Direct answer
007 First Light challenges live in 9 formal challenge-bearing missions: Against the Odds, A New Home, All the Time in the World, The Past Never Dies, Uninvited, Knightfall, Time to Die, Wave of the Future, and For England. Do not try to perfect them during your first story run. Finish the story, then clear short/low-count missions first, save Uninvited, All the Time in the World, Wave of the Future, and The Past Never Dies for planned replay blocks, and treat 23/24-count conflicts plus challenge-tracking reports as reasons to verify in the in-game journal before replaying long sections.
| Mission | Challenges | Priority | Best plan | Do first | Avoid | Reward or value | Check status |
|---|---|---|---|---|---|---|---|
| Against the Odds | 9 | Early | Use the published walkthrough route: one story/collectible run, one quiet Pacifist/Ghost/No Help Needed run, and one combat/takedown run. | Learn how the in-game journal records challenge completion and confirm Central Camp tracking before longer missions. | Mixing No Help Needed with Full of Surprises, or Pacifist with combat-heavy goals. | Low-count tutorial for the campaign challenge logic; useful before TacSim and outfit cleanup. | Cross-checked |
| A New Home | 12 | Early | Clean this before the heavy sandbox missions because the count is modest and the mission teaches exploration-style objectives. | Scan for optional interactions, conversations, and training-area collectibles before leaving the compound route. | Assuming every challenge is combat or stealth; several early objectives are exploration or interaction checks. | Good low-pressure replay target after Against the Odds. | Cross-source count |
| All the Time in the World | 27 | Block | Reserve a dedicated hotel/plane replay block; combine code, puzzle, collectible, stealth, and chase work with the safe-codes page open. | Clear direct-answer dependencies first: laundry door 1805, Manager's Office safe 1952, and the dining-room fireplace puzzle. | Trying to discover every challenge blind in one run; the mission has one of the largest challenge loads. | Major mastery mission with high overlap between codes, collectibles, and stealth routing. | Cross-checked |
| The Past Never Dies | 23-24 | Block | Split into market/Fight Pit money work, stealth crane work, and final combat or boat-specific checkpoint replays. | Do market activities in a money-safe order: crypto/eavesdrop, Fight Pit, cup or shooting range, Scorpius deal, then Tech Support. | Combining mutually exclusive stealth goals such as no confrontations with silent takedown routes. | Current sources tie full completion to the Mauritania outfit for TacSim. | Count conflict visible |
| Uninvited | 29-30 | Last | Save for a dedicated late cleanup session because it has the highest or near-highest count and multiple conflicting route types. | Use the published collectibles and chapter pages to separate gala entry, restricted-room routing, and challenge-only replays. | Assuming one perfect gala run will satisfy ghost, assault, disguise, and interaction goals together. | High-value mastery mission; current sources disagree on whether to frame the count as 29 or 30. | Count conflict plus community signal |
| Knightfall | 23-24 | Block | Plan stealth office/server-room runs separately from Licence to Kill combat, Crackerjack safe-code work, and cargo-floor cleanup. | Use code 1493 for the safe-code challenge after deciding whether you also need the wrong-code challenge first. | Overcounting takedowns in server-room routes; one source flags Service Update as potentially unreliable in the current build. | GAMES.GG ties full Knightfall completion to the white tux for TacSim. | Count conflict plus bug caveat |
| Time to Die | 24 | Block | Group resort exploration, target-specific setups, storage-key/yoga-mat routing, and combat cleanup into separate checkpoint runs. | Before challenge grinding, clear the Chapter 14 card, memento, postcard, and legacy-item prerequisites so route-state mistakes are visible. | Breaking route-state chains by leaving the resort objective before storage-key or room-access steps are complete. | Back-half mastery mission with strong overlap between challenges and collectibles. | Cross-source count |
| Wave of the Future | 25 | Late | Save for after gadget comfort is high; split facility stealth, robotics, archive/security-code, and late-silo cleanup. | Use Q-Watch/Q-Lens scanning and the archive-code guide before attempting stealth-perfect or gadget-specific goals. | Treating late-game advanced guards like early tutorial patrols; restart checkpoints instead of forcing noisy recoveries. | Late-game mastery mission and useful prep for TacSim-style restricted-loadout play. | Cross-checked |
| For England | 16 | Final | Clean after the story because it is the final operation and has fewer challenges than the heavy mid/late missions. | Audit Chapter 17 cards, Intel, Memento, and final route steps before replaying long final sections for challenge-only goals. | Using final-mission replays to troubleshoot broader trophy issues before checking the trophy roadmap and platform progress. | Final campaign mastery cleanup with lower count but high spoiler exposure. | Cross-checked |
Best order for challenge cleanup
Finish the story first unless you enjoy replaying the same checkpoint repeatedly. Then clear Against the Odds and A New Home to confirm your challenge tracking is working, do For England if you want a lower-count final-mission sweep, and reserve the large replay blocks for All the Time in the World, The Past Never Dies, Uninvited, Knightfall, Time to Die, and Wave of the Future.
Use route families, not one perfect run
Most challenge frustration comes from mixing incompatible goals. Treat quiet routes, combat routes, gadget routes, puzzle/code routes, and collectible cleanup as separate run families. The same mission can require a no-confrontation pass, a high-takedown pass, a code/puzzle pass, and a route-state interaction pass.
Challenge counts are useful but not equally stable
Current sources agree on the nine challenge-bearing mission pattern and the high-load missions, but some pages differ on 23 versus 24 for Knightfall and The Past Never Dies and 29 versus 30 for Uninvited. This page keeps those conflicts visible because the in-game journal should be the final authority before you replay a long section.
What to do when a challenge does not pop
First, check the in-game journal during the same mission rather than waiting until a later menu. If the condition involved stealth, pacifist routing, no confrontations, or exact takedown counts, assume a hidden invalidation happened before assuming a bug. If multiple clean attempts fail, treat current community reports as a dated risk signal and move to another mission before burning time.
How this was checked
The mission list, challenge-bearing mission pattern, heavy-mission priority, several mission-specific route warnings, Knightfall and Past Never Dies caveats, and community tracking-risk signal are cross-checked across current guide sources. Exact per-challenge journal screenshots remain a future upgrade, so this page is a cleanup planner rather than a full 191-objective transcription.
| Topic | Recommended wording | Other wording | Check status | What to use |
|---|---|---|---|---|
| Challenge count conflicts | Use the nine challenge-bearing missions as the stable structure, but verify 23/24 and 29/30 mission-count edges in the in-game journal. | Current guide pages disagree on Knightfall, The Past Never Dies, and Uninvited counts while still agreeing those are heavy replay targets. | Cross-source conflict | Use ranges where sources conflict and avoid claiming a single grand total until in-game journal screenshots are captured. |
| Cleanup order | Start with low-count missions and known tracking behavior before spending hours on Uninvited, All the Time in the World, or Wave of the Future. | Most pages are per-mission walkthroughs and do not tell a player where to spend replay time across the whole campaign. | Incremental planner | Sort by player time risk and tracking confidence instead of story order only. |
| Challenge tracking risk | Challenge-tracking reports are real player frustration signals, but they should not override route conditions or become universal bug claims. | Reddit reports mention challenges failing to register, especially around exact-condition runs. | Community signal | Tell players to check the in-game journal, replay short checkpoints first, and avoid speculative bug-fix instructions. |
| Outfit and TacSim value | Mission challenge completion is valuable because current sources tie full mission challenge clears to TacSim outfit rewards. | Broad trophy pages may underplay challenges because they are not the same as collectible or story trophies. | Cross-checked guide sources | Frame challenges as mastery and TacSim reward work, not mandatory first-playthrough work. |
Next steps
