Playing 007 First Light and wondering how far along you are? Our chapter overview gives you the perfect breakdown.
The latest Bond adventure, 007 First Light, will take about 14 to 20 hours of your time if you focus only on the campaign. We’ve already explained how you can sink many more hours into IO Interactive’s action-adventure in our playtime guide. Below, we’ll show you every chapter and what to expect, so you always know exactly how much progress you’ve made.
- SPOILER WARNING: Chapter overviews can reveal story details, even though we try to avoid spoilers as much as possible.
Here you’ll find the update log for this article
All Chapters in 007 First Light
007 First Light has ten chapters and a prologue in total. Some chapters are split into several missions and can last up to two hours, while others are much more compact.
- Note: During the main campaign, the game splits the Mauritania sections “The Past Never Dies” and “Beyond the Grave” into Chapters 4 and 5. However, if you access chapter select from the menu, it no longer does so, and you can only select “The Past Never Dies.” For our overview, we used the chapter breakdown shown during the campaign.
Prologue
Against the Odds, Iceland
- Night flyer
- Mystery caller
- The descent
- Deployment camp
- Crash site
- Central camp
- The run
In His Majesty’s Secret Service, MI6
- Universal Exports
- Ponsonby’s office
- The programme
- Playtime: approx. 1 hour

Chapter 1
The Needle’s Eye, Malta
- Basic training
- Meet the recruits
- First lesson
- The drill
- Fight it out
The Heart of the Matter, MI6
- M’s office
- Meet THEIA
- Go to Q-Lab
- Q-Lab
- Moneypenny’s surprise
A New Home, London
- Home
- Advanced training
- In at the deep end
- Polygraph lesson
- False positive
- The Q-Phone
- Instinct
- Do the unexpected
- Going in
- Search the compound
- Get out
- A narrow escape
- Kicking back
Chapter 1 introduces you to all the core gameplay systems. You go through MI6 boot camp training on Malta and get familiar with hand-to-hand combat, stealth, climbing, and driving.
- Playtime: approx. 1 hour and 30 minutes

Chapter 2
A Night Out, London
- A nicht out
- MI6 contact
- The dead drop
- Another round
- Get upstairs
- The proximity hack
- Get rid of Pike
- Meet contact
- The brawl
A Matter of Considerable Delicacy, MI6
- M’s Office
- Cover stories
- Field equipment
- Gadget testing
- Load-out
- Go see Moneypenny
- Operations
- Master manipulator
The first real mission for your new team. In a London nightclub, you blend in with the dancing crowd, eavesdrop on conversations, meet informants, and hack a target.
- Playtime: approx. 1 hour

Chapter 3
The lavish Slovakian estate gives you plenty of room to play. The sprawling area offers countless ways to approach your objective, and a first small boss fight awaits you at the end.
All the Time in the World, Slovakia
- En route
- In position
- The game is on
- Reception – Guide: How to Solve the Dining Room Fireplace Puzzle
- The laundry
- The study
- Accessing room 206
- Delivery area
- The kitchen
- The vanishing – Guide: How to Open the Manager’s Safe and Laundry Door
- First casualty
- Double trouble
- The aftermath
- The chase pt 1
- The chase pt 2
- The chase pt 3
- The abandoned air field
- Flying dark
Out of the Ashes, London
- M’s office
- Q-Lab
- The new equipment
- Go to Operations
- Talk to Moneypenny
- Playtime: approx. 2 hours

Chapter 4
It’s off to the desert. The black market of Aleph offers several side activities, including prizefighting and shady trade, and you’ll meet an eccentric pirate captain you may recognize from one of your playlists.
The Past Never Dies, Mauritania
- Drive to Aleph
- Arriving at Aleph
- Black market
- Pay the guard – Guide: “Jewel of Jahari”: How to Beat the Rigged Shell Game
- Infiltration
- Aleph’s port
- Find 009
- Examine the crime scene
- Playtime: approx. 2 hour

Chapter 5
The story takes a serious turn, and you get to go all in.
Beyond the Grave, Mauritania
- Leaving Aleph
- Find a way inside the shipwreck
- Ambush
- Escape the wreck
- Survive the ambush
- Playtime: approx. 1 hour

Chapter 6
A stylish London museum is hosting the city’s high society for drinks, and once again you’ll blend into the crowd, run into old acquaintances, and meet some new faces.
Uninvited, London
- Traffic
- Back home
- Sharpshooter
- Gala entrance
- Get upstairs
- Security office
- Basement
- Bond meets Damien
- Storage room
- The courtyard
- Webb exhibition
- Loading dock
- Playtime: approx. 1 hour and 30 minutes

Chapter 7
The office complex is packed with technology waiting to be hacked. You’ll also have to solve a tricky door-lock puzzle here.
Knightfall, Webb Industries
- Sign in
- Executive 1st floor
- The Penthouse
- Escape the Penthouse
- Enter the perch
- Server room
- The big picture
- The assault
- Cargo floor
Going Old School, MI6
- MI6 lobby
- Going dark
- Q-Lab
- In the zone
- Playtime: approx. 2 hours

Chapter 8
It’s time for a vacation – almost. During your stay at a luxury spa, you’ll need to plant trackers on a whole group of targets and meet a genuine Bond girl.
Time to Die, Vietnam
- The speedboat ride
- Dock at The Pearl
- A package from Q
- The guest ledger
- The three targets
- Taking a moment
- Suit up
- Infiltrate the Emperor Villa
- Rescue the hostages
- Find Theresa Lorca
- Defeat Niko Murto
- Save Theresa Lorca
- On the chopping block
- The return of Greenway
- Tracking Damien
- Bigger is better
- Track down Damien
- Keep Damien at bay
- Use the environment against Damien
- Sunrise in Vietnam
Man of the Hour, MI6
- Compromised
- Stand down
- Walk with Moneypenny
- The betrayal
- An unexpected call
- Final goodbye
- Playtime: approx. 2 hours

Chapter 9
Without giving too much away: things are about to get frosty.
Wave of the Future, Antarctica
- The edge of the world
- The climb
- The gantries
- The gate house
- The cable car
- Arrival station
- First day on the job
- Robotics department
- Killer view
- Between floors
- Enter Operations
- Operations department
- Red alert
- Cargo lift
- Ambushed
- Safety off
- Wreaking havoc
- A daring escape
- Silo entrance
- Final stretch
- Belly of the beast
- Evac
- The crevasse
- The docks
- The chase
- End cinematic
- Playtime: approx. 2 hours

Chapter 10
The grand finale, where every story thread comes together and the action never lets up.
For England, MI6
- Debrief
- Holding cells
- Null space
- Security office
- Direct line
- Backstairs
- Operations offices
- Moneypenny’s pod
- Operations floor
- Utility tunnels I
- Utility tunnels II
- THEIA
- Q lab showdown
- Valhalla room
- The sewers I
- The sewers II
- The sewers III
- The sewers IV
- Last stand I
- Last stand II
- Last stand III
- Last stand IV
- End of the line
- Playtime: approx. 1 hour

Update log
- May 29, 2026: We added all mission objectives/checkpoints.
- May 27, 2026: We’ve added the playtime for each chapter based on our first playthrough on “Normal” difficulty.
- May 27, 2026: We’ve added the interludes to their respective chapters, along with a note on Chapters 4 and 5.









