A horror-tinged mission and the point of no return before the finale.
There is a hidden Dark Ops challenge here called Lies, and it is the least forgiving thing in the campaign. The first time you enter Jane’s office, her alter ego throws you back out and starts the clock: reach Jane’s office within 30 seconds, on your first attempt. Reloading the checkpoint does not give you another go — if you miss it, the only way back is restarting the whole mission. Skip the assault rifle on the way, go straight for the grappling hook, and start sprinting immediately. It pays the Kineticist calling card. Know about it before the timer starts, because there is no second first try.
How this one works
You play as Jane Harrow, and the mission is her past — her childhood and her early years at the CIA — rather than a firefight with a map. It moves between code-breaking puzzles, precision movement sections and combat, and it runs alongside Checkmate: the two final missions are one story told from two places at once.
The lockbox code
Jane’s lockbox needs a three-digit code, and the mission gives you three riddle rooms to build it — look for doors that are lit up, since those mark the clue areas. The desk asks for the test with the highest score, which gives the first digit. The scouts ask you to subtract the badges from the trophies, which gives the second. The tea party asks you to double the number of guests, which gives the third. You do not have to visit all three yourself to progress — the code they build to is 918.
What finishing it gives you
- Kineticist calling card — from the Lies time trial above, first attempt only.
- The Cradle charm — for completing this mission on any difficulty.
Still to verify
Track it as you play
Everything below syncs to your Game Memory, so you can tick items off on one device and pick up on another.
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Zombies Easter Eggs
6 entries to tick off as you go.
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Wonder Weapons
6 entries to tick off as you go.