The Licence to Kill quirks, gadget economy and combat habits that turn a messy shootout into a clean infiltration.
These 007 First Light beginner tips exist because IO Interactive’s Bond origin story doesn’t play like the shooter its trailers suggest. This is a stealth-action game where pulling a trigger is the exception, not the rule, and half of what the game asks of you is never spelled out on screen.
This covers the systems that matter from your first assignment: when Bond can actually shoot, how to keep gadgets and Instinct topped up, the combat habits that keep you alive, and the menu tricks that make challenges and collectibles painless. No story spoilers, just spycraft.
Learn how the Licence to Kill system works

Bond can only draw a firearm when an enemy is actively shooting at him. You’ll know it’s active from the Licence to Kill text and red glow at the top of the screen; outside those windows, this is a stealth game, and you may go over an hour between real firefights.
Because ammo is scarce during those windows, constantly swap your weapon for a fallen enemy’s, and when you run dry you can throw your gun. Shooting an enemy in the hand disarms them and flings the weapon for Bond to catch.
Pick your difficulty: Novice, Intended or Purist

Choose your difficulty up front. Novice softens combat for players here mainly for the espionage fantasy, Intended is the balanced experience IO built the game around, and Purist strips your assists for a sterner stealth challenge.
If this is your first IO stealth-action game, start on Intended and step up only once parries, gadgets and Instinct feel like second nature.
Keep the Q-Lens up almost constantly

The Q-Lens is your most valuable tool, so scan everything and everyone. It highlights interactables in orange, outlines enemies and staff through walls to reveal patrol routes, flags hidden items on NPCs like Keys and Keycards you can pickpocket, and even shows what a gadget will do to a target.
Don’t save it for when you’re stuck; it also surfaces clues for completing objectives.
Build a balanced gadget loadout

You carry up to three gadgets, and every use drains either Battery or Chemical resources tracked on your Q-Watch gauges. Mix gadget types so you don’t burn through one and stall, and watch for pickup icons: blue or green means you have room, greyed out means you’re full.
Match the loadout to your plan, too. Loud tools like the Missile Pen and Shockwave Camera suit aggression, while the quiet kit carries stealth runs:
- Dart Phone: the longest stun in the game, plus distractions and remote activation, ideal for clearing a guard from an area.
- Smoke Pod: blinds and confuses a tight cluster of enemies so you can slip through.
- Laser Strap: a jack-of-all-trades that blinds and slices metal, locks and the wires holding up chandeliers.
- Q-Watch: hacks objects to create distractions or disable security cameras.
Spend Instinct on bluffs, lures and focus

Your Instinct meter (the yellow lightning bolt by the Q-Watch) fuels Bond’s tricks: bluffing your way past henchmen, luring enemies into a trap, and triggering Focus bullet time in combat. You recharge a little each time you do spy stuff, like a silent takedown or a successful eavesdrop.
Two hard limits to remember: you can’t bluff or use disguises around Watchers, marked by a white dot above their head.
Break the radio before backup arrives

If you blow your cover, an enemy will radio for backup. Spot the antenna icon above a guard’s head and neutralize them before the bar fills; force works best, but gadgets do the job too. Break it in time and, if nobody else has spotted you, you can slip back into stealth.
There’s always another route, and hints to find it

Missions are built for creativity, so when a path looks blocked, look around. Eavesdrop to learn who holds a Keycard, or find a disguise to walk straight in. Hold the gadget button to spot teal hint icons pointing at alternate approaches, then track one from the journal’s objective tab.
When you distract or poison a target, move the instant the icon appears over their head, even if they’re staring right at you. While they’re marked distracted you’re safe to act, and the icon doubles as your timer.
Train in the TacSim before you push the story

Combat has far more depth than Malta’s brief tutorial shows. At the end of Chapter 2 you unlock the TacSim and its two Escalations, Advanced Tactical Training and Advanced Close Combat Training. Clear at least their first two tiers before continuing, since they teach strike combinations, parrying, sidesteps and grabs in a risk-free space.
The TacSim is also First Light’s online mode, with leaderboards, Operations and unlockable outfits, so the detour pays off twice.
Don’t button-mash: parry and dodge on the glint

Enemies don’t wait their turn, so queuing up strikes locks Bond into long animations while others blindside you. Play slower and deliberate, mixing Strikes, Grabs and Object Tosses to stay ready to dodge.
Timing lives in the glint: wait until an enemy’s yellow flash reaches full brightness to guarantee a parry or dodge. A red glint is unblockable, so your only option is to dodge clear immediately.
Win unavoidable firefights with headshots and cover

When things go loud you’ll be short on ammo, so aim to conserve:
- Headshots drop unarmored enemies in one hit; armored ones take two to four.
- Leg shots daze an enemy, and hitting both legs incapacitates them entirely.
- Enemy chatter telegraphs their moves; if someone shouts they’re cooking a grenade, a single shot makes them drop it live.
- Cover matters: crates and sheeting shred in seconds, so post up behind metal beams and solid structures.
And if Bond is seeing red, don’t be proud: take cover, focus on dodging, and kite enemies around obstacles until health regenerates rather than sprinting into rooms full of fresh guards.
Abuse Chapter Select for challenges and collectibles

First Light’s checkpoint system is generous. From the main menu, go Story > Chapter Select, pick a chapter and checkpoint, and replay a slice without redoing the mission. Collectibles carry between saves, making trophy cleanup easy, and in a pinch you can reset a botched stealth run by dying to reload the last checkpoint.
Check the Challenges menu at the start of every chapter to plan your run, but save the completionist sweep for after the credits. There are 92 collectibles across five types, each flagged by a bookmark-style HUD tag when you’re near one:
Once these habits click, the rest is loadout and polish. On Solo Jugadores our best gadgets guide helps you build Bond for each mission, our best settings breakdown gets the game looking and running right, and our all-collectibles guide walks you to every one of those 92 pickups.




