007 First Light: A Night Out Mission Walkthrough & Tips

007 First Light: A Night Out Mission Walkthrough & Tips

I ducked under a strobe and felt the club compress around me — too loud, too many eyes. A woman in red slid between bodies and walked straight into my story. One wrong word and the night would explode.

I’ve played A Night Out until routes folded into muscle memory. You’ll get a cleaner run if you treat this like a puzzle and a street fight at the same time — I’ll point the shortcuts, the tells, and the traps so you don’t waste time guessing.

How to Complete 007 First Light A Night Out Mission

The DJ booth smells of spilled vodka and overheated electronics. This mission is a compact exercise in choice: social stealth, gadget play, or blunt force. I’ll walk you through each reliable route so you can pick the one that fits your tempo.

Part 1: Find the Contact in Red (by the Bar)

The bar sits opposite the DJ — you’ll spot a woman in red first. Talk to her as Bond; the script forces the meet. Her boyfriend will drag her away and create a complication you’ll need to manage later.

Turn left after that scene and find your real contact in a red T-shirt. Speak with him to pick up the next objective and the mission’s momentum.

  • 007 First Light A Night Out Mission Walkthrough 'Find Contact in Red' Part 1
  • 007 First Light A Night Out Mission Walkthrough 'Find Contact in Red' Part 2

Where is the pickup in A Night Out?

The bathroom on the right side of the bar hides it. Go through the room by the bar entrance, take a right and find the third toilet stall. Open the small canister on the wall — that’s your pickup and the moment the mission’s stakes rise.

You’ll get intercepted by the red woman’s boyfriend as you exit. Parry hard, chain combos to build Instinct, and use close combat to keep the run clean. If you play on PC or consoles (PlayStation/Xbox/Steam), tight parry timing rewards you the same way across platforms.

  • 007 First Light A Night Out Mission Walkthrough Locate Pickup' Part 1
  • 007 First Light A Night Out Mission Walkthrough Locate Pickup' Part 2
  • 007 First Light A Night Out Mission Walkthrough Locate Pickup' Part 3

How do you get upstairs in A Night Out?

The balcony is the choke point — guards and stamp-checkers block the simplest path. You have four practical options, each with its own tempo and risk profile.

  • Above and Beyond — Eavesdrop near the DJ to learn someone climbed the light rig. Backstage has a narrow route; squeeze through, climb the boxes, creep across the lights, and hop to the balcony. This rewards stealth and observation.
  • Staff Only — Dart the Bartender, slip through the staff door behind the bar, sneak past the corridor NPC, then take the stairs. Q-Lens and silent movement make this smooth.
  • The Stamp — Either bluff your way as “Jones” after eavesdropping in the right-side room or sneak into the counter backroom and steal the stamp. The first option is safer; the second is faster for players who like to take risks.
  • Brute Force — Poison the two guards with chemicals (pick them up in the right-side room). This is the fastest if you have enough supplies and prefer gadget-heavy play.
  • 007 First Light A Night Out Mission Walkthrough 'Above and Beyond' Part 1
  • 007 First Light A Night Out Mission Walkthrough 'Above and Beyond' Part 2
  • 007 First Light A Night Out Mission Walkthrough 'Above and Beyond' Part 3
  • 007 First Light A Night Out Mission Walkthrough 'Above and Beyond' Part 4

Part 4: Investigate Joshua Pike

Joshua drifts through the balcony like he’s trying to avoid the crowd. Use Q-Lens to tag him and Q-Watch to start hacking his phone — both tools are IO Interactive’s built-in signals for this mission’s sleight of hand.

Follow him close, play the social prompts when the woman in red interrupts (choose Play Along), then push into the restricted area. Dart the guard to clear the way, finish the hack, and keep silent — noise invites trouble.

  • 007 First Light A Night Out Mission Walkthrough 'Investigate Joshua Pike' Part 1
  • 007 First Light A Night Out Mission Walkthrough 'Investigate Joshua Pike' Part 2
  • 007 First Light A Night Out Mission Walkthrough 'Investigate Joshua Pike' Part 3
  • 007 First Light A Night Out Mission Walkthrough 'Investigate Joshua Pike' Part 4

Part 5: Get Rid of Pike

You’ll bait Pike back to the isolated room on the staff floor — Cressida helps with the social cue. Lead him there, jam the door, then move away and report back; it’s a staged removal that gives you breathing room for the finale.

  • 007 First Light A Night Out Mission Walkthrough 'Get Rid of Pike' Part 1
  • 007 First Light A Night Out Mission Walkthrough 'Get Rid of Pike' Part 2
  • 007 First Light A Night Out Mission Walkthrough 'Get Rid of Pike' Part 3

Part 6: Confront Pike’s Contact

The backroom behind the Stamp counter feels quieter for a reason. Talk to Pike’s contact; when the woman in red interrupts, follow this dialogue path I used to keep control:

  • The price is up
  • Reason
  • Talk to the woman in red
  • Talk to contact
  • Talk to the woman in red
  • Convince

After that chain, the contact calls her handler and your final objective opens up.

  • 007 First Light A Night Out Mission Walkthrough 'Confront Pike's Contact' Part 1
  • 007 First Light A Night Out Mission Walkthrough 'Confront Pike's Contact' Part 2
  • 007 First Light A Night Out Mission Walkthrough 'Confront Pike's Contact' Part 3
  • 007 First Light A Night Out Mission Walkthrough 'Confront Pike's Contact' Part 4

Part 7: Get to Extraction Point

The exit corridor smells of cigarette smoke and sweat — the boyfriend and his goons will try to stop you. Monroe joins; together you clear the room. Fight tight, use parries and Instinct to make the brawl short and clean.

007 First Light A Night Out Mission Walkthrough 'Get to Extraction Point' Part 1

Two quick metaphors that help: the club is a pressure cooker — small mistakes boil over. The light rig upstairs is a spiderweb; careful steps keep you from snapping it and dropping into chaos.

Run the route that matches your playstyle: stealth and bluff with Q-Lens/Q-Watch and social prompts, or gadget-heavy runs with Dart and Chemicals. IO Interactive built each path to reward different skills, and whether you play on Steam, PlayStation, Xbox, or PC the mechanics remain consistent.

Want a fast trick? Poison the staircase guards (Brute Force) if you have Chemicals and don’t want to worry about stamp checks or eavesdropping. Prefer roleplay? Use the “Jones” bluff at the Stamp counter; it’s safe and satisying when the dialogue lands.

If you want a perfect run, rehearse the parry windows and the eavesdrop spots — those are the mission’s beats. Which approach did you try first, and which one felt the most Bond — social finesse, gadget grit, or direct violence?