The same grenade gives 77% and 17%: nobody knows it can be hacked
Nine combat and gadget trophies, with the exact checkpoint for each: the Chapter 8 laundry solves two, the Chapter 10 ambush two more, and the rest have their chapter. Everything repeats through chapter select.
And it counts towards Sleight of hand, Positively shocking, Short fuse, He'll live, Firestarter, Damp squib, Disarming personality, Always have an exit plan, required for the platinum.
Chapter 8, the laundry; Chapter 10, the ambush
Two checkpoints solve four trophies, and both repeat through chapter select.
Chapter 8, checkpoint 5, the laundry. Enemies wearing a holster and vest carry tasers. For Positively shocking (37.4%), keep the taser enemy and one other alive; when he aims — a bright blue line — grab the other by holding the button and charge at the taser enemy staying inside the line. Tapping does not work reliably; holding does. For Firestarter (66.4%), there is an extinguisher in the back left corner from where you enter: lure an enemy and push him into it holding the grab.
Chapter 10, checkpoint 11, the ambush. You spawn right in front of grenade enemies. For Short fuse (77.1%), wait for one to swing his arm with the grenade and shoot him. For Damp squib (16.7%), let him throw it, look at it on the ground, hold the Q-Watch and hack it: it is deactivated. Chapter 11's Webb Exhibition, checkpoint 11, works just as well.
The two grenade trophies are the same moment with two answers, and 77.1% against 16.7% measures how many people know grenades can be hacked: one in five.
To push an enemy you have to hold the grab, not tap it once: the long press is what gives the animation that Positively shocking, Firestarter and Soft landing need.
The other five, chapter by chapter
Sleight of hand (92.5%): disarm by shooting the hand. It comes on its own during the training in Chapter 3, The Needle's Eye. It is the most common combat trophy and the second on the list.
Always have an exit plan (23.6%): gadgets unlock in Chapter 4. Walk into a restricted area with civilians and let yourself be seen to trigger the confrontation dialogue; during it, hold the Q-Watch and use a gadget that distracts whoever caught you. Almost nobody does it because the instinct is to bluff.
Soft landing (18.2%): hold the grab on an enemy and run with him to a ledge, like the top of a ladder; you both fall and he is knocked out. Early spot: Chapter 5, checkpoint 10, while stealing the flag.
He'll live (76.4%): keep shooting the legs until he goes down; the shot that drops him must be in the leg. Any firefight.
Disarming personality (71.1%): the Q-Watch's Laser Strap is gained in Chapter 9, Out of the Ashes, and equipped in the Q-Lab before the mission. Let an armed enemy aim at you and shoot him with it; it uses charges from blue batteries and also works on taser enemies.
The trophies involved
Each one links to its section inside the full 007 First Light trophy guide.