007 First Light: Wave of the Future walkthrough (all collectibles and challenges)

A checkpoint-by-checkpoint route through Webb’s Antarctic R&D facility that grabs every collectible and clears the toughest challenges.

Wave of the Future is the penultimate chapter of 007 First Light, dropping James on the icy shore outside Webb Industries’ R&D facility with one goal: reach and shut down HYPERION before it goes live. This Wave of the Future walkthrough follows the mission in checkpoint order so you clear the stealth, the puzzles and the set-pieces cleanly on a single run.

Along the way we flag all nine collectibles, the Archive Door code and every key item the level hides, so you can bag them without replaying the chapter to mop up. We also point out where the hardest challenges line up, from Pacifist Protocols and Ghost to the two Wreckie showcases.

Expect social stealth in the gatehouse, a long climb along the outside of the facility, a data heist in Operations and a robot-smashing sprint through the reactor. Story beats stay light: the guide sticks to what you need to push forward, so nothing here spoils how the chapter closes out.

Wave of the Future walkthrough: Comfort Over Speed and The Edge of the World

A short interlude, Comfort Over Speed, opens the chapter aboard a boat with no gameplay. Use it to ask Isola about her motivations if you want; a submarine then carries the pair toward Antarctica.

Gameplay proper begins at The Edge of the World, on the shore below the facility:

  • Follow Isola up the cliffs until you reach a wall too tall to climb, give her a boost, then continue to the cliff edge.
  • Sidle along until the area opens up, drop to the next cliff, grab the ledge and climb left, jumping up wherever there is room above you.
  • When a ledge crumbles as you climb, double back to a cave you can crouch into; use the platform and climbable walls to reach the exit.
  • Head right out of the cave to a pit you cannot cross, backtrack to a gap in the wall and squeeze through.
  • Climb the final series of cliffs, jump the gaps, and pull yourself up at the base of the structure, where guards are patrolling.

The Gantries and The Gate House: run Pacifist and steal the IDs

The Gantries asks you to reach the gatehouse undetected, and the challenge Pacifist Protocols wants it done without shooting anyone. Isola can shoot enemies for you with no penalty, so stay crouched and let her cover you.

  • Take out the first enemy by the crate while Isola drops his companion, then back up to the outer ring of platforms and head right.
  • Stealth-takedown the guard by the next crate, then handle the two enemies by a Steam Pipe: dart the one facing you, drop his companion, then finish the darted guard in quick succession.
  • At the three guards near the staircase, sabotage the nearby steam pipe and take down whoever investigates, then hit the guard by the crate with a Smoke Pod and vault past up the stairs while their vision is limited.
  • Through the yellow door, climb the ladder at the end (no enemies here) and use the door up top to reunite with Isola. Staying unseen the whole way completes Hide and Seek.

The Gate House is where you gather a pair of ID bracelets. Head north to the sliding doors and up the staircase. In the Lounge on your left, a woman (Nora St. Vincent) is sleeping with an ID bracelet, watched by two others; sabotage the charging station behind her, then steal the bracelet when the pair are distracted. Exit and loop left around the room to the restrooms, where you can eavesdrop on the HR employee. He mentions an engineer who hasn’t boarded the cable car. His phone hack fails due to extra protection, so you must pickpocket it: laser the rubbish bin in the corner, vault the counter near the edge to land in the tall grass, and pick his pocket. Then head into the restroom, talk to David Somerset in his stall, immediately leave the conversation and kick the stall open to knock him out, netting an ID Bracelet and the Knock Knock challenge. Head down the stairs, rejoin Isola and board the cable car.

Collectibles across these checkpoints:

  • Under of Roses (Playing Card): in The Gantries. After climbing the cliffs and clearing the enemies below as you see fit, enter the building up the stairs; it sits beside the scaffolding leading up.
  • Ace of Bells (Playing Card): in The Gate House. From the cable-car area, head up the stairs on the right and turn right at the top. A woman sleeps on a red couch in the corner; the card is beside her.
  • Snow Globe (Memento): in The Gate House. From the top of the stairs, look ahead to the check-in desk in the center of the room; it is on the left-hand side, near a potted plant.

Arrival Station and the Robotics Department: First Day on the Job

Disembark from the cable car and head up the stairs, where a robot greets you at Arrival Station. Ask it for Nicholas Webb’s location; it clocks you as an impostor, but Isola disables it before it can raise the alarm, and hands you her pistol with an electric-shock attachment. The elevator is dead, so zap the electric panel beside it with the new attachment and ride it down to Robotics.

At First Day on the Job, department head Ferguson has you step onto a platform. Grab the controller to see Wreckie in action, then shoot the robot he wheels in to finish the demo. Isola wants to meet in Utility, but you lack clearance, so tour the research tests first:

  • Pianos on the west end where a robot mimics you.
  • A researcher working in kinetics.
  • Robots playing chess (cleaning robots handle spills).
  • A robot handling a yellow package of unstable chemicals.
  • A north station developing lightweight, ultra-resistant material; step onto the platform behind the researcher and grab a weapon to test the robot’s armor.

To break into Utility, activate the shooting range at the last station and pick up a weapon, hack the Utility Modules behind the robot, then shoot the robot carrying unstable chemicals to summon the cleaning bots. For the First Day at Work challenge (explore every opportunity in Robotics), return to the woman doing yoga: laser her laptop so she leaves, then use the temperature controls to raise the heat and clear her off the platform. Step onto that platform so the robot copies you, walk to the edge and punch to shatter the glass, opening Utility and completing the challenge. Kick the mobile drawer aside to reveal a fusebox, switch it off to open the door, then zap the elevator control panel and pry the doors open.

Collectibles here:

  • Jaws Design Specs (Legacy Item): after the demo, head to the back-left corner; behind the testing range, a tipped server holds the specs.
  • 9 of Bells (Playing Card): from the entrance, walk straight down the center walkway toward Utility, stop at the door and turn right, then walk behind the testing chambers to a cabinet turned at an angle; it is on top.

Killer View and Between Floors: finishing Pacifist Protocols

Killer View is a climbing stretch along the outside of the facility. Jump the elevator shaft and climb right into a small shaft, open the vent, and use the ledges to climb down the hall. Ride the vertical pipe to a platform and switch off the fusebox to open gaps in the wall. Push forward through the wind (it won’t hurt you), switch off another fusebox to stop a fan, and slip through the blades. The fan restarts and blows James back, but he grabs the ledge below; climb right past the second wind tunnel onto the cliffs, up another vertical pole, and along the ledge until you are crawling below other employees.

Between Floors is the last stretch of Pacifist Protocols:

  • Crawl past the first pair of guards to an electronic panel. Climb past it, hop the railing and crouch, shoot the panel with your zapper attachment, then jump back and crawl to the first guard.
  • When his partner leaves to investigate the noise, pull the first guard over the railing, then climb back over and take out the returning guard when his back is turned.
  • Head inside past the server block to a guard on his phone; take him down, then move to the far right of the electric panels so the two talking guards don’t spot you.
  • Around the corner, hit one with a Smoke Pod, keep moving to two heavily armored guards, slip behind the crates next to them, fire a second Smoke Pod and run past to the door. Isola is on the other side. Reaching her without shooting completes Pacifist Protocols.

Enter Operations: the Archive Door code and the ID upgrade

Walk with Isola toward Operations. When Lindsey stops her, intervene when prompted to complete Special Intelligence Task Force. Follow Isola upstairs to a brief scene of Nicholas Webb and Roger Finch, then head through the Operations door alone, down the stairs and left to the dining area. Grab the office key off the table when the employees shuffle out.

Your goal is the Archive Door code, and there are two ways to get it:

  • The note: continue to the vent-guarded area, but first head to the locker room and use the office key to enter. Open the lockers to find a note about the Keypad Puzzle; simply finding it completes Snoop Around. The Archive door code is 1864.
  • The safe: head downstairs to the Legal Department by the first staircase. Set fire to the rubbish bin outside and slip in when the guard steps out; grab the safe key from the first cubicle desk, then leave. In the office with the memo, dart the employee and open the safe to receive the code 1864 and complete Attention to Detail.

While you are here, you can trigger Surrender (which also completes the chapter’s Pacifist challenge): eavesdrop outside Legal to learn about the security memo, read it from a computer inside, then leave and tell the security guard near the dining area that you are David Somerset. Note that this leads straight into a fight, so reload the checkpoint if you still want to explore the other opportunities.

You will also want the lighter from the cubicle behind the eavesdropping spot (activate the nearby vacuum to draw the employee away) plus the memo itself, read by setting the outside trash can on fire and hacking the office charging station; the memo warns of a rogue agent in the building.

With the code in hand, open the Archive door and take the vent, or use the unattended vent by the stairs. Either way, follow the shaft down into the Security Office: take down the man in the coat, then the security guard, and use the ID upgrade station to raise your clearance. Interact with the cat statue on Webb’s platform in the Command Centre, descend the stairs and approach the terminal to trigger a cutscene. The alarm goes off and James must now race to HYPERION.

Collectibles here:

  • M (M Profile) (Intel): in the Security Office, on the desk against the back wall nearest the vent entrance.
  • Sir Nicholas Webb (Webb’s Manuscript) (Intel): after the ID upgrade, walk down the path and turn left to a small rock podium with a chair and a cat statue; it sits on the chair. Grab it before you turn the statue.

Red Alert: descend to HYPERION and crush the android

Cross the extended bridge until James takes cover. The key challenge is to eliminate four enemies without alerting the rest, which earns Stay Stealthy and the chapter’s Ghost challenge:

  • When two armored enemies approach, laser the explosive barrel next to them to catch both.
  • A little to the left, laser the waist-high platform’s built-in canister when a guard draws close.
  • The first canister has a second underneath, so blow that one when the hostiles gather in confusion.
  • Laser at least one more canister on the right as an enemy nears; two car batteries in the desk you’re hiding behind cover you when your watch runs out.

With four quiet kills done, open fire freely, using the explosive barrels around the room, then activate the console at the back to start the lift descending. A flashbang ambush follows, but you can still see dodge and parry warnings while blinded. For Going Down?, melee each guard: grab one (RT/R2/Hold E), guide them to the backside of the freight lift and toss them over the railing.

At the bottom, the console needs the override key, so head back to the lift for it. As you grab it, a robot smashes through the glass. For Terminated, crush it between two utility modules: hack one so it drops into the floor, run across it, then hack it again as the robot follows to extend the modules and crush it (your Q-Lens slow-motion helps you set the trap). Activate the terminal and go through the door.

  • Antarctica Postcard (Postcard): after riding the lift down, cross the central beam and walk under the steel supports to the back window; it sits on a cart.

Turn left when you see a vent beside a bright orange floor, then follow the ventilation shaft down until you fall through an opening.

Wreaking Havoc and A Daring Escape: the Wreckie gauntlet

At Wreaking Havoc, James needs help crossing to the fan. Behind him is a Wreckie you can hack to free, with electronics on the room’s edges to recharge your watch. Two challenges span this checkpoint and the next: Wrecking Baller (destroy 15 androids with Wreckie without taking damage) and A Perfect Strike (destroy 10 androids in one roll). Once Wreckie is free, crush the robots breaking out of their chambers, then send it through the glass toward the fan and squeeze through the metal columns. Take the corner stairs to the two consoles (a robot chases you after the first, so stun it with the pistol zapper), let Wreckie crush the robots, then send it into the fan and climb down after it.

At A Daring Escape, disable three generators while robots swarm you. Run and direct Wreckie to crush the robots, and use it on the large foil-covered generator blocks when you’re not in immediate danger. With all three destroyed, the core’s electric pulse disables the robots and Wreckie. Drop into the core and squeeze through the yellow tubes, then work through a long traversal stretch: cross to the center pillar of the evacuation room, activate the green light to descend, use control panels to extend bridges, and zap the various panels to cut power and stop fans before dropping through. Take the yellow zipline down, climb the yellow wires, and follow the last vent into a conference room.

  • Robot Keychain (Memento): after scaling the silo and entering the vent at the bottom, you drop onto the conference table. Turn around; a podium near the projector screen holds it.

Exit right into a corridor where an unarmored enemy team appears, so hit them with a Smoke Pod and open fire. Enter the door marked Hyperion (zap the electrical panel to the left first), drop onto an elevator and descend the pole, then pry the doors open at the bottom.

Hyperion and Evac: the finale

Enter the doors at Hyperion and a cutscene takes over, ending with a chase you have no choice but to join.

Evac is an old-fashioned pursuit: don’t stop for anything, since every obstacle can be squeezed through, vaulted, jumped or ignored. On the catwalk in the cavernous area, jump to the zipline to avoid the fall. When you drop from a catwalk, leap into the nearby boat and follow her closely, shooting sea mines and enemy boats. When you spot a ramp of darkened ice, drive into it to launch into the air and complete Icecap-Tain. Reaching the submarine plays out the closing cutscene, and if you got here without failing the chase you also earn Running Man.

All 25 Wave of the Future challenges

Every challenge in the chapter, so you can track what you’ve cleared on the way to the Completionist: Wave of the Future reward (the Polar Outfit in TacSim):

  • Completionist: Wave of the Future — complete all challenges in the chapter.
  • Pacifist: Wave of the Future — complete “Pacifist Protocols” and “Surrender.”
  • Ghost: Wave of the Future — complete “Hide and Seek” and “Stay Stealthy.”
  • Assault: Wave of the Future — complete “No Time to Reload” and “Server Breakdown.”
  • Hide and Seek — complete the Gatehouse trespassing without being detected.
  • Knock Knock — knock out David Somerset in the toilet.
  • First Day at Work — complete all opportunities in Robotics.
  • Special Intelligence Task Force — bail out Isola when she is recognized by Lindsey.
  • Pacifist Protocols — complete the Gantries and Utility floor without shooting anyone.
  • Death From Above — takedown 3 Webb guards from above in the Utility space.
  • Deadly Delivery — kill an enemy with a proximity mine placed on a robot vacuum cleaner.
  • Server Breakdown — kill a Webb guard with an exploding server module.
  • Attention to Detail — open the safe.
  • Snoop Around — find a math puzzle.
  • Surrender — talk to a guard and turn yourself in.
  • Expert Marksman — kill 10 enemies with headshots in the Command Centre.
  • Proxy Agent — hack 5 servers in “Red Alert.”
  • Stay Stealthy — eliminate 4 enemies without alerting anyone in “Red Alert.”
  • Going Down? — throw all guards off the freight lift as it descends.
  • Terminated — crush the rogue android.
  • No Time to Reload — kill enemies with 5 different firearms during a single combat encounter.
  • Wrecking Baller — use Wreckie to destroy 15 androids without taking damage.
  • A Perfect Strike — use Wreckie to destroy 10 androids in one roll.
  • Icecap-Tain — use an iceberg as a jump during the boat chase.
  • Running Man — complete the chase after Isola without failing.

That’s Wave of the Future cleared and every collectible in the bag. If a card or Intel slipped past, our all-collectibles 100% guide pins down each one across the game; when you’re ready for the finale, our For England walkthrough carries you into the last chapter of 007 First Light; and if you’re chasing the trophy list, our all legacy items guide rounds out the rest of the collectibles on Solo Jugadores.

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