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Murto is not a conventional shootout. In the basement encounter from Uninvited, Bond starts unarmed and must use the room’s hazards to hit the assassin three times. Drop the chandelier when Murto walks underneath it, hack a large fire light with the Q-Watch while he passes in front of it, and use motion sensors or a hacked radio to lure him into another hazard. Commit to a trap only after the yellow warning marker appears; after the third successful hit, follow the on-screen prompt to end the sequence.
What the Murto encounter is testing
The Murto sequence takes place beneath a London museum during the gala in Uninvited. It is presented as a room-sized cat-and-mouse encounter rather than a normal weapon fight. The walkthrough describing the scene says Bond is unarmed, Murto has three health bars, and the room contains the tools needed to remove them.
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That distinction determines the correct strategy. Shooting is not the solution described for this encounter. You need to stay mobile, watch Murto’s route, and activate environmental hazards only when he is in the right position. The three hazards identified in the walkthrough are a hanging chandelier, large fire lights, and motion sensors. Gadgets create openings, but positioning and timing determine whether a trap actually connects.
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A free scan shows the junk files, broken settings and background clutter dragging Windows down - then fixes them in one click.Free scan · Windows 10 & 11The mechanics below come from an unofficial walkthrough dated May 31, 2026. They are practical encounter directions, not an official mechanics reference or a report of independently tested timing. The official player-support material identifies 007 First Light as a narrative action-adventure from IO Interactive, but it does not document the Murto fight in detail.
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The win condition: three environmental hits
The guide describes three successful environmental hits as the condition for finishing the sequence. Murto’s three health bars provide a useful visual indication of progress. The chandelier is specifically described as taking one bar. The same walkthrough then directs you to use the fire lights and motion-sensor setup for the remaining progress, although it does not publish damage values, recovery times, or a guaranteed order for the hazards.
- Do not look for a normal gunfight. The encounter is built around stealth, baiting, hacking, and room hazards.
- Use the yellow warning marker. The walkthrough says this indicator appears when a trap can hit Murto. If it is not visible, the hazard is not yet lined up.
- Count confirmed hits, not attempts. A trap that activates while Murto is out of range does not count as progress.
- Finish with the prompt. After the third successful hit, close in when the game prompts you to do so. The guide reports no additional combat phase after that cutscene prompt.
Step-by-step route through the room
1. Use the chandelier first when Murto passes beneath it
From the starting area, look up and to the right to locate the hanging chandelier. Do not trigger it simply because you can see it. First watch Murto’s path and let him walk underneath the fixture.
- Keep enough distance to observe Murto without forcing an immediate chase.
- Track his movement until he is directly below, or clearly within, the chandelier’s drop zone.
- Wait for the yellow warning marker that signals a valid hit.
- Activate the chandelier with either the Laser Strap or the Dart Phone.
- Move away from the impact area and confirm that Murto’s health has advanced before setting up the next hazard.
The walkthrough says this drop accounts for one health bar. If the chandelier falls while the warning marker is absent, assume the attempt was mistimed rather than repeatedly spending gadgets at random. Re-establish distance, watch his route again, and wait for the indicator.
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The large fire lights are on the left side of the room. A gap in the shelving provides the route to them. The important part is not merely reaching the lamps; Murto must pass in front of the light you are hacking.
- Use the space between the shelves to move left toward the large lamps.
- Stay aware of Murto while you take position. Moving to the lamp does not automatically put him in range.
- When Murto is about to pass in front of the fire light, ready the Q-Watch.
- Hack the lamp as he crosses its path.
- Look for the yellow warning marker before committing. If Murto is too far to one side, wait for another pass instead of activating early.
The available guide does not state a precise timing window, a fixed lamp order, or a separate damage number for this hazard. Treat the marker and Murto’s position as your confirmation. If the hack completes without a health-bar change, reposition and create another crossing rather than assuming the lamp is unusable.
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3. Turn motion sensors into bait
Motion sensors are placed around the room and can be used to influence Murto’s movement. The risky option is to trigger a sensor yourself: the walkthrough says Murto then charges toward Bond. That pressure can be useful because it gives you a predictable approach and may draw him beneath a chandelier or in front of a fire light, but it also puts Bond in immediate danger.
- Identify a sensor and the nearby hazard you want Murto to reach.
- Choose an escape direction before touching the sensor. Do not trigger it while trapped against shelves or a wall.
- Either activate the sensor yourself to provoke the charge or hack a sensor or radio to bait Murto’s movement, as described by the walkthrough.
- Lead his approach toward the selected hazard without activating that hazard too early.
- Wait for the yellow warning marker, then trigger the chandelier or fire light when Murto enters its range.
- Break away after the hit and verify the final health-bar change.
There is no evidence that every sensor behaves identically or that one particular sensor is mandatory. The useful principle is to make Murto’s movement serve the trap. If triggering a sensor only causes a dangerous charge without producing a valid marker, retreat, reset the spacing, and try a different route or bait source.
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How to read the room before activating anything
Use the yellow marker as your timing test
The warning marker is the clearest feedback described for this fight. It tells you that Murto is in a position where the chosen hazard can hit him. Treat it as a required confirmation, not a decorative alert. A visible chandelier, lamp, or sensor is not automatically an active opportunity.
Watch for the marker while Murto is moving, then make the activation promptly. If he leaves the zone first, allow another pass. The guide does not establish a precise number of seconds for the marker, so do not rely on a memorized countdown from another player’s video or difficulty setting.
Separate observation from activation
Most failed attempts come from performing the right action at the wrong moment: dropping the chandelier before Murto arrives, hacking the lamp while he is beside rather than in front of it, or triggering a sensor without a nearby hazard prepared. Keep the encounter in two phases:
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- Observation: locate the hazard, watch Murto’s route, and identify where you can retreat.
- Activation: wait for the yellow marker, use the appropriate gadget or bait, and move away once the trap fires.
This rhythm is slower than rushing from one interactable to the next, but the source guidance does not establish a faster or safer tested route. It does establish that three successful environmental hits, rather than conventional attacks, end the sequence.
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Triggering a motion sensor yourself is deliberately risky because Murto charges toward Bond. Its value is positional: the charge can bring him into a hazard’s range. Do not stand and absorb the approach as if this were a melee exchange. Trigger the sensor only when you already know which trap you want to use and where you will move after Murto commits.
Hacking a sensor or radio is the less direct baiting option mentioned in the walkthrough. The guide does not compare the two methods experimentally, so choose based on the room state: a personal sensor trigger may create a quick approach but exposes Bond, while a hacked device may let you influence movement without standing on the sensor yourself.
Hazard and gadget reference
| Hazard or setup | Where to find or use it | Required tool named by the walkthrough | Positioning requirement | Risk or evidence limit |
|---|---|---|---|---|
| Hanging chandelier | Look up and to the right | Laser Strap or Dart Phone | Murto must walk beneath it; wait for the yellow marker | The guide says the drop accounts for one health bar; no tested timing is provided |
| Large fire lights | Left side, through a gap in the shelves | Q-Watch | Hack while Murto passes in front of the lamp; confirm the marker | The guide does not state a separate damage value or fixed order |
| Motion sensor bait | Sensors positioned around the room | No single required gadget stated | Use the charge or hacked movement to bring Murto under a hazard | Triggering one yourself makes Murto charge toward Bond and is dangerous |
| Radio bait | Use a radio as an alternate movement lure, where available in the room | Hack the radio | Set up a hazard before drawing Murto toward it | The walkthrough mentions the option but does not compare its speed or reliability |
Common failure modes and fixes
The trap activates, but Murto takes no damage
The most likely issue, according to the encounter’s described logic, is position. Reset your distance and wait until the yellow marker appears. For the chandelier, let Murto walk fully beneath it. For a fire light, wait until he crosses in front of the lamp rather than standing beside it. For a sensor setup, make sure the baited route leads to an actual hazard.
Murto charges before you are ready
A self-triggered motion sensor is supposed to make Murto charge toward Bond. If you activate one without an escape path, break line of approach by moving around the room and regain a position near a usable hazard. The guide does not describe a damage-trading strategy, so do not wait for him to reach you expecting a conventional combat prompt.
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You cannot find the fire lights
From the room’s central area, look for the gap in the shelving and use it to reach the left side. The target is the large lamp assembly, not a generic light source elsewhere in the museum. Once there, focus on arranging Murto’s path across the lamp rather than repeatedly hacking it while he is out of position.
You used the chandelier too early
A missed drop does not establish that the hazard is spent or that the encounter is unwinnable. Move away, let Murto’s route settle, and watch for another valid approach. Because the guide does not document reset rules or a limited number of trap attempts, avoid assuming a penalty that is not shown on screen.
The third hit happened, but nothing seems to progress
The walkthrough says to close in when prompted after three environmental hits. Look for the on-screen approach instruction rather than searching for a fourth trap or a hidden weapon phase. It reports no additional combat phase after the resulting cutscene.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.A practical decision framework for choosing your next move
Use this short loop whenever you are unsure what to do:
- Check progress. Count confirmed health-bar reductions rather than trap activations.
- Check position. Is Murto walking beneath the chandelier, crossing the fire light, or approaching the hazard you prepared?
- Check the marker. If the yellow warning marker is absent, keep observing.
- Check your exposure. If you are about to trigger a sensor, identify your retreat path first.
- Choose the least risky available opening. Waiting for a natural pass is safer than forcing a charge, while a sensor or radio lure is useful when Murto will not enter the hazard zone on his own.
This is a positioning framework, not a claim that one method is fastest. The walkthrough provides no controlled comparison of speed, damage, or safety among the openings.
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What not to do
- Do not treat Murto as a boss who must be defeated with gunfire; Bond is described as unarmed in this sequence.
- Do not activate a trap merely because its interaction prompt is available.
- Do not trigger a motion sensor while standing somewhere you cannot escape from.
- Do not assume the chandelier, fire lights, and sensors have interchangeable gadget requirements.
- Do not continue looking for a second combat phase after the third hit and approach prompt.
Where this encounter fits in the released game
Official 007 First Light player support describes the game as a narrative action-adventure developed and published by IO Interactive. The support page’s September 15, 2026 update lists a May 27, 2026 release for PlayStation 5, Xbox Series X|S, and PC through Steam, Epic, and the Microsoft Store. It lists Nintendo Switch 2 for March 2027. Availability can change by region and storefront, so check the current support information for your platform.
The same support material includes the game’s editions and bundled items, but those contents are not needed to solve Murto’s room. No dedicated accessory, replacement part, consumable, or repair tool is required for this encounter; the relevant requirements are the in-game gadgets and the environmental objects described above.
Source limits and how to use this guide
The central directions are from a secondary walkthrough published May 31, 2026. A separate Gfinity search result also characterizes the encounter as a stealth-and-trap sequence, but the underlying page was unavailable for verification. That corroborates the broad approach only; it does not establish exact timings or additional mechanics.
Accordingly, the reliable practical rules are the ones consistently stated for the scene: use environmental traps instead of a gunfight, wait for the yellow in-range marker, land three successful hits, and follow the final prompt. Exact route speed, relative safety, trap damage beyond the chandelier’s described bar, and any difficulty-specific behavior are not established here.
Quick Recap
Quick checklist before you restart the encounter
- Bond is unarmed, so plan around hazards rather than direct attacks.
- Locate the chandelier up and to the right.
- Remember the left-side shelf gap leading to the large fire lights.
- Keep the Laser Strap or Dart Phone ready for the chandelier.
- Use the Q-Watch for the fire-light hack.
- Identify a motion sensor or radio and an escape route before baiting Murto.
- Activate only when the yellow warning marker confirms he is in range.
- Confirm three environmental hits, then obey the approach prompt for the cutscene.
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