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007 First Light: All Door & Safe Code Numbers

007 First Light

There are seven main door and safe keypad numbers in 007 First Light, which can be unlocked only after finding the clues and entering the correct numbers. This guide will provide you with a complete list of all door and safe code numbers in the game, including tips on how to find all the clues.

All Door & Safe Code Numbers

mission area

Most of the codes that you need to enter appear in the later chapters of the game. You can find these codes by examining notes, objects, and various clues in the same area as the safe or the door that you’re trying to unlock. If you don’t want to waste time and move quickly, then here are all the codes:

LocksCodesMissions
Laundry Room Door1805Chapter 8: All the Time in the World
Manager’s Office Safe1952Chapter 8: All the Time in the World
Maintenance Room Door3256Chapter 11: Uninvited
Webb’s Office Safe1493Chapter 12: Knightfall
Q-08 Armoury Door1324Chapter 15: Man of the Hour
Q-03 Stress Test Cabinet4397Chapter 15: Man of the Hour
Archive Door1864Chapter 16: Wave of the Future

How to Find All the Clues

door code

If you’re more interested in actually finding the clues and using them to decipher the codes, then here’s a complete breakdown on how to get all the clues and rewards:

MissionsCodesLocations
Chapter 8: All the Time in the WorldLaundry Room Door: 1805On a sheet of paper (Security Note), on the desk in the Manager’s Office.

Grants access to the laundry area, which helps with the mission objectives.

Chapter 8: All the Time in the WorldManager’s Office Safe: 1952Check the left drawer with a note mentioning the manager’s favorite wine (“Mont Arras Sacrimental”).

Examine the wine display case for the relevant bottle’s vintage year, which is 1952.

Grants 6 of Roses collectible and the Cellar Key.

Chapter 11: UninvitedMaintenance Room Door: 3256On a laptop in the courtyard library.

Grants museum courtyard keycard and 9 of Bells collectible.

Chapter 12: KnightfallWebb’s Office Safe: 1493Follow clues on Isola’s note: “Diploma. Painting. Game. Model.”

Examine these four items in the room to derive the code, which is mandatory for progression.

Grants the command code for Isola.

Chapter 15: Man of the HourQ-08 Armoury Door: 1324Check the leaderboard score at the shooting range.

Grants access to service pistol and other armoury items.

Chapter 15: Man of the HourQ-03 Stress Test Cabinet: 4397Look at the test vehicle’s license plate after picking up the Q-Watch nearby.

Grants a new battery for your electric gadgets.

Chapter 16: Wave of the FutureArchive Door: 1864Find a note with the keypad puzzle in the staff locker room.

The math solution is the year of the Battle of Mobile Bay.

Opens the route to the security office.