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007 First Light Cheats

007 First Light

Hints and Tips:
---------------
Submitted by: David K.

-= This is not Hitman =-
Zones are smaller and more curated than World of Assassination, so getting spotted
shifts you into a local fight instead of a full-map alert. Guns and melee stay viable
after stealth fails, and most chapters offer several routes (keycards, disguises,
social infiltration, gadgets) even though the story itself is linear. Replay value
lives in approach variety and the optional challenges, not in branching plot.

-= Q-Lens is always your first move =-
Hold the scan button (Alt on PC, LB on Xbox, L1 on PlayStation) to see the room in
wireframe. The Q-Lens outlines guards, cameras, hackable devices, hidden keys and
cards in pockets, and nearby collectibles. You must stay in Q-Lens view to target
anything with a Q-Watch gadget, so treat scanning as the step before every hack.

-= Pair your two gadget pools =-
The Q-Watch is always equipped and you fill two more tool slots early on; the suit
upgrades to carry four tools after Going Old School (Chapter 13), where Q also hands
you the signature suppressed pistol. Power splits into an electric battery and a
chemical reserve, so pair one electric gadget with one chemical gadget and you will
rarely run dry. Recharge the battery by holding interact on devices marked with a blue
battery icon (visible in Q-Lens) and top up chemicals from pickups scattered through
each level.

-= Eavesdrop, bluff, and disguise =-
Talking to and eavesdropping on NPCs unlocks shortcuts, disguises, and mission intel,
so listen before you move. When you are spotted in a restricted area you can Bluff to
talk your way clear, and disguises let you walk through low-security zones. Watch for
Watchers, marked with a white dot, who see through any disguise instantly; slip behind
them for a takedown or break their sightline before you commit.

-= Spend Instinct on Focus =-
Instinct refills from takedowns, eliminations, and eavesdropping. Spend it on lures
and bluffs, or trigger Focus slow-motion to line up precise shots when a firefight
turns against you. It is the difference-maker whenever you are outnumbered.

-= Know when License to Kill fires =-
License to Kill activates once enemies escalate to lethal force. Try to finish brawls
before opponents draw their guns, because a clean melee win keeps the encounter quiet
and avoids tipping a whole area into open combat.

-= Melee combat =-
You will often be in melee fights against multiple enemies at once, so use every
advantage possible. Look around the environment for objects you can throw to stagger
or interrupt opponents, then make use of your gadgets and keep the pressure on a
single target. Take out enemies one by one as fast as you can instead of spreading
your damage across the group, since large numbers will eventually overwhelm you. In
some situations dodging attacks is more effective than parrying, and heavier armoured
enemies recover from stuns faster, so plan the next move early.

-= Neutralize grenades three ways =-
Enemies lob grenades to flush you out of cover. Shoot the grenade out of the air, slow
time with Focus to line the shot up, or enter Q-Lens, target the grenade, and hack it
to disable the detonator. Hacking a live grenade also pops the Damp Squib challenge,
so it is worth doing at least once on purpose.

-= Set up easy pickpockets =-
To lift a key or card from someone you need them distracted first. Shoot a Dart Phone
dart to make a target nauseous on the spot, or flash the Laser Strap in their eyes,
then pickpocket them where they stand. Keep Q-Lens up to see exactly who is carrying
something worth taking.

-= Explore the side rooms =-
Objectives are usually direct, but rushing them is a mistake. Almost every level hides
secondary rooms and corridors off the critical path that hold gadget resources,
collectibles, and keys or cards you can pickpocket. A short detour with Q-Lens up
often opens an easier route or a locked area later, so sweep before you advance.

-= Pick the right difficulty =-
There are three modes you can switch any time in Settings without locking you into a
permanent choice.
Novice eases enemy awareness and damage, gives more resources, and shortens gadget
cooldowns. Intended is the balanced default. Purist stretches detection range, makes
resources scarce, slows health regen, and spaces checkpoints further apart; equip the
Echo Trace Earbuds there so audio warns you before guards ever come into view.

-= Use TacSim to farm and practice =-
Tactical Simulations (TacSim) opens after Q-Branch introduces Dr. Selina Tan around
Chapter 2, with Escalations expanding after Chapter 6 and Operations after the story.
Replaying it earns Intel currency and Clearance XP, lets you drill gadgets and combat
risk-free, and is the only place you can wear the suits you unlock.

Door, Safe, and Puzzle Codes:
-----------------------------
All seven numeric keypad and safe codes are static, so the same numbers work on every
difficulty and playthrough. A few keypads need a trailing E (or your platform confirm
button) after the digits. Entering a code lets you skip the clue hunt entirely, and
several locks lead to collectibles, challenges, or shortcuts.

-= All the Time in the World =-
* 1805 - Laundry Room door; the clue is a security note in the hotel manager's office.
* 1952 - Manager's Office safe (gives the 6 of Roses card, the Cellar Key, and the
  Wine Connoisseur challenge); the clue is the vintage on the middle Vino Sacramental
  wine bottle.
* Dining Room fireplace - set the carvings to Lion, then Snake, then Goat (the wall
  banners hint the order).

-= Uninvited =-
* 3256 - Maintenance Room door (gives the 9 Bells item and the museum Courtyard access
  card, and clears Closed for Maintenance); the clue is a laptop in the courtyard
  library.

-= Knightfall =-
* 1493 - Webb's Penthouse (Perch) safe; press E to confirm. Read the office Diploma,
  Painting, Game, and Model in that order for the digits.

-= Man of the Hour =-
* 1324 - Q-08 Armoury door (press E to confirm); the code is Waters' top score on the
  Q-Lab shooting-range leaderboard, and it opens the Service Pistol route.
* 4397 - Q-03 Stress Testing cabinet; the code is the Range Rover license plate behind
  the glass, and it gives Rhys Beckett intel.

-= Wave of the Future =-
* 1864 - Security Office archive door, opening a vent straight to the office; the
  Legal Department key opens a downstairs safe with the code, or solve the locker
  math.

Gadget Loadouts:
----------------
-= Mandatory =-
* Q-Lens - Scan enemies, hacks, clues, keys, and collectibles.
* Q-Watch - Hack doors, cameras, hazards, grenades, and distractions.

-= Chemical gadgets =-
* Dart Phone - Longest stun in the game; silent takedowns and pickpocket setups.
* Smoke Pod - Escape and break line-of-sight when a route collapses.
* Flash Mine - Traps a chokepoint; less flexible on pure stealth runs.

-= Electric gadgets =-
* Laser Strap - Cuts locks, wires, and barrels; brief blind on a target.
* Shockwave Camera - Drops a single enemy; weaker for quiet routes.
* Missile Pen - Heavy hitter saved for forced combat sections.

-= Utility =-
* Echo Trace Earbuds - Hear enemy talk and footsteps from far off; near-essential on
  Purist, where visual cues come too late.

-= Recommended stealth loadout =-
* Dart Phone plus Laser Strap, leaving the Q-Watch in its fixed slot, covers both
  power pools and handles takedowns, locks, and distractions on one kit.

-= Gadget upgrades (TacSim only) =-
* Spend Intel at the TacSim Intel Shop on longer Dart Phone darts, a bigger Q-Watch
  battery, a wider Smoke Pod radius, and a stronger Laser Strap.
* The Missile Pen unlocks at Clearance Level 15.

-= Weapons and pistol skins =-
* Weapons take no attachments; the Service Pistol is a separate TacSim unlock and the
  best early Intel buy.
* Pistol skins - Black Steel (default), Gilded Wraith, Golden Gun (Legacy Edition),
  Agent's Mark (Deluxe Edition), and the TacSim Edition (bought with Intel).

Secrets:
--------
-= Mop up collectibles late =-
Nothing is permanently missable. Use Chapter Select to revisit any checkpoint, and
since pickups save the instant you grab them you can quit straight after. The Q-Watch
(Chapter 4) highlights nearby items, the Dart Phone (Chapter 5) and Laser Strap
(Chapter 9) reach the gated ones, and a true collectible shows a gray bookmark icon
and "New Collectible" in gold; ignore plain photos and newspapers. Intel files also
rename in your menu once collected.

-= Safes tied to named challenges =-
Several optional locks double as challenges that reward progress. The Manager's Office
safe ties to Wine Connoisseur and the Maintenance Room to Closed for Maintenance, so
opening them with the codes above quietly ticks off challenge work as well.

-= Webb's safe rewards and punishes =-
Entering the wrong penthouse code seven times triggers the Epic Fail challenge, while
nailing 1493 on the first try awards Crackerjack. Read the office clue once and you
get the good version for free.

-= Hidden silent-run challenges =-
Finishing any level without being detected earns Silent Assassin. Two standouts hide
inside missions: Hand of God wants every enemy on the Knightfall second floor knocked
out undetected, and Wraith asks you to reach Lorca's position unseen in Time to Die.

Easter Eggs:
------------
-= Legacy collectibles nod to the films =-
The nine Legacy Items are the headline references, one per classic era. In the Iceland
prologue Bond grabs an eye-shaped gold key from GoldenEye; later finds include Rosa
Klebb's dagger shoes from From Russia with Love, Sean Connery's trilby hat, the Live
and Let Die tarot deck (all Lovers cards), and the Jaws design specs from The Spy Who
Loved Me. Full locations are in the Reference list below.

-= Q-Branch is full of movie gadgets =-
Whiteboards and technician chatter reference classic Bond hardware: the Thunderball
jetpack, the Octopussy alligator submarine, and the flamethrower bagpipes from The
World Is Not Enough. A telephone-box trap also winks at the airbag booth from
GoldenEye.

-= Aston Martins and villain cars =-
Bond drives two Aston Martins - the yellow DBS from On Her Majesty's Secret Service and
the missile-armed Valhalla from No Time to Die. The villain Bawma owns a Jaguar Type
00, a nod to the long line of Jaguars that almost always belong to Bond's enemies.

-= Bond reuses his old aliases =-
The cover names are pulled from the films. Isola introduces Bond as Mr. Beech from
Casino Royale before he blows it, he later calls himself St. John Smythe from A View
to a Kill, and one bluff name-drops Kittridge from the Mission Impossible films.

-= Real-world spycraft =-
A half-finished hangman game in Bond's apartment spells out a poison-tipped umbrella,
nodding to the 1978 Georgi Markov "Bulgarian Umbrella" assassination. Q-Lab
technicians also discuss the CIA's real attempts on Fidel Castro, including the
exploding cigar and a booby-trapped conch shell.

-= Hitman and IO Interactive crossovers =-
The studio winks at its own catalogue: a bottle of Chateau de 47 wine in the
Carpathian Hotel office and a rubber duck in a tuxedo at Webb Industries both salute
Hitman, while boxes of K&L shoes in Bond's apartment salute Kane & Lynch.

-= Classic Bond moments =-
Isola mixes Bond his first Martini on the boat, a laser creeps between his legs in a
Goldfinger-style death trap, the On Her Majesty's Secret Service theme swells during
the quarry truck chase, and the grand piano in Webb's Antarctic facility plays "The
End of the World" by Skeeter Davis.

-= Literary deep cuts =-
Patrick Gibson's Bond carries the three-inch facial scar from Ian Fleming's novels,
the playing cards are the Swiss-German deck Bond used with his mother, and MI6 hides
book-only names: the Transworld Consortium and Universal Exports covers, secretary Ms
Ponsonby, and Cressida Bright (after Joan Bright Astley, an inspiration for
Moneypenny).

-= More movie and pop-culture winks =-
Aleph's black market hides Goldfinger's golden prosthetic fingers, a bidder belongs to
the Three Storms clan (Big Trouble in Little China), and lab chatter about an
"adventurer archaeologist" tips a hat to Indiana Jones.

-= Real-world cameos =-
Internet star Khaby Lame turns up at the Vietnam resort, drum and bass duo Chase &
Status DJ a London club, and streamers including Jacksepticeye and Shroud appear
across missions.

Solutions:
----------
-= Compact route - Against the Odds =-
1. Move through the camp on cover and silent takedowns; this prologue teaches the
   stealth basics.
2. Free the captives held in the storage containers (search around B4 and G9).
3. Detour into the F8 container for the Cruciform Key legacy item on the shelf by the
   smashed TV.
4. Fight clear and escape across the ice.

-= Compact route - A New Home =-
1. Work through the MI6 field-training drills covering stealth, gadgets, and melee.
2. Replay via Chapter Select to clear all 12 challenges and earn the Malta Training
   Outfit for TacSim.

-= Compact route - All the Time in the World =-
1. Blend with guests and staff to infiltrate the Carpathian Hotel chess tournament.
2. Open the Laundry door with 1805 and the Manager's Office safe with 1952.
3. Set the Dining Room fireplace carvings to Lion, Snake, Goat.
4. Take the Chess Biography legacy item down the lobby stairs, in the room where two
   NPCs discuss an Aston Martin.

-= Compact route - The Past Never Dies =-
1. Raise the fee needed to enter Aleph's black-market auction.
2. Work across the rooftops to the signal tower, then drop to the metal beam below for
   the ATAC Device legacy item on a crate.
3. Enter the auction and keep an eye out for the Three Storms clan bidder.

-= Compact route - Uninvited =-
1. Trail the assassin through the museum and its courtyard.
2. Read the courtyard library laptop for 3256 and open the Maintenance door.
3. Grab the Concert Poster legacy item in the gala cafe, back-right corner.
4. Survive the basement boss fight against Murto (see its block below).

-= Compact route - Knightfall =-
1. Climb Webb's tower and reach the penthouse.
2. Open the Perch safe with 1493 (see its block below) and take the Blades Club Badge
   on the table in front of the bar.
3. For Hand of God, knock out every enemy on the second floor without being detected.

-= Compact route - Time to Die =-
1. Scout The Pearl resort and identify the three targets.
2. Reach Lorca's position completely undetected to clear the Wraith challenge.
3. Slip into Ramon Hernandez's villa bedroom for the Tarot Deck legacy item on the
   nightstand.

-= Compact route - Wave of the Future =-
1. Infiltrate Webb's polar facility.
2. Open the Archive door with 1864 (see its block below).
3. On the 54th-floor Robotics Department, take the Jaws Design Specs legacy item from
   a crate on the left.
4. Play the grand piano for the "End of the World" easter egg.

-= Compact route - For England =-
1. Break out of holding and fight up through the gadget-less early floors to the red
   phone, hacking fuseboxes with the Q-Watch to bridge the gaps.
2. Find Moneypenny, then corner Damien Webb at the THEIA quantum computer.
3. Take the Valhalla through the tunnels, then beat Damien (see its block below).

-= Beat Tero Murto in Uninvited =-
Your fists do no damage to the assassin Tero Murto, who has three health bars, so the
fight is an environmental puzzle, not a brawl.
1. Equip the Laser Strap or Dart Phone before the mission for the fastest options.
2. Wait for Murto to stand under the chandelier, then drop it on him for one bar.
3. Lure him in front of the floodlights or fume extractors and hack them so the flames
   or blinding light strip another bar; trigger from cover.
4. Bait him onto a cargo lift, then activate it from a distance to electrocute him.
5. Avoid the floor motion sensors while repositioning; use the Lure ability and hack
   radios to steer him into each trap.
6. After three different hazards connect, Bond ends the fight in a cutscene; grab the
   Restoration Room keycard in the room to the right, then open the door across from
   you for the Tero Murto Locket memento.

-= Beat Damien Webb (finale) =-
Damien wears a bulletproof, gadget-jamming suit, so direct fire is useless and two of
his hits fail the mission.
1. Crowd in close and hold your fire; staying on top of him is what completes the suit
   hack and brings your gadgets back online.
2. While close, shoot the red pipes and explosive barrels around the room; three
   explosive hits drop his first health bar.
3. The fight moves outside to two sentry turrets synced to Damien's aim. Use the
   alarms along the way to distract him and reach the first turret.
4. Override the turret and fire at Damien so it mirrors your aim onto him; punish his
   reload windows. He destroys it at about half health.
5. Reach and override the second turret to finish him, then clear the closing QTEs.
6. Damien floods the tunnel in a last grapple, but Bond surfaces and the fight ends.

-= Open Webb's Perch safe (Knightfall) =-
1. Interact with the office desk drawer to reveal the hidden safe button behind the
   painting.
2. Read the four clue objects in order - Diploma 1, Painting 4, Game 9, Model 3.
3. Enter 1493 and press E to confirm.

-= Open the Archive door (Wave of the Future) =-
1. Grab the Legal Department key, then use it on the downstairs safe to read the code.
2. If you skip the key, solve the locker math puzzle on the same floor instead.
3. Enter 1864 at the Security Office archive door to open the vent route.

Unlockables:
------------
-= Story and challenge outfits (worn in TacSim) =-
* Iceland Outfit - Clear all challenges in Against the Odds.
* Malta Training Outfit - Clear all challenges in A New Home.
* Chauffeur Uniform - Clear all challenges in All the Time in the World.
* Mauritania Outfit - Clear all challenges in The Past Never Dies.
* Funeral Outfit - Clear all challenges in Uninvited.
* White Tuxedo - Clear all challenges in Knightfall.
* Resort Casual Outfit - Clear all challenges in Time to Die.
* Polar Outfit - Clear all challenges in Wave of the Future.
* Track Suit - Clear all challenges in For England.
* Classic Agent Suit - Clear all 15 Global Challenges.

-= TacSim Intel shop outfits =-
* TacSim Outfit - Buy for 1,000 Intel; no clearance requirement.
* Event Staff Uniform - Buy for 2,000 Intel at Clearance Level 6.
* Chessmaster Suit - Buy for 3,000 Intel at Clearance Level 12.

-= Free IO Interactive account outfits =-
* Gilded Tuxedo, Midnight Ray, Operation Riviera, Savanna Bloom, and On Duty - Link a
  free IO Interactive account (account.ioi.dk) to your store and platform, then claim
  in the Rewards tab.

-= Twitch Drop outfits (limited-time) =-
* Purple Tuxedo - Watch about one hour of 007 First Light on Twitch with linked
  IOI/Twitch accounts.
* Silent Line - Watch about two hours.
* Resplendent Death - Watch an official IOICreator-tagged stream.

-= Brand promotion outfits =-
* Daring Elite - Redeem from the NVIDIA GeForce rewards section in the NVIDIA app.
* OPS Radiant - Alienware promotion (Razer partner offers also rotate).

-= Coca-Cola raffle outfits (region-locked) =-
* First Class, Observant Spy, Forest Operative, Leisure Beam, and One More - Coca-Cola
  Zero x 007 promo, a raffle limited to a few regions (Belgium, Netherlands, Sweden).

-= Paid edition outfits =-
* Classic Tuxedo - Pre-order / First Light Edition bonus.
* Silent Anchor - Deluxe Edition or pre-order bonus.
* Day of the Dead - Deluxe Edition.
* Obsidian Gold Suit - Collector's or Legacy Edition (rarest skin).

Reference:
----------
-= Campaign chapters (17, in order) =-
* 1 Against the Odds - Main; Iceland (~13m).
* 2 In His Majesty's Secret Service - Interlude (~5m).
* 3 The Needle's Eye - Interlude (~30m).
* 4 The Heart of the Matter - Interlude (~8m).
* 5 A New Home - Main; Malta (~15m).
* 6 A Night Out - Interlude; London (~23m).
* 7 A Matter of Considerable Delicacy - Interlude; MI6 Q-Lab (~15m).
* 8 All the Time in the World - Main; Slovakia (~57m).
* 9 Out of the Ashes - Interlude (~18m).
* 10 The Past Never Dies - Main; Mauritania (~1h29m).
* 11 Uninvited - Main; London (~1h15m).
* 12 Knightfall - Main; Webb Industries (~1h23m).
* 13 Going Old School - Interlude; MI6 Q-Lab (~17m).
* 14 Time to Die - Main; Vietnam (~1h19m).
* 15 Man of the Hour - Interlude; MI6 Q-Lab (~23m).
* 16 Wave of the Future - Main; Antarctica (~1h45m).
* 17 For England - Main; London, MI6 HQ (~1h23m).
* Total - 9 main operations plus 8 interludes, about 20 hours.

-= Collectibles (92 total) =-
* Playing Cards - 36; completes Casino Royale.
* Intel / MI6 Files - 23; completes For Your Eyes Only.
* Mementos - 14; completes Recovered Assets.
* Postcards - 10; completes The World Is Not Enough.
* Legacy Items - 9; completes A Legacy of Spycraft.
* All 92 - unlocks A Collector's Habit.

-= Legacy item locations (9) =-
* Cruciform Key - Ch1, Central Camp; F8 container, shelf by the smashed TV
  (GoldenEye).
* Dagger Shoes - Ch7, Q-07 Wearables table (From Russia with Love).
* Chess Biography - Ch8, down the lobby stairs, table by the couch.
* ATAC Device - Ch10, drop from the signal tower to the metal beam (For Your Eyes
  Only).
* Concert Poster - Ch11, gala cafe back-right table (The Living Daylights).
* Blades Club Badge - Ch12, penthouse table in front of the bar.
* Tarot Deck - Ch14, Ramon Hernandez's villa nightstand (Live and Let Die).
* Trilby Hat - Ch15, Q-Lab changing room near the elevator.
* Jaws Design Specs - Ch16, 54th-floor Robotics Department crate (The Spy Who Loved
  Me).

-= Global Challenge targets =-
* CQC Expertise - 100 melee takedowns.
* Shadow Tactics - 50 stealth takedowns.
* Firearms Expertise - 150 firearm kills.
* Social Engineering - 15 bluffs.
* Watch Expertise - hack 25 devices.
* Dart Phone Expertise - use it 15 times.
* Laser Strap Expertise - use it 15 times.
* Smoke Pod Expertise - use it 10 times.
* Missile Pen Expertise - use it 10 times.

-= TacSim essentials =-
* Unlocks - after Chapter 2; Escalations expand after Chapter 6, Operations after the
  story.
* Escalations - campaign-location trials over three tiers with Game Changer modifiers
  (No Gadgets, Headshots Only, Ranged Only, Stronger Enemies, Ceasefire, Pacifist,
  Ghost, Assault).
* Operations - single-tier endgame sandbox missions.
* Currencies - Intel (shop currency, about 100-300 per run) plus Clearance Level (an
  XP rank that gates purchases).
* Notes - the Service Pistol is the best first buy; outfits are cosmetic and usable
  only in TacSim.
 
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