
Time to Die
Bond goes undercover at a luxury cliffside resort in Southeast Asia to intercept a meeting that could determine THEIA's fate. What begins as slow social stealth — cocktail mixing, cave corridors, a white tuxedo — unravels into a car chase, a dockside shootout, and a confrontation that will cost Bond an ally. THEIA is offline the entire mission.
Assignment Active — Going Dark

Time to Die opens with a chapter card you won't forget quickly: ASSIGNMENT ACTIVE in stark white type over aerial footage of a tropical coastline, with THEIA::NOT CONNECTED blinking red beneath it. This is the first time in the game that THEIA goes fully dark, and it matters.
The briefing that plays over the cinematic is brief and delivered in voiceover from M. A target that MI6 has been tracking across the previous chapters has resurfaced at a luxury resort built into a jungle cliffside in Southeast Asia. The cover identity is already in place — you're a wealthy guest arriving for a weekend of parties and poolside drinking.
There's no Q-lab prep, no loadout select, no gadget rundown. You arrive with whatever you chose in Chapter 13. The suppressed pistol is holstered under a pink polo shirt, your gadgets are slotted into your suit (which is in a suitcase somewhere), and THEIA is offline the entire chapter. This is intentional — you're operating blind.
Resort Arrival — The Cliffside Set Piece

Bond arrives at the resort by speedboat. The camera pulls back as you approach the dock to show the scale of the place — multiple levels carved into a limestone cliff, infinity pools that appear to spill into the ocean, open-air walkways strung with lanterns, and more security than a five-star resort has any reasonable need for.
The coastal flyover gives you a good look at where you're headed: limestone karsts rising out of turquoise water, dense jungle, a resort carved into the cliff face with multiple terraces and what look like private villa pools at the top. The architecture is modernist luxury — teak, glass, white stone. You'll be walking through all of it.
Pay attention during this fly-in. The geography matters later. The dock, the cave network through the cliff, the private villa area, the service road down to the industrial yard — you get a bird's-eye view of the whole level before you ever set foot in it.
The Bar — Mixing the Old Fashioned

Once you're past the arrival sequence, you're free to explore the resort on foot. The jungle paths connecting the pool level to the cliffside bar are patrolled but not locked down — stick to the guest walkways and you'll be fine. This is a rare open-ended section in a linear game: you can wander, eavesdrop, admire the view.
You'll notice almost immediately that the place is more heavily guarded than a resort should be. Men in polo shirts with earpieces linger on every platform. Staff in branded uniforms move in fixed patterns. The security presence is overt enough to notice but subtle enough that a real guest might not think twice — private security for a high-end clientele, nothing unusual.
If you head to the main pool bar (you'll end up there naturally if you follow the sounds of conversation), you'll overhear that your contact expects a drink — specifically, an Old Fashioned. There's a brief cocktail-making sequence at the bar. It's not a puzzle; it's a character beat. Bond knows how to make a proper Old Fashioned, and the contact is watching to confirm you're who you say you are.
The minigame is not hard — there are visual prompts for each step and you're not timed — but it's memorable because it's pure character work. Bond doesn't shoot his way into this meeting; he mixes his way in. Muddle the sugar, add the bitters, pour the bourbon, express the orange peel over the glass. Do it right and the contact gives you a small nod from across the bar.
Making Contact — The Briefing

Once you've made the drink (or found the contact through another route), you sit down and he lays out what's actually happening at the resort. The target isn't just here for a weekend — he's brokering a deal for access to a next-generation satellite weapons platform, one that makes THEIA look like a prototype. The meeting is happening this evening, at a private villa at the top of the resort, during a black-tie party.
The contact will not come with you or create a distraction — he's in too deep to blow his own cover, and he makes that clear in a sharp exchange with Bond. He gives you a keycard for the villa wing, the location of a bug to plant, and a warning: the target's head of security is ex-Special Forces and doesn't miss much. If you're made, there's no extraction plan.
After the conversation, the contact leaves and you're on your own. The afternoon stretches ahead of you — this is the game giving you space to explore, plan your route to the villa, and pick up anything useful before the evening sequence.
The White Tuxedo — Preparing for the Meeting

Once you've planted the bug and scouted the meeting location, you need to change for the evening. The contact left a white tuxedo in a changing room near the main pool — a deliberate callback, if you're paying attention, to the white dinner jacket from The Man with the Golden Gun. The cut is different; the energy is the same. Bond in white, in a tropical setting, walking into something he's unlikely to walk out of.
Before heading to the pavilion, this is your last chance to explore the resort and grab any collectibles you missed in the afternoon sections. After the meeting starts, the chapter locks into a linear sequence and you can't backtrack.
Putting on the tuxedo changes your disguise and how NPCs perceive you. You now look like you belong at the evening event — but you also look like you. The head of security studies your face for a beat when you walk in. The disguise holds; it doesn't feel like it will for long.
The Meeting Goes Wrong — Jungle Chase and Car Crash

Spoiler warning: the meeting goes sideways. You won't be surprised to hear that, but the speed with which it unravels is genuinely impressive. The target knows you're not who you say you are before you sit down. The conversation is civil for about thirty seconds — Bond probes, the target deflects, the head of security reaches for his weapon — and then everything breaks.
Once you're clear of the wreck, you're on foot in the jungle at night, in a tuxedo, with your pistol and whatever gadgets survived the crash. The resort is on full alert. Searchlights sweep the jungle paths, guards with flashlights move through the trees in teams, and the alarm is audible from everywhere on the property. You need to get down to the dock — extraction is supposed to be waiting there.
The jungle section is the first major combat set piece in the chapter. You can try to stay stealthy, but once you're spotted (and you will be, because the search pattern is aggressive), it breaks into a running fight through the trees. Use cover, keep moving toward the water, and don't let yourself get flanked — guards come at you from both sides of the path if you stay in one place too long.
The Dockyard — Heavy Firefight

From the wreck you follow a service road down to a dock and industrial yard at the base of the cliff. This is where the chapter becomes a full-on action sequence. Heavy weapons, multiple squads of enemies, forklift cover, stacked shipping containers, a large dump truck, and a cargo crane overlooking the yard. There's no social stealth here — everyone knows who you are and they're shooting to kill.
The giant dump truck in the centre of the yard is not just set dressing — there's a way to use it during the fight. I won't spoil how, but pay attention to the vehicle and to what's around it. The environment isn't just cover; some of it is interactive.
The dockyard fight proceeds in waves. You clear the lower level (near the water), then move up through the containers, then cross to the industrial building on the far side. The cover is solid but not infinite — don't stay behind a wooden crate when someone's shooting at it with an automatic weapon. It disintegrates after a few seconds.
The Sniper Nest — Climbing the Facility

Past the dockyard you climb up into an industrial structure — a concrete and steel facility built into the cliff, with gantries, catwalks, and heavy machinery. The layout is vertical: multiple levels connected by stairs and ladders, machinery that provides cover but also blocks sightlines, and a growing sense that you're being hunted.
The section culminates in a showdown with a masked antagonist on a raised platform at the top of the facility. He's armed with a sniper rifle of his own and he's patient — he doesn't spam shots, he waits for you to break cover. This is not a run-and-gun fight. You have to move between cover positions deliberately, time your crossings, and close the distance.
There are enemies on the catwalks between you and the sniper as well, so you're dealing with both close-quarters threats and long-range fire. The catwalks are narrow and exposed; staying low and moving quickly across them is the only way through. Once you get close enough to the sniper's platform, the fight transitions into a brief melee sequence before you can move on.
Ally Down — The Hard Choice

After the sniper duel, you push through to the far end of the facility and find Greenway — the DGSE agent you worked with in Chapter 6, who's been running a parallel operation against the same network. She's been shot. She's alive, but barely. There's no time for a proper field dressing; security is closing in from the yard and from the villa above.
You leave her at the container and move toward the extraction point. The chapter doesn't tell you explicitly whether she survives.
The sequence that follows is the emotional low point of the chapter — Bond walking alone through the facility, the alarm blaring, the sound of the ocean below. There are a few more guards between you and extraction but nothing you haven't already handled. The fight feels different at this point; the music drops away and you're just moving forward because moving forward is the only option left.
Press Conference — THEIA Stays Dark

The chapter doesn't end at the extraction. The final scene cuts to London, to a press conference room. M is standing at a podium in front of a room full of reporters and cameras, responding to questions about a developing situation. She doesn't mention the resort or the satellite weapons deal directly; she talks in the carefully calibrated language of government press briefings, giving away nothing while sounding like she's giving away everything.
Time to Die ends the way it began: with the implication that Bond is walking back into the dark. The chapter closes on his face as he turns and walks away from the press conference, the white tuxedo replaced by a dark suit, his expression unreadable. THEIA remains offline. The chapter title card — TIME TO DIE — hits harder after watching everything that just happened. It's not a threat. It's an observation. About the cost of going back in. About how much of himself Bond is willing to spend. About what happens when you don't have a machine telling you where the danger is.
When the chapter ends, you unlock the Chapter 15 interlude (Man of the Hour), which is mostly cutscenes at MI6 debriefing what happened at the resort and formalising the team for the final assault on Antarctica. The game gives you a brief recap screen showing your playstyle stats for the chapter — stealth ratio, lethal vs non-lethal takedowns, collectibles found — before moving you forward.
Chapter Tips
Collectibles in This Chapter
Explore each section thoroughly to find all hidden items. Check the tips above for specific collectible locations.


