Iceland, a frozen wing, and a single wrong call that turns routine recon into a scramble for survival. I remember the first briefing that felt less like training and more like a rite of passage — yours if you accept the trade. That moment is where 007 First Light stops being a game and starts asking what kind of spy you will choose to be.
I’ve played these chapters so you don’t have to guess how they connect. You’ll get a straight map of the missions, the rhythm of the story, and the moments that change Bond from hopeful recruit to someone MI6 can’t ignore. Read it like an operative: fast, measured, and ready to act.
List of All Missions in 007 First Light And Gameplay Length
In real life, time is the first test: a covert operation that runs long ruins a plan; one that’s too short leaves questions. Below is the mission ledger — names, how they play, and how long they’ll keep you at the controls.

| Mission Name | Mission Type | Approx. Mission Length |
|---|---|---|
| Against The Odds | Gameplay | 13 minutes |
| In His Majesty’s Secret Service | Cutscene | 5 minutes |
| The Needle’s Eye | Gameplay | 30 minutes |
| The Heart of the Matter | Cutscene | 8 minutes |
| A New Home | Gameplay | 15 minutes |
| A Night Out | Gameplay | 23 minutes |
| A Matter of Considerable Delicacy | Cutscene | 15 minutes |
| All the Time in the World | Gameplay | 57 minutes |
| Out of the Ashes | Cutscene | 18 minutes |
| The Past Never Dies | Gameplay | 1 hr 29 minutes |
| Uninvited | Gameplay | 1 hr 15 minutes |
| Knightfall | Gameplay | 1 hr 23 minutes |
| Going Old School | Cutscene | 17 minutes |
| Time to Die | Gameplay | 1 hr 19 minutes |
| Man of the Hour | Cutscene | 23 minutes |
| Wave of the Future | Gameplay | 1 hr 45 minutes |
| For England | Gameplay | 1 hr 23 minutes |
How many missions are in 007 First Light?
You’ll play through 17 story missions. IO Interactive mixes gameplay-focused operations with courtroom-style cutscenes to pace character beats and plot reveals.
How long does it take to complete 007 First Light?
If you move through missions without chasing every collectible, expect about 20 hours total. Speedruns and side-objective hunters will skew that number in either direction.
Which is the final chapter in 007 First Light?
The closing mission is For England, the cinematic endgame that wraps Webb, HYPERION, and Bond’s choices into one high-stakes sequence.
All Missions Explained in 007 First Light
On the street level, stories are built out of small scenes — an awkward briefing, a late-night call, a funeral in a rainstorm. Below I walk you through each mission and why it matters to Bond’s arc and to how the game plays.
Against The Odds

Starts in Iceland as a recon that turns into survival. This opener functions as the game’s tutorial and Bond’s first real test at stealth and improvisation.
In His Majesty’s Secret Service

Bond is called to MI6 after the Iceland incident. Expect political pressure and scenes that set up the power plays inside the service.
The Needle’s Eye

Training in Malta — you’ll compete against other recruits and learn the gadget toolkit. It’s where Bond’s practical skills get tested against peers.
The Heart of the Matter

Quiet but essential. This cutscene focuses on evaluation and the political tension threading through MI6.
A New Home

Bond starts splitting time between Malta and London, receiving tougher assignments and richer tools. Gameplay variety ramps up here.
A Night Out

A casual evening turns into a field exercise — a compact, tense mission that tests quick reactions and team play.
A Matter of Considerable Delicacy

A cutscene that brings recruits into a real-world crisis. The stakes are raised and the 00 programme itself is threatened.
All the Time in the World

Undercover at the World Chess Championship in Slovakia. Bond’s role starts small, but the clues he finds expand the conspiracy.
Out of the Ashes

The operation collapses into a diplomatic disaster. Bond attends a funeral and heads with Greenway to Africa to continue the hunt for 009.
The Past Never Dies

Aleph, the black-market hub, is one of the game’s largest stealth-and-combat playgrounds. Expect exploration, verticality, and multiple ways to approach objectives.
Uninvited

MI6 officially closes the case on 009, leaving Bond sidelined in his flat. The agency’s choice raises questions you’ll carry into later missions.
Knightfall

Webb Industries scenes push the investigation forward. The Perch is introduced as a heavily guarded objective that crowns several plot threads.
Going Old School

Cutscene-driven revelations: THEIA’s failures are exposed and Greenway’s resignation shifts Bond into a loner mode.
Time to Die

Vietnam and The Pearl: a solo infiltration where Bond gathers proof to expose Webb’s cover-ups. Expect stealth, social stealth, and tense escapes.
Man of the Hour

A cutscene revealing MI6’s negotiations with the Webbs. Bond sees the service compromise and the moral stakes become personal.
Wave of the Future

Antarctica, Isola, and the HYPERION labs. Bond and allies push to shut down the second quantum computer that underwrites Webb’s influence.
For England

Sir Nicholas is dead and HYPERION is gone. Bond accepts arrest, is freed in chaos, and the story closes with a clear hint that more will follow.
The missions are arranged to teach you, test you, and then ask you to decide what kind of 00 Bond you will be — a methodical operator who uses stealth and social tricks or a ruthless cleaner who forces answers. The campaign plays across Steam, PlayStation Store, and Xbox Series X/S, and IO Interactive’s pacing rewards repeated runs to chase different approaches and collectibles. I see the structure like a chessboard of small decisions that add up to a final checkmate, and pulling at any single thread—like tugging a loose thread on an old coat—can reveal a hidden seam in the story.
If you finished the game, which mission changed how you view Bond and why?