007 First Light

The Complete Guide to Becoming 007

Walkthroughs, Collectibles, Characters & More

Complete Walkthrough

All 17 chapters of 007 First Light — detailed walkthroughs with tips, collectibles, and strategies for every mission.

Against the Odds
Chapter 1
Medium

Against the Odds

A Royal Navy helicopter goes down over Iceland under mysterious circumstances. Bond washes ashore wounded and exposed to an unknown toxin, with nothing but his training to survive enemy territory and rescue captive scientists before time runs out.

~30-40 min4 collectibles
Arriving at Vauxhall Cross
Chapter 2
Easy

Arriving at Vauxhall Cross

Fresh from the Iceland operation, Bond is summoned to MI6 headquarters in London. What he expects to be a debrief for his insubordination turns out to be a recruitment offer into the 00 programme — and an introduction to the people who will shape his career as a spy.

~15-20 min0 collectibles
The Needle's Eye
Chapter 3
Easy

The Needle's Eye

Bond arrives at the MI6 training facility in Malta for his 00-agent assessment. Four modules cover the game's core mechanics: stealth, firearms, close-quarters combat, and driving. This chapter teaches you everything you need before heading into the field.

~45-55 min1 collectibles
The Heart of the Matter
Chapter 4
Easy

The Heart of the Matter

Bond reports back to M for a frank conversation about his future in the service, then descends deep beneath MI6 headquarters to Q Branch — the beating heart of British intelligence. It\'s here that he meets the eccentric quartermaster who will equip him for every mission to come.

~20-25 min0 collectibles
A New Home
Chapter 5
Medium

A New Home

Bond returns to his shared London flat after meeting M, but Double-0 training is never straightforward. What starts as a routine orientation quickly evolves into a full stealth evaluation across the building and surrounding estate, testing every mechanic you have learned so far.

~30-35 min0 collectibles
A Night Out
Chapter 6
Medium

A Night Out

Infiltrate a London nightclub to extract information from arms dealer Joshua Pike. A night out turns into a full-blown operation as Bond navigates social stealth, a bathroom brawl, three possible routes to the VIP section, and an extraction that goes sideways. Two collectibles to find: the Cocktail Napkin memento and the Ober of Bells playing card.

~20-25 min2 collectibles
A Matter of Considerable Delicacy
Chapter 7
Easy

A Matter of Considerable Delicacy

After the nightclub extraction goes sideways, Bond faces M\'s wrath at MI6 headquarters. What follows is a sprawling chapter spanning M\'s office, the Q Branch firing ranges and gadget labs, the Operations floor, and a tense final briefing that sets the Slovakia mission in motion.

~45-60 min4 collectibles
All the Time in the World
Chapter 8
Hard

All the Time in the World

Bond infiltrates the Grand Carpathian Hotel in Slovakia during the World Chess Championship to track the rogue agent 009. One of the longest chapters in the game, spanning hotel social stealth, three puzzle rooms, a secret fireplace passage, a twin boss fight, a burning hotel escape, a car chase, and a freefall set-piece.

~55-60 min9 collectibles
Out of the Ashes
Chapter 9
Easy

Out of the Ashes

After the Slovakia operation goes sideways, Bond returns to MI6 headquarters in London for a tense debrief with M. Between equipment sessions in Q Branch, conversations with colleagues, and a critical intelligence briefing, this interlude chapter sets the stage for the hunt that follows.

~25 min0 collectibles
The Past Never Dies
Chapter 10
Medium

The Past Never Dies

Bond and Greenway infiltrate Aleph, a sprawling shipwreck black market in Mauritania, to track the Arrowhead gang and cross paths with the flamboyant arms dealer Bawma.

~55-60 min8 collectibles
Uninvited
Chapter 11
Hard

Uninvited

After the events in Aleph, Bond returns to London for a quiet night — but assassins breach his apartment, sending him on a rooftop chase and into a high-society Webb gala at the Works and Arts Museum to confront a conspiracy.

~55-60 min10 collectibles
Knightfall
Chapter 12
Hard

Knightfall

Bond and Greenway infiltrate Webb Industries headquarters through the London sewers to expose THEIA — an autonomous AI assassination system tied to Bond\'s own past. The final chapter combines co-op puzzles, social stealth, motion sensors, a wall safe code, and a timed rooftop escape.

~75-80 min12 collectibles
Going Old School
Chapter 13
Easy

Going Old School

A short interlude chapter at a temporary MI6 bunker after Knightfall. Follow Moneypenny, debrief with M, visit Q Lab, receive the classic suppressed pistol and a four-gadget suit upgrade, see the Aston Martin DB5 being restored, collect Q\'s Driving Gloves, and exit through the sewers to begin the final act.

~15-20 min1 collectibles
Time to Die
Chapter 14
Hard

Time to Die

Bond goes undercover at a luxury cliffside resort in Southeast Asia to intercept a meeting that could determine THEIA\'s fate. What begins as slow social stealth — cocktail mixing, cave corridors, a white tuxedo — unravels into a car chase, a dockside shootout, and a confrontation that will cost Bond an ally. THEIA is offline the entire mission.

~70-80 min0 collectibles
Man of the Hour
Chapter 15
Easy

Man of the Hour

~25-30 min0 collectibles
Wave of the Future
Chapter 16
Hard

Wave of the Future

~1h 25min - 1h 40min5 collectibles
For England
Chapter 17
Hard

For England

~50min0 collectibles

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Game Info

Developer

IO Interactive A/S

Release Date

May 27, 2026

Platforms

PS5 · Xbox · PC · Switch 2

IGN Score

84/100

Main Story

~15–20 hours

Completionist

~40–60 hours

Frequently Asked Questions

Quick answers to the most common questions about 007 First Light.

The main story of 007 First Light takes approximately 12–15 hours to complete on normal difficulty. A completionist run finding all collectibles, earning all trophies, and exploring side content takes 25–30 hours. New Game Plus adds replay value for players who want to master higher difficulties.

No, 007 First Light uses large, expansive mission areas rather than a fully open world. Each chapter features sandbox-style levels inspired by IO Interactive's Hitman design — multiple approach routes, vertical exploration, and emergent stealth opportunities within carefully crafted environments from Iceland to London.

Yes, 007 First Light features multiple endings determined by key dialogue choices and actions throughout the campaign. There are three distinct endings that affect character fates and the post-credits scene. Your choices also influence relationships with M, Q, and Moneypenny.

007 First Light is available on PlayStation 5, Xbox Series X/S, PC (Steam and Epic Games Store), and Nintendo Switch 2. The game supports 4K/60fps on PS5 and Xbox Series X, with ray tracing and DLSS/FSR support on PC.

No, 007 First Light is a standalone James Bond origin story set in its own universe developed by IO Interactive. While it shares the studio's signature stealth sandbox design philosophy, it is not connected to the Hitman or Hitman World of Assassination storyline.

The Aston Martin DB5 is unlocked during Chapter 13 "Going Old School" after completing Q Branch restoration missions. You will need to find car parts hidden in Q Lab collectibles across earlier chapters. Once restored, the DB5 becomes available in driving missions and can be customized with Q gadgets.

Yes, New Game Plus unlocks after completing the main story on any difficulty. In NG+, you retain all unlocked gadgets, suits, and weapon upgrades while facing tougher enemy AI and expanded guard patrols. Completing NG+ on Purist difficulty unlocks the secret "00 Agent" ending variant.

The primary antagonist is Bawma, portrayed by Lenny Kravitz — a charismatic black market arms dealer operating from a shipwreck market in Mauritania. The story also features Nicholas Webb, a tech billionaire behind the THEIA autonomous AI system, and Damien, a rogue MI6 operative with ties to Bond's past.