007 First Light: Uninvited walkthrough for a flawless gala infiltration

A checkpoint-by-checkpoint Uninvited walkthrough that clears every collectible, keycard and door code without blowing your cover.

Uninvited is the chapter where James goes from a wrecked safehouse to the heart of a Webb Industries gala, tailing the twin sniper who has been one step ahead since Slovakia. It blends a rooftop chase, an open social-stealth playground with four ways upstairs, a weaponless boss fight and a smash-and-run escape.

This 007 First Light Uninvited walkthrough follows the natural checkpoint order, from the drive home to the garbage-truck getaway, so nothing important slips past you. We flag every one of the chapter’s 12 collectibles, both keycards, the staff-closet code 3256 and the CCTV password, and we point out which challenges you can bank on the way through.

The gala is one of the game’s most open segments, with nearly half a dozen routes to the security room. We walk the cleanest path but call out the alternatives so you can chase the challenge you want.

Uninvited walkthrough: the safehouse ambush (Traffic and Back Home)

The chapter opens with a calm drive. Follow the single road to drop off Greenway, finish the call with Moneypenny, and you jump straight to the apartment.

Back home, explore freely with your Q-Lens before you trigger anything. When you are ready, inspect the note on the windowsill in Bond’s room to start the ambush.

  • James Bond (Bond Family Photo) — Intel. In Bond’s bedroom at the far end of the hallway, on the side table by the bed. Grab it before you inspect the window note.

Two intruders follow. The first sticks to a standard three-hit combo, so block twice and counter with a grab, then throw him into the walls. Head to the kitchen for the second, who favours grabs over combos; here you have throwable objects. Hurl three objects at him to bag the Kitchen Wars challenge, then finish him against the counters.

The Sharpshooter chase: rooftops and the crane

A sniper opens up on your balcony. Stay crouched and use Swap Cover to move only when his laser is not between you and the next safe spot; clearing the whole sequence without being hit earns Missed Me!. Rows of furniture let you slide along safely, and you can vault the low walls without drawing fire.

Work right to the air-conditioning units, jump the gap and hide behind the shattered skylight. From here it becomes a puzzle of distractions:

  • Use your Q-Watch to hack air conditioners, floodlights and roof lights to blind or distract the sniper, opening windows to move.
  • Grab any batteries you pass to keep hacking.
  • Bait him into destroying glass barricades, then retreat to solid brick cover.

At the far ladder, climb the pipe side for safety, hack the large AC unit for a smokescreen, then climb to the crane. Don’t stop climbing until you control it, swing the arm left to force the sniper out, then run along the arm to trigger a cutscene. A short chase follows; if you took no sniper hits across the whole ordeal, Missed Me! completes here. Head down the alley, take a left after the fence and interact with the gate to end the segment.

Gala Entrance: getting past reception

Moneypenny has tracked the twins to the Webb Industries gala. Reception will remind you that you need an invitation.

  • 8 of Acorns — Playing Card. Ignore the receptionist, round the desk to the back-right corner, and it’s on a stone bench.

To earn Gate Crasher, enter without an invitation: Phone Dart or blind the trio of guards (refill chemicals at the info desk and nearby tables if you’re low), then walk into the hall. Use the blue waves on your watch to find the assassin’s trail, which leads up the right-hand stairs and into the bathroom. Check the trashcan in the counter to find the discarded phone; James spots a CCTV camera outside, and Moneypenny asks you to reach the security room upstairs.

Get Upstairs: four routes to the second floor

There are four ways up, each tied to its own challenge. You can reload a checkpoint to try more than one. Along the way this floor hides several collectibles:

  • Webb Industries (Webb Industries Press Pack) — Intel. In the press/media room just left of the entrance. Distract the guard blocking the way, distract the second guard by the table (use the microphone), then loot the central table against the barrier.
  • Concert Poster — Legacy Item. In the café, back-left of the main hall, on the table against the wall in the back-right corner.
  • Anniversary Pin — Memento. In the cloakroom; slip in past the watcher and check the cart against the back wall of lockers.

The routes:

  • Say ‘Cheese’! — Eavesdrop on the woman in black by the bar (she’s waiting for reporter Rob Minkley). Grab a camera from the press room: trip the fusebox in the far-right corner to pull the guard away, then dart the other guard and take the camera. Return posing as Minkley and follow her upstairs.
  • Always On Duty — Eavesdrop on the guards by the press room to learn a guard is habitually late. The lone guard mentions a tablet in the café with everyone’s details. Steal the tablet password from the drawer (dart a café employee first), read the rota to learn the late guard is Harry Sykes, then tell the lone guard Harry has arrived so he leaves his post.
  • Behind the Scenes — The simplest path. In the media room, trip the fusebox to lure the guard, sneak into the cordoned area, squeeze through the boxes behind the set pieces and open the far door.
  • VIP Entrance — Left of the bathroom steps, eavesdrop to learn a hostess carries the Web PR Manager’s keycard. Enter the drone exhibit, use your Q-Watch to break the button cover and activate the drone to lure the guard out, then dart the hostess and pickpocket the Museum Keycard. Use it on the card-reader double doors in the café or press room.

Note the Museum Keycard is worth grabbing whichever route you take (it also sits just left of the top of the PR manager’s staircase), because it opens locked doors later. Taking the press-room or cloakroom stairs drops you into a guard-filled room covered below; the café keycard door skips straight to the Security Office.

Sneaking Through and the Security Office CCTV room

If you came up via the press room or cloakroom, you must cross a room full of guards. James hides against the display as you enter.

  • Ober of Roses — Playing Card. In this same guarded upstairs room, on a box by the janitor’s cart in the centre.

Crouch left, activate the vacuum cleaner (spot it with Q-Lens) to pull the guards’ attention, and edge along the left wall. Dart the guard by the exit when the patroller looks away, then slip out. Grab the Museum Keycard if you still need it, go through the keycard door left of the exit, and head down then up to the security office.

At the security office, laser the padlock right of the locked door and crawl through the vents into a supply closet (refill your Q-Watch there). Use Swap Cover to slip past the guard on his phone and the chatting pair.

  • Stephen Bright (Security Notice) — Intel. In the small meeting room front-right of the main room, past the two central guards and the wall camera. Two technicians ignore you; the notice is on the right-hand side of the conference table.

Vault the desks to reach the next room, where a guard holds the keycard you need. Swap cover down the cubicle wall, dart the Watcher (the man with the solid white circle above his head), grab the keycard off the desk beside him and crouch back out. Cross the pool-table room using the standing speaker as a distraction, then follow the bookcases right and vault into the CCTV room. Reaching it clean earns A Quiet Night and Top Notch Security.

  • Kensington Postcard — Postcard. Inside the CCTV room, on the table between two lockboxes in the back-left corner.

The terminal wants a password. Inspect the Desk Mess in the far-right corner, then flip the mug on that desk to read the password on its underside. Return to the computer to give Moneypenny the feed; she pins one twin heading into the basement.

The Basement and the Murto boss fight

Take the elevator down (hack the nearby camera and hug the left wall to avoid it). Read the note about faulty locks, then note the painting-covered sliding panel is remotely controlled. Laser the padlocked chain in the middle of the hall, squeeze through, grab the battery refills, and kick open the double doors. Turn on the control panel on the right to open the sliding panel, then go through.

Entering the statue room triggers a cutscene, and you drop into a fight with one of the twins, Murto — unarmed. The short version: stay in cover and use gadgets to spring the room’s environmental hazards on him. You only need to land three hazards, and he won’t fall for the same trick twice, so alternate between Fume Extractors, Hanging Lights, Construction Lights and Electrified Lifts. Don’t chase him with melee, or he’ll counter.

For the full trap-by-trap breakdown, positioning and timing, see our dedicated guide on how to beat Murto.

After the fight, leave through the open door and enter the room on your right:

  • Open the white lockbox in Room 4 Restoration for the Restoration Room Keycard.
  • Use it on Room 3 Restoration across the hall.
  • Tero Murto Locket — Memento. On the desk in the centre of Room 3.

Head right through the double doors and up the stairs, follow the hall to the elevator, kick the door open and cross the gala hall to trigger a cutscene. James reaches for Nicholas Webb on the main stage; what happens next is left to a cutscene.

Storage Room: the interrogation and workshop escape

James comes to, tied to a chair. You need to hack Damien’s phone while being beaten, balancing two dialogue options: Provoke keeps the hack moving but drains health, while Stall buys time but bores your captor. A reliable sequence is Provoke, Stall, Provoke, Stall, Provoke. A cutscene frees you.

  • King of Shields — Playing Card. The instant you’re out of the chair, turn around; it’s on a table at the back of the room.

Check the doors, help your ally up and out of the elevated window, then wait out the guards before leaving the way they came. Cut open the padlocked vent with your laser and crawl in; if your battery is under half, grab the drill in the corner to charge. You emerge above a guarded workshop.

Move along the walkway (second left, then right, down to the end), drop when the patroller leaves, and thread between desks to a server room. Grab the keycard and battery by the door, dart the guard inside, then climb the racks with the blue tarp to a vent cover. Exiting via the vent earns Rack N’ Roll, and taking down no one earns Workplace Agreement.

  • 8 of Roses — Playing Card. After the escape, you exit onto a balcony over the gala floor. Hop the light rig to the opposite balcony, then turn right instead of going through the door; it’s on a table at the end.

Vault the blue tarp onto the lighting rigs, jump to the second rig, climb to the nearest balcony and head through the door.

The Courtyard: keycard or generator

You land on the museum rooftop, then drop through an open skylight into a courtyard full of guards. The linked challenges want you to kill no one and stay uncompromised (you can be spotted only if you bluff your way clear). Bluffing three guards at once earns The Big Bluff: follow the first guard until he joins two others in a room, then bluff at the moment all three are together. Bluffing preemptively costs three instinct; bluffing after being caught costs four.

To get out you must either steal the Courtyard Keycard or disable the backup generator. The generator route: activate a radio to split the guards, dart one and observe the wall note, laser the vent padlock and crawl through, bluffing guards as you emerge. Squeeze through the furniture gap, bluff again, then interact with the generator to kill the exit’s card scanner. Drop via the scaffolding, take cover from the two guards at the exit, and slip past.

There’s also a maintenance-room route with a door code and the chapter’s last card:

  • Staff Closet code: 3256. In the Library on the ground floor, inspect the laptop in the back office to learn the code.
  • Enter the Dining Room in the opposite corner, disable the camera watching the closet (or guards swarm), then enter 3256.
  • 9 of Shields — Playing Card. On a small trolley of packages inside the staff closet.

Clearing the courtyard without being compromised or killing anyone banks two more challenges, and if you’ve stayed clean since the gala, Ghost and Pacifist unlock too.

Webb Exhibition and the Loading Dock getaway

The hall past the courtyard has a weapons cache and gadget resources at the base of a statue under repair. Resupply, because the large room ahead fills with enemies the moment you enter — including armoured Tank hostiles.

Before the shooting starts, open with a surprise attack. Hack the 3D printers scattered around to kick up dust clouds; sneak up to a Tank inside a cloud for an instant takedown. Keep moving so you don’t eat grenades. Shooting 15 screens in the room completes IT Specialists (do it after the fight).

Clear the room, then head through the back door into the loading dock. Snake through the shelves to the blue double doors; a small army waits outside, so use Swap Cover to advance much like the sniper opening. Push the crates on the pallet jack for mobile cover, reach the garbage truck and get in.

Drive the truck by keeping right and plowing straight through everything until you hit the ramp, then follow it up and out. That completes Bin Collection. After the drive, James reunites with Greenway to close the chapter — and you pick your gadget loadout for the next mission.

Uninvited done, and the twins’ storyline finally squared away. If a card or Intel slipped past you, our all-collectibles 100% guide pins every pickup in the game; if Murto’s traps gave you trouble, our full how to beat Murto guide breaks the fight down hazard by hazard; and when you’re ready to go on the offensive, our Knightfall walkthrough on Solo Jugadores picks up right where this chapter leaves off.

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