007 First Light Missions: Chapters List & Count

007 First Light Missions: Chapters List & Count

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.

007 First Light Mission List
Image Credit: 007 First Light/IO Interactive
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

Against All Odds
Image Credit: IO Interactive

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

In His Majesty's Secret Service
Image Credit: IO Interactive

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

The Needle's Eye
Image Credit: IO Interactive

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

The Heart of the Matter
Image Credit: IO Interactive

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

A New Home

A New Home
Image Credit: IO Interactive

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

A Night Out

A Night Out
Image Credit: IO Interactive

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 Matter of Considerable Delicacy
Image Credit: IO Interactive

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

All the Time in the World
Image Credit: IO Interactive

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

Out of the Ashes
Image Credit: IO Interactive

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

The Past Never Dies
Image Credit: IO Interactive

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

Uninvited
Image Credit: IO Interactive

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

Knightfall
Image Credit: IO Interactive

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

Going Old School

Going Old School
Image Credit: IO Interactive

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

Time to Die

Time to Die
Image Credit: IO Interactive

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

Man of the Hour
Image Credit: IO Interactive

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

Wave of the Future

Wave of the Future
Image Credit: IO Interactive

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

For England

For England
Image Credit: IO Interactive

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?