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Knightfall Walkthrough
James and Greenway are on the offensive in Knightfall. This 007 First Light walkthrough will show you the best and easiest way to complete Chapter 7: Knightfall without getting caught, including how to open a path for Greenway, and completing several challenges along the way, such as Pacifist, Ghost, and many more.
Knightfall Walkthrough
Looking for a particular Challenge or mission checkpoint? Click the links below to jump to:
- Knightfall Challenges
- Knightfall Checkpoints:
- Going Old School
Knightfall Challenges
There are 24 challenges to complete in Uninvited, scattered throughout the chapter’s various locales. To help make our walkthrough as efficient as possible, we've written our walkthrough so you can collect as many of the challenges we cover in a single run.
| Challenge | Description | Checklist |
|---|---|---|
| Complete all challenges in Knightfall to unlock the White Tux in TacSim. | |
| Complete "Discretion Advised" and "IT Specialist." | |
| Complete "Hand of God" and "Underdressed." | |
| Complete "Server Crash," "All the Time in the World," and "Makeover." | |
| Obtain Roger Finch's keycard. | |
| Complete all personal conversations with Greenway. | |
| Take the vent to open the door for Greenway on the executive 2nd floor. | |
| Get through the executive 2nd floor meeting room area without alerting or taking out anyone. | |
| Take down everyone in the executive 2nd floor meeting room area without getting spotted. | |
| Smash four security guards into meeting room windows. | |
| Challenge Greenway to a game of pool. | |
| Open the safe on the first try. | |
| Fail the safe code seven times in a row. | |
| Take out all the guards during the run to the Perch. | |
| Get up to the data center without getting spotted. | |
| Enter the data centre wearing a disguise. | |
| Activate all the servers for Greenway without alerting anyone. | |
| Take down eight guards in the data centre, hack the three servers, and return to Greenway without alerting anyone. | |
| Fight ten security guards in the data centre. | |
| Close four metallic window shutters. | |
| Overcharge the vents to push four guards over the railings. | |
| Use four different firearms during the escape from the Perch. | |
| Destroy three structural elements with the missile pen. | |
| Take out every guard in the cargo check room without taking damage. |
Sign In
This chapter starts with James and Greenway entering Webb Industries, attempting to reach Nicholas Webb before he can destroy all evidence of his wrongdoing. As they head up the elevator to The Perch, they’re joined by a Roger Finch.
When he asks for details about your department or other information, you can choose any answers. He’ll eventually ask you for your ID Number, once again answer however you like, because Greenway will dart him before he can react, leaving the two of you behind.
Executive 1st Floor
After exiting the elevator, follow Greenway over to the balcony. He’ll let James know they should find a way to the staircase ahead of them.
Follow him when he walks off and speak to him when he stops. He’ll suggest splitting up and head off to check the perimeter. In the corner to the left of where Greenway left you, you’ll find an orange information board regarding the cleaning robots inhabiting this floor.
Head into the only open door in this hall and call a cleaning robot by interacting with the large panel on the right side of the room. This will call the robot in the locked room across the hall, so run over and head through the now open door.
The door won’t remain open for long so be ready to run across the hall when you push the button, or you can simply wait for the robot to return to the room, the door will open again to let it back in.
Once you’re in this room check behind the whiteboard to find a vent and head inside. Follow it through to the end to emerge in the restroom, where Roger Finch is very sick.
Kick the door in for the stall all the way on the left and grab Roger’s Keycard off the floor, completing the challenge Exclusive Access in the process.
How to Open a Path for Greenway
Once you’ve collected the keycard, head outside to meet with Greenway. The door right outside the restroom can be unlocked from your side, so exit and take a right out the hall to find Greenway.
| City of London Postcard | |
|---|---|
| Type: Postcard | Checkpoint: 02 Executive 1st Floor |
| The easiest way to reach this collectible is to use Greenway as a boost up to the statues outside, then leap over the ledge. From there, follow the path toward the back and climb over the ledge, then shimmy to the open window and climb inside. Sitting on the bar against the back wall, you'll find the City of London Postcard | |
He wants you to climb across a ledge to reach the stairs but with your keycard you can lead him back inside and simply approach the glass doors; they will automatically open for you, granting both you and Greenway access to the stairs.
| Roger Finch (Wooden Spoon) | |
|---|---|
| Type: Intel | Checkpoint: 02 Executive 1st Floor |
| From the City of London Postcard, head downstairs, and you'll find a bathroom to the immediate right. Enter, then kick in the stall door on the left. There's a keycard on the floor. Pick it up to gain access to all of the locked doors on this floor. Once you open the objective door for Greenway, turn left to find the office of R. Finch. Inside, you'll find the Wooden Spoon. | |
Head down the corridor, taking a right past some cardboard boxes and another information board regarding the cleaning robots. Head up the stairs here and open another door for Greenway.
Executive 2nd Floor
This corridor is largely lined by locked doors, it seems Roger Finch’s access is limited up here. At the end of the hall, kick in the maintenance door, there’s nobody around to investigate the noise.
There’s a vent in the ceiling that you can climb up into, though you’ll need to laser the latch first.
| Banner of Roses | |
|---|---|
| Type: Playing Card | Checkpoint: 02 Executive 1st Floor |
| After unlocking the door on the first floor, head upstairs with Greenway. You'll come to the end of the hallway, with a guard in the room to the left. To the right, there's a room marked 'Maintenance.' Kick in the door, then use your Laser to unlock the vent grate on the ceiling. You can climb up on the ledge and inside the vent. There, you'll find the Banner of Roses. | |
Follow the ventilation shaft until you fall through the exit panel.
This will wake up the guard, so fight him and knock him out as quick as you can. He’ll use a combination of strikes and grabs, so be careful not to let him overpower you. In fact, if you charge him as soon as you fall, you might be able to throw him over the ledge behind him, ending the fight immediately.
No matter how you deal with him, open the door for Greenway afterwards by hacking the Door Controller above the door. For taking the vent, you’ll complete the challenge High Ground.
Greenway will check the door at the end of the hall, then call for a tactical pause, which just so happens to be the name of one of this level’s challenges.
Join him by the railing and exhaust all of your conversation topics with Greenway, completing the challenge when you run out of subjects.
When you’re ready to proceed, head to where the security guard was sleeping and hop over the railing, climbing left along the walls until you can jump into the next room over.
| Banner of Bells | |
|---|---|
| Type: Playing Card | Checkpoint: 02 Executive 1st Floor |
| Once you enter the second-floor space with the two waterfalls, climb over the railing and shimmy along until you reach the far balcony. Walk up to the locked door and use your Q-Watch to hack the hallway entrance for Greenway. He'll enter the room with the billiards table and unlock the door for you. Once inside, head to the table to find the Banner of Bells. | |
After Greenway unlocks the door for you, try your luck at challenging him to a game of pool. This will complete the Blackball challenge.
This challenge can be attempted before or after your chat with Greenway by the waterfalls. Simply enter the nearby room with the pool table and interact with the rack on the wall. He'll turn you down, but you'll complete the challenge.
Now, return back to where you came from after climbing across the wall, and in the corner you'll find a planter you can hop onto and use to climb over the wall.
When you land, you’ll be face to face with another guard. Before you knock him out, be aware of the Challenges Discretion Advised and Hand of God.
Discretion Advised requires you to get through the 2nd Floor meeting rooms without alerting or taking anyone out, while Hand of God requires you to take down everyone in the meeting room area without getting spotted.
Since they’re completely opposed, you’ll have to restart from the checkpoint or reload the chapter from the chapter select once you complete one challenge. We’ve outlined the strategies for each challenge below.
Discretion Advised
When you land in front of the guard, bluff him, then crouch and head out the door right away. You’ll need to swap cover to the right side of the hallway to avoid getting spotted.
Get behind the table in this room, away from the guard at the other end, and hack the air conditioner to create a cloud of smoke. When visibility is limited, head into the vent in the corner of the room. The guard in this room patrols left and right, so be sure not to hack the air conditioner until he’s on the left, then head into the vent.
When you emerge from the vent, vault over the table and head out the door and to the right. As long as you’re crouched and don’t run, you should avoid detection. Once you’re through the door, the challenge will be complete.
If you want to complete the Hand of God Challenge next, restart from the checkpoint and continue reading below. Otherwise, you can skip ahead to Reunited.
Hand of God
When you jump down in front of the guard, fake surrender and take him down when he draws close. Crouch and head out the door, use swap cover to the right and move into the room with the vent.
This time you’ll wait until the guard is on the right to hack the air conditioner; when the dust cloud appears, sneak up and take him down, then head into the vent.
When you emerge into the next room, hack the air conditioner in this room as well, then approach the guard by the end of the table and take him down. The smoke from the air conditioner will prevent others from seeing you.
Next, while still in this room hidden behind the table, fire a dart at the fire extinguisher in the hall if someone’s standing right beside it. If they’re close enough, the blast will knock them out. Now, when nobody is looking into your room, vault the table and manually activate the air conditioner using the wall switch.
When the nearest person comes to investigate, allow them to venture into the smoke before taking them down. By now, there are only two people left. Use the vent and the air conditioner to isolate one and take him down.
When there’s a single guard left, use a dart on him and take him down before he’s aware of your presence. Alternatively, wait near the last guard you knocked out and wait for the final hostile to investigate the body. When the last guard is taken out, Hand of God is complete!
Guide Writer Eddie’s Advice
If you do get caught, just let them kill you and restart, because if you try to restart from the checkpoint, it’ll take you back to when you and Greenway arrived on the 2nd Floor.
Reunited
Once you step through the door out of the meeting room area, turn left and hack the door to let Greenway in.
When the cleaner robot lets you two into another locked door, turn right and interact with some furniture to push it out of the way with Greenway’s help.
You’ll find a ventilation shaft and some electronics to recharge your watch. Head into the vents and emerge from the first vent on the left. You’ll find yourself in Isola’s office.
| Office Toy | |
|---|---|
| Type: Memento | Checkpoint: 02 Executive 1st Floor |
| After talking to Greenway at the railing and waiting for the cleaning bot to open the door to the next hallway, enter and turn right to find a large piece of covered furniture. The two of you will move it together, and then you'll have access to the back vents. Inside, take the first left into the office. On the desk near the window, by the painting, you'll find the Office Toy. | |
Head out the door and turn right, aiming your Q-Watch at the door controller for the room neighboring Isola’s. Head back into the vent in Isola’s office and turn left, to the last vent at the end of the line. You’ll emerge in Damien Webb’s office, though luckily he isn’t here.
| Isola Vale (Employment Contract) | |
|---|---|
| Type: Intel | Checkpoint: 02 Executive 1st Floor |
| Go back into the vents from the last collectible, then follow the path to the final office. Here, sitting on the desk, you'll find the Employment Contract. | |
Head out the door and take a left, entering the office you unlocked just now. Activate the cleaning request panel and head back into the hall, taking a left through the now open door the cleaning robot left for you.
Use the panel to the left of the door to turn off the sensors and Greenway can join you. Head up the stairs to the Executive 3rd Floor.
Executive 3rd Floor
As Greenway approaches the door to the Perch, he realizes it’s sealed up tight and you won’t get in without the right clearance. His best idea is to head to Webb’s penthouse, where you might find a keycard or something else to grant access.
| 7 of Shields | |
|---|---|
| Type: Playing Card | Checkpoint: 02 Executive 1st Floor |
| Once you reach the third floor with Greenway, head down the hall until you find the office labeled 'Bohr.' Head inside, then turn and hack the door to the office beside you. Enter 'Einstein' to find the 7 of Shields sitting on the table. | |
Follow Greenway to the end of this corridor, you’ll find another locked door but he’ll start looking around for another way in.
Look above the tree to the open window. Using your Q-Lens you can see a path leading up to it via the bookshelves, so approach the statue and request a boost.
Climb the shelves and over the window onto the balcony.
Head to the far end of the balcony and sidle across to the right. You can go over or under the extruding vents, it doesn’t make a difference.
When you land on the other balcony, head inside and to the left, grabbing the keycard off the unconscious man by the door and letting Greenway in.
| King of Acorns | |
|---|---|
| Type: Playing Card | Checkpoint: 02 Executive 1st Floor |
| Once you have the Security Keycard from the unconscious guard on the opposite side of the doors, open the way for Greenway, then head back toward the stairs leading up to level 3. You can now unlock the balcony doors. Open them, then step outside to find a table with the King of Acorns sitting at one end. | |
Head down the hallway and take a right at the second Perch Access door.
At the end of this corridor you’ll find an open door with several bodies lying around. Head inside for a cutscene where Isola offers to get you into the Perch.
The Penthouse
You’ll appear in front of a switch that doesn’t have power.
Turn to the right to read a note about the power situation, then kick the door in. Head through the next door and interact with the red lit panel to turn the power back on.
Return to the switch and activate it, then climb the staircase into the penthouse.
James will mention a note he received from Isola. She insists it’s a clue for Webb’s safe, with the words "Diploma. Painting. Game. Model" on it. This refers to items found in this room, each with a number associated with it.
Feel free to explore and put the password together, but if you guess incorrectly, you’ll miss out on the Crackerjack challenge.
| Blades Club Badge | |
|---|---|
| Type: Legacy Item | Checkpoint: 03 The Penthouse |
| When you enter the penthouse, turn right to find the bar in the back right corner of the room. Sitting on the table is the Blades Club Badge. | |
| Damien Webb (Psych Profile) | |
|---|---|
| Type: Intel | Checkpoint: 03 The Penthouse |
| In the back right corner of the penthouse, there's a shelf near the window. You'll find the Psych Profile for Damien Webb sitting on the open shelf. | |
To access the safe, head to the desk, open the drawer and push the secret button. This will slide a painting up, allowing you to enter the code.
Press the button marked E when it’s done and you’ll open the safe and complete the challenge Crackerjack.
Head back to the desk to move the painting and hide the fact you were ever there. Unfortunately, Nicholas and Damien appear just as you were getting ready to leave. Isola claims that Damien will shoot you if he sees you so it’s imperative you stay out of sight.
Move to the left side of the desk and swap cover, hiding behind the planter with a dead tree in it.
Unfortunately, Greenway wants you to get closer to record their conversation.
Follow them cautiously, ensuring you’re hidden from sight if they suddenly turn to you.
It’s better to fall out of range briefly than it is to get caught and have to start over.
Escape the Penthouse
Once the pair are gone, you’ll be locked in. Head back to Webb’s desk and interact with the cat statue to reveal a switch.
This will open a panel on the left wall, head through it. Check the door on the right, then go for the vent in the left corner.
Follow this vent to a meeting room. Isola says you’ll have to run for the gate, but one challenge requires you to defeat every enemy along the way.
Enter the Perch
Your first enemy is right outside the conference room. You can sneak up on him. Jump down after you knock him out and head to the Perch Access doors. They’re locked so you have to go for the other door at the end of the hallway.
Unfortunately, there’s a group of enemies in your way. We recommend charging them, you may be able to throw one over the railing with the element of surprise.
There’s another pair of guards in the next room. If you poison dart one of them, you can take him down and throw his colleague over the nearby railing. There will be one final guard in front of the Perch Access door, use any gadget you can to catch him by surprise. Activate the elevator button for Perch Access and hurry inside before time runs out!
Once you’ve made it onto the elevator, it’s only a matter of time before something goes wrong. Pry the doors open with some button mashing, and climb up out of the elevator.
Enter the nearby vent, then run to the left along a precarious ledge, vaulting over any obstacles.
When Isola mentions the zipline, start climbing the edifice to your left. Approach the zipline to trigger a brief cutscene of James trying to make it on board.
Isola takes this opportunity to head off on her own, so follow Greenway. When you reach the Check-in Desk, James will be turned away for his lack of lab coat.
There are two challenges associated with this section, Underdressed, where you find your way up to the data center without a coat, and After Hours, where you find someone else’s coat and claim it for yourself. You’ll need to reload this section from the main menu to complete both challenges.
Underdressed
Ensure you have plenty of watch battery and chemicals, then dart the man to the left of the Check-in desk. He’ll move aside and allow you to squeeze in through the gap in the wall.
When you’re in the crowd, you can use your watch laser on the man on the left. You can also bluff your way past him.
Once you’ve dealt with him, walk past him and climb the stairwell from behind once you’ve walked past them. Once you head through the door, the Underdressed challenge is complete!
After Hours
Turn back and eavesdrop on the pair just past the door. You’ll learn another employee is also missing his lab coat; he left it in his locker and he must have dropped his key somewhere. His colleague suggests one of the cleaner robots might have eaten the key while cleaning the floors.
Just to the left of your eavesdropping spot, you’ll find a button that can recall a cleaning robot to be emptied. Its contents will be emptied into a bin, which you can access by heading into Maintenance. You’re not allowed behind the counter, so you’ll have to activate the air conditioner in the back to distract the employees in here.
Alternatively, you can bluff your way in, but either way, head into the back area to check the bin for the key. If you exit Maintenance, you can head straight ahead to reach the lockers, where Locker 6 is waiting with a lab coat for you.
Head back to the Check-in desk and continue through, where a crowd of lab coat-wearing employees is listening to a manager.
Make your way through the crowd on the left side; you’ll find a divot below the stairwell that lets you proceed.
Climb up the back of the stairwell and head upstairs. Once you head through the door, the challenge After Hours will be complete.
Server Room
At Greenway’s instruction, interact with the admin server behind him. When you bring the server online, the whole cluster will rise into the ceiling, but he needs you to bring it offline and look for a manual override.
Head up the stairs on the left to find a manual override lever. Activate it and bring the server online again.
Next, head through the marked double doors to repeat the process with these servers. Unfortunately, there are hostiles dismantling the servers in this room.
Due to a pair of challenges, you need to override servers 1100, 2600 and 3200 without alerting the hostiles to your presence. Further, you need to take down eight guards in this room, again without alerting anyone.
First, sneak up on the man in the coat giving orders when the guards move to the left. They’ll be gone long enough that they won’t notice you knocking him out.
Move to the left, beside the 1100 Server Cluster, and laser the server above the two enemies clustered together. This will knock them both out. Or kill them.
By now, the first victim’s lackeys will probably have noticed him unconscious so they’ll be investigating the area. Hiding around the corner of the server clusters is a good way to take them down by surprise. As more enemies become aware of their colleagues, they’ll come closer to investigate, allowing you to drop servers on them, sneak up on them, or otherwise knock them out.
There are more than eight guards to knock out in this area, so keep track of your victims. Once you have eight, you can focus on finding the servers and activating the manual override. The first server cluster you need, 1100, is the closest server upon entering this room.
The second server, 2600, is located directly ahead of Greenway, who you can see in the central room while you’re exploring the servers.
Server 3200 is located in the corner of the room opposite where 1100 was found.
To reach it without getting spotted, you need to activate the cart between the 2000 and 3000 servers. It will move forward slowly, allowing you to crouch walk alongside it until you’re in the middle of the 3000 servers. There is a guard to the left of the cart that may be watching in your direction, so wait until he turns around to start the cart.
Use swap cover to cross the intersection to a guard who’s using a power saw and take him down. Continue through the aisle and take a right, bringing you right next to the override lever for server 3200.
There are two guards here, but you can laser the laptop behind one of them to knock him out and activate the lever while the other guard is checking on his colleague.
He and the other power saw-wielding guard will start to patrol, so hide around corners to take them down, or blind them with a dart before knocking them out, then bring server 3200 back online.
To get back to Greenway, you’ll retrace your steps, return to the cart and activate it, walking slowly back to the 2000s server block. There are less living guards between you and the central room now, so make your way back. If you avoided getting caught you’ll have completed IT Specialist and if you took out eight guards along the way you’ll also complete Service Update.
The Big Picture
Returning to the central room also starts another bombshell cutscene. You can speak with Nicholas Webb, picking whatever dialogue option interests you most. When it’s over, Webb floods the room with gas, but Greenway uses a fancy rocket pen to get you out of the room.
Follow the red lines on the floor to make your escape. When you reach a locked door, follow the wall to the right to find a vent and use your new missile pen gadget on it.
Once you’re in the vent, just keep walking forward until you reach a fan, then take a right. When you exit the vent, you’ll squeeze through a gap between some pipes and a shelf.
Grab supplies from the shelf to refill your chemicals, then vault over the pipe in the middle of the room and exit.
The Assault
This next room is full of soldiers and the opportunity to earn the challenge Gun Nut. In order to complete it, you just need to use four different weapons, which means you’ll be borrowing weapons from the enemies you kill. You can also earn the challenge, Mightier Than the Sword, by using your pen missile on three structural elements, like bridges, protective panels, and more.
Wait for the soldiers to approach your hiding spot so you can instantly take one down, and use your pen missile on the heavily armored tank enemies. Enemies will appear above you as well, on the edges of the room so don’t stay in one spot for too long.
After climbing the first staircase, and fighting through the corridor with the windows on the left side, you’ll need to make your way into a room beneath the elevated position your enemies have taken. This room has a staircase at the back that will take you directly to the enemies entrenched above you.
When you clear out this area, a group of enemies will move in across from you. Use your missile pen on the protective panel in the back to drop it on them. Move to the right along these elevated walkways, fighting the constant reinforcements until you reach the end of this long corridor.
When you’ve finally defeated all the enemies, head up to this machine to call a platform, then climb the nearby crates to jump onto the platform.
The platform will automatically carry you across, let go when it stops moving.
Unfortunately, you’ll land in front of a pair of men looking for a fight. These two aren’t anything special, so fight defensively and throw them around to inflict extra damage. If your watch battery is full, you can even laser them one at a time and use a finisher. If you do manage to beat them without taking damage, you’ll complete a challenge called Moving Target.
Cargo Floor
Once they’re beaten, head through the grey double doors at the back of the room.
| Under of Shields | |
|---|---|
| Type: Playing Card | Checkpoint: 09 Cargo Floor |
| After you drop down and defeat the two guards stationed in the security room, exit to find a stairwell leading up and down. For the main objective, you must head up. But for the collectible, head down. You'll find a bunch of crates blocking the way, and on top of one, the Under of Shields. | |
In this room take the doorway to the right and up the stairs.
Enter the door marked Flight deck and proceed through this room until James contacts Greenway. He needs James to create a distraction so he can get the helicopter out of the hangar. He suggests shooting the red pipes in front of you.
As soon as you open fire, you’ll have 90 seconds to get to the control room. It’s not a lot of time but you don’t have to travel very far, so take your time and be sure to aim for the explosive barrels, they’ll clear out a lot of your opposition.
Climb the large staircase on the left and crouch when you enter the building because the desk to your right will keep you safe from a lot of gunfire. Use focus mode along with your pen missile to ensure you’re taking out targets with every bullet or two.
When enough enemies are dead, run and jump for the launch pad. This will trigger a cutscene where Greenway faces the reality of his career and walks away. This is also the end of this chapter, leading into the next, Time to Die.
Going Old School
After the last cutscene, James is back at MI6. Moneypenny is pacing in the lobby, so approach her, then follow her into the back.
She’ll lead you to the elevators, taking you down to a secret area hidden behind a coffee machine - Old School indeed.
Continue following her and she’ll eventually lead you to a door and a cutscene. Since James and Greenway didn’t extract proof of Webb’s crimes, it looks like they went rogue in their attack on Webb Industries.
M doesn’t want to turn James in though, instead she’s sending him on a secret mission to retrieve the proof they need to exonerate the agents and prove Webb’s wrongdoing.
After the meeting, continue following Moneypenny into another elevator. Along the way, you’ll receive details on your mission.
Eventually you’ll be let out in Q-Lab.
Follow the marker to the back of the room, through a pair of open gates, to find Q working on a car, though it’s unfortunately not ready.
| Q (Driving Gloves) | |
|---|---|
| Type: Intel | Checkpoint: 04 In The Zone |
| When you meet with Q to collect your field equipment for the secret assignment, you'll find the Q Intel collectible on the desk to the right. | |
Follow Q to select your gadget loadout and pick up your new service weapon, a suppressed pistol.
We recommend going with the following for the next mission: Dart Phone, Smoke Pod, and Missile Pen.
When you’re done, head over to Q to discuss the latest events. Let him know you’re ready to bring this chapter to a close and start your next mission, Time to Die.
First, you’ll have to exit the lab via the sewer though. Using the door will start a cutscene with information about your mission, leading right into the next chapter.