007 First Light – Complete Walkthrough (Step-by-Step Strategy Guide) – PART 01
July 12, 2026Chapter 1 – Against the Odds
CHECKPOINT 01, NIGHT FLYER, OBJECTIVE: LEAVE THE ACCIDENT SCENE
The mission begins with a lengthy introductory scene that establishes the story’s context. Once you take control of Bond, he will be submerged underwater. Follow the on-screen prompts to help him regain consciousness and surface. Once on dry land, make your way through the narrow opening between the rocks ahead to reach the beach, and when a QTE appears, press the indicated button to continue.
Walk along the beach towards the body you’ll see flashing in the distance. As you approach, a short cutscene will automatically play, and soon after, some enemies will appear in the area. The game will prompt you to take cover quickly; do so without hesitation.
Stay crouched behind cover and wait for the enemies to pass. When the path is clear, follow the trail leading from the beach and pass through the narrow space between the rocks. On the other side, immediately crouch as instructed by the game and head left. You will notice enemies with flashlights patrolling a cliff above the area; remain still behind cover until they move away. Then, cross the stream that appears in the path, maintaining your crouch position to avoid being spotted by the guards who are higher up, also with flashlights.
Enter the tall grass while still in a crouching position and perform the QTE to turn off Bond’s radio. Proceed up the slope to the right, using the on-screen cues to learn how to hang and jump. After a short run, a cutscene will automatically play.
Checkpoint 02, Mystery Caller, Objective: Locate the Camp
After the cutscene, continue up the path. When there’s nowhere left to go, jump to grab the ledge on the right and slide along the edge to the corner. Use the on-screen prompts to jump the first gap and slide down the wall at the end of the path.
With your feet back on the ground, follow the available path, practicing basic running mechanics, jumping over obstacles, and crawling through tight spaces. After exiting the crawling area, you will reach a narrow ledge; proceed along it carefully.
From there, follow the main route until you reach a cave. Inside, you’ll need to jump over a gap. Keep going and, when you exit on the other side, go through the narrow space at the exit. You’ll see the campsite you’re looking for down there.
Checkpoint 03, The Descent, Objective: Reach the Camp
As soon as you spot the campsite, continue along the trail which will split into an upper and a lower path. Whichever you choose, the two meet at a wall that Bond can reach and climb. Proceed along the ledges of the wall until you slip and slide to the base of the cliff.
When control returns, crouch and move towards the tall grass ahead. A little further on, two enemies will be examining a flashing object. Wait for them to move away, then pass the bomb without touching it, climb the hill and enter through the open window. Keep Bond crouched throughout this section to avoid being seen by the enemies on the left.
Upon entering through the window, a scene will be activated and you will receive a new objective.
CHECKPOINT 04, DEPLOYMENT CAMP, OBJECTIVE: SEARCH THE ROOM AND THE CAMP
After examining the receipt in the jacket pocket, the objective becomes exploring the room to discover more about the antagonists. Next to the window is an MI6 briefcase, and in the next room you’ll find a corpse and a submachine gun that can be inspected. Exit down the hallway to continue.
Ahead, you will see an open door leading to the container identified as A4. Go inside and examine the items available: on the table near the entrance there is a lighter; a speaker is on a chest at the foot of the bed; on the bed to the left, a bag with a red and white patch; on a stool, a torn page; and at the back of the room, a rocket launcher on the table.
Upon exiting this container, a BT-65 vehicle will collide with some nearby crates, and the guards behind Bond will ask him to move the vehicle. Interact with the small laptop positioned behind the BT-65 to return it to its original position. Before moving on, look on the nearby shelf to pick up the first collectible of the level: the Seven of Acorns Playing Card.
With the BT-65 out of the way, continue through the area toward the large dome-shaped tent in the background. The other paths are blocked, so follow the available route and enter the tent.
Checkpoint 05, Crash Site, Objective: Inspect the destroyed object and find the onboard computer.
Inside the tent, go through the entrance tunnel until you reach the main dome, where your objectives will be updated. Proceed along the path until you find an opening in the plastic sheet on the left and go through it. Interact with the destroyed object ahead, then climb the next ramp and examine all the boxes that can be opened along the way. After progressing far enough through the area, a cutscene will play.
When you regain control, go to the red door in front of you. Inside the infirmary, search for the antidote by rummaging through the shelves and inspecting the available containers. What you’re looking for, a first-aid kit, is in the back room on a shelf. Interact with it to trigger a cutscene; during the cutscene, press the QTE when it appears to continue.
Back outside, you’re tasked with following the guards to the camp ahead. Climb the ledges to the left to ascend the slope, and from the top, you’ll see the guards releasing a prisoner before walking away. After a brief conversation with your contact, the signal is cut off, and a new objective is set.
CHECKPOINT 06, CENTRAL CAMP, OBJECTIVE: RESCUE THE CAPTIVES
At this point you can attempt the chapter’s eight challenges: Pacifist, which asks you to cross the central camp taking down only two soldiers; Ghost, which requires you to pass through the camp without being seen even once; Assault, which requires you to fight four soldiers without alerting the rest of the camp; No Help Needed, which consists of crossing the camp without using any distraction items; Full of Surprises, which asks you to use the BT-65 and the ATV as a distraction for the soldiers; 00 to Become, which requires you to neutralize seven soldiers without being detected; High Ground, which asks you to take down three soldiers from elevated positions; and Scenic Route, which simply requires you to use the zipline inside the camp. If you are unable to complete any of them now, you can revisit the chapter via the chapter selection menu at any time.
The camp below has several containers that can be explored. The captives are in containers B4 and A9, but there are collectibles available before you reach them, so let’s take a strategic detour. Descend from the initial ledges and sneak up to container F8. Inside, there’s a large damaged screen; on the shelf next to it, you’ll find the Legacy Item: Cruciform Key.
Exit through the window and use the crates as cover to cross to the opposite side of the small road, then enter the tall grass. Go around the container using the grass and crates for shelter until you locate the rear door of the B2. Inside, there is a guard who can be neutralized stealthily from behind. The table where he was standing has the Postcard: Iceland on it.
Now go to container G9. The easiest way is to return to F8, climb the internal ladder to the roof, and from there climb the radio mast to the top. On the mast, you’ll find a zip line that takes you to a ledge with a privileged view of G9. Jump onto the roof of G9 and descend through the opening in the ceiling to neutralize the enemy inside.
Inside G9, retrieve the Storage Key from the guard’s body and examine the nearby table to find the Memento: Satellite Piece. Open the door to the room to find the first group of captives and interact with them to free them.
Exit the building and go around to the front. You’ll find another laptop controlling a BT-65; interact with it to send the vehicle in another direction and distract the guards. Go down to where the vehicle was and head to the right. When you see the small bridge, go down to the crevice below it and follow it to the end.
Upon exiting through the small ledge, look up to see the rear of container G4. Climb through the window and make a stealth attack on the guard inside. Then, free the prisoners who are in that room.
OBJECTIVE: TO RELEASE THE CABLE FROM THE MAST
After freeing the G4 captives, one of them will place a detonator on a table; pick it up. Another captive will open a hatch in the ceiling and lower a ladder. Climb up to the roof and approach the box where the cable is attached. Interact with it to sabotage the support cable, which will automatically update your objectives.
CHECKPOINT 07, THE RUN, OBJECTIVE: ESCAPE THE CAMP
From the position near the cable box, drop down to the ground and go through the open window of container C2 ahead. Exit through the window on the other side.
A cutscene will be triggered with a QTE that needs to be completed. After that, the objective is simple: run as fast as possible away from the camp. An armored vehicle will chase you, but its aim is weak; as long as you maintain constant movement, you will be safe. Follow the captives you freed earlier.
When the armored vehicle blocks the main route, turn right. On this alternate path, an enemy on a quad bike will descend towards you; complete the QTE to deal with him. Then, approach the quad bike and perform another QTE to eliminate the danger ahead.
From there, just keep running towards the objective markers until a final cutscene concludes the mission. After the intro music plays at that moment, the second mission starts automatically. You’ll also unlock the Icebreaker trophy for surviving the helicopter crash.
Chapter 2 – In His Majesty’s Secret Service
OBJECTIVE: TO FOLLOW HER
The second chapter begins with Bond already inside MI6 headquarters. Right away you’ll encounter the agent who was in radio contact with him during the events in Iceland. She acts as your guide in this first part, so simply follow her as she leads you through the building’s corridors. The route includes an elevator and leads to Ponsonby’s office, without any complications along the way.
OBJECTIVE: SIT AND WAIT
Upon arrival, you will be instructed to sit and wait. Take your time, because while Bond is seated you can interact with Mrs. Ponsonby, who is behind the nearby table. Use the buttons indicated on the screen to ask her questions. The answers don’t provide crucial information for the story’s progression, but the dialogues have a good sense of humor and are worth watching at least once.
OBJECTIVE: TO ENTER M’S OFFICE
After a casual conversation in the waiting room, Bond is called into the office. Step through the door to witness a scene depicting his first meeting with M, a central figure in the MI6 hierarchy. The conversation between the two sets the tone for what is to come. At the end of the scene, Bond finds himself outside the office again.
OBJECTIVE: FIND MONEYPENNY AND FOLLOW HER
Upon leaving Ponsonby’s office, you’ll find Moneypenny waiting outside. From here, simply follow her back to the elevator. During the ride, she explains how the 00 program works and what’s planned for Bond’s next steps, which include a trip to Malta for a training period. With the end of this conversation, the mission automatically concludes and Chapter 3, titled “The Needle’s Eye,” begins.
Chapter 3 – The Needle’s Eye
CHECKPOINT 01, BASIC TRAINING, OBJECTIVE: FOLLOW GREENWAY
The mission begins as soon as Bond disembarks from a plane and gets into a vehicle alongside his new instructor, Greenway. The car ride is short until they reach the nearby training complex, where Greenway stops and gets out. From there, you take control and must follow him along the way. Pay attention as you go, because along the main route, right next to the obstacle course, there’s a table on the right with a collectible on it: the Malta Postcard. Don’t walk past it without picking it up, as it’s the only collectible available in this entire chapter.
CHECKPOINT 02, MEET THE RECRUITS, OBJECTIVE: FOLLOW GREENWAY
Continue following Greenway to the end of the route, where you will meet the other candidates for the 00 program. A cutscene will play, and immediately afterwards, Bond is thrown into a fistfight against one of the recruits, named Monroe. The on-screen prompts will guide the attack commands, but the outcome is already predetermined by the script: Bond gets the worst of it in this first round. Don’t worry about it, because that’s exactly what should happen at this point in the story. After this sequence, a few more cutscenes will be shown until the objectives are updated and the progression can continue.
Checkpoint 03, First Lesson, Objective: Follow Monroe, get in the car and drive.
Drive down the hill following Monroe and you’ll see Cressida arriving in a flashy vehicle. Sit in the driver’s seat and get ready for a full lap around the island’s training center. The route isn’t long, but it’ll help you familiarize yourself with the steering controls and the car’s handling on curves. Use this time to test your acceleration, braking, and maneuverability before the more serious challenges ahead.
CHECKPOINT 04, THE DRILL
Now begins one of the most comprehensive parts of the game in terms of learning. You will participate in a training sequence that lasts about five minutes and introduces fundamental mechanics that will be used throughout the entire campaign.
The training is divided into several different stages. The first involves capture the flag, where you need to climb walls, perform jumps, and navigate obstacles to reach targets; the difficulty progressively increases, and the final round includes enemies. Next comes firearms training, starting with stationary targets, then moving targets, and finally a course with active targets where you learn to disarm opponents and throw weapons. Hand-to-hand combat is also trained in multiple stages, teaching you how to perform blocks, side dodges, grabs, and charged attacks. There’s also one more driving round on the island circuit, this time with the goal of improving your lap time. And to finish, the game will ask you to complete some QTEs that simulate push-ups, so be prepared to press the buttons at the right time. This entire training sequence concludes when Monroe proposes a direct fight against Bond.
CHECKPOINT 05, FIGHT IT OUT
With Monroe in front of you, use the on-screen prompts to feign surrender, then activate Bluff and, as he approaches, finish him off with a precise strike. During the ensuing scene, keep an eye out for the QTEs that appear so Bond can defend himself and get back to his feet.
The real fight begins soon after and will demand everything you’ve trained in the previous stages. Monroe signals his attacks by flashing yellow before striking; when this happens, execute the block. Caution: he can chain more than one attack with this indicator, so block each one consecutively until you find an opening to counter-attack. Don’t try to be unnecessarily aggressive, because rushing will leave you vulnerable.
The fight moves from the bedroom to the outside and then down through a window to a cafeteria. During the transitions between environments, press the QTEs that appear on the screen. After another brief exchange of blows inside the cafeteria, execute a charged attack to throw Monroe through another window. The fight continues moving through several more environments, each stage requiring a bit more combat before changing scenery. After descending onto a collapsing scaffold, a final fighting segment combined with two more QTEs definitively ends the confrontation.
A scene is shown at the end, concluding the chapter. The story then returns to England, beginning the next chapter: The Heart of the Matter.
Chapter 4 – The Heart of the Matter
OBJECTIVE: TO FOLLOW M
The chapter begins with a conversation in M’s office, and as soon as the dialogue ends, you need to accompany her. Exit with her in the elevator and follow the elegant corridor that opens before you. M will lead you to a large, spacious room where she will present the THEIA system. Take the time to pay attention to the information she provides, as it helps to contextualize what is to come in the story.
After this introduction, Moneypenny appears and takes on the role of guide, leading Bond to the next area, Laboratory Q. Upon arrival, a new objective is automatically set.
OBJECTIVE: TO EXPLORE THE LABORATORY AND TALK TO Q
You are now free to roam around the gadget lab. It’s worth exploring at your leisure, as there are several workstations with ongoing projects that can be observed, scientists with whom you can interact, and conversations that can be overheard as you approach the groups. There’s even a shooting range in the area, although it will only be available for use on your next visit.
To advance the mission, locate the elevated central platform in the laboratory, where Q is waiting for Bond. Approach him and initiate a dialogue. After a brief introduction, Q offers a new watch. You will be able to choose between several models, but the difference between them is purely cosmetic, so choose the one that appeals to you most visually. Along with the watch, Bond receives the lenses mentioned during the scene, and then a quick tutorial on using the Q-Lens vision begins. This feature is a special vision mode that highlights points of interest scattered throughout the environment and will become one of your main allies throughout the campaign.
OBJECTIVE: TO HACK THE OBJECTS IN THE LABORATORY
Activate Q-Lens vision by following the on-screen instructions. With it activated, electrical objects in the environment are highlighted and can be hacked. The first exercise asks you to turn off the two lamps on the nearby table; when the blue hacking icon appears above an object, press the indicated button to interact with it. After turning off the two lamps, look around and hack any other available device in the lab to complete this tutorial step.
It’s important to know that hacking consumes watch energy, monitored by a blue bar in the lower left corner of the screen. This energy can be replenished during missions by collecting electrical objects found in the environments, so always keep an eye on the bar level.
With the tutorial complete, two collectibles can be obtained before continuing. Return to the table where Q was initially and interact with the computer to find Intel: Recruits 00. Then, go to the back right corner of the room and look for a cabinet containing the second collectible: Intel: Selina Tan.
OBJECTIVE: TO TALK TO SELINA TAN
In addition to Q, you also need to speak with Selina Tan before proceeding. She’s near Q’s desk, next to a yellow support pillar labeled TacSim. Exchange a few words with her and she’ll introduce you to the Tactical Simulator, a training tool that can be used to hone Bond’s skills. Full access to this mode isn’t available at this time, but it will be unlocked after completing the initial campaign training.
OBJECTIVE: TO TALK TO MONEYPENNY
After concluding your conversations with Q and Selina Tan, return to the elevator you used to arrive at the lab. Moneypenny is waiting for you there. Talk to her and select the mission exit option when it appears in the dialogue menu.
From there, several scenes are shown in sequence and, at the end of each, the next chapter, A New Home, begins automatically.
Chapter 5 – A New Home
CHECKPOINT 01, HOME, OBJECTIVE: TO GET USED TO THE HOUSE AND SEE WHAT CRESSIDA WANTS
The mission begins in a rather sophisticated safe house, which Bond will share with Cressida and Monroe. Before proceeding, explore the surroundings at your leisure, as there are several points of interest scattered around: a letter from Greenway, a pile of Monroe’s shoes, a drinks trolley, and a box full of books. You can also strike up a conversation with Monroe if you wish.
In the room where Monroe is, search a cupboard and you’ll find the collectible Intel: Lennox Monroe. With that in hand, follow the main hallway and enter the third door on the right, which leads to Cressida’s room. On the bed is a white box with a red ribbon; inspect it to obtain the Intel: Cressida Bright. After a quick conversation with her, pick up the Bond Room Key from the nearby dresser.
The door opposite Cressida’s room is Bond’s room. Use the key to open the door, go inside, and place your equipment on the bed to complete this first step.
OBJECTIVE: TO TALK TO CRESSIDA ABOUT GOING OUT
After leaving the room, continue exploring the rest of the house. At some point, Monroe will interact with Cressida in a rather funny way and then enter the room with the large television to hack the device. You may need to examine some points of interest around the room while you wait, but after a while he will sit down and invite you to play. Accept the invitation.
The game in question is a memory challenge where you see a card with symbols, you need to memorize them, and then turn it over to indicate what you saw. If you get the correct answers in the Mnemonic Game, which are Umbrella and Crown, you will complete the Mr. Mnemonic challenge.
Next, go to the kitchen where Cressida is waiting. When you talk to her, you’ll need to choose a decoration for the wall: a painting or a martial arts poster. The choice is purely aesthetic and doesn’t affect the game in any way. After deciding, talk to Cressida again and select the exit mission option to continue.
This will trigger a montage sequence that advances time through the story. The first stop is in February, with a more challenging capture-the-flag scenario than those seen in previous training, this time with real enemies on the field.
Checkpoint 02, Advanced Training, Objective: Enter the training field.
After Greenway’s speech, it’s time to begin the course. Enter through the indicated door and go down the stairs until you reach a gate. To open it, use Q-Lens vision and hack it. But before entering, retrace your steps and go back up the stairs. Upon exiting the door, turn left and climb the staircase where Greenway was positioned. On the railing of this staircase you will find the Playing Card: Jack of Acorns. Note: this collectible is only accessible after hacking the gate for the first time, so backtracking is mandatory to obtain it. With the collectible secured, return to the training field to truly begin.
Checkpoint 03, in at the deep end, objective: reach the flag.
At this point you can attempt three challenges: Something to Prove, which requires reaching the flag without neutralizing any enemies; Cressida’s Way, which asks you to get there without alerting anyone; and Monroe’s Way, which requires taking down all thirty guards in the complex. If you can’t manage it now, you can replay the chapter via the selection menu.
The flag is atop the tallest building in the center of the field. There are three possible paths, but here’s one that works well. From the entrance, go down the stairs to the left and into the tall grass. Sneak up on the guard leaning against a box and neutralize him. Jump onto the box to the left and take down another guard just ahead.
Jump over the second crate and go through the opening in the wall to the left. Outside, neutralize the guard near the cliff edge and locate the nearby ladder. Climb to the top and take cover behind the pile of wooden planks. In the background you will see one guard standing still and another patrolling the area going back and forth. Use the Q-Lens vision to monitor the patrolling guard and, when he moves away, use the nearby SAS radio to lure the stationary guard towards you and perform the stealth approach.
Proceed to the next door and stand beside it until the patrolman returns. He may notice the fallen body and come to investigate, or he may simply walk away. Whatever the situation, wait for the right opening and neutralize him.
In the next room, go to the back window and jump out, landing in the tall grass below. Proceed to the next patch of tall grass near a pulley supporting some ammo boxes. There’s a guard to your left and another to your right; the one on the right is guarding access to the flag. Hack the speaker above and to the right of his position to distract him temporarily. With him distracted, check if the guard on the left is looking the other way, then quickly move to the right and climb the blue wall. Carefully climb the stairs and neutralize the last guard on patrol at the top. After that, climb the final ladder to reach the flag.
One scene will show additional training sequences in March before moving on to April.
CHECKPOINT 04, POLYGRAPH LESSON
In April, a scene shows Greenway interrogating Bond with a lie detector. You can choose to lie or tell the truth in response to the questions asked. If you choose to lie in all three available opportunities, you will complete the Spinning a Yarn challenge. After this scene, time advances to May.
CHECKPOINT 05, FALSE POSITIVE
In May, the action returns to London. This time, Bond administers the lie detector test to Cressida. Choose any of the available dialogue options, as there are no definitive consequences to this choice. When June arrives, the scene shifts to Laboratory Q, and a new objective is defined.
CHECKPOINT 06, THE Q-PHONE, OBJECTIVE: COLLECT THE EQUIPMENT AND FIND A CHEMICAL RESOURCE
After your initial conversation with Q, go to the indicated table and pick up the Dart Phone, a new gadget that will be tested shortly. Before using it, interact with what appears to be a nearby bottle of detergent to collect the chemical resource needed for the device to function.
OBJECTIVE: STAY IN THE BLUE CIRCLE AND THROW THE DART AT RONSON
Position yourself inside the blue circle when prompted. Ronson will position herself in a red square on the other side. Once she’s in position, activate the Q-Lens vision as instructed, point it at her, and press the indicated button when the dart icon appears above the character.
This gadget is very useful during missions because it temporarily stuns enemies and NPCs, leaving them vulnerable to stealth attacks or even allowing you to pass by them without reacting. The nausea caused by the dart occupies them long enough for Bond to move around unnoticed. Remember that the Dart Phone consumes chemicals to function, represented by a green bar in the lower left corner of the screen, next to the battery bar. Replenish this reserve by finding chemical resources scattered throughout the mission environments.
CHECKPOINT 07, INSTINCT, OBJECTIVE: COMPLETE INSTINCT TRAINING
Instinct training takes place at the Q Lab shooting range. There are a series of rotating targets in the distance that need to be hit. Aim at them and press the left analog stick to activate focus mode, which slows the targets’ movement and makes aiming easier. Hit two targets to complete this stage. Next, a new training montage will cover the month of July, and at the end, a cutscene will be shown before the next infiltration section begins.
Checkpoint 08, Do the Unexpected, Objective: Steal the flag and distract the guards.
After the scene, Cressida will approach the guards near the gate to get their attention. While she keeps them occupied, take advantage of the distraction to sneak up and enter through the door unnoticed.
CHECKPOINT 09, GOING IN
Monroe will be in the lead and will point out guards in the next room. Take the corridor to the right and stay in cover, observing the room. The on-screen instructions will explain the enemy luring mechanic; use it by pressing up on the directional pad. The guard who comes to investigate can be stealthily neutralized while Monroe takes care of the other.
OBJECTIVE: STEAL THE FLAG AND FIND IT
Upon exiting the room, Bond and Monroe part ways. Monroe opens the door ahead while Bond climbs the stairs to the right. At the top, you encounter an enemy, and the game introduces a direct confrontation mechanic, allowing you to initiate a dialogue where you can attack, feign surrender, or convince the guard to let you pass. Deal with him however you prefer, and then head outside, where you have a wide view of the training field below.
CHECKPOINT 10, SEARCH THE COMPOUND
Just like in the previous checkpoint, here you can also attempt three challenges: White Flag, which requires capturing the flag without taking down any enemies; Always Do the Unexpected, which requires getting through everything without being seen; and Party Crasher, which asks you to neutralize all thirty guards in the complex. All can be attempted again via chapter selection.
From the footbridge, turn left and slide down through the opening in the railing to the ground below. Go down the stairs and hide in the tall grass. Approach the guards nearby to listen to their conversation; they will let slip that the flag is upstairs in the back building.
OBJECTIVE: STEAL THE FLAG AND ENTER THE RADIO ROOM
When the guards move away, go up the stairs on the left side of the area and down to the pier below. There’s a guard patrolling this path, so wait for the right moment to approach him.
Upon reaching the dock, you’ll see a door to the right. Leave it for now, as it’s locked, and climb the stairs on the opposite side. Approach the unsuspecting guard up there, stealthily neutralize him, and search him to obtain the Complex Basement Keys.
Go back to the locked door and enter. The room at the end of the initial corridor has three guards inside, and also a collectible. Go through the door, use the confrontation mechanic and convince them to let you pass, then pick up the Playing Card: Seven of Roses that is on a box and quickly leave the room.
Upon exiting, go up the stairs to the right and head towards the exit door. Right next to that door, look for a pipe in the wall and use it to climb up to an open window upstairs. Before entering, activate the Q-Lens to check if there’s a guard patrolling inside. When the moment is right, enter and neutralize him. Follow the corridor past the top of the stairs towards the main room. You’ll see a guard working at a desk ahead; use the electrical panel on the wall to activate a discharge and take him out of combat.
At the end of the short corridor with the panel, jump out the window and climb the stairs that lead to the top floor of the building.
There are three enemies on the roof, and you need to reach the door on the other side to continue. Wait for one of the guards to patrol the right side of the roof and use the Dart Phone on him. Advance to a cover position and, with the Q-Lens active, activate the SAS radio near the other two guards to distract them. With them occupied, sneak past and enter through the door.
The flag is inside the room. Pick it up to trigger a scene.
Checkpoint 11, Get Out, Objective: Find Cressida at the Docks
After the scene, turn around and climb the ladder next to the door you entered through. On the roof there is a zip line that takes you directly to the dock. Neutralize the guard patrolling the area and go to Cressida’s position, where a small boat is waiting.
Checkpoint 12, a narrow escape, objective: find Monroe
After a quick cutscene, you take control of the speedboat. The controls are quite similar to the car you drove in previous training sessions, so you adapt quickly. Navigate to the objective markers indicated on the map until a series of cutscenes plays, concluding the mission. At the end, the next chapter, A Night Out, starts automatically. You will also unlock the From Malta with Love trophy for completing the recruit training period in Malta.
Chapter 6 – A Night Out
CHECKPOINT 01, A NIGHT OUT, OBJECTIVE: FIND THE CONTACT IN RED AT THE BAR
The mission begins in a busy nightclub, and the first step is to cross the dance floor towards the bar at the back. Upon arriving there, a cutscene will play, featuring a woman in red who, despite being eye-catching, is not the contact you are looking for.
CHECKPOINT 02, MI6 CONTACT
After the scene, go to the left side of the bar and start a conversation with the man in the red shirt who is there. He is the correct contact, and the interaction automatically updates your objectives.
CHECKPOINT 03, THE DEAD DROP, OBJECTIVE: LOCATE THE MEETING POINT AND GO TO THE MEN’S RESTROOM
Cross the bar to the opposite end, go through the archway in front of you and turn right. Follow the corridor to the end to reach the restrooms. Once inside the restroom, open the central stall, which is marked with a blue X, and access the cabinet behind the toilet. A short scene will play, and at the end, your target will be identified.
Checkpoint 04, Another Round, Objective: Investigate Joshua Pike
Upon exiting the stall, the boyfriend of the woman in red appears, ready to settle things with physical force. It’s been a while since their last fight, so remember the mechanics you learned in training: attacks marked in yellow can be blocked with a parry, while those marked in red must be avoided with a side dodge. After dealing with him, head towards the bathroom exit.
Checkpoint 05, Get Upstairs, Objective: Reach the Upper Floor Lounge
Nash appears at this point to inform you that Pike is upstairs, but access is restricted to those on the guest list. Fortunately, there are workarounds, and the game will show you the objectives menu where they are recorded.
There are three options available: use the staff entrance, access the backstage area, or get a stamp that grants access to the VIP area. The first two routes each have a collectible, so the most efficient strategy is to get the collectible from the staff route and then complete the backstage route to secure both in a single playthrough.
To begin, return to the bar and walk around to behind the counter. Use the Confrontation skill followed by Bluff to get past the bartenders, or use the Dart Phone to incapacitate them. On a shelf behind the counter you’ll find the Memento: Cocktail Napkin. After picking up the item, return to the main hall instead of continuing through the staff entrance.
Now head to the stage. The right side of the stage is empty, allowing you to squeeze through an opening to reach the backstage area. If you go to the left side, a security guard will confront you; use the bluff, hack the smoke machine next to her as a distraction, or use the Dart Phone dart to neutralize her. Once backstage, climb the scaffolding at the back of the stage to reach the suspended walkway above. Jump the first gap and slide along the narrow ledges to advance to the other side. At the end of this elevated path you’ll find the Playing Card: Jack of Bells. From there, jump to the VIP balcony and your objectives will be updated.
If you prefer the staff route directly, go behind the bar counter, pass the bartenders using a bluff or Dart Phone, enter through the door and proceed to the storage area. There is a security guard you need to get around, either by bluffing, stealthily approaching, or using a dart. Go up the next set of stairs and through the door on the left to reach the staircase leading to the VIP lounge upstairs.
For those who want the third option with the stamp, go to the small room to the right of the bar and stand near the woman on the phone to listen to her conversation. This reveals the possibility of getting a stamp for the VIP area. Go back to the cloakroom just outside the bathroom where the fight happened, talk to the guy in the black shirt and, when he asks for your name, say Jones. He will stamp your hand. Now go up the stairs to the left of the bar and the security guards will let you through without any problem.
CHECKPOINT 06, THE PROXIMITY HACK, OBJECTIVE: LOCATE PIKE AND HACK HIS PHONE
Once in the VIP area, activate Q-Lens vision to track Pike’s phone. A blue pulse will indicate his direction; follow it to the small seating area closest to the bathroom door. When you’re close enough, hack his phone.
After the hack begins, you need to stay close to Pike while Singh extracts the data remotely. The problem is that he doesn’t stay still: first he’ll cross the dance floor, then go to the bar, and finally enter a private room. The woman in red will also appear to get in the way during this journey; choose any available dialogue option to get rid of her and continue following Pike.
When he enters the private room, direct access will be blocked. The easiest way to get in is to grab a drinks tray; there’s one at the bar and another on the table where Pike was initially sitting. With the tray in hand, you can pass the security guard at the door without raising suspicion and enter normally. A quick scene will then play.
Alternatively, you can enter through the back door of the bar, reach a storage area, neutralize the security guard on duty with a Dart Phone or stealth approach, go through the door on the right and climb the ledges until you descend into the VIP room. Whichever way you enter, stay in the room long enough for the hack to be completed.
CHECKPOINT 07, GET RID OF PIKE, OBJECTIVE: FIND CRESSIDA ON THE BALCONY AND GET RID OF PIKE
Leave the private room and walk around the dance floor until you find Cressida near a balcony. Talk to her to receive the next objective.
The plan now is to take Pike out of circulation so that the meeting with his contact can take place. First, locate a suitable place for the trap: the nearby bathroom has a perfect stall for this, or the storage room beyond the top of the stairs where Cressida was waiting would also work.
With the location determined, go to Pike on the dance floor and start a conversation with him. He will follow you. Calmly lead him to the bathroom or storage room and then sabotage the door to lock him inside. This updates your objectives and clears the way for the next step.
CHECKPOINT 08, MEET CONTACT, OBJECTIVE: FIND CRESSIDA ON THE STAIRS AND CONFRONT PIKE’S CONTACT
With Pike out of the way, go to the top of the nearby stairs where Cressida is waiting. Go back down together to the main floor of the nightclub and a new objective will be set.
Go past the bar, turn right when the path allows, and enter the first door on the left. Inside is the woman in the black dress you need to talk to. The dialogue has several options, and the woman in red will appear again to complicate things. The sequence of choices that works to successfully advance the conversation is: The Price is Up, then Reason, then talk to the woman in red, return to the conversation with the contact twice, and finish with Convince. After these choices, your objectives will be updated again.
CHECKPOINT 09, THE BRAWL, OBJECTIVE: REACH THE EXTRACTION POINT
With everything resolved, head towards the objective marker, crossing the dance floor towards the exit. The boyfriend of the woman in red reappears, this time accompanied by friends, and a group fight is inevitable. Monroe arrives to help, so use your combat skills to deal with the enemies while Monroe takes care of his part. After the commotion, a series of cutscenes concludes the mission and begins the next chapter, A Matter of Considerable Delicacy.
Chapter 7 – A Matter of Considerable Delicacy
OBJECTIVE: TO REPORT HERE
The mission begins as soon as you leave M. Monroe’s office; he’s waiting for you in the hallway. Follow him to the elevator and go down together to Lab Q. Upon arrival, Cressida will be right ahead, and you can stop for a quick chat with her if you wish. To proceed, turn right and follow the signage on the ceiling until you find section Q-07, identified as Wearables. Inside, Kingsley and Nash are present and can also be approached for an optional chat. What you need to do to continue the mission is talk to Q in this room. After a short cutscene, a new objective is set.
OBJECTIVE: TO GO TO THE GADGET TESTS
Before leaving the Q-07 Wearables section, look for the central table in the room, where the Legacy Item: Shoe with Dagger is available. This collectible can only be picked up after talking to Q, so don’t try to get it beforehand. Also in this room, Monroe and Cressida have moved to the back of the room, and you can exchange a few more words with them, this time about cover stories. Near where they are, there’s an open cabinet with some items inside to inspect, such as a photo, a note, and a piece of basalt.
After exploring as much as you like, return to the main lab area and look for room Q-02, designated for gadget testing, on the left side. Singh and Ronson are standing outside next to a table, very close to where Selina Tan usually sits; you can talk to them to get more information about the upcoming mission. When you’re ready, enter the room.
OBJECTIVE: TO CONVERSE WITH QE AND TEST THE NEW GADGETS
Inside Q-02, Q is waiting once again. Initiate dialogue with him, and he will ask you to pick up the Shockwave Camera on the table. With the gadget in hand, activate the Q-Lens vision, point it at the man in yellow near the back wall, and press the corresponding button when the shockwave icon appears above him. This gadget stuns the target for a few moments and damages body armor, leaving the enemy vulnerable to a subsequent attack. The Shockwave Camera consumes battery power to function, which is the same blue bar in the lower left corner of the screen used for hacking functions. Replenish this bar throughout the missions by collecting batteries and other power-up items scattered around the environments.
Next, go to the other table and pick up the Smoke Device. Repeat the procedure: activate the Q-Lens, aim at the man in yellow, and press the indicated button when the icon appears. This gadget envelops the target in a dense fog for a short period, disorienting him and leaving him unable to react, allowing you to attack him, steal items from him, or simply pass by him unnoticed. Like the Dart Phone, the Smoke Device consumes chemical resources to function, represented by the green bar next to the battery bar in the corner of the screen. Replenish by finding chemical resources in the mission environments. With both gadgets tested, you can proceed.
OBJECTIVE: TO SELECT GADGET EQUIPMENT
Locate the gadget cart nearby. This cart provides detailed information about each available gadget and allows you to assemble your equipment selection for the next mission. Remember that you can only carry three gadgets in total, and the Q-Watch already occupies one of the slots. This means you have two free slots to fill with your preferred gadgets. Use this menu to also configure which button activates each gadget. Make your choices carefully, considering your intended play style, and when you are satisfied with your selection, leave the test room.
OBJECTIVE: GO TO OPERATIONS AND FIND THE MONEYPENNY ROOM
With the gadgets set, return to the elevator and go up to the operations sector. Upon exiting the elevator, turn right and follow the opposite direction from the objective marker for a moment: at the end of this path, next to a whiteboard, there is a table where you will find the Intel: Arrowhead, one of the collectibles in this chapter.
After retrieving the item, return to the elevator and follow the objective marker to Moneypenny’s office. Along the way, you can stop to talk to Kingsley and Nash again, examine documents and newspapers scattered around the area, and interact with other NPCs such as Whitlock and Bancroft, who are near the entrance to Moneypenny’s office. Upon entering the office, before speaking to her, look at her desk and pick up Intel: 009, the second collectible available in this chapter.
OBJECTIVE: TO RECEIVE THE MONEYPENNY BRIEFING
With the collectibles secured, approach Moneypenny and start a conversation. You can explore the dialogue options to get more context about the story and characters. When you’re ready to move on, select the mission exit option. A scene detailing the objectives of the next mission will play, and shortly after, the next chapter begins: All the Time in the World.
Chapter 8 – All the Time in the World
CHECKPOINT 01, EN ROUTE, OBJECTIVE: DRIVE TO THE HOTEL AND PARK THE CAR
The chapter begins with Bond at the wheel on a mountain road. His passengers will point you in the right direction as you go, so follow their directions. The route leads you to an imposing red and white gate where a quick security check takes place before you can proceed. Continue along the road after passing through the gate until you reach the main entrance, where Monroe and Cressida disembark. After dropping them off, continue along the remaining route to the parking lot. A cutscene plays as you arrive.
CHECKPOINT 02, IN POSITION, OBJECTIVE: INVESTIGATE THE BLOND MAN AND INFILTRATE THE HOTEL
Upon exiting the car, go up the stairs ahead. At the top, you’ll notice the blond man climbing another flight of stairs ahead. Before following him, look for a staircase that descends to the left. At the bottom of these stairs is the Playing Card: Ace of Acorns, so be sure to go down and pick it up before continuing. With the collectible in hand, go back and follow the blond man up until you see him enter the hotel. The problem is that the entrance is guarded, and you’ll need to find another way in.
The most direct way to access the hotel is to obtain a press badge. In the garden to the left of the entrance, there is a woman in a yellow suit; stay close to her to overhear her conversation. She will mention a press badge hidden nearby. Go down the nearby stairs, turn right, and proceed to the end of the garden, where a stone vase near the railing of a well holds the badge. Take it, return to the press entrance, speak to the security guard, and select the option to present the badge to enter. Go up the internal stairs to reach the second floor of the hotel. This route completes the Press Only challenge.
If you prefer an alternative entrance, go to the area to the right of the main entrance where two guards are positioned. Open the tap just outside the restricted zone to lure one of the guards, and use the Dart Phone on the other to incapacitate him. Quickly enter the restricted area, climb the pipe to the left, force open the gate on the roof, and enter through the window. This approach completes the Self Check-In challenge.
There is also a third option: descend the ledge to the left of the main entrance. To do this, you will first need to distract an NPC in the area. Go down the previous stairs, reach the bench at the base, and use the nearby hose to distract whoever is sitting there. With them occupied, pick up the lighter that was where they were. Use the lighter to set fire to the nearby wheelbarrow, creating a distraction. Alternatively, use the Dart Phone on the guard near the wall from where you will descend. After descending the ledge, follow the climbing path to an open window above the guarded entrance. Regardless of how you enter, upon reaching the second floor your objectives are updated.
CHECKPOINT 03, THE GAME IS ON, OBJECTIVE: SEARCH THE HOTEL
Follow the corridor to the end and go through the double doors to reach the main area of the hotel. A cutscene displays the location, showing the large chess set in the center, Greenway’s location, and the blond man again.
Before proceeding with the objectives, let’s explore the environment to collect any available collectibles. Upon regaining control, turn left. There’s a locked employee room; use the Q-Lens to find the employee carrying the key. Use the Dart Phone on him or follow him and hack something to distract him while you steal the key from his pocket. Inside the room is the Memento: Pillow Mint Candy.
Exit and follow the corridor to the left. You will notice an isolated area with a rope containing rooms 205 to 207. Note this detail, as we will return there later. For now, continue up the stairs to the first floor. In the middle of the stairs, there are chambermaids whose conversations can be overheard for clues. At the bottom of the stairs, enter the door on the right where an older lady is arguing with her son; listen to their conversation for another clue.
Continue past this pair and turn at the next corner, entering through the open door on the right that leads to a small living room. On the table is a magazine that conceals the Legacy Item: Chess Biography.
Return past the complaining lady, ignore the stairs leading to the reception for now, and enter the hall where the chess game is taking place. On the left side of this hall, go through the open door to access the dining room. Upon entering, look for the Playing Card: Jack of Shields on the table in the back left corner.
Back in the chess room, walk along the left wall until you find a narrow passage. After passing through it, immediately enter the door on the left to see the Memento: Championship Badge on a box. While in this space, you can also overhear the conversation of a pair of guests present there.
With the collectibles gathered, return to the chess room and go down to the ground floor and the reception area.
Checkpoint 04, Reception, Objective: Reach the Laundry
At the reception desk, you can hear a guest complaining. After listening to previous conversations around the hotel, you’ll notice that many of them point to this location. Approach the complaining guest, Mr. Prendergast, and he’ll mention seeing the blond man enter through the laundry room.
The laundry room door is located in the archway to the left of the reception area and is locked with a code. A nearby note will give you a clue as to where to find this code. Go behind the reception desk through the open door located there. Proceed to the right until you reach a restricted area. Neutralize the guard inside using distraction or a stealthy approach and take the Employee Key from his pocket. Proceed through the next door to the manager’s office. Entering this room completes The Manager challenge.
On the manager’s desk is the laundry code: 1-8-0-5. Discovering it completes the Old School Hacking challenge. There’s also a safe under the desk; the combination to open it is inside the office itself, more specifically in the years indicated on one of the wine bottles on the shelves, which form the code 1-9-5-2. Inside the safe are the Playing Card: Six of Roses and a Cellar Key. Unlocking this safe completes the Wine Connoisseur challenge.
Return to the laundry room door and enter the code 1-8-0-5. Before going down the internal stairs, proceed to the back door using the Basement Key to find the Bellboy Hat, which, when inspected, completes the Bellboy Hat challenge. Then go back and down the stairs to reach the laundry room, from where you see the blond man walk away again.
Checkpoint 05, The Laundry, Objective: Cross the Laundry
At this checkpoint, four challenges are available: Laundry Day, which requires disguising yourself as a laundry worker; Uninterrupted Service, which asks you to cross without harming any workers; Squeaky Clean, which requires passing through without being seen by anyone; and Getting Dirty, which asks you to knock down five employees in the area. All can be repeated via the chapter selection menu.
The objective is to reach a door in the central corridor to the right of where you saw the blond man. There are three possible routes. The most efficient involves neutralizing the two guards right at the entrance, advancing and turning right, where another pair of guards can be heard before being eliminated. On the table in that location is the Chauffeur’s Hat, a disguise. With it equipped, you can walk calmly down the central corridor of the laundry room without raising suspicion, as long as you don’t do anything obviously suspicious, and reach the exit door directly.
In the next room, examine the laundry cart in the corner and inspect the discarded uniform inside. Turn the note over to read more information. Continue through the room, checking the laundry bag if you wish, until you find a door that can be kicked open. On the other side, exit through the open window.
CHECKPOINT 06, THE STUDY, OBJECTIVE: RETURN TO THE CHESS TOURNAMENT
Three challenges are available here: Peace Studies, which requires passing through the study room without harming any guards; Silent Study, which asks you to remain undetected; and Indiscreet, which requires taking down five private security guards in the library. All can be attempted again later.
Outside, climb the pipe next to the window you exited through and enter through the open window upstairs. Once inside, immediately go for cover, as there are three enemies in the room. To resolve the situation stealthily, slide across the cover to the left, wait for the two closest guards to move, and then use the Dart Phone or some other distraction on the guard next to the opposite door. With him incapacitated, quickly interact with the door to return to the tournament. Alternatively, use the various hacks and distractions available in the room to separate the guards and neutralize them one by one, or simply confront them all head-on if you prefer direct action.
As you exit through the door with the goal marker, Monroe will be waiting. A brief conversation ensues, and you find yourself back at reception. Go up the stairs to the first floor, enter through the door on the left towards the chess tournament, and listen for a conversation between a lady and a security guard that can be heard there. The staff will also contact you by radio, mentioning Room 206, the same number that was on the laundry note.
Checkpoint 07, Accessing Room 206, Objective: Locate and access room 206
Room 206 is located in the secluded second-floor corridor you noticed earlier. The main entrance is still guarded, but there is a more discreet alternative route. Go to the left side of the chess room to return to the backstage area and enter the corridor on the left, exiting through the window. Climb up to the corridor above, where rooms 205, 206, and 207 are located.
In the hallway, a maid can be heard outside room 205. After she finishes speaking, enter room 205 to retrieve a collectible. You can do this by distracting her and the nearby guards to turn the “Do Not Disturb” sign on the door, causing her to investigate and then open the room herself, completing the Housekeeping challenge. Alternatively, distract the maid with a gadget or use the Dart Phone to steal the Room 205 Key Card and enter on your own. Inside room 205, on the bedside table, is the Postcard: Slovakia.
Return to the hallway and go to the window at the end. This time, hanging from the ledge, move sideways around the corner and climb up to the balcony of room 207. Force the door open and confront the guest inside with a bluff or neutralize them directly, which completes the Do Disturb challenge. Proceed to the second balcony of the room and climb up to the open window of room 206.
Inside room 206, which is quite messy, inspect all the items to complete the Elementary challenge. The items to examine are: a Security Protocol document on the desk, a Card Holder near the foot of the bed, a Newspaper on the bedside table, a Receipt on the room service tray near the door, a Discarded Suit in the bathroom accessed by kicking the door, and a Wallet inside the fireplace. With everything inspected, there will be a knock on the door; answer it to start a scene.
OBJECTIVE: TO CHASE THE BLOND MAN
After the scene, go back down to the first floor and head backstage to the chess tournament again. This time, go through the door on the other side. There’s only one security guard in the way; show your employee or press badge to pass through without incident.
CHECKPOINT 08, DELIVERY AREA
In the next corridor, when you reach the first door on the right, there’s a conversation to listen to. After listening to it, don’t exit through the window with the cables yet. Instead, follow the corridor to the end, where there’s a small outdoor terrace next to the gate. On one of the tables on this terrace is the Playing Card: Six of Acorns. With the collectible secured, return down the corridor and exit through the window with the cables. As you go down, you’ll see the blond man below. Go down and follow him back inside the hotel.
CHECKPOINT 09, THE KITCHEN
You’ll reach the kitchen. Go through the back exit and through the next door to watch another scene. When you regain control, the blond man will be visible in the distance. The gate ahead is locked, so veer left and climb up the stacked boxes to get around it. Go up the stairs and kick the door open at the top. Turn left and go through the next door to find yourself back in the chess room. Go straight through and enter through the door opposite your entry point to reach the dining room.
CHECKPOINT 10, THE VANISHING, OBJECTIVE: INVESTIGATE THE DINING ROOM
Upon entering, you will find the food cart abandoned by the blond man. On it is a torn page from a book, useful for the puzzle in this room. Above the fireplace is a disc with which you can interact. The torn page shows a chimera composed of parts of a Lion, Goat, and Snake. On the disc, select exactly these three elements in that order. After entering the correct combination, the fireplace opens revealing a secret passage, and the Chimera challenge is completed. Enter through the passage.
OBJECTIVE: TO CHASE THE BLOND MAN
Go down the stairs to a basement area. Jump onto the box on the right and follow the path, turning left, to a dead end where the Playing Card: Seven of Bells is located. Return and go through the nearby opening, advancing down the corridor crouching and jumping over obstacles as needed. When you reach a dead end with markings on the floor, pull the lever on the wall to reveal an opening. A cutscene will play and a new objective will be set.
CHECKPOINT 11, FIRST CASUALTY, OBJECTIVE: NEUTRALIZE THE BLOND MAN
You are now in hand-to-hand combat against the blond man. He is a combat specialist and usually chains together three consecutive attacks highlighted in yellow, all of which are blockable. You need to parry all three consecutive attacks to find an opening for a counter-attack. In addition to this sequence of three, take advantage of the surrounding furniture and cabinets to throw him against them or throw objects at him. The wine display cases scattered around the room are particularly useful: throw him against them and then use the falling bottles as additional projectiles. If you manage to do this five times, you complete the A Beautiful Waste challenge. Keep pressing until he falls to the ground and the objective is updated.
Checkpoint 12, Double Trouble, Objective: Disarm the bomb and defeat the twins.
Go to the bomb in the center of the room and interact with it. A cutscene reveals that the blond man was actually one of two identical twins, and now you face both of them simultaneously. The combat mechanics are the same as the previous fight, with three-hit sequences in yellow that require consecutive parries. The big challenge here is to maintain focus on both simultaneously and interrupt your own attack if you notice the other brother initiating an offensive sequence. Focus on one at a time and don’t lose your positioning.
After enough pressure, the two flee, leaving you with the bomb. During the ensuing scene, you’ll need to make a series of decisions in sequence to try and disarm it. The winning combination is: Battery, Motherboard, Wires, Green, and Blue. A cutscene plays after the final choice, and you earn the “I Expect You to Die” trophy for surviving the explosion at the hotel in Slovakia.
Checkpoint 13, The Aftermath, Objective: Pursue 009
Climb the wall ahead to find Cressida and watch another cutscene. Once she’s finished, jump over the nearby barrier and follow 009 through the door ahead. Outside, you see him speeding away in a red car. A cutscene shows Bond taking control of his own vehicle for the chase.
CHECKPOINTS 14 TO 16, THE CHASE, PARTS 1 TO 3
Stay close to 009, trying not to hit obstacles or oncoming vehicles. If you reach maximum speed during the chase, the Floor It! challenge is unlocked. Pay attention to your passenger’s instructions, who will indicate shortcuts and warn about obstacles ahead. When you reach a section with many parked vehicles on both sides, drive through the middle and use the rear ramp of a car carrier to continue. The chase is long, so preserve your car as much as possible. Keep pressing the button until 009 abandons the vehicle and continues on foot.
Checkpoint 17, The Abandoned Airfield, Objective: Reach the Plane
Upon exiting the car, follow the trail through the bushes and descend through the open pipe at the end. Inside the pipe, an armed enemy will appear in front of you. You now have the License to Kill active, so shoot him without hesitation.
As you exit the pipe, more enemies open fire ahead. Throw smoke to obstruct their vision and quickly advance to cover. Stay as sheltered as possible and watch for grenade alerts to get away in time. There are several red explosive barrels and containers scattered around the area; wait for enemies to approach them before shooting to eliminate multiple targets at once. If you manage to hit five of these barrels during this sequence, the Firebrand challenge is completed.
Common enemies fall with a single headshot. Heavily armored soldiers require multiple headshots to remove their helmets before a fatal headshot is possible. After eliminating the first group, a second group appears from the right; clear them out as well before advancing towards the plane. More vehicles appear on the runway dropping off even more soldiers, so continue eliminating them calmly until reinforcements stop arriving.
When you approach the plane, it’s already in motion. Chase it down the runway and you’ll jump onto a vehicle. Continue the chase and, when you get close enough, a cutscene will activate.
OBJECTIVE: TO BOARD THE PLANE
You regain control atop the moving plane. Quickly neutralize the enemies attacking you in close combat, then locate the enemy exiting through a hatch. Eliminate him with a shot and descend through the hatch back into the aircraft.
Checkpoint 18, Flying Dark, Objective: Locate 009, hack the controls, and reach the cockpit.
Follow the available path and descend to the cargo compartment below. Stealthily neutralize the enemy and hack the plane’s controls. After the hack, an overlay appears on the screen showing the aircraft’s wings in relation to the center of the view. You can force the plane to tilt left or right, which unbalances enemies, can make them fall through open doors, and even move the cargo in a lethal way.
In the second car you find inside the aircraft, lean to the right and shoot the explosive barrel to the left of the vehicle. This will release the straps and crush the enemies next to it, completing the No Brakes challenge. In the second room of the plane, lean to the left and hold the position so that the doors on the left side open and the guards are sucked out, completing the Traveling Light challenge.
Upon reaching the cabin, interact with the door and a cutscene will play. Press the QTE button when it appears.
OBJECTIVE: FIND A PARACHUTE
After the cutscene, Bond is in freefall. Dodge the falling debris around you and watch out for enemies passing by you who are also falling. You need to move Bond to collide with one of them, which triggers a QTE scene during which Bond can use the enemy’s parachute. After this sequence and the following scenes, the chapter ends and the next one, Out of the Ashes, begins. You also unlock the Skyfall trophy for jumping from a plane in Slovakia.
Chapter 9 – Out of the Ashes
OBJECTIVE: GO TO LABORATORY Q, TALK TO Q AND FOLLOW HIM
The mission begins in M’s office. Exit and head straight to the elevator to descend to Laboratory Q. Upon arrival, you’ll find Q conversing with other members of the research team. Approach him and initiate a dialogue. Q will ask you to accompany him and then walk away; follow him through the lab until he leads you to room Q-03, designated for endurance testing. Enter with him.
OBJECTIVE: TO COLLECT THE PHONE AND THE HEADPHONE
Inside the room, Q will guide you to two separate tables. On each table is a piece of equipment that needs to be collected: first the Q-Watch, to replace the one lost during the previous mission, and then the Headset. Take both items so that Q will ask you to follow him again.
OBJECTIVE: TO GO TO THE GADGET TESTS
Return to the main lab area, following Q to room Q-02, the same gadget testing room you visited earlier. Enter when you reach the door.
OBJECTIVE: TO TEST THE NEW GADGETS
Q is waiting inside Q-02 as usual. Talk to him and he will indicate the table where the Laser Belt is located. Pick it up and, with the item in hand, activate the Q-Lens vision, point it at the padlock ahead and press the indicated button when the laser icon appears over the target. The padlock will be destroyed. In addition to opening padlocks, this tool can also be used to cut chains, break glass and other environmental elements. It can also be used at a distance to disarm enemies during missions. Try using the laser on the training target that was behind the padlock to understand the range and application of this second function. The Laser Belt consumes energy from the blue battery bar in the lower left corner of the screen, the same one used for hacking and the Shockwave Camera. Recharge by finding batteries or charging objects scattered throughout the environments.
After testing the Laser Belt, go to the other table and pick up the Flash Mine. Repeat the procedure: activate the Q-Lens, aim at the central target, and press the button when the Flash Mine icon appears. This gadget hits the target and knocks it unconscious. Besides launching it directly at enemies, the Flash Mine can also be used as a proximity-triggered trap. To see this function in practice, throw a mine at the target on the back wall and watch the moving dummy trigger the explosion as it approaches. The Flash Mine uses chemical resources to function, represented by the green bar next to the battery bar. Like the Dart Phone and the Smoke Device, you replenish this reserve by collecting chemical items in the mission environments. With both gadgets tested, the stage is complete.
OBJECTIVE: COLLECT FIELD EQUIPMENT, SELECT GADGETS, AND REMOVE THE SERVICE GUN
Head to the gadget cart to assemble your equipment. In this mission, you can only take two gadgets in addition to the mandatory Q-Watch, so choose carefully. It’s worth noting that the Laser Belt is highly recommended for the next chapter, as it’s necessary to access some collectibles that are otherwise unobtainable. Also, determine which button will activate each selected gadget.
With your selection complete, leave the testing room and head to the lab’s shooting range. Waters will be there to hand you your service pistol when approached.
OBJECTIVE: GO TO THE OPERATIONS AND TALK TO MONEYPENNY
With everything resolved in the lab, return to the elevator and go up to the operations area. Upon exiting, turn right and follow the opposite direction of the objective marker, exactly as you did on your previous visit. In the lockers along the left wall you will find Intel: Niko and Tero Murto, the only collectible available in this chapter.
With the collectible secured, return to the elevator and head towards Moneypenny’s office. Along the way, Whitlock and Bancroft are available for a quick chat, should you wish. Upon entering Moneypenny’s office, speak with her and explore the dialogue options to gain more context about what’s to come. When you’re ready to continue, select the mission exit option. A cutscene detailing the next chapter will play, beginning The Past Never Dies.
Now proceed to part 2 of the Complete Walkthrough (Step-by-Step Strategy Guide) …
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