Knightfall
12

Knightfall

Bond and Greenway infiltrate Webb Industries headquarters through the London sewers to expose THEIA — an autonomous AI assassination system tied to Bond's own past. The final chapter combines co-op puzzles, social stealth, motion sensors, a wall safe code, and a timed rooftop escape.

Hard~75-80 min12 Collectibles

Briefing with Q — Loadout and Sewer Entry

Knightfall — Briefing with Q — Loadout and Sewer Entry

"Knightfall" is the final chapter of 007 First Light, and it opens not with a cinematic action sequence but with Bond meeting Q in a London sewer. It's a deliberate callback to Q Branch's tradition of field support from unexpected places — the sewer access point puts you beneath the Webb Industries tower, bypassing the perimeter security entirely. This is a raid, not an infiltration; you're going in hard, you're going in with Greenway at your side, and the goal is to get evidence on THEIA — the AI weapons system Webb Industries has been developing and selling through Bawma's network.

Before you enter, Q gives you a suppressed pistol and walks you through the gadget loadout. This is your last chance to pick gear before the endgame, so choose carefully. The Dart Phone, Watch Laser, and Q-Lens are all essential here — the level has locked doors, hackable panels, motion sensors, and vents that require every tool in your kit. If you've been favouring one gadget over others, this is the chapter where you need everything working together.

Talk to Q one more time after selecting your loadout and head into the sewer tunnel. The entrance to Webb Industries is through a maintenance shaft that connects to the building's sub-basement. Greenway is right behind you, and she's not just along for the ride — this is a co-op mission where Greenway's help is required for several physical puzzles (boosting you over obstacles, moving heavy objects, triggering two-person mechanisms).

Don't skip the Q dialogue — the briefing establishes what THEIA is and why this mission matters. If you've been following the conspiracy across Chapters 10 and 11, this is where the threads converge.
The suppressed pistol is mandatory and provided automatically; you don't need to select it. Spend your loadout choices on gadgets rather than extra weapons — ammo is available in the building, but a missing gadget can block your progress.
Bring the Q-Lens (it's essential for scanning the cleaning robot and spotting sensor wiring), the Watch Laser (vents and padlocks), and the Dart Phone (distractions and camera disabling). Smoke Pods can help but aren't strictly required.
Greenway cannot die during co-op sequences, but if she's spotted the alarm triggers — play as carefully with her in mind as you do for yourself.

Reaching the Perch — Climbing the Lobby

Knightfall — Reaching the Perch — Climbing the Lobby

The Webb Industries lobby is a vast, modern atrium — think glass walls, a massive central art installation (a geometric metal sculpture that doubles as a climbing frame), and security posted at every choke point. The elevators are locked down hard, so the only route to the upper floors is a staircase on the far side of the lobby. You can't walk straight across — the open atrium floor is covered by cameras and guards in conversation pairs.

Head down the corridor to trigger a short conversation between Bond and Greenway about the plan. Once that's done, approach the large art installation in the centre of the lobby. Position yourself at its base and ask Greenway for a boost (a context prompt appears when you're in the right spot). She'll hoist you onto the lower framework of the sculpture, and from there you can climb up and over to the upper balcony.

Once you're on the upper balcony railing, don't pull yourself up immediately — the floor above is patrolled. Instead, hang from the railing and shimmy right along the narrow wall ledge that runs along the side of the atrium. Keep moving until you hit the corner, where you can pull yourself up onto the upper lobby level.

Look for a yellow cloth hanging next to some exposed wiring — that's your drop point. From there you can lower yourself down onto a maintenance walkway near the staircase. This is the route you want; the direct path across the upper lobby floor puts you in a guard's line of sight.

The art installation climb is easy to miss on a first playthrough — it looks like set dressing, not a climbing route. The yellow cloth marker is your cue; if you're stuck in the lobby, find the big metal sculpture in the centre.
While hanging from the railing, don't shimmy left — that path leads to a dead end above glass and forces you to drop back down. Right is the correct direction.
Guards on the upper level can see over the railing if you hang there too long. Move steadily along the ledge without stopping; this isn't a section where you need to wait for patrol windows.
The 'First Try' challenge for reaching the Perch requires you to get there without being spotted. Take it slow on the ledge and don't rush the drop.

Opening Doors for Greenway — Cleaning Robot Puzzle

Knightfall — Opening Doors for Greenway — Cleaning Robot Puzzle

Once you're on the staircase level, you'll quickly discover that several of the doors between you and Greenway only open from the inside — she's locked out unless you go ahead and clear a path for her. This is a recurring mechanic throughout the Webb tower and it's the level's signature co-op puzzle: Bond goes ahead solo, solves the room, and opens the route for Greenway to rejoin.

The first of these puzzles involves a locked glass-walled office. Look left from your position to spot a door sensor visible through a glass partition. You can sabotage it with your Q-Watch, but you need a clean line of sight — the blinds in the conference room must be raised, or the hack won't register. Reposition until you can see the sensor clearly (the Q-Lens highlights it blue when it's hackable) and trigger it.

Follow the left path after sabotaging the first door, take another left, and you'll find yourself in an office opposite R. Finch's room (Roger Finch is a Webb executive whose name you may have seen on documents earlier). Go inside and use your Q-Lens to scan the room — you're looking for a cleaning robot docked at a charging station. Call it over using your watch (Q-Lens gives you the hack prompt when you're looking at the robot).

The cleaning robot will autonomously roll through the locked door and trigger the pressure plate on the other side, opening it for Greenway. Once she's through, the two of you can proceed up the stairs together to the workspace sections on Babbage Level 2.

If the door sensor hack isn't registering, it's almost always because you're looking at it through a blind slat or at an angle. Step to your left or right until you have an unobstructed view through the glass.
You don't need to stay near the cleaning robot after triggering it — it navigates on its own. Use the time while it rolls to the door to scout ahead or deal with any guards who might be drawn by the door opening.
There's an intel file on Finch's desk in his office. Grab it before leaving — it contains information about Isola Vale that fills in some of the conspiracy backstory.
The cleaning robot doesn't alert guards (it's just doing its job), so you can safely use it even when enemies are nearby.

Breaking into the East Wing — Bathroom Panel and AC Smoke

Knightfall — Breaking into the East Wing — Bathroom Panel and AC Smoke

The East Wing is where Damien Webb's personal offices and the penthouse access are located, but the connecting doors are all keycard-locked and there's no easy route. You have to make your own path. The route forward starts in the men's restroom at the end of the hallway. Go inside, close the door behind you, and look at the wall to the left of the entrance door — there's a wooden panel that looks slightly out of place, lighter than the surrounding wall.

Kick the panel in (melee prompt when you're close enough) and you'll reveal a service crawlspace that leads into the next room. As soon as you emerge, a security guard spots you — take him down quickly before he can radio in (a silent takedown from cover is ideal, but a fast melee works too). Once he's down, use the door controller on the wall to your left to open the main door so Greenway can enter, then head for the coffee area in the corner.

At the coffee station, climb over the railing to reach an exterior ledge that wraps around the building. Move across it (climb over the rectangular ventilation structure blocking your path) and you'll enter Babbage Level 2. Take down the guard in this room quietly.

The next room has three guards talking together — a direct fight is risky and will trigger alarms. Instead, look up at the ceiling and find the air conditioning unit (the Q-Lens highlights it). Disrupt it with your Q-Watch and it will flood the room with vapour/smoke, sending the guards into cough fits and breaking up their group. They'll come to investigate one at a time, letting you pick them off silently with takedowns. There's a second, attached room with more guards — repeat the same AC trick there to clear it safely.

After clearing both rooms, move through the passage, open the glass door, turn left, and sabotage another locked door for Greenway. The gate opposite leads to the East Wing proper.

The wooden panel in the bathroom is easy to overlook — it's on the wall immediately to your left as you enter the restroom, not in a stall. The kick prompt only appears when you're right next to it.
After kicking in the panel, the guard in the next room will hear the noise and investigate. Be ready with a takedown the moment you crawl through.
The AC smoke doesn't knock guards out — it just breaks up their formation and masks your movement. You still need to perform takedowns; don't walk into the smoke expecting them to be unconscious.
If you mess up the AC trick and the guards open fire, the room is tight but there's enough cover (desks, cubicle walls) to fight through — just be aware that gunfire will pull reinforcements from nearby rooms.

Laser Grid and the Glass Block

Knightfall — Laser Grid and the Glass Block

The East Wing entrance is protected by a floor-mounted laser grid — red security beams that trigger an instant alarm if crossed. You can't go through them, and Greenway can't follow until they're disabled. To shut the grid down, you need to reach the control panel on the far side, which means finding a route that bypasses the lasers entirely.

On the right side of the laser hallway, there's a large glass display case or architectural block positioned against the wall. This is a two-person puzzle: ask Greenway to help you move it (the prompt appears when you're positioned on the correct side of the block). Together you slide it out from the wall, revealing a narrow gap behind it that Bond can squeeze through.

Once on the other side of the laser grid, you're in the East Wing office area. From here you can access the laser control panel and disable the grid, allowing Greenway to cross. Be careful — there are guards in the office spaces beyond, and the East Wing has tighter security than the floors below (more cameras, fewer civilian staff to hide among).

There's a maintenance room on this level with a vent in the ceiling — use your Watch Laser to cut the vent grille open, climb up into the ductwork, and you'll drop into a room where a guard is asleep at his post. Take him down silently before he wakes up and raises the alarm.

The laser grid is instant-fail for stealth, but it doesn't automatically trigger mission failure — it triggers an alarm and brings guards running. If you don't care about ghost/no-detection, you can technically shoot out the emitters, but it's messy.
When moving the glass block with Greenway, make sure you're on the side opposite to where you want to push it. The prompt can be fussy about positioning; if it doesn't appear, circle the block slowly.
The sleeping guard can be identified by his posture (slumped back in his chair, head tilted) before you drop into the room. Equip your takedown before landing so you're ready instantly.
The vent system in the East Wing connects multiple rooms — if you find yourself stuck on a locked door, look up and check for ceiling vents.

Motion Sensors and Reaching the Penthouse

Knightfall — Motion Sensors and Reaching the Penthouse

The corridor leading to Damien Webb's penthouse is protected by a different security system than the lasers: motion sensors. These are invisible beams (visible with your Q-Lens) that sweep horizontally across the hallway at varying heights. Trigger one and the entire section goes into lockdown — blast doors drop, vents seal, and you're trapped with guards converging.

The trick with motion sensors is that they're at torso and neck height — if you crouch-walk below the lowest beam or wait for a gap in the sweep pattern, you can slip through. The Q-Lens shows the beam paths as thin red lines, so switch it on before entering the corridor and study the pattern for a full rotation before moving. There are typically three or four overlapping beams with different sweep cycles; patience and observation are more useful here than gadgets.

Beyond the sensor corridor is the penthouse entrance. Damien Webb is inside but not expecting visitors — he's been watching the news coverage of his father's arrest at the museum and is agitated, pacing around the penthouse. You have the element of surprise if you can get in quietly.

The penthouse is a large, multi-room space with a bar, a lounge area, Damien's private office, and — critically — a wall safe hidden behind a painting or decorative panel. Damien paces through the lounge and office in a predictable loop, giving you windows to sneak past and explore while he's in the other room.

The motion sensors cannot be hacked or disabled from outside the corridor — the control panel is on the far side, past all the beams. You must navigate them on foot.
Crouch movement is slow enough to give you reaction time if a beam sweeps toward you. Standing up or sprinting through almost guarantees a hit.
If you do trigger the sensors, you're not locked into a combat failure state — you can still fight through the guards that come, but it's much harder than getting through cleanly.
Damien's patrol in the penthouse is long enough that you can search multiple rooms during a single cycle. Use Q-Lens to tag him through walls and track his position.

The Wall Safe — Code 1493 and BASILISK

Knightfall — The Wall Safe — Code 1493 and BASILISK

The wall safe in Damien Webb's penthouse is the objective of the entire mission. Inside are THEIA's core files — records of every arms deal, every assassination, and the identity of the command code that controls the entire system. Getting the safe open is not just a puzzle; it's the moment the whole conspiracy unravels.

The safe is four digits and requires a code. You find clues to the code scattered around the penthouse — photographs with dates, personal mementos, documents on Damien's desk that reference specific numbers. The correct code is **1493** (on first playthrough, you'll need to find the clues; subsequent playthroughs you can enter it directly). For the 'First Try' challenge, enter the code followed by the Enter/Confirm button in one go — entering the wrong digit resets the challenge even if you correct it.

Inside the safe, you find two things: a set of encrypted files, and a physical document that references a command code — **BASILISK**. This is the kill code / activation word for the THEIA system, the piece of intelligence M and Q have been chasing since the beginning. Record the conversation between Damien and Nicholas (triggered by interacting with the phone on Damien's desk — the call connects automatically while Damien is distracted), and you have everything you need.

The recordings and files expose the link between the Bawma network in Mauritania, the Murto assassins who attacked Bond's apartment, and Webb Industries' AI weapons programme. THEIA is not just a targeting system — it's an autonomous assassination network that can identify, track, and eliminate targets without human oversight, and it has been sold to every rogue state and terrorist cell Nicholas Webb could find a buyer in. The 'London 2014' reference in the files hints at a prior operation that Bond may have been part of — a piece of his own past he didn't know about.

Don't open the safe while Damien is in the same room — he will hear the mechanism. Wait until he walks back into the lounge area or the bar before interacting with the panel.
The code clues: if you want to solve it yourself without looking up 1493, examine the framed photographs in the penthouse carefully, particularly dates on personal items on Damien's desk and the bookshelf.
After entering the code, the safe takes a few seconds to unlock — you can't cancel the animation. Make sure you're still concealed when you trigger it.
Once you record the conversation and collect the files, an alarm will trigger regardless of how stealthy you were. This is a story beat, not a failure — be ready for the escape sequence immediately after the recording completes.
The code 1493E (E for Enter/Confirm) is what you enter to unlock the First Try challenge; just entering 1493 opens the safe normally.

THEIA Reveal — London 2014

Knightfall — THEIA Reveal — London 2014

The files in the safe don't just expose Webb Industries — they reveal that THEIA has already been used. The London 2014 reference is to a terrorist attack in London years earlier that Bond has always believed was a conventional bombing. It wasn't. THEIA was field-tested that day in a live urban environment, orchestrating a series of targeted killings disguised as a single terrorist event to demonstrate its capabilities to buyers.

This is the emotional gut punch of the chapter — Bond wasn't just unaware of Webb's activities; he may have been assigned to the aftermath of THEIA's debut without knowing what he was actually looking at. The 'First Light' of the game's title is the first activation of THEIA, and this chapter reveals that light was shone years before the events of the game.

Damien catches Bond in his office during the recording, leading to a tense confrontation — but rather than the boss fight you might expect, Damien breaks. He's not his father; he's scared, he knows what THEIA is, and he wants out. The conversation is cut short by Nicholas Webb remotely triggering a security protocol: he's going to destroy the penthouse and everything in it to cover his tracks, including Damien. The building goes into full lockdown and a countdown timer starts — you have a limited window (roughly five minutes, depending on difficulty) to get out before the building's failsafe charges detonate.

There's no boss fight with Damien Webb — he's not a combatant. The level's challenge switches from stealth to a timed escape.
Pay attention to the dialogue during the THEIA reveal — it sets up the ending cutscene and gives context to Bond's emotional state during the escape.
Damien's fate is tied to how quickly you can escape; he doesn't become an enemy, but whether he survives depends on... well, play through and see. The game doesn't give you a binary 'save him / let him die' choice; the outcome is woven into the escape.

The Escape — Timer, Combat, and the Perch Rappel

Knightfall — The Escape — Timer, Combat, and the Perch Rappel

The moment the countdown begins, every guard in the building converges on your position and stealth goes out the window. Your goal is to get back down to the ground floor and out of the building before the charges blow — but the route you took up is now blocked by blast doors and newly deployed security. You need to improvise a new path down.

The escape combines fast-paced combat, environmental shortcuts, and one last set-piece: the Perch rappel. As you fight your way back through the East Wing and Babbage Level, guards are moving up the stairwells toward you, so you can't simply retrace your steps. The shortcut is the Perch — the high vantage point you passed on your way up. There's a window or exterior access point at the Perch where a maintenance rope is anchored (it was part of the construction equipment you saw on the climb in).

Attach your rope (a Q-Branch gadget you brought with you — it's not something you pick up mid-level) and rappel down the exterior of the Webb tower. This is one of the game's most cinematic moments: the London skyline at night, glass and steel flashing past, and the building behind you starting to burn as the first charges detonate on the upper floors. At the bottom, there's one final group of guards between you and the exit — fight through them (or sprint past if your health and the timer are tight) and reach the street where Greenway has a vehicle waiting.

The building doesn't fully collapse in a spectacular Michael Bay fashion — the charges are designed to destroy the server floors and the penthouse, covering Nicholas Webb's tracks, not to level the structure. But the evidence you carry is out, THEIA is exposed, and the mission succeeds even though the building itself doesn't come down.

The escape timer is tight on 00 difficulty but generous on easier settings. Don't stop to fight every guard — sprint past groups when you can, especially in the final stretches.
Ammo is plentiful during the escape (guards drop it constantly) — don't hoarde bullets the way you might during stealth sections.
The rappel sequence is mostly automated once you attach your rope — follow the prompts to dodge debris as you descend. Don't overthink it; it's a cinematic QTE.
At the bottom of the rappel, there's a final wave of guards between you and Greenway's car. Use the building's exterior planters and signage as cover; don't stand in the open.
If the timer reaches zero, it's an instant game over — you restart from the beginning of the escape sequence, not from the safe room. Keep moving.

Ending — Greenway, Q, Moneypenny, and What Comes Next

Knightfall — Ending — Greenway, Q, Moneypenny, and What Comes Next

Once you're clear of the building, the gameplay ends and the chapter transitions into a sequence of closing cutscenes — the payoff for the entire story. Bond meets Greenway at the safe distance point; she's made it out separately and has the data backed up. There's a quiet moment between them that resolves the partnership arc that began back at the Crosshair Bar in Chapter 11.

Q is waiting in the sewer access point (bringing the mission full circle) and confirms that the BASILISK code and THEIA files are intact and transmitted to M. Moneypenny calls to debrief Bond — the evidence is enough to arrest Nicholas Webb and dismantle the Webb Industries network, though Damien's status is ambiguous depending on your escape.

The final scene is Bond alone, reflecting on what he learned about London 2014 and his own connection to THEIA's first use. The game doesn't wrap everything up neatly — there are threads left for a potential sequel (who else bought THEIA? who authorised the London 2014 test? where does Bond go from now that he knows his own past isn't what he thought?) — but the immediate conspiracy is resolved.

If you collected all the Tarot Cards across the game (six in total across multiple chapters), there's an additional post-credits scene that teases future events. It's worth going back for them if you missed any — but it's a short tease, not an alternate ending.

After the credits roll, you're returned to the main menu. There is no post-game free roam or chapter select 'cleanup' state — if you missed collectibles, use Chapter Select to go back for them.
The Tarot Card collectible payoff is brief but meaningful for anyone who's been reading the card descriptions throughout the game. If you care about story teasers, it's worth collecting.
On a first playthrough, resist the urge to skip the ending cutscenes. They're well-written and they do real emotional work, especially the Greenway scene.
The BASILISK code and THEIA explanation in the ending deliberately leaves room for a sequel. You haven't missed a hidden ending or secret resolution — the ambiguity is intentional.

Deep Tips and Final Reflections

Knightfall — Deep Tips and Final Reflections

"Knightfall" is a long chapter (70-80 minutes) and it's the most mechanically varied in the game — part social stealth, part climbing puzzle, part co-op environmental problem-solving, part pure combat escape. If you approach it expecting the shape of a typical shooter (fight room → corridor → fight room → boss), you'll be frustrated. The level rewards patience, observation, and willingness to use your full gadget kit.

What makes Knightfall memorable isn't any single set-piece (though the Perch rappel is the game's visual high point) but how it ties together the themes and mechanics of the entire game. Every gadget you've earned, every type of puzzle you've learned, every co-op mechanic with Greenway is tested here, and none of it feels like filler. The cleaning robot, the AC smoke, the motion sensors, the safe code, the rappel — each is a logical escalation rather than a random new system thrown in for the finale.

If you're revisiting the chapter on 00 difficulty or going for 100% completion, the hardest challenge is the clean run through the motion sensor corridor followed by the penthouse stealth before triggering the alarm. The escape timer is generous enough that combat skill matters more than routing; the stealth section before it is where perfect runs die.

The chapter is a strong finish to 007 First Light and a confident statement from IO Interactive about what a modern Bond game can be — equal parts character, problem-solving, and spectacle, with a respect for the character that avoids both camp nostalgia and grim grit-for-grit's-sake edginess.

On 00 difficulty, guards in the East Wing have faster reaction times and the motion sensor sweep patterns are tighter. Practice the sensor corridor on a lower difficulty first to memorise the pattern before attempting 00.
For the First Try Perch challenge: don't fall off the ledges, don't alert any guards, and don't take the wrong turn on the railing shimmy. A single save reload at the chapter start is faster than trying to recover from a mistake.
The BASILISK code is 1493 on every playthrough — it's not randomised across saves, so you can enter it immediately on repeat playthroughs without finding the clues.
You cannot return to earlier chapters for collectibles mid-Knightfall. If you're trying to 100% in one run, collect everything in Chapters 9-11 before starting Knightfall.
There is no secret boss fight, no hidden true ending, and no post-credits gameplay sequence beyond the Tarot Card tease. The game ends where it ends — which is to its credit.

Chapter Tips

Don't skip the Q dialogue — the briefing establishes what THEIA is and why this mission matters. If you've been following the conspiracy across Chapters 10 and 11, this is where the threads converge.
The suppressed pistol is mandatory and provided automatically; you don't need to select it. Spend your loadout choices on gadgets rather than extra weapons — ammo is available in the building, but a missing gadget can block your progress.
Bring the Q-Lens (it's essential for scanning the cleaning robot and spotting sensor wiring), the Watch Laser (vents and padlocks), and the Dart Phone (distractions and camera disabling). Smoke Pods can help but aren't strictly required.
Greenway cannot die during co-op sequences, but if she's spotted the alarm triggers — play as carefully with her in mind as you do for yourself.
The art installation climb is easy to miss on a first playthrough — it looks like set dressing, not a climbing route. The yellow cloth marker is your cue; if you're stuck in the lobby, find the big metal sculpture in the centre.
While hanging from the railing, don't shimmy left — that path leads to a dead end above glass and forces you to drop back down. Right is the correct direction.
Guards on the upper level can see over the railing if you hang there too long. Move steadily along the ledge without stopping; this isn't a section where you need to wait for patrol windows.
The 'First Try' challenge for reaching the Perch requires you to get there without being spotted. Take it slow on the ledge and don't rush the drop.
If the door sensor hack isn't registering, it's almost always because you're looking at it through a blind slat or at an angle. Step to your left or right until you have an unobstructed view through the glass.
You don't need to stay near the cleaning robot after triggering it — it navigates on its own. Use the time while it rolls to the door to scout ahead or deal with any guards who might be drawn by the door opening.
There's an intel file on Finch's desk in his office. Grab it before leaving — it contains information about Isola Vale that fills in some of the conspiracy backstory.
The cleaning robot doesn't alert guards (it's just doing its job), so you can safely use it even when enemies are nearby.
The wooden panel in the bathroom is easy to overlook — it's on the wall immediately to your left as you enter the restroom, not in a stall. The kick prompt only appears when you're right next to it.
After kicking in the panel, the guard in the next room will hear the noise and investigate. Be ready with a takedown the moment you crawl through.
The AC smoke doesn't knock guards out — it just breaks up their formation and masks your movement. You still need to perform takedowns; don't walk into the smoke expecting them to be unconscious.
If you mess up the AC trick and the guards open fire, the room is tight but there's enough cover (desks, cubicle walls) to fight through — just be aware that gunfire will pull reinforcements from nearby rooms.
The laser grid is instant-fail for stealth, but it doesn't automatically trigger mission failure — it triggers an alarm and brings guards running. If you don't care about ghost/no-detection, you can technically shoot out the emitters, but it's messy.
When moving the glass block with Greenway, make sure you're on the side opposite to where you want to push it. The prompt can be fussy about positioning; if it doesn't appear, circle the block slowly.
The sleeping guard can be identified by his posture (slumped back in his chair, head tilted) before you drop into the room. Equip your takedown before landing so you're ready instantly.
The vent system in the East Wing connects multiple rooms — if you find yourself stuck on a locked door, look up and check for ceiling vents.
The motion sensors cannot be hacked or disabled from outside the corridor — the control panel is on the far side, past all the beams. You must navigate them on foot.
Crouch movement is slow enough to give you reaction time if a beam sweeps toward you. Standing up or sprinting through almost guarantees a hit.
If you do trigger the sensors, you're not locked into a combat failure state — you can still fight through the guards that come, but it's much harder than getting through cleanly.
Damien's patrol in the penthouse is long enough that you can search multiple rooms during a single cycle. Use Q-Lens to tag him through walls and track his position.
Don't open the safe while Damien is in the same room — he will hear the mechanism. Wait until he walks back into the lounge area or the bar before interacting with the panel.
The code clues: if you want to solve it yourself without looking up 1493, examine the framed photographs in the penthouse carefully, particularly dates on personal items on Damien's desk and the bookshelf.
After entering the code, the safe takes a few seconds to unlock — you can't cancel the animation. Make sure you're still concealed when you trigger it.
Once you record the conversation and collect the files, an alarm will trigger regardless of how stealthy you were. This is a story beat, not a failure — be ready for the escape sequence immediately after the recording completes.
The code 1493E (E for Enter/Confirm) is what you enter to unlock the First Try challenge; just entering 1493 opens the safe normally.
There's no boss fight with Damien Webb — he's not a combatant. The level's challenge switches from stealth to a timed escape.
Pay attention to the dialogue during the THEIA reveal — it sets up the ending cutscene and gives context to Bond's emotional state during the escape.
Damien's fate is tied to how quickly you can escape; he doesn't become an enemy, but whether he survives depends on... well, play through and see. The game doesn't give you a binary 'save him / let him die' choice; the outcome is woven into the escape.
The escape timer is tight on 00 difficulty but generous on easier settings. Don't stop to fight every guard — sprint past groups when you can, especially in the final stretches.
Ammo is plentiful during the escape (guards drop it constantly) — don't hoarde bullets the way you might during stealth sections.
The rappel sequence is mostly automated once you attach your rope — follow the prompts to dodge debris as you descend. Don't overthink it; it's a cinematic QTE.
At the bottom of the rappel, there's a final wave of guards between you and Greenway's car. Use the building's exterior planters and signage as cover; don't stand in the open.
If the timer reaches zero, it's an instant game over — you restart from the beginning of the escape sequence, not from the safe room. Keep moving.
After the credits roll, you're returned to the main menu. There is no post-game free roam or chapter select 'cleanup' state — if you missed collectibles, use Chapter Select to go back for them.
The Tarot Card collectible payoff is brief but meaningful for anyone who's been reading the card descriptions throughout the game. If you care about story teasers, it's worth collecting.
On a first playthrough, resist the urge to skip the ending cutscenes. They're well-written and they do real emotional work, especially the Greenway scene.
The BASILISK code and THEIA explanation in the ending deliberately leaves room for a sequel. You haven't missed a hidden ending or secret resolution — the ambiguity is intentional.
On 00 difficulty, guards in the East Wing have faster reaction times and the motion sensor sweep patterns are tighter. Practice the sensor corridor on a lower difficulty first to memorise the pattern before attempting 00.
For the First Try Perch challenge: don't fall off the ledges, don't alert any guards, and don't take the wrong turn on the railing shimmy. A single save reload at the chapter start is faster than trying to recover from a mistake.
The BASILISK code is 1493 on every playthrough — it's not randomised across saves, so you can enter it immediately on repeat playthroughs without finding the clues.
You cannot return to earlier chapters for collectibles mid-Knightfall. If you're trying to 100% in one run, collect everything in Chapters 9-11 before starting Knightfall.
There is no secret boss fight, no hidden true ending, and no post-credits gameplay sequence beyond the Tarot Card tease. The game ends where it ends — which is to its credit.

Collectibles in This Chapter

12 Collectibles

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