Featured Game Hub

007 First Light Hub: Missions, Codes, Weapons

A mission-board hub for 007 First Light players checking chapter order, safe codes, Q-Branch gadgets, weapons, trophies, collectibles, fixes, patch notes, and spoiler-light routes.

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Quick Answer

Start with Safe Codes if a door or safe is blocking you, Mission List if you need chapter order, Trophy Guide if you are cleaning up 100%, Gadgets if a stealth room is failing, and Troubleshooting if launch, controller, DLC, or patch-size issues are stopping play.

Version focus007 First Light version 1.0.5 and June 2026 player route checks

Current statusGood for version 1.0.5 planning around missions, safe codes, trophies, weapons, gadgets, collectibles, and common fixes. Confirm exact in-game behavior in your current build before a no-reload run.

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MI6 Field Board

Search Missions, Codes, Trophies, Gadgets, and Cleanup Routes

Use the board before a session: find the code, chapter, trophy, gadget role, or route that blocks the next clean run.

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TypeNameStatusActionNote
CodeLaundry - 1805Chapter 8Reveal, copy, then mark opened after you use it.All The Time In The World
CodeManager's Office - 1952Chapter 8Reveal, copy, then mark opened after you use it.All The Time In The World
CodeMaintenance - 3256Chapter 11Reveal, copy, then mark opened after you use it.Uninvited
CodePenthouse - 1493Chapter 12Reveal, copy, then mark opened after you use it.Knightfall
CodeQ-03 Stress Testing - 4397Chapter 15Reveal, copy, then mark opened after you use it.Man Of The Hour
CodeQ-08 Armoury - 1324Chapter 15Reveal, copy, then mark opened after you use it.Man Of The Hour
CodeArchive - 1864Chapter 16Reveal, copy, then mark opened after you use it.Wave Of The Future
MissionAgainst the OddsIceland / EasyScan first, watch the patrol loop, then move only after you know the next exit.Finish the story pass first, then return with later gadgets if a room clearly has cleanup value.
MissionThe Needle's EyeMalta / EasyUse the quieter MI6 sections to test gadgets, clear conversations, and set the loadout before the next field mission.Finish the story pass first, then return with later gadgets if a room clearly has cleanup value.
MissionA Night OutLondon / MediumTreat this as an information route: scan rooms, collect clues, then solve codes or puzzles after the patrol pattern is stable.Replay for codes, challenges, trophies, and collectibles after the story pressure is gone.
MissionAll the Time in the WorldSlovakia / HardTreat this as an information route: scan rooms, collect clues, then solve codes or puzzles after the patrol pattern is stable.Replay for codes, challenges, trophies, and collectibles after the story pressure is gone.
MissionThe Heart of the MatterMI6 / EasyUse the quieter MI6 sections to test gadgets, clear conversations, and set the loadout before the next field mission.Replay for codes, challenges, trophies, and collectibles after the story pressure is gone.
MissionA New HomeMI6 / MediumScout the wider space, split noisy objectives from stealth objectives, and break radio calls before they turn into a permanent alert.Replay for codes, challenges, trophies, and collectibles after the story pressure is gone.
MissionA Matter of Considerable DelicacyMI6 / MediumUse the quieter MI6 sections to test gadgets, clear conversations, and set the loadout before the next field mission.Replay for codes, challenges, trophies, and collectibles after the story pressure is gone.
MissionThe Past Never DiesMauritania / HardScout the wider space, split noisy objectives from stealth objectives, and break radio calls before they turn into a permanent alert.Replay for codes, challenges, trophies, and collectibles after the story pressure is gone.
MissionBeyond the GraveMauritania / HardPlan around heat, electronics, and camera control; do not spend every EMP-style tool before the deepest security rooms.Replay for codes, challenges, trophies, and collectibles after the story pressure is gone.
MissionUninvitedMonaco / HardPlan around heat, electronics, and camera control; do not spend every EMP-style tool before the deepest security rooms.Replay for codes, challenges, trophies, and collectibles after the story pressure is gone.
MissionKnightfallWebb Industries / HardScan first, watch the patrol loop, then move only after you know the next exit.Replay for codes, challenges, trophies, and collectibles after the story pressure is gone.
MissionOut of the AshesMI6 / MediumUse the quieter MI6 sections to test gadgets, clear conversations, and set the loadout before the next field mission.Finish the story pass first, then return with later gadgets if a room clearly has cleanup value.
MissionGoing Old SchoolLondon / MediumTreat this as an information route: scan rooms, collect clues, then solve codes or puzzles after the patrol pattern is stable.Replay for codes, challenges, trophies, and collectibles after the story pressure is gone.
MissionTime to DieVietnam / HardScout the wider space, split noisy objectives from stealth objectives, and break radio calls before they turn into a permanent alert.Finish the story pass first, then return with later gadgets if a room clearly has cleanup value.
MissionMan of the HourMI6 / MediumBring the full arsenal mindset: clear defense segments, keep crowd-control tools ready, and reset only if the final route collapses.Finish the story pass first, then return with later gadgets if a room clearly has cleanup value.
MissionWave of the FutureAntarctica / HardPlan around heat, electronics, and camera control; do not spend every EMP-style tool before the deepest security rooms.Replay for codes, challenges, trophies, and collectibles after the story pressure is gone.
MissionFor EnglandMI6 / HardBring the full arsenal mindset: clear defense segments, keep crowd-control tools ready, and reset only if the final route collapses.Finish the story pass first, then return with later gadgets if a room clearly has cleanup value.
TrophyThe name's Bond. James BondPlatinumCleanup route - save it for chapter select or post-story cleanup.Collect all trophies
TrophyIcebreakerBronzeStory route - mark it after the chapter clears.Survive the helicopter crash
TrophyFrom Malta with loveBronzeStory route - mark it after the chapter clears.Complete your training as a recruit in Malta
TrophyShaken not stirredBronzeStory route - mark it after the chapter clears.Complete your first assignment at the nightclub
TrophyI expect you to dieBronzeStory route - mark it after the chapter clears.Survive the explosion at the hotel in Slovakia
TrophySkyfallSilverStory route - mark it after the chapter clears.Jump out of a plane in Slovakia
TrophyWin, lose or dieBronzeStory route - mark it after the chapter clears.Win the auction
TrophyNobody lives foreverBronzeStory route - mark it after the chapter clears.Find 009s body
TrophyTrigger MortisSilverStory route - mark it after the chapter clears.Escape the ambush alive
TrophyA hard man to killBronzeStory route - mark it after the chapter clears.Survive an assassination attempt
TrophyYou only live twiceSilverStory route - mark it after the chapter clears.Defeat the assassin
TrophyAgent under fireBronzeStory route - mark it after the chapter clears.Escape in the bin lorry
GadgetQ-LensReconscan rooms, cameras, collectibles, patrolsScan before entry and again after a room changes.
GadgetQ-Watch (OMEGA)Route openerlocks, cameras, cables, quiet solutionsTry the watch route before spending Instinct or starting a fight.
GadgetSleeping Dart (Q-Watch)Quiet controlsingle non-lethal guard removalSave it for isolated guards; armor and witnesses can ruin the plan.
GadgetSmoke PodEscape and splitdouble takedowns and repositioningUse the short window to move, not to improvise forever.
GadgetDart PhoneNon-lethal rangedcrowded social areasTag the target first and leave before the body is noticed.
GadgetLaser StrapEnvironmental toolhanging objects, tripwire-style control, trophy setupsMake sure the accident helps the route before dropping it.
GadgetFlash MineCrowd controlstunning groups and breaking pressureBest at corners or chokepoints, weak if you place it after the room sees you.
GadgetEMP WatchSecurity bypasscameras, locks, turretsDo not waste it on cameras you can avoid by timing.
GadgetHacking DeviceDigital accessterminals and locked roomsClear the area before starting timing-based hacks.
GadgetSpy DroneRemote reconmajor rooms and compoundsScout first so Bond does not learn the floor plan while exposed.
new saves

First Story Pass

  1. Play chapters in order without forcing every collectible.
  2. Scan every room with Q-Lens before crossing open sightlines.
  3. Use social stealth and eavesdrop routes before spending Instinct.
  4. Return with chapter select for codes, collectibles, and challenge cleanup.
Open route

Guide Map

Choose the route that fits your save.

Start with the problem in front of you, then move sideways into the next useful guide.

Routes and Codes

Chapter order, spoiler-light routing, door codes, safe codes, and replay cleanup decisions.

Loadout and Fieldcraft

Weapon roles, Q-Branch tools, stealth habits, Instinct use, cameras, sound, and combat recovery.

Completion and Support

Trophy tracking, collectible families, platform fixes, patch status, and current-build checks.

007 First Light is easiest to route like a mission board, not a single long walkthrough. If the next blocker is a lock, open Safe Codes and reveal only the row you need. If you are trying to place a chapter, use Mission List or the spoiler-light Walkthrough. If the room keeps collapsing into an alert, start with Gadgets before swapping weapons.

The tool above is the hub board. Search a mission name, code location, trophy, weapon, gadget, or fix, then open the narrow page once the row matches your problem. Marks stay in this browser, so you can save codes, cleared missions, trophy checks, and loadout ideas across sessions.

Current-build note: This hub is tuned for version 1.0.5 planning. Use it for routes, codes, trophies, loadouts, and fixes, then confirm exact behavior in your own save before forcing a no-reload route or spending limited gadget charges.

Quick Answer

Use this order if you do not know where to start:

Player problemOpen firstWhy
A safe, door, Armoury, Archive, or cabinet blocks progressSafe CodesReveals, copies, and marks the exact code without making you read every puzzle route
You need chapter order or difficultyMission ListLists 17 chapters by location, difficulty, first route, replay, and recovery
You want route order without heavy spoilersWalkthroughSeparates light, mission, and full-spoiler rows
You are cleaning up 100%Trophy GuideTracks 38 trophies, chapter refs, rarity, online split, and earned state
A stealth room keeps failingGadgetsChooses Q tools by recon, quiet control, distraction, and security bypass
Combat becomes unavoidableWeaponsCompares sidearms, SMGs, rifles, heavy weapons, and silent options by role
Launch, controller, or DLC issues stop playTroubleshootingGives the smallest fix path before reinstalling or changing too much

Best First Session Route

Start clean. Play the story pass without trying to collect every side item. Scan every new room with Q-Lens, pause for grey dialogue markers, and keep weapons hidden in social spaces. If a mission contains a puzzle or code, write down the room context before revealing the answer. That keeps the first run readable while still letting you use a code row when the lock is the only thing wasting time.

When a room goes wrong, decide whether the goal is story progress or a clean challenge route. For story progress, recover: break radio calls, smoke or reposition, then move to the next safe space. For a clean challenge, reload early before the alert spreads and turns the room into a different problem.

What To Save For Replay

Save for laterReason
Safe codes and door codesThey are fastest during chapter select or cleanup passes
Collectible familiesCards, Intel, Mementos, Postcards, and Legacy Items are easier after you know the map
Online or TacSim trophiesGroup them so they do not interrupt story rhythm
Full-spoiler walkthrough rowsThey are useful after you are past the chapter, not before
Limited gadget habitsEMP-style tools, tranq routes, and crowd control work best with a planned exit

Mission Board Priorities

The hub works best when you treat each row as a route decision. A code row is not only a number; it tells you whether the current room is a puzzle, a replay shortcut, or a collectible detour. A mission row is not only chapter order; it tells you whether to keep moving, slow down for a hard stealth space, or come back after the story pressure is gone. A gadget row is not only a tool name; it tells you which role solves the room before Bond has to draw a weapon.

Use the board in three passes. First, search the exact blocker. If you typed Laundry, Armoury, Q-Lens, Golden Gun, Skyfall, or Antarctica, the matching row should send you to a narrow page instead of a long scroll. Second, mark the row after the in-game action is actually done. Do not mark a code just because you revealed it; mark it after the lock opens. Third, reset marks only when you start a different save or want a clean checklist for a replay route.

Loadout Starting Rules

Room readSafer first moveWhat to avoid
You do not know guard countQ-Lens or Spy DroneWalking in to learn by being seen
One guard blocks a doorDistraction, pickpocket, or quiet takedownSpending a loud weapon shot too early
Cameras guard the routeEMP, camera loop, hack, or timingShooting the camera and forcing an alert
Social crowd is watchingEavesdrop, blend, and keep weapons hiddenDrawing a sidearm before the route turns hostile
Heavy fight is scriptedSwap to combat loadout and use coverTrying to preserve perfect stealth after the room is already loud

If you are unsure, start with information. The best 007 First Light runs usually come from knowing the room before solving it. Scan, listen, split the room, then spend a limited charge only when it opens a route or protects the next objective.

Cleanup Order After Credits

After the story clears, switch from survival routing to cleanup routing. Start with unmarked trophies, because the trophy checklist points toward the remaining chapter or online work. Move next to safe codes and collectibles, because those are faster when you know the room layout. Leave weapon and gadget experiments for the end unless a trophy or challenge specifically needs them.

For a clean replay night, open four tabs in this order: Trophy Guide, Safe Codes, Collectibles, and Mission List. Use the trophy page to decide the target, the mission page to choose the chapter, the code page for any lock in the route, and the collectible page to make sure you are not leaving a family half-finished.

Next Pages To Open

FAQ

What should I open first in 007 First Light?

Open Safe Codes if you are stuck at a lock, Mission List for chapter order, Gadgets for stealth routing, and Trophy Guide when you are ready for cleanup.

How many missions are covered?

The mission board covers 17 campaign chapters, with a separate 18-step spoiler-light walkthrough for story and setup beats.

Are there missable trophies?

The current trophy route lists 0 missable trophies, so chapter select and cleanup planning are the safer route than restarting a save.

Should I reveal every code immediately?

No. Reveal only the code you are standing in front of if you want to keep puzzle discovery intact, then mark it opened after use.