Guides
007 First Light Weapons: Best Uses and Loadouts
Quick Answer
The weapon finder covers 11 player-useful weapon rows. Pick by room role first: quiet sidearm, silent option, SMG recovery, rifle distance, shotgun panic range, or launcher target.
Loadout Finder
Pick Weapons by Role, Noise, Range, and Recovery Value
Compare each weapon as a route decision, not only a damage number.
Walther PPK
"Q-Pistol" / 7.65mm Damage Medium Range Short-Medium Stealth High (Suppressed) Bond's signature weapon. Suppressed variant available from Chapter 2. Best for takedowns without raising alarm. Starting weapon in every mission. Pistol - Premium
- Best for
- quiet story missions
- Caution
- Strong default; do not treat it as permission to draw early in social spaces.
Walther P99
"Agent's Mark" Skin Damage Medium-High Range Medium Stealth Medium Deluxe Edition unlockable. Better handling than the PPK but louder without a suppressor. Slightly faster reload. Pistol - Exotic
- Best for
- players using edition unlocks
- Caution
- Good handling, but louder behavior can still punish crowded stealth.
Golden Gun
4.2mm Single-Shot Damage Instant Kill Range Medium Stealth Very Low The iconic single-shot pistol from The Man with the Golden Gun. Exclusive to the $300 Legacy Edition. One shot, one kill. Single bullet, must retrieve after firing. Pistol
- Best for
- single-shot novelty clears
- Caution
- Very low stealth margin; miss or expose it and the room can collapse.
H&K VP9
Heavily Stylized Damage Medium Range Medium Stealth Medium Enemy-drop sidearm. Reliable all-rounder. Picked up from guards in later chapters. Assault Rifle
- Best for
- mid-range guard drops
- Caution
- Use as a fallback, not a silent plan.
AK-47
7.62mm Full-Auto Damage High Range Medium-Long Stealth None Enemy drop in later chapters. Devastating in open combat but completely unusable for stealth. High recoil - tap-fire at range. SMG
- Best for
- open combat rooms
- Caution
- High noise and recoil make it a route-ending choice for stealth.
SB-10 SMG
Brugger & Thomet APC9K Damage Medium Range Short-Medium Stealth Low In-game designation for the B&T APC9K. Compact, high rate-of-fire. Ideal for close-quarters combat. Found from Chapter 7 onward. SMG
- Best for
- close quarters combat
- Caution
- Burns ammo quickly; swap only when control is already lost.
KRISS Vector
.45 ACP Super V Damage High Range Medium Stealth Low Confirmed in player reports. High-damage SMG with unique recoil system. Wielded by elite guards from Chapter 9 onward. Shotgun
- Best for
- elite-guard fights
- Caution
- Strong damage does not replace cover or reload timing.
Super-Shorty
Pump-Action Damage Very High Range Very Short Stealth None Devastating at close range. Best for combat-focused loadouts. Found in weapon crates from Chapter 8. Rifle
- Best for
- panic range and ambush recovery
- Caution
- Too loud and short-ranged for clean infiltration.
AR-15 Platform
5.56mm Designated Marksman Damage High Range Long Stealth Low DMR-style rifle. Semi-auto with good range. Best for open-area combat encounters in Iceland, Mauritania, and Antarctica. Launcher
- Best for
- longer action beats
- Caution
- Use controlled shots; missed rounds invite more pressure.
RPG-7
PG-7VM Rocket Damage Catastrophic Range Long Stealth None Heavy anti-vehicle launcher. Situational but devastating. Found in scripted combat sequences in later chapters. Thrown
- Best for
- scripted vehicle or heavy target moments
- Caution
- Save for the intended heavy target; it is not a room-clear tool.
Throwing Knives
Silent Ranged Option Damage High Range Short Stealth Very High Silent, lethal, and retrievable. Best stealth option for conserving ammo. Carries a maximum of 5. Retrieve from bodies.
- Best for
- ammo-saving stealth routes
- Caution
- Retrieve them and avoid throwing through a watched lane.
No matching rows. Clear the search or switch back to all rows.
Use the weapon finder above when the route has already become a combat decision. If the room is still recoverable through scanning, eavesdropping, gadgets, or timing, solve that first. Weapons are strongest when they match the room: sidearm for controlled fights, SMG for close recovery, rifle for distance, shotgun for panic range, and launcher for the heavy target the game is clearly pointing at.
Do not treat a suppressed weapon as invisibility. Drawing too early can still raise awareness in public spaces, and missed shots can pull more guards into a fight.
Loadout Decisions
| Need | Better pick |
|---|---|
| Quiet first pass | Sidearm or silent option, plus Q tools |
| Close recovery | SMG or shotgun only after stealth breaks |
| Open combat beat | Rifle, controlled shots, and cover before reloads |
| Heavy scripted target | Launcher or heavy weapon, saved for that moment |
| Ammo discipline | Swap, reposition, and shoot only when it changes the room |
Next Pages To Open
FAQ
What is the safest weapon to rely on?
The PPK-style quiet sidearm is the safest default, but social spaces still punish drawing too early.
Are loud weapons bad?
No. Loud weapons are recovery tools for open combat, but they usually end a clean stealth route.
Should I pick by damage first?
Pick by room role first: stealth, range, ammo, cover, and alarm state matter more than raw damage.
Can I save weapon rows?
Yes. Saved rows stay in your browser until reset.