
007 First Light Beginner’s Guide#
007 First Light is not a shooter that rewards running in guns blazing. It takes the observe–plan–execute loop IO Interactive spent years polishing in Hitman and hands it to Bond.
Almost every tricky situation can be taken apart with information and gadgets first, instead of being stormed with weapons drawn. This page covers the things that matter most when you start out.
1. Pick the Right Difficulty First#
The game ships with three difficulty levels, all changeable at any time mid-game, and there are no difficulty-related trophies — you can earn every achievement on the easiest setting.
| Difficulty | Positioning | Enemy Strength | Gadgets & Resources | Best For |
|---|---|---|---|---|
| Novice | Easy | More health, slower to spot you | Gadgets have almost no cooldown and can be chained | Story-focused players, or anyone stuck on a challenge |
| Intended | Standard (official recommendation) | Balanced, enemies will flank | Cooldowns apply, supplies must be scavenged | The vast majority of first playthroughs |
| Purist | Hard | Very low health, fast reactions, high damage | Heavy consumption, resources are harder to find | Second playthroughs and hardcore stealth once you know the systems |
Recommendation: pick Intended on your first run. It is the baseline the developers tuned the game around — you get the full “scarce resources, careful planning” tension without constantly reloading saves.
2. The Four Core Systems#
Everything you do revolves around four systems, and understanding them is the key to playing faster.
| System | What It Does | Getting Started |
|---|---|---|
| Spycraft | Bugging key conversations, pickpocketing important items, spotting environmental clues | Observation itself pays off, unlocking new routes and dialogue options |
| Instinct | Luring enemies, talking your way out (bluffing), precision aiming in combat | A scarce resource that recovers slowly — save it for key moments |
| Q Branch Gadgets | Hacking, lockpicking, jamming, silent takedowns | Must be manually assembled in the Q Lab before heading out |
| Combat | Close-quarters takedowns and gunplay, escalating with the situation | Once stealth breaks, the pace changes instantly — avoid getting surrounded |
3. Charge Resources: Two Kinds of “Ammo”#
Most Q Branch gadgets are not infinite; they run on two types of charge, and understanding these two lines matters more than memorizing gadget names.
| Resource | Appearance & Sources | Primarily Powers |
|---|---|---|
| Electronic charge | Batteries, car batteries, power sockets | Electrical gadgets like the Q Watch hacker, the Laser Strap, and the Impact Camera |
| Chemical charge | Cleaning supplies, hand sanitizer, lab equipment | Chemical gadgets like the Dart Phone, smoke grenades, and flash grenades |
The most common early mistake: burning through resources the moment a level starts. The right approach is to scout patrol routes and targets with the Q-Scope first (it costs nothing), then decide which single gadget is worth spending where.
4. Before You Head Out: Assemble at the Q Lab#
After Chapters 1 and 2, the Q-Scope and the Q Watch are permanently fitted to your loadout and cannot be removed; neither of them takes up a free slot. Everything else occupies limited slots (a third slot unlocks later). So:
- Before every mission, swing by the Q Lab and configure your watch modules and free slots around the level’s objectives;
- If the Laser Strap is not actively equipped in certain chapters, you will miss collectibles hidden behind padlocks and vents;
- Match the loadout to the objective: stealth runs take Dart Phone + smoke grenade + Laser Strap, aggressive runs take Missile Pen + Impact Camera.
5. Weapons: Good Enough Is Good Enough#
The arsenal is not built around quantity — it splits into three categories:
| Category | Traits | When to Use |
|---|---|---|
| Pistols | Suppressed and standard variants, reliable at mid range | The suppressed pistol is the stealth workhorse; switch to the standard one once exposed |
| Rifles / Shotguns | Mostly looted from enemies, heavy firepower but loud | Emergency picks once you are in a straight firefight |
| Environmental weapons | Fire extinguishers, chandeliers, electrified floors, oil drums, bricks and more | No ammo needed; used well they can clear a room silently |
Remember: the gun is the last resort. Many level Challenges explicitly reward “never triggering the alarm” — once you open fire, your route options shrink.
6. Check the Challenges Before You Push On#
Every mission segment carries a set of Challenges, and completing them unlocks outfits and TacSim content.
Challenges usually revolve around “specific routes”, “specific gadget uses”, and “not alerting the target”. They map out the multiple solutions the level designers had in mind, and they are the most efficient route hints a newcomer can get.
7. Common Mistakes Checklist#
- Playing Bond like Rambo: forcing a firefight is almost always a net resource loss; look for ways around, or ways to split enemies up, first.
- Ignoring the bluff escape: when a guard confronts you, spending Instinct on a bluff is usually far cheaper than getting physical.
- Leaving evidence behind: if you knock someone out and don’t hide the body, the patrol will find it and sound the alarm.
- Never looking back mid-level: missed collectibles can be picked up later via Chapter Select; don’t grind for them on your first run.
- Never changing loadouts: one fixed loadout misses plenty of shortcuts; spend a minute checking your assembly before departure.
8. Don’t Rush to Delete Your Save After the Credits#
Finishing the story is only the beginning. After the credits you unlock TacSim (Tactical Simulation): combat and stealth segments from the main story, pulled out and retooled with parameter-twisting challenges and scoring, complete with global leaderboards.
Achievement hunting, skill practice, or pure replaying — it all lives here.
9. Reading the HUD and Intel#
The HUD is deliberately restrained; key information comes from actively reading it, not from arrows floating on screen.
| HUD Element | Purpose | How to Use It |
|---|---|---|
| Q-Scope tagging | Seeing enemies, interactables, pickable items and clues through walls | Sweep every room before entering — the cheapest scouting there is |
| Mission objectives | Current primary and secondary objectives | Secondary objectives usually tie into Challenges and collectibles |
| Challenge list | This segment’s Challenges and their completion status | Glance at it when a level starts; it is the designer’s solution hint |
| Disguise status | Whether you are currently flagged as suspicious | Elite enemies see through lower-tier disguises — know the difference |
| Charge meters | Remaining Electronic and Chemical resources | Find a resupply point before they run dry, not when you need them |
10. Social Stealth and Open Disguise#
Unlike the traditional “hide in the bushes” loop, large parts of this game encourage you to walk right in through the front door.
| Technique | How It Works | Risk |
|---|---|---|
| Disguised identity | Put on the matching uniform and enter restricted areas | Senior guards and officers see through basic disguises |
| Bluffing your way out | Spend Instinct when questioned and talk your way past | Instinct recovers slowly; don’t overuse it |
| Blending into crowds | Move naturally through clubs, dinner parties and other social scenes | Suspicious acts (climbing walls, picking locks) blow your cover |
| Luring and redirecting | Use the Dart Phone to send a guard off duty to deal with feeling unwell | Limited effect on elite guards fixed to their posts |
Core idea: if you can use the door, don’t climb the window; if you can talk, don’t fight. One successful social stealth play often saves an entire firefight.
11. Damage Control: Hiding Bodies, Alarms and Resets#
Stealth usually fails not because “you got spotted once”, but because “you got spotted once and didn’t clean it up”.
- Hide anyone you take down: drag bodies into lockers, dark corners or water, or the patrol will find them and raise the alarm;
- Know “suspicious” vs “alarmed”: a suspicious state can still be smoothed over with a bluff or an exit; once the alarm sounds, enemies search in groups;
- Make good use of exit gadgets: smoke grenades and flash grenades exist precisely for “going dark again after stealth breaks”;
- If it’s beyond saving, restart the checkpoint: checkpoints are frequent enough; stubbornly pushing on usually costs more than reloading.
12. Saves and Chapter Select#
- The game saves at checkpoints; after a death you restart from the most recent one;
- Chapter Select opens once you finish the story, letting you return to any completed chapter for collectibles, Challenges and combat achievements;
- Collectible progress is account-level, persisting across saves — no need to worry about “restarting wipes your progress”;
- Difficulty can be changed at any time, and you can also switch it via Chapter Select from the main menu before jumping back in.
13. A Recommended Opening Pace#
| Stage | Advice |
|---|---|
| Iceland prologue | Take it slow; get the feel of movement, cover and Q-Scope scouting down pat |
| Malta training | Return to the Q Lab before every departure until it becomes habit |
| First field mission (London) | Lean on social stealth and internalize the “doors, not windows” mindset |
| The big Slovakia level | Read the Challenge list and plan a route before diving in headfirst |
| Mid-to-late large levels | One loadout per objective type; spend a minute checking slots before departure |
Get these habits running smoothly and every later mission starts to feel like a prepared operation, rather than a scramble through the level.