Safes, number codes, logic puzzles, and a few tricky minigames: 007 First Light has several brainteasers that can slow you down. We’ll show you how to crack the most important puzzles.
Between shootouts and stealth sections, IO Interactive keeps weaving puzzles into 007 First Light that you can’t simply click your way through. Some are story-critical, while others unlock challenges, outfits, or optional rewards. In our walkthrough, we guide you through every relevant puzzle in Bond’s latest adventure.
General tips for puzzles in 007 First Light
Four things will help you throughout the entire game:
- Four-digit numbers in documents, on signs, or anywhere else in the environment are almost always codes in 007 First Light.
- The Q-Lens is not just for stealth. It also spots clues, keys carried by other people, and useful hints for minigames.
- The order of clue objects is often just as important as the numbers themselves.
- If you consistently read documents and search your surroundings carefully, you’ll usually find clues for every puzzle.
Walkthrough for Monroe’s memory game
Monroe has a memory game waiting for you. The correct answer for the “Mr Mnemonic” challenge is the combination of Umbrella and Crown.

Lie detector in “The Polygraph Test”
In “A New Home,” you’ll face a lie detector test with Greenway. For the “Spinning a Yarn” challenge, you must lie on all three questions. Even one honest answer ends the challenge for that run.

Fireplace puzzle walkthrough in the dining room
In the lavish dining room, a fireplace blocks the way into a secret passage. On the front, you’ll find several animal symbols, but no hint as to which ones you’re supposed to press.

Codes for the manager’s safe and laundry door
There’s a note on the laundry door: The code changes daily and is kept in the manager’s office. There, you’ll find not only the access code for the door, but also a safe.

Jewel of Jahari: The rigged shell game
In “The Past Never Dies,” you need to earn $100,000 to take part in an auction. Winning back a merchant’s ruby helps you get there.
To earn the remaining money, take part in the arena fights and knock a few bad guys around in hand-to-hand combat.

Code for the maintenance room door
While trying to escape the museum, you’ll reach a heavily guarded courtyard. You can sneak through by deceiving a few guards, move around quietly, or go straight into a fight — though that approach can get rough. Either way, you’ll need the security card for the exit.
In the back room of the library, you’ll find a laptop where the maintenance staff has documented the current maintenance room door code. The code is 3256E.

The locked door is behind the grand piano in the restaurant. Behind it, you’ll find the security card for the exit in a small safe on the table, plus a collectible card on the boxes.

Interrogation
At first, this scene feels like a normal dialogue, but it’s actually a balancing act. You’ll see one progress bar for the hack and another for Bond’s health. Your options are “provoke” and “stall.”
If you provoke Damien, he moves closer and the hack progresses, but Bond’s health drops. Stalling calms the situation and lets Bond recover, but it barely advances the hack.
Our tip: Provoke aggressively at the start, then deliberately mix in stalling phases once Bond’s health gets critical. The time you spend choosing also counts toward recovery, so don’t be afraid to hesitate.
At the end, one final provocation is enough to complete the hack before Bond collapses.
Hidden penthouse safe walkthrough
Webb’s penthouse office is one of the best puzzle rooms in the game because you first have to find the safe at all. When you enter, you’ll see shelves, art, and a panoramic window, but no safe. Open the desk drawer and you’ll discover a hidden button. Press it, and a wall panel behind a painting slides back to reveal the safe.
The code for Webb’s safe is 1493. It is made up of four objects whose order is given in a clue: diploma, painting, game, model.

The diploma on the wall gives you the 1, the basilisk painting is labeled “Rendition 4,” one of the video games on the shelf to the left of the entrance shows a 9, and an architectural model is marked “Site 3.” Put together, that gives you 1493.
The safe is part of the “Crackerjack” challenge and is not required for the story, but it’s worth opening for completionists.
Find fingerprints and door codes in Q’s lab
Find Q’s fingerprints
To open the Q 03 Stress Test area, you need to find Q’s fingerprints. Start at Q’s desk with his glass. Another one is on the motorcycle, and the third is on the cannon with the yellow frame on the pallet truck to the right of Q’s desk.
Find the code for the Armoury door
The Armoury door in the Q 08 area opens with the top score from the shooting range leaderboard. That means the code is 1324.
Find the code for the wall cabinet
In the Q 03 area, you’ll then find a locked wall cabinet on the left. To open it, just look at the test vehicle’s license plate, which shows the code: 4397. However, you can only open the cabinet after picking up the Q-Watch opposite it.
Code for the archive door
In the Webb Industries office complex, a locked archive door blocks your path, and you can only open it by solving a math puzzle.

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