Locked doors and safes are scattered across 007 First Light from the hotel corridors of Chapter 8 all the way through the Q-Lab sequences late in the game. Most codes are hidden nearby as environmental clues, but tracking them down mid-mission slows everything down. All codes below are fixed across every difficulty and every playthrough, so the numbers here will work regardless of when you pick the game up.
What are all the safe and door codes in 007 First Light?
There are 7 locked keypads and safes spread across 6 chapters. Here's every code in one place.
You do not need to find the in-game clues to use these codes. Entering them directly skips the environmental puzzle entirely and saves real time, especially on repeat playthroughs.

Manager's Office safe entry
Chapter 8: All the Time in the World codes
This chapter has the most locks in the game, with two numeric codes and one symbol puzzle.
Laundry Door code (1805)
The Laundry Door code is 1805. The in-game source is a Security Note sitting on the desk inside the Manager's Office, which sits behind the main lobby service desk in a restricted area. Getting in requires either slipping past two maids or distracting the security guard in the adjacent room.
Manager's Office Safe code (1952)
The Manager's Office Safe code is 1952. The hint comes from a Vino Sacramental wine display case in the same office. The date on the middle bottle is the combination. Opening this safe rewards the 6 of Roses Collectible and the Cellar Key, making it worth the detour even if you already know the code.

Wine display safe code hint
Dining Room puzzle (Lion, Snake, Goat)
This one is a symbol sequence rather than a number pad. The correct order is Lion, then Snake, then Goat. A note inside the room contains the hint, though the sequence can also be worked out through trial and error if you miss the note.
The Dining Room puzzle is story-gated, meaning you cannot progress past this point without solving it. The sequence above will get you through on the first attempt.
Chapter 11: Uninvited code
Maintenance Door code (3256)
The Maintenance Door code is 3256. The source is a laptop in the library off the courtyard area. This is one of the more easily missed codes since the library is easy to walk past without entering.
Chapter 12: Knightfall code
Penthouse Safe code (1493)
The Penthouse Safe code is 1493. This one uses an environmental puzzle built around four objects in Nicholas Webb's office. A note from Isola spells out the hint: Diploma, Painting, Game, Model. That sequence tells you both the order and where each digit comes from.
- 1 from the College Diploma
- 4 from the Basilisk Painting
- 9 from the Video Game
- 3 from the Architecture Model
Each item's description contains the relevant number when you examine it. The puzzle is well-constructed, but if you're on a second run or going for speed, 1493 gets you straight in.
Chapter 15: Man of the Hour codes
The Q-Lab section has two separate locked containers close together.
Q-Lab Q-08 Armoury Door code (1324)
The Q-08 Armoury Door code is 1324. The number comes from the top score on the shooting range leaderboard visible in the same area. If you're here for the first time, checking the leaderboard is worth doing just for the context. On repeat visits, go straight to 1324.
Q-Lab Q-03 Stress Testing Cabinet code (4397)
The Q-03 Stress Testing Cabinet code is 4397. This one pulls from the number plate on the car sitting in the test chamber nearby. Easy to miss if you're not looking at the vehicle closely.
Both Q-Lab codes are in the same chapter but apply to different rooms. Double-check which keypad you're standing at before entering a code, as they are not interchangeable.
Chapter 16: Wave of the Future code
Security Office Archive Door code (1864)
The Archive Door code is 1864. Getting this legitimately requires finding a safe key in the Legal Department, using it on a safe downstairs, and reading the code from there. If you already have 1864, you can skip the key hunt entirely.
Do safes and doors contain collectibles?
Several do. The Manager's Office Safe in Chapter 8 holds the 6 of Roses Collectible alongside the Cellar Key. If you're working toward full completion, opening every safe is not optional. For a full breakdown of every hidden item across all chapters, the 007 First Light collectibles guide covers all 92 items including Cards, Intel, Mementos, Postcards, and Legacy Items.
Planning a full run also means thinking about trophies. Some locked containers tie directly into achievement requirements, so cross-referencing the 007 First Light trophy list before you start a chapter is a smart habit.
On a completionist run, open every safe and door even if you don't need the contents immediately. Some collectibles are missable if you leave an area without grabbing them.
For everything else the game throws at you, the full 007 First Light strategy guide collection covers combat timing, suits, and more across every chapter.


