How to bypass the sensors in 007 First Light
James Bond must navigate past the floor sensors to reach the Perch in 007 First Light
To bypass the sensors in 007 First Light, James Bond will need to solve a puzzle and take a slightly circuitous route through the offices ahead, and it can be easy to miss certain key factors that are essential to get through the security lasers ahead and open the doors. Below I'll take you through it step-by-step, so you can reach the Perch with Greenway and continue First Light.
How to Reach the Perch and Bypass the Sensors in 007 First Light
After navigating past some enemies, Bond will need to bypass the floor sensors and make it to the other end of the offices without touching the lasers in 007 First Light. Here's how to do that:
- Look to the right at the boxes blocking the path. The rightmost one can be moved.
- Past that, squeeze through the grate. Inside, take the left path into Isola Vale's office.
- Step out of the office into the main hall, between the two sensors. Look through the glass of the office to the right of the door you want to reach, to see a hackable door controller through the glass. Use your Q-Watch to hack it.
- Go back into the vent (don't touch the sensors!) and turn left so you exit through Damien Webb's office.
- Leave his office through the main door and turn left so you enter the "De Broglie" meeting room you opened through hacking.
- Request cleaning on the panel inside the meeting room to call the robot vacuum cleaner.
- The main door in the hall will open to let it through. Go through to the other side to find the panel to turn off sensor security.
At this point Greenway will be able to follow you and you'll be able to keep progressing through Webb's offices towards the Perch.
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Joel Franey is a writer, journalist, podcaster and Very Tired Man with a BA from Brunel University, a Masters from Sussex University and a decade working in games journalism, often focused on guides coverage but also in reviews, features and news. His love of games is strongest when it comes to groundbreaking narratives like Disco Elysium, UnderTale and Baldur's Gate 3, as well as innovative or refined gameplay experiences like XCOM, Sifu, Arkham Asylum or Slay the Spire. He is a firm believer that the vast majority of games would be improved by adding a grappling hook, and if they already have one, they should probably add another just to be safe. You can find old work of his at Eurogamer, Gfinity, USgamer, SFX Magazine, RPS, Dicebreaker, VG247, and more.
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