How Much of the Game Is Left?

007 First Light Progress Guide: Every Chapter in Order

Guide
Young Bond with a facial scar against a blue background and a question mark, plus the text “How far along am I?”
Cover-Art of 007 First Light.
Status: Gold
Release: May 27, 2026
Update: 2026-05-29

Playing 007 First Light and wondering how far along you are? Our chapter overview gives you the perfect breakdown.

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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.

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  • 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

  1. Night flyer
  2. Mystery caller
  3. The descent
  4. Deployment camp
  5. Crash site
  6. Central camp
  7. The run

In His Majesty’s Secret Service, MI6

  1. Universal Exports
  2. Ponsonby’s office
  3. The programme
  • Playtime: approx. 1 hour
Agent looks out over a storm-battered base in Iceland at night.
It all starts in rainy Iceland. © S4G / IOI

Chapter 1

The Needle’s Eye, Malta

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  1. Basic training
  2. Meet the recruits
  3. First lesson
  4. The drill
  5. Fight it out

The Heart of the Matter, MI6

  1. M’s office
  2. Meet THEIA
  3. Go to Q-Lab
  4. Q-Lab
  5. Moneypenny’s surprise

A New Home, London

  1. Home
  2. Advanced training
  3. In at the deep end
  4. Polygraph lesson
  5. False positive
  6. The Q-Phone
  7. Instinct
  8. Do the unexpected
  9. Going in
  10. Search the compound
  11. Get out
  12. A narrow escape
  13. 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.

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  • Playtime: approx. 1 hour and 30 minutes
Agent reaches an outpost in Malta with guards and a radio tower.
Bond’s training takes place in sunny Malta. © S4G / IOI

Chapter 2

A Night Out, London

  1. A nicht out
  2. MI6 contact
  3. The dead drop
  4. Another round
  5. Get upstairs
  6. The proximity hack
  7. Get rid of Pike
  8. Meet contact
  9. The brawl

A Matter of Considerable Delicacy, MI6

  1. M’s Office
  2. Cover stories
  3. Field equipment
  4. Gadget testing
  5. Load-out
  6. Go see Moneypenny
  7. Operations
  8. 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.

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  • Playtime: approx. 1 hour
Agent enters a dark London nightclub packed with dancers.
After boot camp, it’s time to hit the club. © S4G / IOI

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

  1. En route
  2. In position
  3. The game is on
  4. Reception – Guide: How to Solve the Dining Room Fireplace Puzzle
  5. The laundry
  6. The study
  7. Accessing room 206
  8. Delivery area
  9. The kitchen
  10. The vanishing – Guide: How to Open the Manager’s Safe and Laundry Door
  11. First casualty
  12. Double trouble
  13. The aftermath
  14. The chase pt 1
  15. The chase pt 2
  16. The chase pt 3
  17. The abandoned air field
  18. Flying dark

Out of the Ashes, London

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  1. M’s office
  2. Q-Lab
  3. The new equipment
  4. Go to Operations
  5. Talk to Moneypenny
  • Playtime: approx. 2 hours
Agent watches a chess match from above in an opulent hall.
Things get fancy at the Grand Hotel in Slovakia. © S4G / IOI

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

  1. Drive to Aleph
  2. Arriving at Aleph
  3. Black market
  4. Pay the guard – Guide: “Jewel of Jahari”: How to Beat the Rigged Shell Game
  5. Infiltration
  6. Aleph’s port
  7. Find 009
  8. Examine the crime scene
  • Playtime: approx. 2 hour
An off-road vehicle drives through the desert toward an industrial facility in Mauritania.
Chapter 4 takes you into the desert. © S4G / IOI

Chapter 5

The story takes a serious turn, and you get to go all in.

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Beyond the Grave, Mauritania

  1. Leaving Aleph
  2. Find a way inside the shipwreck
  3. Ambush
  4. Escape the wreck
  5. Survive the ambush
  • Playtime: approx. 1 hour
An off-road vehicle drives along the coast of Mauritania at sunset.
Chapter 5 sends you into a massive ship graveyard. © S4G / IOI

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

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  1. Traffic
  2. Back home
  3. Sharpshooter
  4. Gala entrance
  5. Get upstairs
  6. Security office
  7. Basement
  8. Bond meets Damien
  9. Storage room
  10. The courtyard
  11. Webb exhibition
  12. Loading dock
  • Playtime: approx. 1 hour and 30 minutes
Agent enters a London gala with a large 125th-anniversary projection.
London high society awaits you in Chapter 6. © S4G / IOI

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

  1. Sign in
  2. Executive 1st floor
  3. The Penthouse
  4. Escape the Penthouse
  5. Enter the perch
  6. Server room
  7. The big picture
  8. The assault
  9. Cargo floor

Going Old School, MI6

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  1. MI6 lobby
  2. Going dark
  3. Q-Lab
  4. In the zone
  • Playtime: approx. 2 hours
Agent follows a target through the modern Webb Industries building.
In Chapter 7, you infiltrate an office complex. © S4G / IOI

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

  1. The speedboat ride
  2. Dock at The Pearl
  3. A package from Q
  4. The guest ledger
  5. The three targets
  6. Taking a moment
  7. Suit up
  8. Infiltrate the Emperor Villa
  9. Rescue the hostages
  10. Find Theresa Lorca
  11. Defeat Niko Murto
  12. Save Theresa Lorca
  13. On the chopping block
  14. The return of Greenway
  15. Tracking Damien
  16. Bigger is better
  17. Track down Damien
  18. Keep Damien at bay
  19. Use the environment against Damien
  20. Sunrise in Vietnam

Man of the Hour, MI6

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  1. Compromised
  2. Stand down
  3. Walk with Moneypenny
  4. The betrayal
  5. An unexpected call
  6. Final goodbye
  • Playtime: approx. 2 hours
A boat cuts through turquoise water toward a facility in Vietnam.
You’ll find a bit of relaxation at a luxury spa in Vietnam. © S4G / IOI

Chapter 9

Without giving too much away: things are about to get frosty.

Wave of the Future, Antarctica

  1. The edge of the world
  2. The climb
  3. The gantries
  4. The gate house
  5. The cable car
  6. Arrival station
  7. First day on the job
  8. Robotics department
  9. Killer view
  10. Between floors
  11. Enter Operations
  12. Operations department
  13. Red alert
  14. Cargo lift
  15. Ambushed
  16. Safety off
  17. Wreaking havoc
  18. A daring escape
  19. Silo entrance
  20. Final stretch
  21. Belly of the beast
  22. Evac
  23. The crevasse
  24. The docks
  25. The chase
  26. End cinematic
  • Playtime: approx. 2 hours
Two agents stand in an icy Antarctic landscape in front of a base.
After sunny Vietnam, it’s off to the icy Antarctic. © S4G / IOI

Chapter 10

The grand finale, where every story thread comes together and the action never lets up.

For England, MI6

  1. Debrief
  2. Holding cells
  3. Null space
  4. Security office
  5. Direct line
  6. Backstairs
  7. Operations offices
  8. Moneypenny’s pod
  9. Operations floor
  10. Utility tunnels I
  11. Utility tunnels II
  12. THEIA
  13. Q lab showdown
  14. Valhalla room
  15. The sewers I
  16. The sewers II
  17. The sewers III
  18. The sewers IV
  19. Last stand I
  20. Last stand II
  21. Last stand III
  22. Last stand IV
  23. End of the line
  • Playtime: approx. 1 hour
Agent explores a cool-toned MI6 corridor in England.
You’ll take on the finale back home. © S4G / IOI

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.

Picture of Josef Erl

Josef Erl

Josef is a freelance online journalist and heads the S4G editorial team. He plays anything that captivates him with an engaging story and innovative gameplay mechanics. As the former editor-in-chief of MIXED-news.com, he is also highly experienced in the fields of virtual reality, augmented reality, and mixed reality.
Cover-Art of 007 First Light.
Status: Gold
Release: May 27, 2026