Story Walkthrough#
007 First Light is an original origin story set in its own standalone continuity — it adapts none of the Bond films and connects to no existing film universe; instead, it lets you watch how the number “007” gets earned by a 26-year-old. Below, the main storyline and key character relationships are laid out in chapter order.
1. The Premise#
James Bond is a 26-year-old Royal Navy aircrewman. On one mission, through sheer daring, he rescues detained scientists from a hopeless situation — and that ability to “stay clear-headed under pressure” catches the eye of MI6’s M. And so the door of MI6’s rebuilt “00” programme opens to someone who has no field experience whatsoever.
“Earn the Number” is the game’s tagline: Bond has to prove he deserves “007”, not be handed it.
2. Iceland to Malta: Entering the Service#
- Prologue (Iceland): both helicopters are shot down, and Bond is the sole survivor. He disobeys orders to rescue the detained scientists, which puts him on MI6’s radar. The keynote of this stretch is “survival”, and it is also where the game’s core controls begin.
- Chapter 1 (Malta): Bond is formally commissioned and enters recruit training for the 00 programme. His training officer is former 00 agent John Greenway — a cold, pragmatic man convinced that “the institution’s interests come before the individual’s”. Greenway works by the book; Bond works on instinct, and their clash of methods runs through the whole game.
3. First Field Work and First Heavy Blow#
- Chapter 2 (London): Bond gets his first field assignment, an intelligence operation at a nightclub. It is his step from “trainee” to “operator”.
- Chapter 3 (Slovakia): an explosion rocks a grand hotel in the Carpathian region. In the storyline connected to it, Bond watches comrades fall — his unit is ambushed by hitmen acting on a rogue agent’s orders, and several recruits are killed or wounded. That blow turns “finding the mole” into Bond’s personal obsession.
4. The Hunt: Mauritania and the Aleph Black Market#
- Chapters 4 and 5 (Mauritania): the trail points to a rogue agent who was framed. Bond follows it to Mauritania and infiltrates Aleph, a notorious pirate black market. Auctions, smuggling, and webs of favors intertwine; he searches for 009’s whereabouts while closing in on the heart of the conspiracy.
- The investigation in this stretch ultimately points at Webb Industries.
5. The Villain and the Conspiracy: THEIA and HYPERION#
The game’s core conspiracy revolves around the AI entrepreneur Nicholas Webb:
| Key element | Notes |
|---|---|
| THEIA | Webb’s quantum supercomputer, already exposed for a fatal misjudgment |
| The cover-up | Webb hides THEIA’s error through terror rather than correcting it |
| HYPERION | Webb’s next-generation AI system, meant to replace THEIA |
| Damian Webb | Nicholas’s son, who faces Bond directly in the finale |
Bond’s investigation thus escalates from “hunting one mole” to “stopping a conspiracy that sweeps through the entire intelligence apparatus”.
6. High-Society Infiltration and Hitting the Company’s Front Door#
- Chapter 6 (London, Kensington): back in London, Bond infiltrates a museum dinner. It is one of the game’s most “Bond” scenes — suits, champagne, and assassination coexisting. The chapter closes with a head-on confrontation with the boss, Murto.
- Chapter 7 (Webb Industries): Bond pushes the front line to corporate headquarters. Infiltrating Webb Industries is the game’s turning point: here he obtains the key evidence behind THEIA’s misjudgment — and cracks begin to show in his relationship with the organization.
7. The Eve of the Endgame: Vietnam and Antarctica#
- Chapter 8 (Vietnam): a surveillance operation at a luxury resort. Calm on the surface and riddled with danger underneath, with Murto resurfacing.
- Chapter 9 (Antarctica): Bond infiltrates a polar research facility, targeting the thief Isola Vale and Webb’s replacement plan. This is also the longest stretch of the whole game.
8. Finale: For England#
Back in London, MI6 headquarters comes under attack. Bond must make his choice — and hold the line to the end — inside an institution he has only just joined and is already at odds with.
- He saves Theresa Lorca;
- He confronts and defeats Damian Webb;
- He even briefly breaks away from MI6 to act alone, before returning to the line;
- He captures Isola, and with his own hands holds MI6’s defense.
In the ending, Bond earns “00” status and personally chooses “007” as his number — that choice itself is what “First Light” means.
9. Key Characters at a Glance#
| Character | Relationship to Bond | Role |
|---|---|---|
| M | Superior and early believer | Trusted Bond’s judgment back when he was a nobody |
| Greenway | Mentor / philosophical rival | Hones Bond with the rulebook while constantly challenging his improvisation |
| Q | Quartermaster | Supplies all Q Branch gear; the other end of the “load out — deploy” loop |
| Selina Tan | Head of the tactical simulation center | The human face of TacSim, the post-game replay system |
| Moneypenny | Intelligence officer | Often supplies a cool judgment just before Bond makes an impulsive call |
| Nicholas Webb | Primary antagonist | Covers up the AI’s misjudgment through terror |
| Damian Webb | The antagonist’s son | Direct opponent in the finale |
| Isola Vale | Enemy and ally at once | Thief, hunted by Bond before the finale |
| Bawma | Pirate king | Key figure in the upcoming story DLC |
10. Structure and Direction#
One thing deserves special emphasis: this game has only one ending, with no multiple-ending branching based on moral choices. It is a linear narrative — the story’s value lies not in “which ending you walk toward” but in “how Bond becomes Bond, step by step”. If you’ve seen claims of “four endings” elsewhere, that is not this game’s structure.
11. Timeline at a Glance#
| Stage | Chapters | Bond’s status |
|---|---|---|
| Starting point | Prologue (Iceland) | Royal Navy aircrew, no agent identity yet |
| Entering the service | Chapter 1 (Malta) | 00 programme recruit, trained by Greenway |
| Debut | Chapter 2 (London) | Completes his first field job; trainee becomes operator |
| Heavy blow | Chapter 3 (Slovakia) | Watches comrades fall; the hunt becomes a personal obsession |
| The hunt | Chapters 4–5 (Mauritania) | Infiltrates the Aleph black market, closes in on the conspiracy |
| High society | Chapter 6 (London) | Dinner infiltration, face to face with the boss |
| Turning point | Chapter 7 (Webb Industries) | Obtains THEIA’s inside evidence; a rift with the organization opens |
| Eve of the endgame | Chapters 8–9 (Vietnam / Antarctica) | Surveillance and pursuit, aimed at Isola and the replacement plan |
| Resolution | Chapter 10 (MI6) | Holds headquarters, earns and chooses the “007” number |
12. Soundtrack and Theme Song#
The score was composed by David Arnold together with The Flight — Arnold has scored several Bond films, which keeps this game’s musical character in the same lineage as the film series. The theme song, “First Light”, was written by Lana Del Rey with David Arnold. In sound design, the game deliberately preserves the texture of “suits, champagne, cold weapons, and gadgets”, carrying the soundscape of a spy thriller into playable levels.
13. Three Common Misunderstandings#
- Unrelated to the films: an original story in its own continuity with an all-new cast; it adapts no existing film;
- Only one ending: a linear narrative with no “moral choices change the ending” design;
- Not an open world: levels are self-contained sandbox scenes rather than one freely roamable map — freedom means “multiple solutions within a single level”, not “go wherever you want”.