touch it for several minutes.

Through the Glass

For England — Through the Glass

The camera cuts to the other side of the mirror. The grey-haired man speaks quietly to the woman. The observation room is clinical and cold — grey walls, a small desk, subdued lighting. Through the glass, the figure on the bed remains motionless.

The prisoner is Bond. Not the Bond you know from the films — not yet. This is a younger Bond, at the start of his career, in the moments before he earns his 00 designation. He has been through something, and he is being made to account for it.

The MI6 framing device recurs throughout the chapter. The mission you are about to play is the story Bond tells his interrogators.

M's Office

For England — M's Office

There is a brief scene in what appears to be M's office — the same woman, now seated behind a desk, the grey-haired man standing nearby. The tone is tense but professional. Whatever happened, it has reached the highest level of the Service.

The scene shifts. The prisoner — Bond — is led out of the cell and made to stand against a wall, his back to the camera. He wears the grey tracksuit, hands behind his back. A guard stands to one side.

Notice how still Bond holds himself. This is not the confident 007 of later missions. He is raw, exhausted, and under intense scrutiny.

Red Alarm

For England — Red Alarm

Without warning, the clinical blue-grey of MI6 is replaced by the strobing red of emergency lighting. You are somewhere else — a corridor slick with reflected crimson, doorways open onto darkness, and a young Bond in a light grey jacket moves through the frame at a run.

The memory has begun. The interrogation gives way to the mission itself, and you are no longer watching Bond being questioned — you are watching him fight for his life.

The transition between framing device and flashback is deliberately jarring. Embrace the disorientation — it is intentional.

Young Bond in the Red Light

For England — Young Bond in the Red Light

A close-up catches Bond's face in the red wash. He looks younger, harder to read — there is none of the easy charm here. His jaw is set. His eyes are scanning, always scanning.

The corridors are modern, institutional — glass walls, recessed lighting, the kind of architecture that says government facility or corporate research park. Every surface is painted red by the alarm lamps. Somewhere an alarm is blaring; you cannot hear it over the music and the gunfire, but you feel it in the pulse of the scene.

The lighting here is doing a lot of narrative work. Red means danger, yes — but it also means urgency, alarm, and blood. The facility is in lockdown.

For England

For England — For England

The chapter title card slams down: FOR ENGLAND, in white serif capitals. The card is stark and unadorned — no dramatic music sting, no elaborate animation. The point is: you know where you are now. The stakes are total.

Bond moves through a corridor at speed. The camera is behind him, tracking forward with him. The red alarm light continues to pulse. The floor is polished concrete, the walls are glass partitions revealing empty offices and interrogation rooms beyond.

Gameplay begins shortly after this point. Familiarise yourself with the controls — you will be in combat within moments.

Glass Shatters

For England — Glass Shatters

The first glass partition explodes inward. Bond does not slow down. He moves through the breach and into the room beyond — an office area with desks, monitors, the detritus of a workspace abandoned in a hurry.

Enemies are here already. Guards in dark tactical gear move through the space, weapons raised. The combat is immediate and brutal. This is not a stealth opening — you are in a fight from the first second, and the game expects you to keep pace.

Use cover immediately. The desks and cubicle walls offer decent protection, but enemies will flank if you stay in one place too long.
Prioritise headshots to conserve ammunition. Enemies in this chapter are armoured and take multiple body shots to drop.

Finding M

For England — Finding M

In an inner office, Bond finds the woman from the framing device — M — on the floor. She has been injured; there is blood. She is conscious but not moving quickly, propped against a desk, her blazer torn. Bond drops to his knees beside her.

This is the emotional core of the opening act. Bond is not just infiltrating a facility — he is here to rescue someone, and he may be too late. The urgency you feel in every frame of this chapter is anchored to this moment.

Do not rush past this cutscene. The dialogue here establishes why Bond is operating alone, outside of MI6 protocol, and what Damien — the antagonist — has done.

Getting Her Up

For England — Getting Her Up

Bond helps M to her feet. She is unsteady but refuses to be carried. The two of them move together through the next stretch of corridor, Bond covering her as she limps forward.

This section plays like an escort mission without the escort-mission frustration — M keeps pace, takes cover when she needs to, and does not require constant babysitting. The design is generous: the game wants you to feel the weight of protecting someone without making it mechanically tedious.

Prioritise targets that are flanking your position. M can take care of herself in a straight firefight; it is the enemies who circle around behind you that will cause problems.
There is no collectible tracking penalty for taking your time here. Clear each room before moving M forward.

First Gameplay — Light Grey Jacket

For England — First Gameplay — Light Grey Jacket

Once M is settled in a relatively secure position, you are back in sole control of Bond for the rest of the mission. He wears a light grey zip-up jacket over a dark shirt for most of the chapter's first half — a detail that makes him stand out against the dark tactical gear of the enemies.

The facility opens up here. You are in a long corridor with offices branching off on both sides, overhead lights casting cold white pools onto the floor. Guards patrol. The red alarm lighting continues to pulse, but in this section it alternates with normal white lighting — a visual rhythm that tells you when you are moving between zones of relative safety and active alarm.

Stealth is an option in the early sections but becomes increasingly difficult as the chapter progresses. Do not be afraid to go loud — the game gives you ample ammunition and health pickups if you search thoroughly.
Your silenced pistol is your friend in the white-light zones. A single headshot from concealment can drop a guard before nearby enemies are alerted.

The Red Jacket

For England — The Red Jacket

Moving through a server area, you encounter a distinctive enemy — a guard in a bright red jacket, standing out sharply against the dark and grey of the facility. He is more heavily armoured than the standard guards and carries a heavier weapon.

This is not a boss — just an elite enemy type you will encounter throughout the chapter. The red jacket marks them as threats to prioritise.

Red-jacket enemies can absorb a full magazine of body fire. Aim for the head, or use your Focus ability to slow time and land guaranteed critical hits.
If you can approach from behind, a takedown is the fastest and quietest way to remove them.

First Explosion

For England — First Explosion

A doorway opens onto a wider office area — and an explosion tears through the far end of the room, sending debris and paper flying. The blast wave hits Bond and the camera shakes. Through the smoke and fire, you can see enemies moving in to take advantage of the chaos.

Explosions are common in this chapter. The facility is being systematically destroyed as you move through it — whether by Damien's men covering their tracks or by something Bond himself triggers is never entirely clear, but the effect is the same: you are always one step ahead of the collapse.

Explosions can kill enemies as well as Bond. If you see a red barrel or a gas canister, shooting it can thin a room before you even enter.
Watch for environmental hazards — exposed wiring, hanging light fixtures, weakened walls. The game rewards using the environment against your enemies.

Office Combat

For England — Office Combat

A long sequence of office-to-office combat follows. You move through reception areas, conference rooms with glass tables, cubicle farms with low partitions, and open-plan workstations. Each space is a different combat puzzle.

The enemies are varied. Some carry submachine guns and push aggressively; others hang back with rifles and take cover; a few patrol set routes and can be picked off stealthily. The mix keeps the encounters fresh.

Glass walls are both your friend and enemy. They let you see enemies coming, but they also let enemies see you. A single shot through glass can take out a guard who thinks he is safely behind cover.
Remember your gadgets. You have more tools than just your gun — the Lure and Bluff abilities can pull enemies out of position or cause them to turn on each other.

Planting Charges

For England — Planting Charges

At a key objective point, Bond plants explosive charges on a structural pillar or server stack — the game is slightly ambiguous on the exact target, but the purpose is clear: you are creating a diversion or destroying something Damien needs. The C4 sticks to the surface with a satisfying click, the blinking red light synchronising with the alarm lighting that washes over everything.

Once the charge is planted, you have a limited window to clear the area before it detonates.

After planting the charge, do NOT backtrack the way you came. The game expects you to push forward through the next section — the explosion seals the route behind you.
You do not need to manually detonate the charge. It goes off on its own timer. Just run.

Allies Under Fire

For England — Allies Under Fire

Rounding a corner, Bond finds a group of allies — other operatives or facility workers who are resisting Damien's takeover. They are pinned down behind a counter, taking fire from multiple directions. One of them is down, being helped by two others.

Bond's arrival turns the firefight. Working together, you clear the room. The animation of the three men helping their fallen comrade to his feet is a small but effective piece of visual storytelling — not everyone in this facility is an enemy.

The allies are invincible during this sequence, so do not worry about them dying. Focus on eliminating the enemies firing from the elevated positions and doorways.
After the fight, one of the allies will give you a quick briefing on what lies ahead. Pay attention — they mention THEIA, which becomes your next objective.

Kitchens and Shattering Glass

For England — Kitchens and Shattering Glass

The route takes you through a commercial kitchen or canteen area — stainless steel counters, industrial refrigerators, shelves of plates and glassware. A firefight here is spectacularly destructive; every shot seems to shatter a shelf of glasses or send a stack of trays clattering.

One particularly effective moment finds Bond using a serving counter as cover while enemies pour fire into the kitchen from an adjacent corridor, the muzzle flashes strobing through steam and smoke.

The kitchen is full of environmental takedown opportunities — enemies near stovetops can be dispatched by slamming their faces onto hot burners, and there are heavy objects that can be thrown if you are close enough.
Watch your minimap (the circular radar in the bottom-left corner). The kitchen has multiple entrances and enemies will try to circle you.

Control Room

For England — Control Room

You reach a control room — a semicircular bank of monitors and consoles overlooking a larger space beyond glass windows. This is where the facility's security and operations are coordinated. The screens show camera feeds from throughout the complex; many of them are now showing static or red alarm warnings.

A close-up catches Bond's face as he processes what he is seeing on the screens. Whatever he sees, it is not good.

There is a computer terminal in this room you can interact with for optional intel. It does not unlock anything critical, but it provides context for what THEIA is and why Damien wants it.
Stock up on ammo here. There is an ammunition crate against the back wall.

Bond's Reaction

For England — Bond's Reaction

The camera holds on Bond's face for a beat. Whatever he saw on those monitors has changed the calculus of the mission. His expression shifts from determination to something colder, harder.

This is a brief but important character moment. For England is the chapter where Bond stops reacting and starts acting — where he makes the choice that defines who he will become as 007.

The line between gameplay and cutscene is deliberately blurred here. Do not put the controller down — you are back in control within seconds.

The Blue Office

For England — The Blue Office

Moving deeper, you enter a strikingly different space: a modern open-plan office lit in cool blue and purple light, with colourful modular furniture and what looks like a collaboration area with hexagonal wall panels. It feels like a tech startup's headquarters rather than a secret government facility.

The contrast with the red alarm zones is stark. The lighting is calmer here, but do not be fooled — enemies are present in force, and the blue glow does not mean you are safe.

The blue-lit office has elevated walkways and catwalks that enemies use to gain height advantage. Look up as you clear the room.
There is a weapons cache behind the reception desk in this area — a shotgun that makes the next several encounters much easier.

Climbing Through Maintenance

For England — Climbing Through Maintenance

The direct route is blocked — destroyed in one of the explosions — so Bond must climb through a maintenance crawlspace: yellow pipes, concrete walls, and a narrow vertical shaft with a ladder. The camera pulls tight as he pulls himself up, the sounds of combat distant behind him, new sounds of machinery and steam ahead.

This is a linear traversal section — no enemies, no choices. It exists to give you a breather and to transition you from the office floors into the deeper, more industrial section of the facility.

Just follow the path. There are no collectibles in the crawlspace, no alternate routes, no secrets. Enjoy the brief moment of calm.
M speaks to Bond over comms during this section, filling in exposition about THEIA and Damien's plan.

Approaching THEIA

For England — Approaching THEIA

Emerging from the maintenance shaft, you are in a darker, more utilitarian part of the facility. The architecture changes: ribbed metal walls instead of glass partitions, exposed pipes instead of recessed lighting, warning stencils on the floor. This is the engineering level, and it is built to withstand things the office floors are not.

Your objective updates: Get to THEIA. M's voice comes over comms explaining that THEIA is a system — not a person — and that Damien has activated its magnetic shielding, making electronic interference and gadget use difficult.

Your HUD abilities may be limited or intermittent in this section due to the magnetic shielding. Rely on your weapons and your wits — Bluff and Lure may not work reliably.
The compass/radar in the bottom-left may also glitch. Do not depend on it entirely; use your eyes and ears.

The Red Vault — Damien

For England — The Red Vault — Damien

The doors open into a circular chamber lit entirely in red. And there, waiting for you, is the man you have been chasing: Damien. He is not what you expect.

Damien wears a suit of heavy, angular body armour — black plates with a white chest panel, a high collar that rises around his neck — and his face is hidden behind a smooth gold mask, sculpted into the impassive features of a classical statue. It is one of the most striking villain designs in any recent action game. Beside him stands a young woman with short curly dark hair and glasses, wearing a white sweater — an engineer or programmer, clearly not a soldier, clearly terrified.

Damien speaks to Bond. The gold mask never moves; his voice comes through a filter, cold and even. 'You've had quite the run,' he says, or words to that effect. 'Haven't you?'

This is a cutscene. Do not attempt to shoot Damien during the dialogue — it will not work, and you will miss important exposition.
Pay attention to the woman. She is more important to the plot than she first appears.

The Engineer

For England — The Engineer

Damien has his arm around the woman in a way that is half-restraint, half-protection. It is hard to read whether she is his hostage or his willing accomplice — the gold mask gives away nothing, and her face is hard to parse in the red light, caught between fear and something that might be defiance, or might be resignation.

The chamber is dominated by a massive circular structure that pulses with red light — THEIA itself, or the control core for it. The scale is impressive: Bond looks small in the frame when the camera pulls back.

The conversation between Bond and Damien is worth listening to carefully. It establishes their history together and explains, in elliptical terms, why Damien has done what he has done.

Close-Up

For England — Close-Up

The camera pushes in on the woman's face as she looks at Bond, her glasses catching the red light. Something passes between them — a flicker of recognition, perhaps, or a silent plea. She knows who he is. She may have been waiting for him.

Damien is not blind to this exchange. But he says nothing. He simply maintains his hold on her, watching Bond through that impassive gold mask, and waits.

The woman is the key to this entire chapter. Remember her face.

Concrete and Shadow

For England — Concrete and Shadow

The meeting ends the way these meetings always end: in gunfire. How it starts is slightly fuzzy — Damien leaves, or he sends his men in, or the woman makes a move — but the outcome is the same. You are fighting your way out of the red chamber, past armoured guards, and into a section of the facility you have not seen before.

Bond's outfit changes here, or the lighting makes it look that way. He wears a dark shirt now, the light jacket gone — discarded, lost, or ruined in the escape. The environment is unfinished concrete, ladders, industrial elevators, and temporary string lights.

This is a difficulty spike. Enemies are more numerous, better armoured, and more aggressive from this point onward. If you have been hoarding Focus meter or special ammunition, now is the time to use it.
The gold-masked figure you see at a distance during this section is not Damien — it is a different heavy-armoured enemy, a precursor to the final boss.

Pushing Toward THEIA

For England — Pushing Toward THEIA

The objective is clear and urgent: Get to THEIA. M's voice is tight over comms as she explains that the magnetic shielding is interfering with remote access; Bond has to reach THEIA physically to disable it.

The combat is relentless here. Each room is a separate arena, each doorway a potential kill zone. Enemies come in waves — after you clear one group, another arrives from a side passage or drops from an overhead walkway. The game is testing whether you have learned its combat rhythm: move, take cover, eliminate the closest threat, reposition, repeat.

If you are struggling, fall back. Enemies in this section do not chase far from their spawn positions, and you can use that to create chokepoints.
Headshots from the silenced pistol still one-shot-kill standard enemies even through the magnetic interference. Save your shotgun and rifle ammo for heavy targets.

The Long Fight

For England — The Long Fight

There is a stretch of the chapter — roughly ten minutes of gameplay — where you are simply fighting through room after room with almost no downtime. Offices give way to storage areas; storage areas give way to server rooms; server rooms give way to corridors that open onto mezzanines overlooking larger spaces.

What prevents this from becoming monotonous is the variety of encounters. Some rooms favour run-and-gun; others demand stealth; one particularly memorable set-piece has you fighting across a multi-level atrium with enemies on balconies at three different heights.

Look for green first-aid kits on walls. They restore a significant chunk of health and are placed at roughly the intervals you will need them.
Takedowns from behind restore Focus meter faster than gunfights. If you can isolate a single enemy and take them down quietly, it pays for itself quickly.

The Garage — Stop Damien

For England — The Garage — Stop Damien

The objective updates abruptly: Stop Damien. You have reached the underground garage — a vast concrete space filled with expensive cars under tarps and strip lighting, and there, at the far end, is the Aston Martin Valhalla. But the garage is also full of enemies, and a furious firefight erupts among the vehicles.

Sparks fly, windows shatter, a sportscar's door is ripped off by gunfire. The licence-to-kill indicator at the top of the screen pulses red as you mow through the last wave of guards between you and the car.

Use the cars as cover but be aware they can explode if shot enough. A burning car is not just a visual effect — it will kill you if you stand next to it.
The fight ends when you reach the Valhalla. You do not need to kill every enemy; you just need to get to the car.

The Valhalla

For England — The Valhalla

Bond reaches the Aston Martin Valhalla — a low, black, futuristic hypercar with the engine already running. The car's door is open; he slides inside.

The Valhalla is a real vehicle (Aston Martin's hybrid hypercar) and it is rendered with almost absurd attention to detail in the game: the shape of the headlights, the curve of the roofline, the sound of the engine as it roars to life. For a car enthusiast it is a genuine 'wow' moment.

Take a second to look at the car interior in the cutscene. The dashboard detail is worth it.

Car Chase

For England — Car Chase

The garage door explodes open and you are out, tearing through city streets at night. This is not a scripted on-rails sequence — you are actually driving the Valhalla, and the controls are tight, responsive, and wildly fast. The city blurs past: wet tarmac reflecting neon, other cars swerving to avoid you, the occasional police siren somewhere in the distance.

Damien is ahead of you in another vehicle (or vehicles — the chase involves multiple enemy cars that attempt to ram you and run you off the road). You can shoot from the car — aiming out of the window at pursuers — while maintaining control of the vehicle.

Driving and shooting simultaneously is tricky. If you are playing with a controller, use aim-assist liberally; on mouse and keyboard, consider slowing down slightly to make your shots count.
You do not need to destroy every enemy car. Focus on staying on Damien's tail — the chase ends when you reach a specific location, not when all pursuers are destroyed.
The Valhalla is indestructible for gameplay purposes. You can hit other cars, barriers, and street furniture without fear of failing the mission.

Are You Quite Sure?

For England — Are You Quite Sure?

During the chase, a familiar voice comes over the car's communications system — it is Valhalla, the car's AI assistant, asking in a calm, almost polite tone: 'Are you quite sure?' The question is directed at the manoeuvre Bond is attempting (a sharp turn, a collision, a ramp — the context depends on your driving) but it lands as a dryly funny moment amid the chaos.

The chase sequence ends as abruptly as it began: Bond brings the Valhalla to a screeching halt outside an industrial entrance — a tunnel mouth, a service entrance to something below ground — and exits the vehicle.

The car chase is one of the most exhilarating sequences in the game. If you crash on your first attempt, take a breath and enjoy the ride — it is forgiving, and the checkpoints are generous.

Out of the Car

For England — Out of the Car

Bond steps out of the Valhalla into the cold night air. He is in a dark shirt now, sleeves pushed up, the jacket long gone. The entrance before him is a heavy industrial doorway, lit by a single yellow bulb. Steam rises from a grate nearby.

There is a brief pause here — no music, no dialogue, just the sound of the Valhalla's engine idling behind him and the distant wail of a siren. Then Bond moves forward into the darkness.

You cannot return to the car after this point. Make sure you are ready for what comes next.

Into the Tunnels

For England — Into the Tunnels

The environment changes completely now. Gone are the glass offices and polished concrete of the facility. You are in old brick-lined tunnels — Victorian-era infrastructure, service tunnels, sewer access, the bones of the city beneath the shining glass above. The walls are dark brick streaked with moisture, pipes run along the ceiling, and the only lighting comes from bare bulbs strung at intervals that cast deep, unreliable shadows.

This is where the chapter gets genuinely tense. The enemies are fewer but deadlier, and the tight brick corridors leave no room for flanking or retreat. You move forward because there is nowhere else to go.

The flashlight on your weapon activates automatically in the tunnels. Use it — corners are dark and enemies can hide in the shadows surprisingly effectively.
Listen for footsteps. The tunnels have excellent acoustics, and you can hear enemies approaching before you see them.

Tunnel Combat

For England — Tunnel Combat

The tunnel fighting is close-quarters and brutal. The brick walls channel gunfire; there is no wide-angle cover, only pillars, pipe junctions, and the occasional metal door. Enemies appear from side passages and from around corners with very little warning.

Bond moves through the tunnels methodically, clearing each section, weapon raised. The lighting shifts from the warm yellow of the bulbs to the cold green of emergency strips and the orange glow of steam pipes.

Your shotgun is king here. The tight corridors mean every blast connects, and you can clear entire groups of enemies with well-timed shots.
Watch for enemies above — some tunnels have metal catwalks overhead, and guards will fire down at you from these positions.

Armoured Presence

For England — Armoured Presence

You encounter a heavy armoured soldier — not Damien, but the same type: full body plating, heavy weapon, a dark helmet, no mask this time. The silhouette is the same: broad, imposing, seemingly impervious to small arms fire.

This is a mini-boss, effectively — a preview of the Damien fight that is coming. The heavy soldier carries what looks like a light machine gun or an automatic shotgun, and it can kill Bond in seconds if you stay exposed.

Heavy soldiers are vulnerable to headshots, but the helmet protects against the first one or two hits. Focus fire on the head, use Focus ability to slow time, and empty your strongest weapon into it.
Alternatively, there are explosive canisters in the tunnel near this encounter. Lure the heavy near one and detonate it for massive damage.

The Industrial Fan

For England — The Industrial Fan

Deeper in, you encounter a massive industrial fan set into the wall — a ventilation shaft, several metres in diameter, its blades spinning slowly. The route forward requires you to move past it, timing your movement between the blades, or to find an override to shut it down.

The fan is one of the more memorable environmental puzzles in the game — not difficult, but a nice change of pace after so much shooting.

There is a control panel on a nearby wall that shuts the fan off. You can also shoot the blades to jam them, but this alerts enemies in the next chamber. The quiet approach is better.

Boss Fight — Damien

For England — Boss Fight — Damien

The tunnel opens into a larger chamber — and Damien is there, waiting. No more guards between you, no more distractions. It is Bond against the gold-masked figure, one on one.

The fight is not what you expect. This is not a shooter duel — Damien closes the distance immediately, and the fight becomes a brutal, intimate sequence of close-quarters combat: grappling, dodging heavy swings, looking for openings. The HUD updates: Defeat Damien. A health bar for DAMIEN appears across the top of the screen.

The Damien fight is mostly a quick-time event and close-combat sequence rather than a traditional shooter fight. Watch for the button prompts — they come fast.
There are phases. Between close-combat exchanges, you get brief windows to shoot. Do not waste ammunition during the grapple sequences — Bond cannot aim while being thrown around.

Overriding the Turret

For England — Overriding the Turret

As the fight progresses, a secondary objective appears: Override the second turret. The chamber has automated defence turrets that come online during the boss fight, and you need to reach a control panel to disable them (or turn them on Damien).

This adds a layer of positional gameplay to what is otherwise a brawl. You have to break away from Damien, sprint to the panel under fire, interact with it, and then get back to the fight.

The turrets are more dangerous than Damien himself during this phase. Prioritise reaching the override — once the turrets are on your side, the fight becomes dramatically easier.
Roll/dive to cover when moving between the turret panel and the main arena. Damien's attacks are slow but devastating if they connect.

Face to Face

For England — Face to Face

The fight culminates in a grapple — Bond and Damien locked together, the gold mask inches from Bond's face. In one final effort Bond wrenches at the mask, trying to tear it off, and for a split second you see something beneath — a flash of face, a human being rather than an icon.

Whether you remove the mask fully depends on how well you perform in the final QTE sequence. Either way, Damien is defeated — not killed outright, but brought down, the gold mask cracked or askew on the floor, the armoured figure at Bond's mercy.

The QTE prompts at the very end of the fight are the easiest to miss. Stay focused even after you think the fight is over.

The Engineer's Choice

For England — The Engineer's Choice

The woman from the red vault — the engineer — appears in the chamber. She is no longer being held; she is moving freely, and her expression has changed. She has made her choice.

What she does is a spoiler, but it matters. It determines whether the immediate threat is resolved cleanly or whether Bond must fight one last wave of enemies in the aftermath. She is neither a simple hostage nor a simple villain — she is a person caught between two impossible choices, and her agency is respected by the writing.

Do not shoot her. The game will not let you, but do not try.

Water

For England — Water

There is water in the aftermath of the fight. How it gets there — whether a pipe bursts, whether the chamber floods, whether Bond falls or dives — is handled by cutscene, but the effect is a disorienting sequence of blue-green underwater imagery. Bubbles rise. Light filters down from above. Bond moves through it with the slow-motion weight of someone who has nothing left to give but is not yet ready to stop.

Bond surfaces. The fight is over.

This is a cinematic sequence. Put the controller down and let it play out.

The Cemetery

For England — The Cemetery

The memory ends. We are back in the present — back in the world of suits and ties and quiet English days. Bond walks through a cemetery. He is wearing a dark suit, white shirt, grey tie. The woman — M — walks beside him, also in black.

It is a beautiful, overcast English day. Grey stone monuments rise among green trees and neatly cut grass. Leaves drift down. The contrast with everything you have just played could not be more complete. You have spent forty minutes in red alarm light, brick tunnels, and gunfire; now you are walking slowly past gravestones with two people in funeral attire.

The cemetery scene is the emotional resolution of the chapter, and arguably the entire game's first act. Do not skip it.

Graveside

For England — Graveside

They stop at a grave. The camera does not show the name on the stone — not immediately, not all at once — but you understand who is buried there from the weight of the silence. M speaks. Bond listens. There are no big speeches, no dramatic declarations. Just two people who have been through something terrible, standing together in the rain that has started to fall.

M says something short and final. Bond replies, 'Yes.'

The line 'Yes' is loaded. It is Bond's answer to the question that has hung over the entire chapter — the question of whether he is ready for what comes next.

Bond and M

For England — Bond and M

The camera holds on both of their faces for a long moment. M looks at Bond the way a commanding officer looks at a soldier who has just passed his final test — not with affection, exactly, but with recognition. With something that might even be respect.

Bond's face is harder to read. He has aged during this chapter. The young man who moved through red corridors in a light grey jacket has been replaced by someone older, quieter, more dangerous.

Look at Bond's eyes. There is no triumph there, no satisfaction. He has done what needed to be done, and he knows the cost. That is the moment he becomes 007.

The Walk

For England — The Walk

They turn and walk away together, moving slowly between the gravestones, the rain heavier now, the trees swaying gently in the wind. The camera pulls back and up, rising above them, showing the cemetery stretching out in every direction — a city of the dead, and two living figures moving through it.

For England fades to black. The credits do not roll — not yet, because there is more story to come — but the chapter ends here, in quiet, in rain, in grey English weather.

'For England,' M told him earlier, or something very like it. And Bond's reply was the same as it is here: Yes.

After the cutscene ends, you are returned to the chapter select screen. If this is your first playthrough, you may see a brief epilogue sequence setting up the next phase of Bond's career.
The TacSim challenge mode unlocks after completing this chapter on any difficulty, allowing replay of missions with scoring modifiers.

Chapter Tips

This is not a flash-forward. The chapter is framed as a debriefing — Bond is recounting the events of this mission to his superiors at MI6 after the fact. Pay attention to the questions they ask and the way Bond answers.
Set the controller down. You will not touch it for several minutes.
The MI6 framing device recurs throughout the chapter. The mission you are about to play is the story Bond tells his interrogators.
Notice how still Bond holds himself. This is not the confident 007 of later missions. He is raw, exhausted, and under intense scrutiny.
The transition between framing device and flashback is deliberately jarring. Embrace the disorientation — it is intentional.
The lighting here is doing a lot of narrative work. Red means danger, yes — but it also means urgency, alarm, and blood. The facility is in lockdown.
Gameplay begins shortly after this point. Familiarise yourself with the controls — you will be in combat within moments.
Use cover immediately. The desks and cubicle walls offer decent protection, but enemies will flank if you stay in one place too long.
Prioritise headshots to conserve ammunition. Enemies in this chapter are armoured and take multiple body shots to drop.
Do not rush past this cutscene. The dialogue here establishes why Bond is operating alone, outside of MI6 protocol, and what Damien — the antagonist — has done.
Prioritise targets that are flanking your position. M can take care of herself in a straight firefight; it is the enemies who circle around behind you that will cause problems.
There is no collectible tracking penalty for taking your time here. Clear each room before moving M forward.
Stealth is an option in the early sections but becomes increasingly difficult as the chapter progresses. Do not be afraid to go loud — the game gives you ample ammunition and health pickups if you search thoroughly.
Your silenced pistol is your friend in the white-light zones. A single headshot from concealment can drop a guard before nearby enemies are alerted.
Red-jacket enemies can absorb a full magazine of body fire. Aim for the head, or use your Focus ability to slow time and land guaranteed critical hits.
If you can approach from behind, a takedown is the fastest and quietest way to remove them.
Explosions can kill enemies as well as Bond. If you see a red barrel or a gas canister, shooting it can thin a room before you even enter.
Watch for environmental hazards — exposed wiring, hanging light fixtures, weakened walls. The game rewards using the environment against your enemies.
Glass walls are both your friend and enemy. They let you see enemies coming, but they also let enemies see you. A single shot through glass can take out a guard who thinks he is safely behind cover.
Remember your gadgets. You have more tools than just your gun — the Lure and Bluff abilities can pull enemies out of position or cause them to turn on each other.
After planting the charge, do NOT backtrack the way you came. The game expects you to push forward through the next section — the explosion seals the route behind you.
You do not need to manually detonate the charge. It goes off on its own timer. Just run.
The allies are invincible during this sequence, so do not worry about them dying. Focus on eliminating the enemies firing from the elevated positions and doorways.
After the fight, one of the allies will give you a quick briefing on what lies ahead. Pay attention — they mention THEIA, which becomes your next objective.
The kitchen is full of environmental takedown opportunities — enemies near stovetops can be dispatched by slamming their faces onto hot burners, and there are heavy objects that can be thrown if you are close enough.
Watch your minimap (the circular radar in the bottom-left corner). The kitchen has multiple entrances and enemies will try to circle you.
There is a computer terminal in this room you can interact with for optional intel. It does not unlock anything critical, but it provides context for what THEIA is and why Damien wants it.
Stock up on ammo here. There is an ammunition crate against the back wall.
The line between gameplay and cutscene is deliberately blurred here. Do not put the controller down — you are back in control within seconds.
The blue-lit office has elevated walkways and catwalks that enemies use to gain height advantage. Look up as you clear the room.
There is a weapons cache behind the reception desk in this area — a shotgun that makes the next several encounters much easier.
Just follow the path. There are no collectibles in the crawlspace, no alternate routes, no secrets. Enjoy the brief moment of calm.
M speaks to Bond over comms during this section, filling in exposition about THEIA and Damien's plan.
Your HUD abilities may be limited or intermittent in this section due to the magnetic shielding. Rely on your weapons and your wits — Bluff and Lure may not work reliably.
The compass/radar in the bottom-left may also glitch. Do not depend on it entirely; use your eyes and ears.
This is a cutscene. Do not attempt to shoot Damien during the dialogue — it will not work, and you will miss important exposition.
Pay attention to the woman. She is more important to the plot than she first appears.
The conversation between Bond and Damien is worth listening to carefully. It establishes their history together and explains, in elliptical terms, why Damien has done what he has done.
The woman is the key to this entire chapter. Remember her face.
This is a difficulty spike. Enemies are more numerous, better armoured, and more aggressive from this point onward. If you have been hoarding Focus meter or special ammunition, now is the time to use it.
The gold-masked figure you see at a distance during this section is not Damien — it is a different heavy-armoured enemy, a precursor to the final boss.
If you are struggling, fall back. Enemies in this section do not chase far from their spawn positions, and you can use that to create chokepoints.
Headshots from the silenced pistol still one-shot-kill standard enemies even through the magnetic interference. Save your shotgun and rifle ammo for heavy targets.
Look for green first-aid kits on walls. They restore a significant chunk of health and are placed at roughly the intervals you will need them.
Takedowns from behind restore Focus meter faster than gunfights. If you can isolate a single enemy and take them down quietly, it pays for itself quickly.
Use the cars as cover but be aware they can explode if shot enough. A burning car is not just a visual effect — it will kill you if you stand next to it.
The fight ends when you reach the Valhalla. You do not need to kill every enemy; you just need to get to the car.
Take a second to look at the car interior in the cutscene. The dashboard detail is worth it.
Driving and shooting simultaneously is tricky. If you are playing with a controller, use aim-assist liberally; on mouse and keyboard, consider slowing down slightly to make your shots count.
You do not need to destroy every enemy car. Focus on staying on Damien's tail — the chase ends when you reach a specific location, not when all pursuers are destroyed.
The Valhalla is indestructible for gameplay purposes. You can hit other cars, barriers, and street furniture without fear of failing the mission.
The car chase is one of the most exhilarating sequences in the game. If you crash on your first attempt, take a breath and enjoy the ride — it is forgiving, and the checkpoints are generous.
You cannot return to the car after this point. Make sure you are ready for what comes next.
The flashlight on your weapon activates automatically in the tunnels. Use it — corners are dark and enemies can hide in the shadows surprisingly effectively.
Listen for footsteps. The tunnels have excellent acoustics, and you can hear enemies approaching before you see them.
Your shotgun is king here. The tight corridors mean every blast connects, and you can clear entire groups of enemies with well-timed shots.
Watch for enemies above — some tunnels have metal catwalks overhead, and guards will fire down at you from these positions.
Heavy soldiers are vulnerable to headshots, but the helmet protects against the first one or two hits. Focus fire on the head, use Focus ability to slow time, and empty your strongest weapon into it.
Alternatively, there are explosive canisters in the tunnel near this encounter. Lure the heavy near one and detonate it for massive damage.
There is a control panel on a nearby wall that shuts the fan off. You can also shoot the blades to jam them, but this alerts enemies in the next chamber. The quiet approach is better.
The Damien fight is mostly a quick-time event and close-combat sequence rather than a traditional shooter fight. Watch for the button prompts — they come fast.
There are phases. Between close-combat exchanges, you get brief windows to shoot. Do not waste ammunition during the grapple sequences — Bond cannot aim while being thrown around.
The turrets are more dangerous than Damien himself during this phase. Prioritise reaching the override — once the turrets are on your side, the fight becomes dramatically easier.
Roll/dive to cover when moving between the turret panel and the main arena. Damien's attacks are slow but devastating if they connect.
The QTE prompts at the very end of the fight are the easiest to miss. Stay focused even after you think the fight is over.
Do not shoot her. The game will not let you, but do not try.
This is a cinematic sequence. Put the controller down and let it play out.
The cemetery scene is the emotional resolution of the chapter, and arguably the entire game's first act. Do not skip it.
The line 'Yes' is loaded. It is Bond's answer to the question that has hung over the entire chapter — the question of whether he is ready for what comes next.
Look at Bond's eyes. There is no triumph there, no satisfaction. He has done what needed to be done, and he knows the cost. That is the moment he becomes 007.
After the cutscene ends, you are returned to the chapter select screen. If this is your first playthrough, you may see a brief epilogue sequence setting up the next phase of Bond's career.
The TacSim challenge mode unlocks after completing this chapter on any difficulty, allowing replay of missions with scoring modifiers.

Collectibles in This Chapter

0 Collectibles

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