An area-by-area Knightfall walkthrough that clears every code, keycard and collectible on the way to the Perch.
Knightfall is the chapter where James and Greenway go on the offensive, storming Webb Industries to reach Nicholas Webb before the evidence disappears. It is a long, layered mission that mixes social stealth, environmental puzzles, a safe crack and a chaotic escape across a cargo floor.
This 007 First Light Knightfall walkthrough follows the natural mission order, from the sign-in at the front desk to the helicopter escape and the return to MI6. We go area by area so nothing slips past you: paths for Greenway, a meeting-room stealth gauntlet, Webb’s safe and a data centre full of servers.
It also flags every collectible, keycard, room code and micro-puzzle the level hides, so you can grab them in a single run instead of replaying the chapter to mop up.
Knightfall walkthrough: Sign In and the Executive 1st Floor

The mission opens in the elevator with James, Greenway and a nervous Roger Finch. Answer his small talk and his request for your ID Number however you like; Greenway handles Finch, and you are left to reach the sealed staircase on your own.
Exit onto the balcony and follow Greenway until he suggests splitting up to check the perimeter. In the corner where he leaves you sits an orange information board about the floor’s cleaning robots worth reading. Step into the only open door and hit the large panel on the right to summon a robot; it opens the locked room across the hall as it passes through, so sprint through the door before it closes (or wait for the robot’s return trip).
Inside, check behind the whiteboard for a vent. Follow it to the restroom, where a very sick Roger Finch is holed up. Kick in the far-left stall door and grab Roger’s Keycard off the floor to unlock every door on this floor and complete the Exclusive Access challenge.
With the keycard in hand you can skip the ledge climb entirely: open the objective door for Greenway, then lead him back to the glass doors and let them slide open for both of you.
Collectibles on this floor:
- City of London Postcard: just outside. Have Greenway boost you up to the statues outside, leap the ledge, follow the path to the back, climb over and shimmy to the open window; the postcard is on the bar against the back wall.
- Roger Finch (Wooden Spoon): an Intel piece in R. Finch’s office. After you open the objective door for Greenway, turn left into Finch’s office to grab the Wooden Spoon.
Executive 2nd Floor: the meeting-room gauntlet

Head down the corridor past the cardboard boxes and a second robot information board, climb the stairs and open another door for Greenway. Most doors up here are locked to Finch’s clearance, so kick in the Maintenance door at the end of the hall. Laser the latch on the ceiling vent grate and climb up.
The fall from the vent wakes a guard; rush him and, with luck, throw him over the ledge behind him for an instant knockout. Either way, hack the Door Controller above the door to let Greenway in, earning High Ground for taking the vent. Join Greenway at the railing for his tactical pause and exhaust every conversation topic to complete Tactical Pause.
Then climb over the railing where the guard slept and shimmy left into the two-waterfall room. To reach the pool room, shimmy along the railing to the far balcony, use your Q-Watch to hack the hallway entrance for Greenway, and he opens the billiards room for you. Interact with the rack on the wall to challenge Greenway to a game of pool; he declines, but you complete Blackball.
Collectibles up here:
- Banner of Roses: a playing card waiting inside that ceiling vent. Grab it before you drop through the exit panel.
- Banner of Bells: on the billiards table in the pool room.
Climb back across, hop the corner planter over the wall, and you land in front of a guard at the meeting rooms. Two opposed challenges live here, so they cancel each other out; reload the checkpoint or chapter to earn both:
- Discretion Advised (nobody alerted or taken out): bluff the guard, crouch out the door, swap cover to the right, hack the air conditioner for a smoke cloud when the patrolling guard is on the left, then slip into the corner vent and out the far door crouched.
- Hand of God (everyone taken down unseen): fake surrender, drop the first guard, then use the air conditioners, a dart on a fire extinguisher and the vents to isolate and remove each guard, luring the last one onto a downed body.
- Makeover also lurks here, for smashing four guards into the meeting-room windows.
Reunited: the office vents and sensor bypass

Past the meeting rooms, turn left and hack the door for Greenway. When the cleaner robot opens the next door, turn right and push the covered furniture aside together to reveal a vent and a charging point for your watch.
Take the first vent on the left into Isola’s office. Before you leave it, step out and aim your Q-Watch at the Door Controller for the neighbouring room so you can loop back through it. Then take the vent to the far end for Damien Webb’s office.
Collectibles here:
- Office Toy: a Memento in Isola’s office, the first vent on the left. It sits on the desk near the window by the painting.
- Isola Vale (Employment Contract): an Intel piece in Damien Webb’s office, reached by taking the vent to the far end. Grab the Employment Contract off the desk.
Enter the office you just unlocked, hit the cleaning request panel, follow the robot through the open door, then use the panel left of the door to kill the motion sensors so Greenway can cross. Climb to the Executive 3rd Floor.
Executive 3rd Floor: the Security Keycard

The Perch door is sealed tight, so Greenway pivots toward Webb’s penthouse for a keycard. At the corridor’s end, use your Q-Lens to spot a climb up the bookshelves to the open window above the tree. Ask the statue for a boost, climb over onto the balcony, sidle right past the vents to the next balcony, head inside and grab the Security Keycard off the unconscious man by the door. Open the way for Greenway.
Collectibles on this floor:
- 7 of Shields: a playing card in the Einstein office. Down the hall, enter the office labelled Bohr, then hack the adjacent door and enter the code Einstein to reach the card on the table.
- King of Acorns: on the outdoor table you can now reach with the Security Keycard. Head back toward the level-3 stairs, unlock the balcony doors and step out to the table holding the card.
Then take a right at the second Perch Access door and enter the room of bodies for a cutscene where Isola offers to get you into the Perch.
The Penthouse and the safe

You arrive at a dead switch. Read the note about the power on the right, kick the door in, and interact with the red-lit panel through the next door to restore power. Return to the switch, activate it and climb into the penthouse.
Isola’s note is a safe clue: “Diploma. Painting. Game. Model,” each tied to a number in this room.
Collectibles in the penthouse:
- Blades Club Badge: a Legacy Item on the bar table in the back-right corner as you enter.
- Damien Webb (Psych Profile): an Intel piece on the open shelf near the window in that same back-right corner.
To open the safe, go to the desk, open the drawer and push the hidden button to raise the painting. Enter the code 1493, then press the button marked E to open the safe and complete Crackerjack (only if you nail it on the first try; failing seven times running instead earns Epic Fail). Inside are two files; the eight-character command code Isola needs is BASILISK. Return to the desk to lower the painting and hide your tracks.
When Nicholas and Damien walk in, slip to the left of the desk, swap cover behind the dead-tree planter, and shadow them at a distance so Greenway can record the conversation, dropping out of range rather than risking a spot.
Escape the Penthouse and the run to the Perch

Once they leave, you are locked in on a timer. Interact with the cat statue on Webb’s desk to reveal a switch that opens the left wall. Take the vent in the left corner to a meeting room. Isola wants you to run for the gate, but All The Time In The World asks you to take out every guard on the way.
Sneak the first guard outside the conference room, then push toward the Perch Access doors. They are locked, so charge the group blocking the far door, throwing one over the railing on the surprise. Poison-dart one of the next pair, take him down and throw his partner off the railing, then surprise the final guard at the Perch Access door with any gadget. Hit the elevator button and dive in before the timer runs out.
The elevator jams: pry the doors open by mashing the button, climb out, enter the vent, and run left along a precarious ledge, vaulting obstacles. When Isola mentions the zipline, climb the wall to your left and approach it to trigger the cutscene onto the next platform.
Enter the Perch: the data-centre disguise

At the Check-in Desk James is turned away for having no lab coat. Two more opposed challenges live here, so reload from the menu to claim both:
- Underdressed (upstairs without a coat): dart the man left of the desk to open the wall gap, laser or bluff the man in the crowd, then climb the stairwell from behind.
- After Hours (get a coat first): follow the locker-key steps below.
Locker 6 lab coat is the key item for After Hours. Eavesdrop past the door to learn an employee lost his locker key, possibly vacuumed up by a cleaning robot. Just left of the eavesdropping spot, hit the button to recall a robot; empty its contents into the bin inside Maintenance (distract the staff with the back air conditioner or bluff past the counter) and grab the key. Head to the lockers, open Locker 6 for the coat, then walk the crowd on the left, up the back of the stairwell, to finish After Hours.
Server Room: the three servers

Interact with the admin server behind Greenway to raise the cluster, then take the stairs on the left to the manual override lever, pull it and bring the server back online. Now repeat the trick on the marked double doors, where hostiles are dismantling the racks.
You must override servers 1100, 2600 and 3200 unseen while dropping eight guards. Sneak the coated overseer when the guards move left, then laser the server above the two clustered enemies to drop them. Pick off investigators around the cluster corners.
- Server 1100: closest as you enter.
- Server 2600: directly ahead of Greenway in the central room.
- Server 3200: in the far opposite corner. Activate the cart between the 2000 and 3000 blocks and crouch-walk alongside it (wait for the nearby guard to turn), swap-cover past the power-saw guard, and reach 3200’s lever. Laser the laptop behind one guard to knock him out, pull the lever, then take out the patrolling saw guards and retrace your route via the cart.
Staying unseen earns IT Specialist; adding the eight takedowns earns Service Update (brawling instead scores Server Crash, and shutting four window shutters scores Closing Time).
The Big Picture, the Assault and the Cargo Floor

Back in the central room, a cutscene sets things in motion: gas floods the room and Greenway hands you the missile pen. Follow the red floor lines, and at the locked door hug the right wall to a vent, blasting the grate with the missile pen. Walk forward to the fan, turn right, squeeze past the pipes, grab supplies from the shelf to refill chemicals and vault out.
The Assault is a firefight with two challenges to track:
- Gun Nut: use four different firearms, so keep swapping to fallen enemies’ guns.
- Mightier Than The Sword: use the missile pen on three structural elements like bridges and protective panels; the armoured tank enemies count too.
Push up the staircase, through the window corridor, into the room beneath the entrenched enemies and up its back stairs. Missile-pen the rear protective panel to drop it on the group across from you, work right along the walkways, then call the platform at the machine and climb the crates to ride it across. You land before two brawlers; beat them without taking damage to earn Moving Target.
- Under of Shields: the final playing card. After you clear the two guards in the security room and reach the stairwell, head down instead of up; the card sits on top of the crates blocking the way.
Back on the objective, take the right doorway up the stairs, enter the Flight deck door and continue until Greenway asks for a distraction: shoot the red pipes. You then have 90 seconds to reach the control room. Climb the large left staircase, crouch behind the desk on the right, and use focus mode with the missile pen, aiming for explosive barrels to thin the crowd. When enough are down, jump for the launch pad to trigger the escape cutscene and end the chapter.
Going Old School: back at MI6

James wakes at MI6, where Moneypenny leads him past a coffee machine into a hidden lift down to M. A cutscene sets up James’s next assignment, so all you need to do here is gear up.
Q (Driving Gloves) is a final Intel piece in the Q-Lab. When you meet Q at the car, the collectible sits on the desk to the right. Follow Q to pick your loadout and your new suppressed pistol; Dart Phone, Smoke Pod and Missile Pen are strong picks for what comes next. Exit through the sewer to roll straight into the next chapter, Time to Die.
Knightfall down, plenty of 007 First Light left. If a card or Intel slipped past you, our all-collectibles 100% guide pins every one; when the trail leads back to the man behind it all, our guide on how to beat Damien Webb has you covered; and you can line up the rest of the campaign with our other mission walkthroughs on Solo Jugadores.




