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007 First Light – The Past Never Dies Walkthrough

007 First Light

Welcome to the Into Indie Games walkthrough covering The Past Never Dies mission of 007 First Light.

After the events at the Grand Carpathian Hotel, Bond attempts to pursue 009 and bring him in, but the former agent manages to escape aboard an airplane. Thanks to Bond’s quick thinking, he throws his Q-Watch onto the aircraft, where it sticks to the hull.

The move proves to be a clever one. The watch contains a tracker, and while 009 may have escaped for now, MI6 can follow the aircraft’s movements and finally get back on his trail.

Note
This is part of our 007 First Light – Walkthrough Hub, so if you want more content about the game, be sure to check it out.

Back At MI6

With the explosion that happened at the hotel, there were casualties, including Monroe, who was killed by one of the blond twins. A small memorial is arranged for the victims so everyone can grieve.

This, however, will not stop the team from pursuing 009. At M’s office, she tells you that THEIA has managed to pinpoint his whereabouts, and now Bond and Greenway must make their way to Aleph.

Use the lift and head to Q Lab to get your loadout ready. You will find Q waiting for you at the lab. Follow him to test some new gadgets and receive a new Q-Watch.

Test New Gadgets

The first new gadget is the Laser Strap. You can use it to blind enemies, disrupt complex electronics, or even disarm hostile targets.

The second new gadget is the Flash Mine. You can use it to distract enemies and cover your escape, or use it as a trap and lure enemies into it. It is quite useful when dealing with multiple opponents.

With your testing complete, head to the Gadget Cart and prepare your loadout for the mission. We picked the Dart Phone and the Laser Strap. In addition to that, you will be given a service pistol to use if things go south.

Finally, it is time to head to Moneypenny’s Pod and receive your mission briefing. You will be going to Mauritania, specifically to Aleph, which is under the control of the Pirate King Bawma.

Drive To Aleph

Bond will be driving with Greenway through the desert on the way to Aleph. Follow the objective marker until you reach the entrance to the city.

At the entrance, park the car and continue on foot. Follow Greenway through the market until a stranger bumps into you. This causes you to lose sight of Greenway, and you will need to find him again.

Find And Follow Greenway

Simply move forward and follow the objective marker until you spot a fence and two men watching television nearby. Bond carelessly walks in front of the screen, causing the two men to get angry.

Bond certainly knows how to draw attention, and now you need to beat all of them. Once that is done, go through the gate and you will find Greenway waiting on the other side.

Along the way you can interact with the shops and see what they are selling, but your destination is the main market. Keep following Greenway until you reach it.

When you arrive at the main square, you will find the announcer Ali holding a hostage. As he is giving a speech, he is interrupted by Bawma.

The poor man believes Bawma will spare him because he used his protection money to pay for his child’s expensive medication. However, Bawma does not care. He swings his sword and executes the man on the spot.

Speak With Barkhad Ali

After witnessing what happened, Greenway believes Ali is the person they should approach for information. Follow him through the market until you reach the guards at the entrance.

When Bond speaks to them, it turns out that getting an audience with Ali requires both an invitation and a $100,000 entry fee, and somehow you need to acquire both.

Bond tells Greenway about the requirements, and they decide to split the tasks. Greenway will handle the invitation while Bond figures out how to get the money.

Obtain The Auction Fee

There are multiple ways to earn money around the market, and several people can provide clues on where to start.

For the purpose of this playthrough, we will guide you through the three methods we used to reach the required amount.

Scorpius

Head to the main market area and move toward the right side where you will find two guards talking. Eavesdrop on their conversation.

After that, you need to distract the guard to gain access to the area. To your right is a generator you can use, or you can rely on the Dart Phone or Laser Strap.

Go inside and sneak your way to the upper floor. Enter the control room where several guards are having a conversation. You can sneak around from the left side to reach a burner phone. Take it.

The information on the burner phone reveals that an exchange with a buyer will take place at the container yard, which is where you need to go next.

Make your way to the container yard marked on your map. The entrance is blocked by a merchant. Speak to him and choose the M18 Smoke option. This causes him to return to searching a crate and clears the path.

Continue through until you reach Container 76. Open it and you will discover a collection of valuable antiques. Bond calls the buyer to initiate the exchange.

Just after the call ends, four enemies arrive looking for you. You are free to eliminate them, and using the service pistol makes quick work of the fight.

Afterward, the buyer arrives to complete the deal, rewarding you with $52,000.

Fight Pit

Head to the other side of the market and look for signs pointing to the fight pit. Enter and take the stairs up. Approach the man with facial tattoos and speak to him.

When Bond says he wants to fight, the tattooed man gives him a doubtful look, clearly unconvinced.

Still, he gives you a chance and tells you to speak to Yasin, his boss. Yasin can be found on the balcony near the bar on the opposite side.

Speak to him and he will ask you to fight Omar to prove yourself. Simply defeat Omar, or throw him off the balcony if you prefer. Bond wins, and Yasin grants him entry into the fight pit.

There are three waves of opponents to defeat, requiring you to use all of your melee skills, including parrying, sidestepping, and grappling.

Once you successfully win all three fights, return upstairs and speak to Yasin. You can collect your winnings, which amount to $60,000.

As you leave the arena, several angry gamblers stop you. Your victory cost them money, and apparently they want revenge. One more fight never hurt, right? Show them who is boss.

The Jewel Of Jahari

Leave the arena and head right. You will find a man running the Shell Game. Participation costs $3,500, which is why we saved this activity for last.

There is a trick here. Do not bother following the cup with your eyes because no matter how carefully you track it, you will fail. The game is scripted.

The only reliable way to win is by using your Q-Lens. It highlights the jewel, allowing you to select the correct cup. This drives the operator mad, but rules are rules.

The jewel itself is worth good money, but you need to sell it at the pawn shop, which will be marked on your map. Sell it to the woman there and you will earn an easy $30,000.

That brings the total to $142,000, which is more than enough. It is time to return to the auction entrance.

Enter The Auction

With everything sorted out, head back to the auction entrance. Show the guard your invitation and pay the fee. You will be granted access and escorted inside.

Once you reach the auction room, take your seat and wait for Ali to begin the event.

Win The Auction

Ali starts by explaining the rules of the auction, then invites the new guests, namely you, to make the first offer.

You will have three options for your opening bid. We selected $3 million, but quickly realized this is not a traditional auction. Cash alone is not considered a valid bid.

The second bidder offers a service instead. Aleph does not need money, it needs influence and resources.

After hearing two offers, you need to hack the polygraph connected to the third bidder. This causes him to fail the test and get removed from the auction, reducing the competition.

When Bond’s turn comes around again, we selected “Remove Scorpius from Aleph.” The first bidder counters with a stronger offer, forcing Bond to improvise.

Choose the Improvise option and Bond boldly offers three decades of MI6 intelligence. This wins the auction, and Ali is impressed. Now you finally have the opportunity to speak with him directly.

Speak To Ali

This is exactly what you needed, a chance to ask Ali about 009’s whereabouts. Ali does not seem threatened or pressured into answering, but Greenway makes him an offer he cannot refuse.

He promises Ali the throne after Bawma is removed from power. Ali’s greed gets the better of him and he finally talks. He reveals that the “Englishman,” 009, has been taking refuge on a special boat.

Reach 009’s Boat

Greenway leaves with Ali by boat to reach 009’s location, while Bond must platform across ships and bypass enemies to reach the same destination.

The route is filled with enemies. You can sneak past them or fight your way through. Either way, the path itself is fairly straightforward.

After reaching the boat, be careful. 009 has filled the area with traps, so avoid rushing ahead recklessly.

Find 009

Go left and hang from the ledge. Make your way across and climb back up. Disarm the trap ahead and continue forward, where another trap awaits.

Disarm the one on the right and vault over the boxes to reach the trap blocking the staircase. Disable it to unlock access to the upper floor where the cabin is located.

However, 009 is not finished with his defenses. This floor is packed with laser trip mines, some of which are very difficult to see.

Turn around and crouch. Disarm the first trap, then turn right. In front of you is a faucet. Turn it on to reveal the nearby laser trip mines.

Vault across and continue until another laser blocks the path. Hang from the edge to bypass it, then activate the next faucet.

This reveals a moving laser. Wait for an opening before crossing. Turn right and you will find another moving laser. Wait for the correct moment and continue.

Activate the next faucet to reveal an additional set of moving lasers. Carefully wait for the proper opening and navigate through them.

Once you make it through, you will finally reach the cabin, where Greenway is waiting.

Go inside the cabin and, to your surprise, you will find 009 dead. Even stranger, it appears to have happened very recently.

Examine The Crime Scene

You need to investigate the crime scene, and there are several objects you can examine. Feel free to inspect everything at your own pace, but when you are ready, move into the next room.

The wall resembles an investigation board, covered in maps, notes, and photographs connected to the 00 Program. Greenway notices an autograph on the floor that may provide a clue.

It is a photograph of 009 and Greenway from years ago. The note reads “Remember This,” and Greenway explains it was taken during Operation Spyglass. Flip the photo over and you will find a strange symbol.

This serves as a clue. It indicates that you should use the spyglass in the other room and search for the matching symbol. Use the telescope and zoom in on the ship displaying the same emblem.

Bond believes 009 was trying to tell MI6 something through all these clues but never got the chance. As you leave the cabin, Bawma’s men arrive and knock both of you unconscious.

Find A Way To Convince Bawma

The next thing you know, both you and Greenway are hanging over a pit full of crocodiles.

Bawma has discovered that Ali betrayed him, and he believes you are responsible. He decides to make an example of everyone involved. He starts by throwing Ali to the crocodiles. Bond and Greenway are next.

As Bawma slowly lowers you toward the pit, you need to find a way out of the situation. You will be given several dialogue choices.

We first chose Bargain because threatening him clearly was not an option, but it failed. We then selected Negotiate a Price, but Bawma had no interest in additional money.

At this point, Bond’s ideas have run out, so you need to wake Greenway by swinging back and forth.

Greenway then uses a different approach and mentions the name Harmony. The moment Bawma hears it, everything changes.

Harmony is Bawma’s long-lost sister, and hearing her name immediately stops the execution. Bawma has been searching for her for years, and this piece of information is enough to convince him to spare you.

He releases both Bond and Greenway, and once again Greenway proves his value by saving the day.

Bawma escorts you back to your vehicle and sends you on your way. Now Bond and Greenway must investigate the mysterious ship bearing the symbol from 009’s final clue.


Thank you for checking out another Into Indie Games walkthrough covering 007 First Light.

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