007 First Light walkthrough overview

007 First Light Walkthrough: Mission List and Story Overview#

The 007 First Light campaign is organized as a prologue plus 10 named chapters, which the chapter select screen further breaks down into roughly 17 mission segments. This page lists every segment in story order with its number, location, type, and approximate size, so you can pace individual sessions and plan your collectible routes.

Note: Chapter names follow the officially announced titles; segment durations and collectible counts come from community testing, are approximate, and are for reference only.

1. Mission List at a Glance#

# Mission Segment Chapter Location Type Approx. Duration
1 Against the Odds Prologue Iceland Main story ~13 min
2 In His Majesty’s Secret Service Chapter 1 Malta / MI6 Interlude ~5 min
3 The Needle’s Eye Chapter 1 Malta Interlude ~30 min
4 The Heart of the Matter Chapter 2 prelude Malta / MI6 Interlude ~8 min
5 A New Home Between Chapters 1 / 2 Malta Main story ~15 min
6 A Night Out Chapter 2 London Interlude ~23 min
7 A Matter of Considerable Delicacy Chapter 3 prelude Slovakia / Malta Interlude ~15 min
8 All the Time in the World Chapter 3 Slovakia Main story ~57 min
9 Out of the Ashes Chapter 4 prelude Mauritania Interlude ~18 min
10 The Past Never Dies Chapter 4 Mauritania Main story ~1.5 hours
11 Uninvited Chapter 6 London (Kensington) Main story ~1.25 hours
12 Knightfall Chapter 7 Webber Industries Main story ~1.4 hours
13 Going Old School Chapter 7 partner mission Flashback Interlude ~17 min
14 Time to Die Chapter 8 Vietnam Main story ~1.3 hours
15 Man of the Hour Chapter 8 partner mission Vietnam / transition Interlude ~23 min
16 Wave of the Future Chapter 9 Antarctica Main story ~1.75 hours
17 For England Chapter 10 MI6 headquarters Main story ~1.4 hours

The main story as a whole runs about 15–20 hours; add collectibles, challenges, and TacSim on top and a full completion takes roughly 30 hours or more.

2. Prologue: Iceland (Mission 1)#

The campaign opens with a helicopter crash. Bond, serving as a Royal Navy crewman, rescues detained scientists in brutal cold — a show of grace under pressure that MI6’s M notices, leading to his recruitment for the rebuilt 00 programme. At its core the level is a tutorial: movement, cover, Q-Scope scouting, and basic stealth all debut here.

Key point: Clearing every challenge in Iceland unlocks the Iceland outfit, making it the best place to get comfortable with the stealth and movement loop.

3. Training Days: Malta (Missions 2–5)#

After recruitment into MI6, Bond trains for the 00 programme at the Malta facility. These segments are short and tightly focused, and in sequence they teach you:

  • Mission 2: formal induction, meeting Greenway and learning the training system;
  • Mission 3, The Needle’s Eye: the centerpiece of 00 programme training;
  • Mission 4: unlocks the Q Watch and Q-Scope and teaches the gear-up-and-deploy loop;
  • Mission 5, A New Home: the gadget system opens up in earnest, the dart phone arrives, and further training becomes available.

Reminder: This stretch is where the Q Lab becomes a place you genuinely must revisit — deploy without a proper loadout and you’ll be missing key tools in the field.

4. First Field Work and a Turning Point: London → Slovakia (Missions 6–8)#

  • Mission 6, A Night Out: Bond’s first field assignment, an intelligence operation at a nightclub built around social stealth — blend into the crowd and secure the intel;
  • Mission 7: unlocks smoke grenades and flashbangs, so a blown stealth attempt now has an exit strategy;
  • Mission 8, All the Time in the World: an explosion at a grand hotel in Slovakia, one of the game’s largest sandbox levels (about 27 challenges), featuring an Aston Martin car chase.

This stretch is the pacing watershed: the game moves from “tutorials plus small levels” into “large sandboxes plus story momentum.”

5. The Hunt: Mauritania (Missions 9–10)#

The trail leads to a rebel agent who was framed. Bond pushes deep into Mauritania and infiltrates Aleph, a notorious pirate black market. Mission 9 unlocks the laser strap — from that moment on, padlocks and vents stop blocking your path.

6. High-Society Infiltration and Corporate Warfare: London · Webber Industries (Missions 11–13)#

  • Mission 11, Uninvited: back in London, infiltrating a dinner party in Kensington. With 30 challenges, it is one of the densest segments for collectibles, and it closes with a boss fight;
  • Mission 12, Knightfall: the front pushes to the corporate side — infiltrate Webber Industries headquarters as the story turns toward the truth;
  • Mission 13: a flashback-style partner mission in service of Knightfall, filling in character motivations.

7. The Eve of the Endgame: Vietnam → Antarctica (Missions 14–16)#

  • Mission 14, Time to Die: a surveillance operation at a luxury resort in Vietnam (about 24 challenges);
  • Mission 15: a transitional bridge between Vietnam and the journey south;
  • Mission 16, Wave of the Future: a polar research facility in Antarctica, the longest single segment in the game (about 1 hour 45 minutes), where Bond hunts Isola.

8. Finale: For England (Mission 17)#

Back in London, MI6 headquarters comes under attack. Bond holds the line, earns his 00 status, and picks the codename 007 for himself. This chapter carries fewer challenges (about 16), with the weight on narrative closure and the final confrontation.

9. Collectibles and Challenge Distribution#

The full campaign holds 92 collectibles, concentrated in the larger mid- and late-game missions. The breakdown by location below is handy for planning “grab everything on the way” routes.

Location Collectibles Densest Chapter
Iceland 4 Against the Odds (Prologue)
Malta 5 A New Home (training)
Slovakia 9 All the Time in the World (Chapter 3)
Mauritania 12 The Past Never Dies (Chapter 4)
London 14 Uninvited and A Night Out
Vietnam 11 Time to Die (Chapter 8)
Antarctica 9 Wave of the Future (Chapter 9)
MI6 6 For England (Chapter 10)

Challenge counts vary widely from segment to segment: Slovakia’s All the Time in the World and London’s Uninvited are the two densest (about 27–30 each), while the prologue and several interludes sit in the single digits. Completing challenges unlocks extra outfits and drives TacSim content unlocks.

10. Playthroughs and Full-Completion Planning#

You do not need multiple playthroughs to earn every achievement and collectible. The recommended rhythm looks like this:

Phase Approach
First playthrough Focus on the story and learning the systems; play normally and don’t fuss over collectibles
Chapter cleanup After the credits, use chapter select to mop up all 92 collectibles while knocking out combat achievements
Challenge completion Return to the big levels specifically for unfinished challenges to unlock outfits
TacSim Finally take on the tactical simulations, working through Operations and Escalations to climb the ranks

Because collectible progress persists across saves and chapter select is available at any time, there is no worry about “one wrong move ruining the save.”

11. After the Credits#

Once the main story wraps:

  1. TacSim unlocks, letting you replay combat and stealth setpieces from the campaign with modifier challenges and leaderboards;
  2. Use chapter select to go back for missed collectibles, challenges, and combat achievements;
  3. Keep an eye on content updates — version 1.1.0 already added new upgraded challenges, weapons, and outfits.

内容最后验证于 2026-07