007 First Light Walkthrough: All 9 Missions From Iceland to the Damien Webb Finale

Nine main missions carry 007 First Light’s actual gameplay — everything else in the 17-entry chapter select is a short cutscene interlude that moves the story along without a challenge list attached [1][2]. This walkthrough covers all nine in order, from Bond’s helicopter going down off an Icelandic coastline to the last confrontation with Damien Webb at MI6 headquarters, with the mission-specific mechanic or twist that actually matters in each one.

Verified against the May 27, 2026 launch build on PS5, Xbox Series X|S, and PC; the Nintendo Switch 2 port arrived later in Q3 2026 [1]. If you haven’t touched the campaign yet, our 007 First Light beginner’s guide covers the Spycraft and Instinct basics this walkthrough assumes you already know.

Quick Start: Before Mission 1

A handful of things save real time across all nine missions:

  • Load out your Q-Watch before you deploy, not mid-mission. The Omega Q-Watch carries a maximum of four gadgets per mission, and every use drains either a Battery charge (recharges at electrical devices) or a Chemical charge (regenerates passively over time) — pick your four with that split in mind, not just your favorites [7].
  • Treat every main mission as a sandbox, not a corridor. Each one supports stealth, social engineering, or direct combat routes to the same objective [2].
  • Don’t expect 100% completion on one run. Several missions carry challenges that actively contradict each other — clear it silently for one, then loudly for another — so budget two or three passes if you’re chasing full collectible and challenge lists [12].
  • The nine main missions carry 9 to 30 challenges each; the eight interludes between them (In His Majesty’s Secret Service, The Needle’s Eye, The Heart of the Matter, A Night Out, A Matter of Considerable Delicacy, Out of the Ashes, Going Old School, Man of the Hour) are short story beats with collectibles but no formal challenge list [1][2].

Cross-reference note: a few guides count 11 playable chapters instead of 9 by also treating The Needle’s Eye and A Night Out as full missions. We’re following the 9-mission split because that matches the game’s own challenge and collectible tracking — those two chapters carry neither [2].

Mission 1: Against the Odds (Iceland)

The prologue. Bond’s helicopter takes a missile hit over a remote Icelandic island and he washes up alone, unarmed, on a beach patrolled by Arrowhead mercenaries [3][6]. The mission runs through seven distinct beats — stealth infiltration, a stolen-disguise sneak into the compound, an accidental exposure to a lethal toxin that puts you on a timer to find the antidote, then a two-camp hostage rescue before the escape [1][2]. This is where the game teaches tall-grass stealth, disguises, and investigation prompts, so take the slow route even if you know how a Hitman-style level works — the compound layout pays off later in the campaign’s harder missions.

Mission 2: A New Home (Bayswater & Malta)

After Iceland, Bond is pulled into the revived 00-programme and moved into a Bayswater safehouse with fellow recruits Monroe and Cressida, then shipped to Malta for training [1][13]. Talk to both recruits before you leave the safehouse — Monroe and Cressida each hand over collectible intel you can’t backtrack for once the chapter advances. Malta itself is straightforward: hack the training gate, run the stealth and combat drills, and sit through the Q-Lab gadget briefing and Greenway’s lie-detector scene that formally hands you the Q-Watch [1].

Mission 3: All the Time in the World (Slovakia)

The campaign’s biggest early sandbox: Bond goes undercover as a chauffeur at a World Chess Championship inside the Grand Carpathian Hotel to track down rogue agent 009 [2][5]. What starts as surveillance turns into a chase for an asset codenamed “Locke,” a hidden-corridor puzzle inside the hotel’s architecture, and the campaign’s signature vehicle chase — Bond’s vintage Aston Martin against 009’s Jaguar — before a mid-air finale where you hack a plane’s systems with the Q-Watch and parachute out. At 27 challenges, this is one of the largest chapters in the game; if you’re only playing once, this is the mission worth the extra hour.

Close-up of a spy-style smartwatch, evoking the Q-Watch gadget system
Every gadget draws from one of two watch resources — plan your loadout before you deploy.

Mission 4: The Past Never Dies (Mauritania)

Bond and Greenway head to Aleph, a desert black market in Mauritania run by a warlord known as the Pirate King Bawma, chasing rogue agent 009 [11]. Getting into the auction costs an invitation and a $100,000 entry fee, and the mission gives you at least five separate ways to raise it — a fight pit, a “Scorpius Deal,” a crypto-wallet job, a card game, and the shooting range — so pick whichever fits the playstyle you’re already in rather than grinding all five [11]. Win the auction itself by hacking the polygraph machine to outbid rival buyer Leung, then zipline and climb your way across the wreck-yard to 009’s boat while pirates close in. Expect 45–90 minutes here depending on how many side activities you chase — reviewers single this out as the single most varied chapter in the campaign [3][11].

Mission 5: Uninvited (London)

A home-turf mission that ends in the campaign’s most-cited action beat: an unarmed dash from cover to cover to reach a garbage truck, then a chase where you plow straight through enemy vehicles blocking the route rather than trying to dodge them [3]. If you’re going for full completion, watch for a ramp partway through that peels off toward a construction site — taking it counts as an alternate escape route toward 100% completion. Afterward, Bond checks on Greenway at the Crosshair Bar, who has already handled the assassins sent after him.

Mission 6: Knightfall (Webb Industries HQ)

Bond and Greenway confront Sir Nicholas Webb and his son Damien directly by walking into Webb Industries [4][10]. The infiltration climbs from the lobby to a penthouse safe (code 1493, worked out from four clues scattered around the room) to a four-minute hide-and-record sequence when the Webbs arrive unannounced, then a lab-coat disguise into the server room to override three servers — numbered 1100, 2600, and 3200 — that prove MI6’s black-ops decisions were built on falsified data from Webb’s THEIA quantum computer [10]. It ends in a 90-second sprint to the flight deck under constant fire and a helicopter escape. This is the mission that turns the plot from “spy job” into “the people running MI6 have been played.”

Mission 7: Time to Die (Vietnam)

Bond poses as playboy “St. John Smythe” at a Vietnamese island resort with one stated objective: plant Q-Trak trackers on three targets — Ellis White at the bar, Theresa Lorca at the spa, and Roman Hernandez at his villa, each requiring a different approach (a distraction, a radio hack, and a yoga-instructor disguise) [9]. It’s a genuine sandbox — tag them in any order — until Damien Webb shows up and the mission pivots into a rescue, a fistfight with an enemy named Murto, and an escape from a burning building. The mission’s emotional gut-punch lands here too: Greenway is mortally wounded covering Bond’s exit and dies before the credits move on [9]. Despite the title, this isn’t a kill mission — the entire point is saving who you can.

Wide shot of an isolated snow-covered research facility on an Antarctic coastline at dusk
The Wave of the Future mission trades stealth corridors for a full Antarctic research compound.

Mission 8: Wave of the Future (Antarctica)

The penultimate chapter sends Bond into a Webb R&D facility in the British Antarctic Territory, hunting a second quantum computer — HYPERION — that Sir Nicholas Webb built to fabricate the security crisis THEIA “predicts” [4][12]. Structurally it’s the most demanding mission in the campaign: a stealth run through the Gatehouse and Gantries, a loud Command Center fight, and a Robotics Lab, before ending in a boat chase after an ally-turned-wild-card named Isola across the ice shelf [12]. Because several of its 24 challenges require mutually exclusive silent-versus-loud approaches, plan on at least two clears if collectibles matter to you [12].

Mission 9: For England (Finale)

MI6 headquarters goes into lockdown mid-attack, and Bond stays to defend it [4][8]. The sequence runs from an unarmed cell-block escape to a red-phone call to M, a vent crawl past snipers to reach Q, and a final confrontation where Damien Webb — wearing a jammer that blocks your gadgets — has to be worn down in three phases: shooting nearby explosive barrels near his suit, hijacking two sentry turrets, then a hand-to-hand finish that ends with both of them shoved toward open water, where Isola unexpectedly intervenes [8]. The campaign closes with the charges against Bond dropped, Isola’s real identity left open, and the credits rolling on “James Bond Will Return” [8] — a deliberate setup for a sequel rather than a loose end.

Which Missions Actually Need a Second Playthrough

Player typePriority
New to Hitman-style sandboxesPlay Against the Odds and A New Home exactly as intended once, at your own pace — they’re the tutorial missions and the game doesn’t punish slow, careful exploration here [1].
Casual, one playthrough onlySkip chasing full challenge lists in All the Time in the World, The Past Never Dies, and Wave of the Future — accept partial completion, since those three have the most mutually exclusive challenge pairs [11][12].
Hardcore / completionistRun every main mission at least twice: once silent (Ghost/Pacifist-style) for stealth-locked challenges, once loud for the combat-locked ones the first run permanently fails [12].
Story-first playersDon’t skip the interludes even though they carry no challenges — Out of the Ashes and Man of the Hour set up plot beats that make the Knightfall and For England reveals land properly [2].

FAQ

Is 007 First Light’s campaign actually 9 missions or more?
It depends on what you’re counting. The game’s own challenge and collectible tracking only assigns those to 9 chapters, which is why this walkthrough treats those 9 as “the missions” — but a couple of guides count The Needle’s Eye and A Night Out as full playable chapters too, since they’re not pure cutscenes the way the other six interludes are. If you’re just going for the story, the distinction won’t matter; if you’re chasing 100%, it does, because the interludes have zero challenges to clear either way [1][2].

Do I need to finish every mission twice?
Only if you want every challenge. The campaign is fully clearable in one run if you’re not chasing collectibles — the stealth/loud conflicts only block specific challenge-list entries, not mission progress [12].

Which mission should I replay first if I only have time for one?
All the Time in the World. It’s the largest sandbox in the game by challenge count, it introduces the vehicle-chase mechanics you’ll see again later, and reviewers single it out as the mission where the Hitman-meets-Bond design clicks hardest [2][5].

Sources

[1] 007 First Light — Wikipedia
[2] 007 First Light Missions List — Beebom
[3] 007: First Light Review — Game8
[4] Who Is the Main Villain in 007 First Light? — Beebom
[5] 007 First Light Mission List — Game Rant
[6] 007 First Light Review — TheSixthAxis
[7] 007 First Light Gadgets Guide — GAMES.GG
[8] 007 First Light – For England Walkthrough — Into Indie Games
[9] 007 First Light: Time to Die Mission Walkthrough — Into Indie Games
[10] 007 First Light: Knightfall Walkthrough — Into Indie Games
[11] 007 First Light: The Past Never Dies Walkthrough — All Things How
[12] 007 First Light Wave of the Future — All Things How
[13] 007 First Light: A New Home — Push Square

Looking to squeeze more FPS out of the PC version before you start? Check our 007 First Light best PC settings guide. If the Bond-meets-Hitman formula is what hooked you, our 10 games that nail the same formula roundup is worth a look next.

Michael R.
Michael R.

I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.