Knightfall is a two-handed corporate break-in: Bond works alongside John Greenway to push up through a glass-and-steel tower toward "the Perch," Sir Nicholas Webb's private floor. The route mixes social cover, vent crawls and door sabotage with a tense penthouse stakeout — and ends in a loud run to the flight deck once the disguise drops.
After arriving and a word with Finch, walk the corridor to trigger the scene with Greenway and step into the lobby. The lifts are dead, so you climb. Walk up to the lobby art installation — it doubles as a ladder. Ask Greenway for a boost, climb over it, then go straight ahead and grab the upper-floor railing to pull yourself up.
From up top you have to let Greenway follow. Doors are locked, so use the Q-Watch to hack the nearby panel and call a cleaning robot through a secured door, which opens the way for your partner. Edge along the wall ledges where the floor gives out.
Slip into the restroom and kick through the weak wooden wall to open a new route. Take down the lone guard, then use door controls / the fuse to sabotage doors and an air-conditioning unit — separating the patrol so you can deal with guards one at a time instead of all at once. Grab the office key from a bathroom stall here to reach Finch's office (a collectible).
Shove the furniture aside to expose a vent. Crawl the vents between offices, drop into the rooms you need, and call another cleaning robot to keep a guard busy. Reach the sensor-security console and switch it off so Greenway can move up safely behind you.
Climb the bookshelves (Greenway gives you a leg up), shuffle along the balcony ledges, and loot a key card / Security Access Key from a downed guard. Read the Post-it on the wall to get the prompt to kick open the blocked stairway, then flip the staircase switch and head up to the penthouse.
Search Webb's desk — there's a hidden button inside the drawer that reveals the wall safe. The code comes from Isola's note ("Diploma. Painting. Game. Model"); read the four matching objects around the room (see Codes below) to get 1493. Open it for the files and the command code BASILISK.
Webb and Damien arrive — stay in cover and let the conversation play out so it's recorded; don't get spotted. When it ends, the alarm goes up and a timed escape begins: fight or slip past the guards, use gadgets (Dart Phone to distract, Laser Strap for locks) and the vents, and clear the floor before the timer runs out.
Head for the locker room and take the white Perch uniform from Locker 6 — wearing it lets you walk the staff checkpoints into the Server Centre without a fight. In the data centre, activate each server and pull its override: 3200, 2600 and 1100. Deal with any guards trying to interrupt while the override runs, then re-engage the admin server to finish pulling the evidence.
With evidence in hand, force the jammed lift doors, drop down past the cargo floor (grab the last card on a crate by the stairs), and fight through to the flight deck and the waiting helicopter. The chapter closes with the confrontation that paints Bond as having gone rogue — and a fresh suppressed-pistol loadout on the way out.
Eleven collectibles, all on the executive levels and the cargo floor. The Laser Strap is needed for the vent-route cards.
Executive 1st Floor
The Penthouse
Cargo floor
Penthouse / Perch safe — 1493. Isola's note lists "Diploma. Painting. Game. Model," and each matching object in the penthouse carries a number:
Read them in the note's order — Diploma, Painting, Game, Model — to get 1-4-9-3. Reveal the safe first via the hidden button in Webb's desk drawer; inside you also get the command code BASILISK.