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Fan guide PC / PS5 / Xbox Series X|S Golden path + 100% Spoiler-safe

007: First Light

Before the tuxedo, before the martini, there was the mission that made him — IO Interactive's origin story follows a young James Bond from raw MI6 recruit to licenced killer across seventeen chapters and nine countries.

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Golden path · licence to kill
1
Prologue

Against the Odds

IcelandStealthIntroduction

Golden path

  1. Follow the on-screen prompts to learn movement. Walk forward across the ice shelf and crouch behind the first crate when the guard's torchlight sweeps your way.
  2. Activate the Q-Lens (hold LB / L1 / Q) to scan the two guards ahead — yellow outlines mark their vision cones. Wait for the nearer guard to turn away before advancing.
  3. Climb the iced-over ladder and shimmy along the ledge. Drop into the shadow below and use the Dart Phone to put the final sentry to sleep before collecting the objective item.
  4. A cutscene triggers. During the escape sequence, follow the waypoint markers and vault obstacles as prompted — you cannot fail this scripted chase.
  5. The chapter closes on a flashback establishing Bond's motivation for joining MI6.
Tip The Q-Lens reveals a hidden Legacy Item in the snowdrift to the left of the opening crate. Easy to miss on a first run.

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2
Chapter 1

The Needle's Eye

MaltaTrainingGadgets

Golden path

  1. Report to the training facility in Valletta. Follow John Greenway's instructions and complete the hand-to-hand combat tutorial — yellow glints on an enemy indicate a parriable strike; red glints mean dodge sideways instead.
  2. Complete the stealth segment: crouch-walking stays silent within 8 metres of an enemy. Sprinting creates a 15-metre noise radius — use it only when no guards are nearby.
  3. Q issues the Q-Watch and the Sleeping Dart. The Q-Watch cycles between a laser cutter, a looped-camera feed, and a rappel line. Open the radial menu now and familiarise yourself with each mode.
  4. Drive the Aston Martin through the circuit course. Handbrake turns use the right trigger (hold then release); cornering physics are forgiving at this stage.
  5. The chapter ends when Greenway signs off your assessment. The Q-Lens is permanently upgraded to reveal collectibles as a blue glow when scanning.
Permanent upgrade The training dummies are the safest place to nail parry timing before the real missions begin. Spend a few minutes until the yellow-glint window feels instinctive — it tightens noticeably in later chapters.
Missable On the rooftop of the obstacle course, scan the washing line with the Q-Lens. The card drops down; collect it before the chapter's final cutscene triggers.

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3
Chapter 2

A Night Out

LondonUndercoverHacking

Golden path

  1. Enter Club Mirage in your cover identity. Do not break cover — if an NPC addresses you directly, select the Instinct: Bluff option (costs one Focus bar). Stand near the target groups and hold the eavesdrop prompt to collect three separate conversations.
  2. Q delivers the Smoke Pod and Spy Drone via a coat-check tag. Deploy the drone from any quiet corner — it flies through ventilation grilles and tags enemies through walls.
  3. Locate your informant on the mezzanine. She hands you a hotel keycard. Pickpocket the secondary target on the dance floor by bumping into him in the crowd — the busy floor makes this safe.
  4. Use the Q-Watch camera-loop mode on the server room door, then interact with the terminal inside. The hacking mini-game requires matching rotating dials to a target sequence — start from the outermost ring and work inward.
  5. Exit through the kitchen loading bay before the alarm window expires. A Smoke Pod dropped at the stairwell bottom buys the time needed to reach the van cutscene.
Heads up Running inside the club or using any gadget in an NPC's line of sight breaks cover, shifting the mission to alert combat. The 'Silent Exit' trophy requires leaving without being compromised.

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4
Chapter 3

All the Time in the World

SlovakiaEstateBoss Fight

Golden path

  1. Infiltrate Château Miremonde. Three approaches are available: the cellar (requires the Cellar Key from a guard), the east-wing trellis (scale the wall), or a delivery van cover identity. The cellar route avoids the most guards.
  2. Reach Room 206. Use a Sleeping Dart on the guard in the laundry corridor, hide him in the linen cupboard, then ascend the service stairs.
  3. Search Room 206 for clues about the Blonde Man. Interact with the case on the bed and the photograph on the nightstand — both trigger the next cutscene.
  4. Pursue the Blonde Man across the estate. Take the roundabout path through the orangery rather than the open courtyard, which is covered by two guards who cannot be distracted simultaneously.
  5. In the wine cellar, find the Chimera note. Press the wall panels in order: Lion → Goat → Snake to open the hidden chamber below.
  6. BOSS: Dual Blonde Men — see fight notes below. After the fight, collect the cipher drive from the console and exfiltrate via the vehicle that arrives in the courtyard.
Tip Shoot the brazier near the east terrace with the Dart Phone to set the nearby leaves alight. Both guards on that path investigate, leaving the route clear for roughly 20 seconds.
Missable In the wine cellar, collect the 1962 label from the rack on the right-hand wall before pressing the Chimera panels. The panel interaction locks this collectible permanently.
Boss The Blonde Men (×2) Château Miremonde

Enter at full health. Two Sleeping Darts are sufficient for a non-lethal finish.

Top up before: First-aid cabinet in the ground-floor bathroom — use it before pressing the Chimera wall panels.

Phase 1 — First Blonde Man
TellHe advances with wide haymaker swings. Every wind-up shows a yellow glint.
CounterParry each strike with precise timing. Three successful parries stagger him.
Damage windowA grapple prompt appears after the third parry — execute it to take him out of the fight cleanly.
Phase 2 — Both Men Together
TellThe second man enters as the first partially recovers. They alternate — one attacks while the other circles. The second man's lunges carry red glints that cannot be blocked.
CounterKeep both men in view. Dodge the red-glint strikes sideways and immediately parry the follow-up yellow-glint from the first man.
Damage windowFocus all damage on the second man — he is more aggressive. A single Sleeping Dart drops him instantly, leaving the first man alone.

Where to heal: Break off to the wine racks along the east wall — the men do not immediately pursue, giving two or three seconds to use a healing item.

Easier tactic: Use a Sleeping Dart on the second man the moment he enters Phase 2. This converts the fight back into a straightforward one-on-one.

Retreat: No mid-fight checkpoint — failure restarts from the Chimera wall panels.

Reward: Cipher drive recovered. Chapter completes.

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5
Chapters 4–6

Q Branch

MI6GadgetsStory

Golden path

  1. Chapter 4 — The Heart of the Matter: Report to M's office. A series of briefings introduces the Webb conspiracy. No combat — follow dialogue prompts and interact with the mission dossier on M's desk when prompted.
  2. Q issues the Hacking Device — a handheld unit that bypasses electronic locks and terminals without the Q-Watch's time pressure. Test it on the demonstration cabinet in the Q Branch lab.
  3. Chapter 5 — A New Home: Tour MI6 HQ with Moneypenny. Visit the armoury to receive the Laser Strap, Flash Mine, and EMP Watch. The EMP Watch loops camera feeds for 45 seconds and disables electronics — invaluable from here on.
  4. The Sonic Emitter Coin is issued in the same armoury visit. Throw it near a guard to draw them to an exact position; combine with a Sleeping Dart for a reliable silent takedown at range.
  5. Chapter 6 — A Matter of Considerable Delicacy: Bond receives the Tranquilizer Pen — the only gadget that penetrates armoured guards' suits without direct combat.
  6. Before the chapter ends, Greenway gives Bond a personal briefing. Pay close attention to the information revealed — it is directly relevant to decisions in Chapters 11 and 12.
Do this now You now have your full loadout. In the armoury, reorder your quick-select slots — put the EMP Watch and Sonic Emitter Coin in your first two positions for the missions ahead.

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6
Chapter 7

The Past Never Dies

MauritaniaBlack MarketTail

Golden path

  1. Arrive at the Atar black market. This is the most open chapter so far — optional side activities are available but none are required for the golden path. Scan the area with the Q-Lens to locate your target among the stalls.
  2. Use the Spy Drone to scout the compound. The pirate captain moves between three stalls on a circuit; the best window is when he visits the east wall water trough, which has only one guard.
  3. Tail the captain without closing to within 8 metres. Use market crowd movement as cover. When he enters the supply tent, use the Hacking Device on the radio transmitter inside — this cuts communications and prevents him calling reinforcements.
  4. Pickpocket the encrypted drive from the captain's coat whilst he examines the shipment. Exit to the north. If spotted, the side alley leads to a roof exit — do not engage in open combat.
  5. Exfiltrate to the extraction point. A short driving section follows — the route is linear; avoid two roadblocks using the alleys shown by the waypoint.
Tip Two Playing Cards are obtainable only from the market's optional activities — a card game in the south tent and the shooting gallery. Both are missed permanently once the chapter closes.

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7
Chapter 8

Beyond the Grave

MauritaniaShipwreckAmbush

Golden path

  1. Board the MV Stormwall. The rusted hull creates multiple vertical paths — always prefer upper routes, as guards below cannot look upward without turning away from their primary patrol.
  2. Reach the cargo hold. An ambush triggers here without warning — sprint immediately behind the shipping containers on the left and use a Smoke Pod to obscure your position before retaliating.
  3. The hold's second level is accessible via a crane ladder on the port side. Cut the suspension cable with the Q-Watch laser to drop a container, creating a distraction that clears four guards at once.
  4. Recover the documents from the sealed safe in the captain's cabin. The combination is in a torn logbook two rooms prior — read it before approaching the safe.
  5. Exfiltrate through the bow opening. The closing cutscene contains a serious story development — the intelligence recovered here recontextualises Greenway's earlier briefings.
Heads up The ambush cannot be avoided and occurs without warning. Enter the hold with a Smoke Pod and Flash Mine pre-selected in your quick-select slots.

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8
Chapter 9

Uninvited

MonacoGalaInvestigation

Golden path

  1. Infiltrate the Hotel Hermitage gala in Monaco under your art consultant cover. Blend in by interacting with two paintings before approaching any primary targets.
  2. Eavesdrop on three separate conversations across the ballroom and the outdoor terrace. The second conversation is between two guards outdoors — wait for a passing couple to create cover noise before moving close.
  3. Access the private gallery on the second floor via the service lift. Use the EMP Watch on the security panel to disable motion sensors for 45 seconds — enough time to collect the curator's keycard from the desk inside.
  4. Discover the body of agent 009 hidden behind a false wall in the gallery's back room. Scan the scene with the Q-Lens before reporting to M — evidence gathered here is required in Chapter 12.
  5. Exit through the underground garage. A vehicle pursuit follows — stay close to the target car until the cutscene triggers rather than attempting to disable it.
Missable On the terrace balcony railing during the outdoor eavesdrop phase. Permanently locked after you enter the service lift.

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9
Chapter 10

Knightfall

Webb IndustriesHackingBoss Fight

Golden path

  1. Infiltrate Webb Industries HQ. The building has four floors — the ground floor is accessible openly; floors above require either a biometric pass or a hacked terminal.
  2. Hack the ground-floor security terminal with the Hacking Device to unlock staff-only lifts. The logic puzzle shows a pattern for two full cycles — observe both before interacting.
  3. Ascend to the server room on floor three. Avoid security drones by moving only when they sweep away — their turn radius is slow. Use the Spy Drone first to mark all three drone paths before entering.
  4. Download the CHIMERA project files. The 45-second transfer runs while two guards patrol the room — stay crouched behind server racks and use the Sonic Emitter Coin to draw them to the far end.
  5. BOSS: Nicholas Webb confronts Bond in his executive office on floor four — see fight notes below. After the fight, collect the biometric key from Webb's wrist and proceed to the rooftop helipad for exfiltration.
Tip Each security drone follows a fixed 20-second loop. Activate the Q-Lens to display their path as a dotted overlay — this makes the server room safe to cross methodically.
Boss Nicholas Webb Webb Industries HQ

Full health recommended. Webb summons two armoured guards mid-fight — the Tranquilizer Pen is essential for them.

Top up before: First-aid kit mounted on the server room wall, two floors below the executive office.

Phase 1 — Armed Escort
TellWebb hangs back behind two standard guards who advance in formation.
CounterDeploy the Flash Mine to blind both guards simultaneously, then neutralise them with Sleeping Darts before they recover.
Damage windowWith the guards down, Webb is briefly exposed — land two or three strikes before he retreats behind the desk.
Phase 2 — Webb Armed
TellWebb draws a concealed pistol and moves laterally behind office furniture, firing two-shot bursts with a reload pause between.
CounterUse the cover pillars to absorb shots. Advance during the reload pause and close to melee range.
Damage windowAt close range Webb cannot use the pistol — engage with a parry sequence. All his melee strikes show yellow glints only.
Phase 3 — Armoured Reinforcements
TellAt roughly 30% health Webb triggers a security alarm, calling two heavily armoured guards.
CounterUse the Tranquilizer Pen on each armoured guard (one shot each penetrates their suits). Keep moving to avoid Webb's pistol while dealing with them.
Damage windowOnce the guards are down, Webb has no further defensive options. A final parry sequence ends the encounter.

Where to heal: A first-aid pack sits behind the door of the glass-walled meeting room adjacent to the executive office.

Easier tactic: Use the EMP Watch immediately on entering the office — it disables Webb's pistol and stuns the escorts simultaneously for 8 seconds.

Retreat: Retreat into the meeting room if health is critical — the door provides a brief barrier to reset.

Reward: Biometric key recovered. Rooftop exfiltration unlocked.

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10
Chapters 11–12

Going Old School

LondonBoss FightStory Turn

Golden path

  1. Chapter 11 — Out of the Ashes: Return to MI6. Interact with the evidence board when prompted — the connections you gathered at the Monaco gallery in Chapter 9 determine a dialogue option that affects Bond's approach in Chapter 12.
  2. Chapter 12 — Going Old School: Bond operates without gadgets for the opening section — the Walther PPK only. Treat every engagement as a last resort; cover is plentiful throughout.
  3. Navigate the wet London streets to the rendezvous point. Two guards block the alley shortcut — backtrack to the scaffolding on the building opposite and shimmy above them.
  4. BOSS: The Assassin ambushes Bond in the warehouse — see fight notes below. This is a melee fight; all firearms jam on entry (scripted). Rely on parries and the environment.
  5. A story cutscene reveals the full scope of the CHIMERA conspiracy and confirms Damien Webb's location. Greenway's fate is also confirmed here — this scene reframes the events of the entire game.
Heads up The gadget wheel is disabled at the start of Going Old School. The no-gadget section lasts until you reach the warehouse district.
Boss The Assassin London — Warehouse District

All gadgets are locked at fight start. No gadget prep is possible — enter the warehouse at full health.

Top up before: First-aid station bolted to the wall just inside the warehouse entrance, before the fight triggers.

Phase 1 — Knife Attacks
TellThe Assassin feints before committing — yellow glints on all knife swipes.
CounterParry every strike. After two successful parries, Bond counter-attacks automatically with an elbow strike.
Damage windowThe elbow counter deals significant damage. Chain three such sequences to end Phase 1.
Phase 2 — Environmental Hazards
TellThe Assassin retreats to higher ground and hurls crates and pallets. Thrown objects carry a brief red-glint warning.
CounterDodge all thrown objects sideways — no parry option exists. Close the gap by climbing the nearest pallet stack.
Damage windowOnce at the same height, the fight returns to knife parries. Timing is tighter in Phase 2 — do not rush.
Phase 3 — Final Stand
TellBelow 25% health the Assassin alternates rapidly between yellow and red glints with no discernible pattern.
CounterDefault to dodging rather than parrying in Phase 3. Wait for the brief pause after a missed red-glint lunge and land one heavy strike.
Damage windowOne heavy strike per opening is enough. Do not attempt to parry red-glint attacks — a mistimed parry causes a stagger.

Where to heal: Break off to the warehouse entrance — the first-aid kit is still there. The Assassin does not pursue immediately after Phase 1.

Easier tactic: In Phase 2, rather than climbing to match the Assassin's height, shoot the rope holding the suspended crane hook — dropping it deals a large chunk of Phase 2 damage instantly.

Retreat: Failing the fight restarts from a checkpoint just inside the warehouse door.

Reward: Assassin incapacitated. Story revelation cutscene unlocked.

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11
Chapter 13

Time to Die

VietnamSurveillanceBoss Fight

Golden path

  1. Infiltrate the Hoi An Spa complex. The open-plan layout gives every guard multiple sightlines — the Q-Lens is essential. Scan before moving and plan a route through steam-filled treatment rooms where guard vision drops to roughly 4 metres.
  2. Tag your surveillance target with the Spy Drone and follow them through two location changes without closing the distance. When they enter the massage suite, plant a listening device on the wall partition using the Q-Watch.
  3. Retrieve the recording remotely via the Hacking Device. Three guards converge on your position during the extraction — use the Flash Mine at the corridor junction to stun all three and move past.
  4. Proceed to the rooftop pool. Bawma's presence is revealed via a cutscene — he is not the target you surveilled but the one giving orders. The boss fight begins immediately.
  5. BOSS: Bawma — see fight notes below. After the fight, recover the CHIMERA activation codes from his personal device and signal extraction.
Tip Move only through steam-filled corridors and treatment rooms. Guards' vision drops to around 4 metres inside steam — you can walk past them at that distance without triggering detection.
Boss Bawma Vietnam — Hoi An Spa

Full health is important — Bawma hits hard and the rooftop pool arena has no mid-fight healing. Use the spa office station first.

Top up before: Healing station in the private spa office, one room before the rooftop pool.

Phase 1 — Direct Assault
TellBawma charges with heavy overhand blows. Red-glint attacks extend further than expected given his reach.
CounterStay at mid-range and dodge all red-glint attacks sideways. When he commits to a yellow-glint strike, parry and counter immediately.
Damage windowThree successful parry-counters end Phase 1 and trigger a brief cutscene.
Phase 2 — Improvised Weapon
TellBawma picks up a sun lounger and swings it in a wide arc — yellow glint but with a longer telegraph than standard attacks.
CounterThe extended telegraph gives more time to prepare the parry. A successful parry staggers him for longer than normal.
Damage windowLand two heavy strikes during each stagger window. Three stagger-and-strike sequences deplete Phase 2.
Phase 3 — Into the Pool
TellThe fight moves to the shallows of the rooftop pool. Both parties move more slowly. Bawma's strikes become slower but deal considerably more damage per hit.
CounterDo not attempt lateral dodges — water resistance makes them too slow. Parry everything instead. Phase 3 is pure parry-counter rhythm.
Damage windowEach successful parry-counter in the water triggers a scripted bonus-damage mechanic. Five parry-counters end the fight.

Where to heal: No mid-fight healing. If health is low entering Phase 3, focus entirely on defence — successful parries in the water restore a small amount of health per hit.

Easier tactic: Open Phase 1 by placing the Laser Strap at Bawma's feet — it deals immediate damage and briefly slows him, reducing the required parry sequences.

Retreat: The arena is fully enclosed with no exit. Death restarts from just before the rooftop pool.

Reward: CHIMERA activation codes recovered. Final act unlocked.

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12
Chapters 14–16

Wave of the Future & For England

AntarcticaFinal BossFinale

Golden path

  1. Chapter 14 — Man of the Hour: Final MI6 briefing. M formally confirms Bond's 00 designation ahead of the Antarctica operation. No combat — collect the final gadget loadout from Q and study the Aurora Station schematics on the mission board.
  2. Chapter 15 — Wave of the Future: Infiltrate Aurora Station. The facility is heavily guarded. Use the EMP Watch on the exterior CCTV ring first — loop all four cameras before entering the airlock.
  3. Navigate three zones in sequence: the surface airlock, the mid-level laboratories, and the deep-core control chamber. The lab section has the highest enemy density — use the Tranquilizer Pen for armoured guards and Sleeping Darts for standard ones.
  4. Disable the CHIMERA activation console by inserting Bawma's stolen codes. A countdown begins — do not spend time on non-essential guards from this moment.
  5. Chapter 16 — For England: Final confrontation with Damien Webb — see fight notes below.
  6. The ending cinematic and post-credits sequence play immediately after Damien Webb is defeated. Bond receives his 007 designation from M, completing the origin arc.
Do this now Chapter 14 is your last safe resupply. Visit the Q Branch armoury before triggering the Antarctica mission start — there is no mid-mission resupply in Chapters 15 or 16.
Tip Four Playing Cards and two MI6 Intel Files are only found in the Aurora Station facility and are all missed once Chapter 16 begins. Scan thoroughly in Chapter 15 before triggering the countdown.
Boss Damien Webb Antarctica — Aurora Station

Full health is essential — this is a three-phase fight with no safe healing windows beyond Phase 1. Use the station's personal quarters before triggering the confrontation.

Top up before: Healing station in Damien Webb's personal quarters, adjacent to the control chamber.

Phase 1 — Gauntlet Assault
TellWebb uses an exo-augmented gauntlet firing concussive blasts. All blasts carry red glints — none can be parried.
CounterDodge every blast sideways and immediately close the distance. At close range Webb cannot fire the gauntlet — all his melee strikes then show yellow glints.
Damage windowThree successful parry sequences at close range force Webb to retreat and recharge his gauntlet. Use this window to reset position and top up gadgets.
Phase 2 — Drone Reinforcements
TellWebb releases two autonomous security drones firing stun rounds. Stun rounds build a disorientation bar — if filled, Bond is stunned for three seconds.
CounterActivate the EMP Watch immediately to disable both drones for 45 seconds. During the EMP window, focus entirely on Webb. If the watch is depleted, destroy each drone with three shots from the Walther PPK.
Damage windowWith drones disabled, engage Webb directly. His gauntlet recharge is slower in Phase 2 — close-range windows are longer than in Phase 1.
Phase 3 — CHIMERA Overload
TellWebb connects the gauntlet directly to the station's power grid, becoming temporarily invincible. Room hazards activate: electrical arcs and freezing vents sweep the floor.
CounterAvoid environmental hazards and watch for the power coupling on the east wall to glow red — this marks Webb's connection as vulnerable. Shoot the coupling to sever the link.
Damage windowOnce the coupling is destroyed Webb's invincibility drops and the gauntlet is permanently disabled. Engage in hand-to-hand — all strikes show yellow glints. Finish with the prompted execution sequence.

Where to heal: No mid-fight healing available. If you reach Phase 3 at low health, prioritise dodging environmental hazards over attacking — wait patiently for the coupling to glow.

Easier tactic: Enter with a full EMP Watch charge and activate it the instant Phase 2 begins. Neutralising both drones immediately makes Phase 2 straightforward. Reserve the Flash Mine for Phase 3 to create a free window to shoot the coupling.

Retreat: Death in any phase restarts from the beginning of Phase 1.

Reward: CHIMERA disabled. Damien Webb incapacitated. Ending cinematic and post-credits sequence play.

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