This is the game's biggest sandbox so far and carries its largest optional-challenge count (27). Bond arrives at a hotel in Slovakia on the trail of a blonde man tied to rogue agent 009, working through guards, staff disguises, and locked rooms toward a tense confrontation and an explosive getaway. The notes below stay light on the late-chapter twist.
Objectives are listed in the order the game presents them. Each chapter has plenty of optional approaches — the routes below are the dependable ones.
The chapter opens with a short drive. Follow the road to the hotel and avoid wrecking the car; pull in at the marked parking spot to trigger the cutscene.
You need a way past the entrance security. The cleanest option is to grab a Press Pass (or a staff ID) so you can flash it at the guard, but you can also slip around the side: create a distraction (igniting dry leaves draws guards away), then vault the railings and climb in through a second-floor window. Once you're up on the second floor, follow the hallway to the end and go through the double doors into the main hotel.
Work the social space and eavesdrop to pick up leads. Pickpocket a Staff Key off a staff member, and listen in on Mr. Prendergast to learn your target has headed toward the laundry. To get down there you'll want the Cellar Key — lift it from a staff member in the Study. On the way through the back-of-house, grab the Bellhop Outfit so you can move through staff areas without raising suspicion. This whole section is the richest part of the chapter for challenges and collectibles, so explore the dining room, the staff-only rooms, and the manager's office before moving on (see the puzzle and collectible sections below).
Your target is holed up in Room 206, which is locked. The trick is to enter through the neighbouring room: get a maid to open Room 205 (sabotaging the nearby grandfather clock and flipping the door sign draws her over), slip inside, then climb out through the bathroom window. Edge left along the exterior ledge and drop in through Room 206's window. Inside, search the room for clues — the keycard holder, a wallet, a newspaper, a room-service tray, a security protocol note, and a discarded suit in the bathroom (kick the door in to reach it).
The chase leads down through the kitchen and back rooms. Push past the locked gates by vaulting the stacked crates and keep following him through to the reception area and into the dining room, where the route stalls at a sealed fireplace — see Codes & puzzles below.
Solving the fireplace puzzle opens a passage down into the winery and delivery area. Continue through, looting the terrace and cellar as you go, until the confrontation triggers.
A hand-to-hand fight kicks off. The opponent leans on long, parry-able combos, so hold your nerve and parry the strings rather than trading blows; a clean counter opens him up. Afterwards there's a bomb to deal with and 009 makes a run for it. The chapter ends in an extended getaway — by car, then on foot and aboard a departing aircraft — so keep firearms handy and shoot the red explosive barrels near groups of enemies to thin them out quickly.
Nine collectibles. None are missable — anything you skip can be cleaned up later from Chapter Select.
In the staff area you'll find the Manager's Office with a locked safe. The combination is 1952 — the year printed on the label of the middle wine bottle displayed in the room. Open it for the 6 of Roses card.
The fireplace in the dining room has a dial marked with six animal symbols. The clue is a torn book page in the room showing a chimera — a creature built from a lion's body, a snake's tail, and a goat's head. Press those three symbols: Lion → Snake → Goat (the three can be activated in any order, and the secret wall opens once all three are set). For the Chimera challenge, press only the lion, snake, and goat — don't touch any of the other three symbols, or the challenge won't unlock.