Locations Guide#
007 First Light’s journey spans eight settings: from Iceland inside the Arctic Circle all the way to a research facility in Antarctica. They are not one seamless open map but separate sandbox scenes, each serving a type of gameplay. This page lists the locations in story order with their chapters and individual highlights.
First, a common error to clear up: this game is not “spanning six continents”. The actual settings are concentrated in Europe and North Africa, plus Vietnam and Antarctica — eight locations in all. Describing it as “six continents: London/Istanbul/Shanghai/Tokyo/Cairo/Rio” is misinformation.
1. Overview of the Eight Locations#
| Location | Chapters | Setting Traits | Gameplay Focus |
|---|---|---|---|
| Iceland | Prologue | Ice fields and a crash site | Basic tutorial on movement, cover, and Q Lens recon |
| Malta | Chapters 1, 5 | Mediterranean facility and training grounds | 00 Program training, gadget system unfolds |
| London | Chapters 2, 6, 10 | The city and MI6 headquarters | Social stealth, dinner infiltration, finale defense |
| Slovakia | Chapter 3 | A hotel in the Carpathians | Large sandbox, an explosion event, vehicle chase |
| Mauritania | Chapters 4, 5 | Desert and black market | Infiltrating Aleph’s pirate black market, auction investigation |
| Weber Industries | Chapter 7 | Corporate headquarters | Company infiltration, a story turning point |
| Vietnam | Chapter 8 | Tropical resort | Surveillance operation, disguise at a luxury venue |
| Antarctica | Chapter 9 | Polar research facility | A long, pure infiltration before the endgame |
| MI6 Headquarters | Chapter 10 | Inside MI6 | Finale line-holding defense |
2. Iceland: The Prologue (“Against the Odds”)#
Where the entire game begins. Two helicopters are shot down and Bond is the sole survivor. The setting is snow, cliffs, and wreckage, with no complex crowd systems — it lets you master the basic loop of “move, take cover, scan with the Q Lens” free of distractions.
Highlight: clearing all of Iceland’s challenges unlocks the “Iceland Outfit”. Don’t rush the story — first get the feel of stealth and movement down smooth.
3. Malta: Training and Expansion (Chapters 1, 5)#
After being recruited by MI6, Bond undergoes the 00 Program training in Malta. This location carries the “systematic tutorial” duty:
- Chapter 1: formal induction, meeting Greenway and the training system;
- Chapter 5, “New Home”: the gadget system expands in a big way — the Q-Lens, Q-Watch, and Dart Phone all arrive in this stretch.
Malta has one more special feature: the Q Lab. It is the “loadout zone” before every mission, and the first place you experience the “equip before you depart” loop.
4. London: The Recurring Hub (Chapters 2, 6, 10)#
London is the most frequently visited city in the game and the only “hub-type” location:
| Chapter | Setting | Notes |
|---|---|---|
| Chapter 2, “Night Out” | Nightclub | First field assignment; first real test of social stealth |
| Chapter 6, “Uninvited Guest” | Museum dinner in Kensington | One of the densest collectible stretches, with a boss fight |
| Chapter 10, “For England” | MI6 headquarters | The finale; holding the line |
The Kensington dinner deserves special mention: it takes “high-society infiltration” to its peak — suits, champagne, eavesdropping, and assassination side by side, with multiple entry routes. It is the touchstone of how well you have mastered social stealth.
5. Slovakia: One of the Biggest Sandboxes (Chapter 3)#
Chapter 3, “All the Time in the World”, is set at a grand hotel in the Carpathians. The chapter runs close to an hour and is one of the largest sandbox levels in the game (roughly 27 challenges by community counts), and it includes a vehicle chase (an Aston Martin).
Key point: don’t rush to act on entry. Read the challenge list, use the Q Lens to map floors and guard tiers, then decide which route to cut in from — barging straight through wastes the most beautifully designed part of this level.
6. Mauritania: Black Market and Manhunt (Chapters 4, 5)#
The trail leads Bond to North Africa. This stretch carries two lines:
- Hunting the rogue agent: the missions flow from “Out of the Ashes” into “The Past Never Left”;
- Infiltrating Aleph: an infamous pirate black market — the game’s most archetypal “underworld” scene.
Gear tip: the Laser Strap arrives roughly at the start of the Mauritania arc (Out of the Ashes / The Past Never Left). From then on, doors and collectibles blocked by padlocks and vents can all be opened with it. If a collectible seems out of reach, go back and confirm the Laser Strap is equipped first.
7. Weber Industries: The Story’s Turning Point (Chapter 7)#
Chapter 7, “Fall of a Knight”, moves the stage to a corporate headquarters. This is not a “spectacle” level but the most information-heavy stretch of the game: Bond obtains key evidence exposing the truth behind the THEIA misjudgment here, and it is also where cracks appear between him and the institution he serves.
8. Vietnam: Surveillance at a Luxury Resort (Chapter 8)#
Chapter 8, “Deadline”, is set at a tropical resort. Beneath the pools and sunshine lies a surveillance operation — the player must stay alert in an environment that “looks relaxing”. The chapter has about 24 challenges, and the boss Murto appears here again.
9. Antarctica: The Eve of the Endgame (Chapter 9)#
Chapter 9, “Waves of the Future”, is the longest single stretch of the game (about 1 hour 45 minutes by community playtests). Bond infiltrates a polar research facility, targeting the thief Isola Verrill and Weber’s replacement-AI scheme. Pure stealth, long flow, low margin for error — set your loadout to “stealth priority” before entering.
10. MI6: The Finale (Chapter 10)#
Back in London, MI6 headquarters comes under attack. This chapter focuses on narrative closure and the final confrontation, with relatively few challenges (about 16). Here you face Damian Weber and truly take the codename “007” into your own hands.
11. Collectible Distribution by Location#
The game’s 92 collectibles are not evenly spread; the large later missions hold a bigger share:
| Location | Collectibles | Notes |
|---|---|---|
| Iceland | 4 | Prologue |
| Malta | 5 | Training arc |
| Slovakia | 9 | The Chapter 3 sandbox |
| Mauritania | 12 | Densest in Chapter 4 |
| London | 14 | Uninvited Guest + Night Out together hold the most |
| Vietnam | 11 | Chapter 8 |
| Antarctica | 9 | Chapter 9 |
| MI6 | 6 | Finale |
12. The Journey in Brief#
One sentence for the route: Bond goes from an “outsider who storms into MI6”, to being systematically honed in Malta, making his debut in London, taking a heavy blow in Slovakia, chasing leads into the black market in Mauritania, learning to navigate high society in London, touching the truth at Weber Industries, closing in on the answers in Vietnam and Antarctica, and finally returning to London to defend his own organization. The locations themselves are the storyboard of this “coming-of-age story”.
13. Location Quick Reference#
| What to Practice | Where to Go |
|---|---|
| Basic controls and recon | Iceland prologue |
| Gadget loadout and training | Malta training arc |
| Social stealth | London nightclub, Kensington dinner, Vietnam resort |
| Large sandboxes and multiple routes | Slovakia hotel |
| Black markets and networks of favors | Aleph in Mauritania |
| Long, pure stealth | Antarctic research facility |
| Endgame narrative and defense | MI6 headquarters |
Once you match locations to gameplay, “what do I want to practice in this level, and what to collect along the way” becomes much clearer.