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007 First Light: How to Rush Over an Edge in the TacSim Escalation Mission

007 First Light: How to Rush Over an Edge in the TacSim Escalation Mission

The "rush over an edge" objective inside the second TacSim escalation mission trips up a lot of players because it looks like a regular shoulder charge into a drop. It isn't. The game counts a sprint-tackle off a ledge as a throw, which is why the prompt keeps registering the wrong takedown type even when an enemy clearly goes flying.

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Quick answer: Stand near an edge (don't sprint at it), wait for an enemy to walk toward you or close in, then trigger the melee rush at close range so Bond shoves them off without crossing the ledge himself. The action must start while Bond is stationary or moving slowly near the drop, not mid-sprint.
Image credit: IO Interactive A/S (via YouTube/@FP Good Game)

Why the rush keeps counting as a throw

The TacSim distinguishes between three takedown categories near ledges: throws, pushes, and rushes. A throw is a grapple-based animation that ends with Bond launching the target. A rush is a short, forward melee impact that knocks the enemy backward off a surface. If you initiate the action while grappling or while too close behind the target, the game files it as a throw, and the objective doesn't tick.

Sprinting all the way to the edge also fails for a different reason. Bond's auto-stop at ledges interrupts the rush animation before contact lands, so the input either cancels or converts into a generic shove that the objective doesn't recognize.


The exact setup that works

Step 1: Position Bond a short distance from the ledge, facing the drop. You want roughly two to three steps of clearance between you and the edge, not a long runway. This keeps the rush animation short enough to land before Bond's ledge-stop kicks in.

Step 2: Let the enemy approach you, or close the gap on foot at walking speed until you're within melee range. Do not initiate from a full sprint across the room. The rush prompt needs to fire from a near-static position so the contact frame registers as a rush rather than a throw or push.

Step 3: Trigger the melee rush input the moment the target is between Bond and the ledge. The animation will drive the enemy backward over the edge while Bond stays planted. If the objective ticker updates, you'll see the takedown counter advance, and the TacSim will accept it toward completion.

Trigger the melee rush input the moment the target is between Bond and the ledge | Image credit: IO Interactive A/S (via YouTube/@FP Good Game)

Common reasons it fails to register

What went wrongWhy the objective didn't trigger
Sprinted into the edgeBond's auto-stop cancels the rush impact frame
Grabbed the enemy firstCounts as a throw, not a rush
Enemy was facing Bond at point-blankOften registers as a push or shove
Edge was a low gap, not a true dropThe geometry doesn't qualify as "over an edge"
Bond fell off with the enemyFailure state, restarts the attempt

How to confirm it worked

You'll know the rush counted when the on-screen objective tracker advances by one, and the TacSim doesn't reset the attempt. If the counter stays the same after the enemy falls, the game logged the takedown under a different category, and you'll need to repeat the input with the positioning above. Completing the required number of rushes ends the escalation segment and lets the story progress past the TacSim.

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If repeated attempts with correct positioning still don't tick the counter, reload the most recent checkpoint before retrying. Mid-mission state can occasionally desync the objective tracker until the segment is reloaded.

The objective is deterministic once the input style matches what the game expects. Treat it as a short-range melee impact from a stationary stance rather than a running tackle, and the TacSim will accept the takedown on the first clean attempt.