Guides

007 First Light Weapons: Best Uses and Loadouts

Guides007 First LightWeaponsLoadouts

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.

Version focus 007 First Light version 1.0.5 and June 2026 player route checks
007 First Light guide hub artwork with Bond aiming a pistol against the First Light key art

Loadout Finder

Pick Weapons by Role, Noise, Range, and Recovery Value

Compare each weapon as a route decision, not only a damage number.

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Sidearm

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.
Sidearm

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.
Prestige pistol

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.
Sidearm pickup

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.
Rifle

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.
SMG

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.
SMG

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.
Shotgun

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.
Rifle

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.
Launcher

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.
Silent lethal

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.

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

NeedBetter pick
Quiet first passSidearm or silent option, plus Q tools
Close recoverySMG or shotgun only after stealth breaks
Open combat beatRifle, controlled shots, and cover before reloads
Heavy scripted targetLauncher or heavy weapon, saved for that moment
Ammo disciplineSwap, 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.