007 First Light: For England walkthrough (the final chapter, all collectibles)

An area-by-area For England walkthrough that clears every collectible and every challenge on the way to the last showdown.

For England is the closing chapter of 007 First Light, and it drops James back in a locked-down MI6 with no gadgets, no Q-Lens and a building full of intruders. It is a long finale that moves from cramped holding cells through stealth galleries, a control-room sniper duel, the Q-Lab and, finally, a chase into the sewers.

This 007 First Light For England walkthrough follows the natural mission order, checkpoint by checkpoint, so nothing slips past you. We cover the routes, the stealth solutions and the combat arenas, plus how to line up the chapter’s 16 challenges in a single efficient run.

It also flags every collectible the level hides, all six of them, along with the Valhalla Keys you need to progress, so you can grab everything on one pass instead of replaying to mop up. For the endgame boss, we keep the mission flow tight and point you to our dedicated Damien Webb guide rather than rehashing the whole fight.

For England walkthrough: Debrief and the holding cells

The chapter opens with James unarmed in a holding cell. Once you are freed, crouch and creep down the corridor; mercenaries are combing the floor for you.

  • Lock, Stock and 1 Trapped Hostile: follow an isolated hostile as he patrols into an open holding cell, then hit the wall button by the door frame to lock him inside.
  • Kick the hallway stretcher to trigger a small proximity explosion that can knock out nearby enemies.
  • Duck into one of the inner-wall rooms and open the steam valves to build a smokescreen, then stealth takedown anyone who wanders in. You do not have the Q-Lens yet, but you can still use focus. Pick up a weapon from a downed enemy to fight back, then take the door at the end of the hall.

Null Space and the Security Office

After a short scene with a wounded staff member, you enter Null Space, which you must clear undetected for The Great Escape. Enter the room straight ahead, jump the broken window and slide into the far-left floor vent.

  • Emerge behind a patrolling guard when his back is turned, activate the nearby cell switch to snap a window shutter shut, then retreat into the vent. The noise splits the incoming guards; take them down one at a time as they investigate.
  • Creep to the exit doors, wait for the roaming patrol to separate from the stationary leaning guard, then knock him out and slip through to finish The Great Escape.

The Security Office is packed with armored enemies, but you can skip the firefight. Take the doorway on your left and drop the corner guard, climb the yellow ladder and crawl into the overhead rafters. Turn the valve up there to flood the floor with smoke, completing All Smoke and Mirrors; drop into the mist and stealth takedown every blinded enemy to also unlock Apex Predator.

Collectible in Null Space:

  • King of Bells (Playing Card, checkpoint 03): after the cutscene with the wounded woman, walk into the hallway and, before heading toward the voices on the right, check the door directly ahead. The card is inside.

Direct Line and the Operations Offices

This room holds the red phone you have been chasing. Knock out the lone ambush guard hiding here, then answer the phone; M reactivates your Q-Lens and tells you to loot the earpiece from the guard you just dropped. Leave through the door to the right and squeeze between the shelves in the back hall.

In the Operations Offices you reunite with Whitlock and send him to safety. With the Q-Lens back and no active stealth challenge, you can fight freely: scan for explosives, throwables and ceiling glowing objects you can shoot for a smoke screen, and remember you can hurl an empty gun once you run dry. Clear the room and take the double doors at the back.

Collectible in the Backstairs:

  • MI6 Postcard (Postcard, checkpoint 06): after the call with M, head through the door to the right and slip between two shelves. The postcard sits on the ground to the right of the squeeze point.

Moneypenny’s Pod and the control-room snipers

These doors lead to Moneypenny’s pod. An ambush drops James to the control room below, where you fight through ground waves using carts as ramming objects and empty guns as throwables. Halfway through, James calls out snipers.

  • Right sniper: with the Q-Lens up, shoot the exposed red pipe under his nest to blow the whole pod.
  • Left sniper: shoot out the lights above him so they crash down.
  • Beat both without taking any damage to earn Untouchable.
  • Reduce Your Screen Time: before leaving, shoot out the screens bordering the room; destroy 50 to complete it. A shotgun makes short work of them.

Collectible at Moneypenny’s Pod:

  • Ace of Shields (Playing Card, checkpoint 08): the office next to Moneypenny’s pod is locked; kick in the door and grab the card off the table.

Kick the door and drop into the vent in the office beneath the left-hand sniper.

Utility Tunnels and the THEIA lobby

Exit into the utility tunnel and press on. When you reach a fan with a green light, climb the nearby ledge, jump to the walkway above and flip the fusebox to stop the fan. Drop through the ductwork and the elevator shaft below; you automatically lose your weapons on the way down, dropping you into the THEIA lobby in front of three mercenaries.

  • Bring a Fist to a Gun Fight: a scripted slow-motion prompt asks you to shoot the first hostile. Do not; punch him and the other two instead. Following this route also pops the final Pacifist: For England challenge.

Collectibles in this stretch:

  • Eve Moneypenny Intel, the Wallet (Intel, checkpoint 10): after the fan puzzle, in the back tunnel turn left to find it on the half-wall.
  • 8 of Bells (Playing Card, checkpoint 12): after the standoff at THEIA’s entrance, turn right to the L-shaped desk and take the card from the back corner.

Head into THEIA’s chamber for a cutscene that reveals Damien Webb behind the assault. He forces the THEIA core out of Moneypenny and wounds her; Q arrives, patches her up and hands James his Q-Watch, which has an extended hacking radius and self-recharging, effectively infinite gadgets. Drop through the opening Q used and hack the fuseboxes to shift blocks, extend bridges and clear your path up the elevator shaft back into the Q-Lab.

Q-Lab showdown and the Valhalla

At the gadget cart, pick a loadout. Because you need to clear the Q-Lab unseen, the Smoke Pod, Dart Phone and Laser Strap are a clean set, though Flash Mines are worth carrying for a challenge below. The Q-Watch can hack everything on the floor, so pick your enemies apart from the elevated left walkway.

  • Be Q-uiet: move along the raised left perimeter and thin out Damien’s men from above with hacked prototypes and vehicle backfires, staying out of sight the whole way. Clearing the room undetected also completes the game’s final Ghost: For England challenge.
  • Technomage: kill 10 enemies with the Flash Mine; the infinite resources let you spam it freely.
  • Valhalla Keys (key item): in the back Q-07 Wearables room, hit the green panel to cycle the wardrobe racks and search the coats for the keys.
  • After the keys, interface with Q’s laptop at the central workspace to run the lockdown override; stay near the terminal, hold off the last reinforcement waves with smoke, and pass through the shutter doors once it hits 100%.

Collectible in the Q-Lab:

  • Dashboard Toy (Memento, checkpoint 14): in the Q-07 Wearables room, it sits on the coffee table in the center.

Behind the wheel of the Valhalla, circle the arena and open up with the machine guns, then the missiles once they come online. You cannot aim the guns independently, so rotate the car to point them.

  • Astonishing: target the volatile fuel drums near enemy clusters or spam missiles at the doorways; detonating three hostiles in one blast completes it. If it does not pop, reload and retry.

For England final stretch: the Sewers and the Last Stand

With the arena cleared, an interruption strands the Valhalla and James chases Damien on foot. The Sewers are a linear platforming gauntlet: head through the tunnels, vault the railing and kick in the red door at the end. When you hit an apparent dead end, double back to the right into the narrow walkway and kick the wall in. Where Damien slams a gate in your face, climb the side platform, kick through the wall and take the ladder up to the door that leads to him.

The Last Stand is the Damien Webb boss fight, and it carries the last two challenges of the chapter:

  • Fire in the Hole!: in phase one your gunfire is useless against his armor, so stay close so the automated hack fills, then trigger it to drain his suit; do it exclusively this way to earn the challenge.
  • Turret Aficionado: in the turret phase, reach and hack the first gun and open fire on Damien within two minutes.

This is where we hand you off. Rather than rehash every phase here, our dedicated guide on how to beat Damien Webb breaks down the armor suite, the smoke-and-hack rhythm and both automated turrets step by step. What happens once his health finally empties is best left for the game to show you.

You reach 007 by finishing that fight, and 007 First Light closes on a quiet scene we will not spoil here; the chapter’s last beats are worth seeing cold.

For England down, and with it the campaign. If a card or Intel slipped past you, our all-collectibles 100% guide pins every one across the game; for the finale itself, our guide on how to beat Damien Webb walks you through the whole showdown; and once the credits roll, the exclusive Track Suit you unlocked feeds straight into our TacSim mode guide on Solo Jugadores.

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