Before the tuxedo, before the martini, there was the mission that made him — IO Interactive's origin story follows a young James Bond from raw MI6 recruit to licenced killer across seventeen chapters and nine countries.
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▲ thumbnail from YouTube's CDN · the player loads only when you press play
▲ thumbnail from YouTube's CDN · the player loads only when you press play
Enter at full health. Two Sleeping Darts are sufficient for a non-lethal finish.
Top up before: First-aid cabinet in the ground-floor bathroom — use it before pressing the Chimera wall panels.
Where to heal: Break off to the wine racks along the east wall — the men do not immediately pursue, giving two or three seconds to use a healing item.
Easier tactic: Use a Sleeping Dart on the second man the moment he enters Phase 2. This converts the fight back into a straightforward one-on-one.
Retreat: No mid-fight checkpoint — failure restarts from the Chimera wall panels.
▲ thumbnail from YouTube's CDN · the player loads only when you press play
▲ thumbnail from YouTube's CDN · the player loads only when you press play
▲ thumbnail from YouTube's CDN · the player loads only when you press play
▲ thumbnail from YouTube's CDN · the player loads only when you press play
▲ thumbnail from YouTube's CDN · the player loads only when you press play
Full health recommended. Webb summons two armoured guards mid-fight — the Tranquilizer Pen is essential for them.
Top up before: First-aid kit mounted on the server room wall, two floors below the executive office.
Where to heal: A first-aid pack sits behind the door of the glass-walled meeting room adjacent to the executive office.
Easier tactic: Use the EMP Watch immediately on entering the office — it disables Webb's pistol and stuns the escorts simultaneously for 8 seconds.
Retreat: Retreat into the meeting room if health is critical — the door provides a brief barrier to reset.
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All gadgets are locked at fight start. No gadget prep is possible — enter the warehouse at full health.
Top up before: First-aid station bolted to the wall just inside the warehouse entrance, before the fight triggers.
Where to heal: Break off to the warehouse entrance — the first-aid kit is still there. The Assassin does not pursue immediately after Phase 1.
Easier tactic: In Phase 2, rather than climbing to match the Assassin's height, shoot the rope holding the suspended crane hook — dropping it deals a large chunk of Phase 2 damage instantly.
Retreat: Failing the fight restarts from a checkpoint just inside the warehouse door.
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Full health is important — Bawma hits hard and the rooftop pool arena has no mid-fight healing. Use the spa office station first.
Top up before: Healing station in the private spa office, one room before the rooftop pool.
Where to heal: No mid-fight healing. If health is low entering Phase 3, focus entirely on defence — successful parries in the water restore a small amount of health per hit.
Easier tactic: Open Phase 1 by placing the Laser Strap at Bawma's feet — it deals immediate damage and briefly slows him, reducing the required parry sequences.
Retreat: The arena is fully enclosed with no exit. Death restarts from just before the rooftop pool.
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Full health is essential — this is a three-phase fight with no safe healing windows beyond Phase 1. Use the station's personal quarters before triggering the confrontation.
Top up before: Healing station in Damien Webb's personal quarters, adjacent to the control chamber.
Where to heal: No mid-fight healing available. If you reach Phase 3 at low health, prioritise dodging environmental hazards over attacking — wait patiently for the coupling to glow.
Easier tactic: Enter with a full EMP Watch charge and activate it the instant Phase 2 begins. Neutralising both drones immediately makes Phase 2 straightforward. Reserve the Flash Mine for Phase 3 to create a free window to shoot the coupling.
Retreat: Death in any phase restarts from the beginning of Phase 1.
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