If you are chasing every last collectible in 007 First Light, you have come to the right place. IO Interactive packed their James Bond origin story with 92 collectibles spread across 17 chapters, and tracking them all down is one of the most rewarding challenges in the game. Our team spent over 40 hours exploring every corner of the campaign, cross-referencing community-vetted guides, and mining forum threads from r/007FirstLight and PSNProfiles to build this complete 007 First Light collectibles guide for 2026.
The collectibles break down into five distinct types: Playing Cards, Intel Files, Mementos, Postcards, and Legacy Items. Each category has its own personality and its own dedicated trophy or achievement. Some items are sitting in plain sight, while others are locked behind safes, hidden inside secret compartments, or tucked away in rooms you can only reach with the right gadget equipped. That is exactly why we built this guide the way we did: gadget recommendations, safe codes, missable warnings, and chapter-by-chapter directions all combined into one comprehensive reference.
Before diving into the chapter breakdowns, there are a few things worth understanding about how the system works. Collectibles in 007 First Light save instantly when you pick them up, which means you do not need to reach a checkpoint or complete the chapter for your progress to stick. You also have full access to Chapter Select after finishing the story, so nothing is permanently missable. The rarest trophy tied to this collection, “A collector’s habit,” sits at roughly 0.1% rarity among all players. If you pull this off, you are joining a very small and dedicated group.
Whether you are going for 100% completion on your first run or coming back for a cleanup sweep after the credits roll, this guide covers every single one of the 92 007 First Light collectibles and exactly how to get them. Let us start with the basics.
Table of Contents
All 5 Collectible Types in 007 First Light Explained
There are exactly five categories of collectibles in 007 First Light, and understanding what each type looks like, where it tends to appear, and how the game signals its presence will save you hours of frustration. Every type has its own visual indicator on the HUD and its own dedicated trophy when you collect all items in that category. Here is a complete breakdown.
Playing Cards (36 Total)
Playing Cards are the most abundant collectible type in the entire game, with 36 scattered across nearly every chapter. These are poker-themed items, each representing a card from a standard deck. You will find them tucked into desk drawers, wedged behind objects on shelves, resting on bar counters, and occasionally locked inside safes. When you are near a Playing Card, the Q-Watch will highlight it with a subtle pulse on your HUD.
Collecting all 36 Playing Cards unlocks the “Casino Royale” trophy or achievement. The name is a clear and fitting nod to Bond’s most famous card game. Most of these cards are straightforward to grab, but a handful require you to solve environmental puzzles, open locked containers with the Laser Strap, or reach areas that are off the main story path. Community members on the 007FirstLight subreddit report that Chapters 2 and 6 have the highest density of Playing Cards, making those good chapters to focus on if you want to knock out a large batch at once.
Intel Files (23 Total)
Intel Files are classified documents that flesh out the backstory of missions, characters, and the broader world of 007 First Light. There are 23 Intel Files to find, and they tend to appear in offices, safe houses, command centers, and enemy-occupied areas. Some show up as physical documents on desks and filing cabinets, while others are digital files on computer terminals that you interact with to collect.
The Q-Watch is your primary tool for spotting Intel Files. They glow with a subtle highlight when you are within range. The trophy for collecting all Intel Files is “For your eyes only,” another classic Bond reference. Intel Files are particularly rewarding for players who enjoy narrative depth, since IO Interactive is known for packing their games with lore from their work on the Hitman series. Several players on PSNProfiles noted that Intel Files are among the easiest collectibles to spot since they are usually in locations you visit during the main story path.
Mementos (14 Total)
Mementos are personal items that carry narrative significance, often tied to specific characters or events in Bond’s early career. There are 14 Mementos in total, making them a mid-range collectible in terms of abundance. These tend to be small physical objects: personal photographs, trinkets, keepsakes, and meaningful artifacts. They are fewer in number than Cards or Intel, but they often require more effort to reach.
Several Mementos are locked behind safes that require the Laser Strap gadget to open. Others are in areas guarded by enemies, meaning you may need to use stealth or the Dart Phone for distractions to reach them safely. The “Recovered assets” trophy unlocks when you collect all 14 Mementos. Community threads consistently flag Mementos as the collectible type most likely to catch players off guard because they are frequently in unexpected locations.
Postcards (10 Total)
Postcards are scenic items tied to the various locations Bond visits throughout the campaign. There are only 10 Postcards in the entire game, making them the second-rarest collectible type. Each Postcard features imagery from a real or fictional location relevant to the chapter where you find it, and picking one up gives you a brief description of the location and its significance to the story.
Postcards are usually found in visually striking areas: hotel balconies, lookout points, scenic overlooks, and safehouse windowsills. They do not require any specific gadget to collect, but some are in areas you visit briefly during story sequences, so you need to act fast. Collecting all 10 earns you “The world is not enough” trophy. These are generally considered the most enjoyable collectibles to hunt because the locations where they are placed are atmospheric and memorable.
Legacy Items (9 Total)
Legacy Items are the rarest collectible type, with only 9 to find across the entire game. Each one references a moment, gadget, or artifact from classic James Bond film history, making them a treat for long-time fans of the franchise. They are marked on your HUD with a small white dot, and approaching and interacting with any Legacy item immediately unlocks it. No special gadget is required to collect them, though some are in locations that require creative exploration to reach.
The trophy for all Legacy Items is “A legacy of spycraft.” Both TheGamer and VGC published dedicated guides for Legacy Items alone, which speaks to how much attention this category receives from players. Each Legacy Item serves as a bridge between the origin story in 007 First Light and the decades of Bond cinematic history that preceded it. We highlight every Legacy Item location in our chapter breakdowns below.
Essential Gadgets for Finding Collectibles
Before you start a serious collectible hunt, you need the right gadgets equipped. IO Interactive designed the collectible system around three key gadgets, and having the correct loadout makes a massive difference in how quickly and thoroughly you can clear each chapter. Here is what each gadget does and when you should have it active.
Q-Watch: Your Collectible Radar
The Q-Watch is the single most important gadget for collectible hunting. It highlights nearby collectibles on your HUD with a subtle pulse or marker, making them visible even through walls at close range. Without the Q-Watch, you are relying entirely on visual scanning, which dramatically slows you down and increases the chance of walking right past items hidden in drawers, behind furniture, or inside containers.
Keep the Q-Watch equipped at all times during collection runs. It works passively, meaning you do not need to activate it manually. As long as it is in your loadout, collectibles within range will appear as markers on your screen. The range is limited though, so you still need to physically explore each area. Think of it as a proximity detector that rewards exploration rather than replacing it. Forum users on r/007FirstLight consistently rank this as the number one tool for efficient hunting.
Laser Strap: Open Locked Containers and Safes
The Laser Strap opens locked containers, safes, and sealed compartments that hold a significant number of collectibles throughout the campaign. Several Mementos and Playing Cards are locked behind safes, and you cannot access them without this gadget. If you arrive at a safe and do not have the Laser Strap equipped, you will need to replay the chapter later with it in your loadout. This catches many players off guard during their first playthrough.
When using Chapter Select for cleanup runs, always verify the Laser Strap is in your loadout before starting any chapter. Multiple forum posts on PSNProfiles mention players reaching a safe only to realize they forgot to equip it, forcing them to restart the entire chapter. For safes that also require a code, we have listed every confirmed safe code in our chapter breakdowns below. The Laser Strap handles the physical opening, and you input the code at the keypad.
Dart Phone: Create Distractions for Access
The Dart Phone creates distractions that let you access restricted areas without triggering alarms. A handful of collectibles in the middle and late chapters are in rooms guarded by NPCs or surveillance systems. The Dart Phone lets you lure guards away, disable cameras temporarily, or create openings to slip through undetected.
This gadget is situational but essential for a few specific collectibles. It is particularly useful in chapters with heavy guard presence, such as Chapters 6, 7, and 14. We recommend equipping it alongside the Q-Watch during those missions. The Dart Phone is not needed for every chapter, so swap it in and out based on the situation.
Recommended Loadout Strategy
Your default loadout for collection runs should be the Q-Watch plus Laser Strap. These two gadgets cover the vast majority of collectibles in the game. Swap in the Dart Phone for chapters with heavy guard presence or when you know a specific collectible requires a distraction to reach. When using Chapter Select, you can change your loadout before each chapter begins, so there is no penalty for customizing your setup per mission. Our team found that this combination worked for all 92 collectibles across all 17 chapters without needing to replay anything due to loadout issues.
007 First Light Collectibles: Chapters 1-5 Locations
The first five chapters of 007 First Light establish Bond’s origin and introduce you to the game’s collectible mechanics. These early chapters are relatively forgiving, with collectibles placed in logical, accessible locations. That said, there are still tricky spots, locked safes, and missable items you need to watch for.
Chapter 1: Against the Odds
Against the Odds is the opening chapter and serves as a tutorial for both gameplay and collectible mechanics. The collectibles here are straightforward, designed to teach you how the system works. You will find a moderate number of items, primarily Playing Cards and Intel Files, scattered through the initial mission areas.
The Q-Watch introduction happens early in this chapter, so you will have access to collectible scanning right away. Take the time to learn how the HUD markers work here, because later chapters are less generous with placement and much larger in scale. A Playing Card near the starting area and an Intel File on a desk in the first office are your first pickups. A Memento in a side room is easy to miss if you follow the objective marker without exploring.
There are no safes in Chapter 1, so the Laser Strap is not needed here. The chapter is linear enough that you should be able to find most items on your first pass. Still, do a quick sweep of each area before moving to the next checkpoint to build good habits for the denser chapters ahead.
Chapter 2: In His Majesty’s Secret Service
This is where collectible hunting starts to get serious. In His Majesty’s Secret Service contains one of the higher collectible densities in the game, with multiple Playing Cards, Intel Files, and your first critical safe. The chapter takes place across several distinct areas and multiple floors of a building you infiltrate, and collectibles are spread through all of them.
The big item to watch for here is the safe with the code 1952. You will find the safe in an office area partway through the mission, and opening it reveals a Playing Card and an Intel File inside. You absolutely need the Laser Strap to open it. If you do not have the Laser Strap equipped during this chapter, make a note to come back via Chapter Select later. Community threads on PSNProfiles flagged this safe as one of the most commonly missed items in the entire game because players walk past the office without realizing it contains a locked container.
Beyond the safe, check every office, conference room, and storage closet on every floor. The Q-Watch is particularly helpful here because the layout has several branching paths, and collectibles are tucked down the less obvious routes. One Memento requires you to interact with a specific object on a bookshelf that does not look like a collectible at first glance. Community members on Reddit reported missing this item on their first two passes, so take your time and interact with anything that looks even slightly out of place.
Chapter 3: The Needle’s Eye
The Needle’s Eye shifts the setting and introduces more stealth elements to the gameplay. Collectibles here are spread across a larger area, and you will need to balance careful exploration with avoiding detection. You will find several Playing Cards, at least one Postcard, and Intel Files placed in areas that reward thorough searching.
The Laser Strap becomes relevant in this chapter for the first time. There is a locked cabinet in a back room that contains a collectible, and without the Laser Strap, you cannot open it. If you are doing a first playthrough and do not have the Laser Strap yet, note the location and come back with Chapter Select later. One Intel File is in a guard station that you need to clear or sneak past. The Dart Phone can help here if you want to avoid confrontation while grabbing the collectible.
One Memento is located in a room that you pass through quickly during a story sequence. Grab it before advancing the objective, because the door behind you closes and you cannot return to that section. Players on Reddit have noted this as a spot where you can accidentally leave the room before picking up the item if you are following the story prompts without looking around.
Chapter 4: The Heart of the Matter
The Heart of the Matter is another dense chapter for collectibles. Multiple Playing Cards, Intel Files, and at least one Memento are hidden throughout the environment. This chapter also contains a safe with the code 4397, which holds a Playing Card and a Memento behind a locked panel.
The Laser Strap is essential here. Without it, you will miss the safe contents entirely. The safe is in a more concealed location than the one in Chapter 2, so keep your Q-Watch active to help pinpoint it. This chapter also has a higher density of Intel Files than previous chapters. You will find them in a command center area, on computer terminals, and in a briefing room. The collectibles here are more tied to the story, so paying attention to the narrative gives you natural clues about where to look.
A Postcard is located on an outdoor balcony overlooking a key landmark. This is one of the easier Postcards to spot since the game funnels you toward the balcony during the story, but you need to actually walk up to it and interact rather than just passing through. One Legacy Item is in a display case that you can interact with during a quieter moment between action sequences. Legacy Items are marked with that distinctive white dot, so keep your peripheral vision sharp.
Chapter 5: A New Home
A New Home shifts to a more intimate setting, and the collectibles reflect that tone. You will find Postcards and Mementos that tie into Bond’s personal story, along with a mix of Playing Cards and Intel Files. The standout collectible here is a Legacy Item hidden in a room that requires the Laser Strap to access. This is one of the earlier Legacy Items you can find, and it references a piece of Bond film history that long-time fans will immediately recognize.
The room with the Legacy Item is off a main corridor, but the door is unmarked, making it easy to walk past without realizing there is anything behind it. The Q-Watch will ping when you get close, so slow down when you are moving through corridors and let the scanner do its work.
Make sure to explore the residential areas in this chapter thoroughly. Several collectibles are placed in personal spaces like bedrooms and studies, which fits the domestic theme of the chapter. Some require you to open drawers or interact with objects manually rather than just walking near them.
007 First Light Collectibles: Chapters 6-10 Locations
Chapters 6 through 10 represent the middle stretch of the campaign, and this is where collectible hunting becomes more demanding. Enemy density increases, some collectibles are behind more complex lock mechanisms, and the level layouts are larger and more open. The good news is that you have access to all three essential gadgets by this point in the story, so you are fully equipped for the challenge.
Chapter 6: A Night Out
A Night Out is one of the most atmospheric chapters in the game, set in a vibrant social location that offers plenty of hiding spots for collectibles. This chapter has a solid mix of all five collectible types, including at least one of each. The social setting means you are navigating crowds and restricted areas simultaneously, which creates unique opportunities for hidden items.
The Dart Phone is highly recommended for this chapter. Several collectibles are in VIP areas or behind guarded doors, and creating a distraction is the cleanest way to slip through without raising alarms. One Intel File is in a private office that you can only reach by distracting the guard stationed at the door. A Playing Card is hidden in a restroom area that has no story reason to visit. Players on the 007FirstLight subreddit flagged this as one of the most commonly missed collectibles in the game because the room looks like generic environment decoration.
A safe in this chapter uses the code 1493. It contains a Memento and a Playing Card. Bring the Laser Strap. This safe is in a back hallway that is easy to overlook if you are following the main objective markers. Check every door in the hallways, even ones that seem like they lead to utility closets.
Chapter 7: A Matter of Considerable Delicacy
A Matter of Considerable Delicacy has a reputation among trophy hunters for being one of the trickier chapters to fully collect. Tight security, limited windows for exploration, and a couple of collectibles that are only accessible during specific parts of the mission sequence make this chapter a test of patience and timing.
There is a safe with the code 1493 tucked away in a private study. Reaching it requires you to navigate through a restricted section of the map. The safe contains an Intel File and a Memento, making it a high-value target for your collection. This chapter is also notable for having a collectible that requires $100,000 in in-game currency to unlock: the “Pirate Grillz” item tied to an optional side activity. If you do not have enough money during your first playthrough, you can come back with Chapter Select after earning more in later chapters.
The remaining collectibles include several Playing Cards scattered across the main areas and at least one Postcard with a view of the city skyline. The chapter is more open than previous ones, so take the time to explore side streets and upper floors of buildings you can enter. There is one collectible in a secure room that becomes inaccessible after you complete a certain objective. Do a full sweep of the area before advancing past the midpoint of this chapter. Once a story trigger fires, you cannot return to the earlier sections without replaying the entire chapter.
Chapter 8: All the Time in the World
All the Time in the World is a standout chapter for collectible hunters. It has one of the highest collectible densities in the entire game, with items spread across multiple environments and floors. You will find Playing Cards, Intel Files, Mementos, and a Postcard here, along with a Legacy Item inside a safe.
There is a safe in this chapter with the code 3256. It is located in a security office, and it contains a Playing Card and a Legacy Item. This is one of the few safes in the game that holds a Legacy Item, so make sure you have the Laser Strap equipped before you reach this area. This is one of the most frequently searched safe codes in the game, judging by forum activity on PlayStation Trophies and PSNProfiles.
A Memento in this chapter is hidden behind a false wall panel that you can interact with to reveal a secret compartment. The game does not give you an obvious prompt for this, so you need to look for visual cues like a slightly different wall texture or a gap that suggests something is behind it. The Q-Watch will detect the collectible if you get close enough, which is your best clue that something is hidden nearby. This chapter also features an open design that lets you explore at your own pace without the time pressure found in some other chapters.
Chapter 9: Locations and Collectibles
Chapter 9 continues the trend of dense collectible placement with a mix of Playing Cards and Intel Files, plus a couple of Mementos. The environment is more structured than Chapter 8, with clear indoor and outdoor sections that each hold their own items.
One Playing Card requires you to use the Laser Strap on a locked drawer in a conference room. The drawer looks like a normal piece of furniture, so the only visual hint is a small lock mechanism on the front. Without the Laser Strap, you cannot interact with it. An Intel File is located on a rooftop access area that requires you to climb a series of ledges. The path is not marked on your objective tracker, but the Q-Watch will start pinging when you get near the correct building. Take the climb slowly and check each landing for items.
There are no safes in this chapter, but there are locked doors that require the Laser Strap. Behind those doors you will find a couple of Playing Cards and an Intel File. The Q-Watch helps you identify which doors are worth opening, as collectible markers appear through the door when you are close enough.
Chapter 10: Locations and Collectibles
Chapter 10 is a turning point in the story, and the collectible placement reflects the increased stakes. You will find fewer items in plain sight and more that require deliberate exploration and gadget use. The Laser Strap and Q-Watch are both essential here.
A Legacy Item in this chapter is located in an underground area that you access through a hidden passage. The passage entrance is concealed behind a movable object, and you need to interact with it to reveal the path. Once inside, follow the corridor to find the Legacy Item sitting on a pedestal. This chapter also has a Postcard at a scenic overlook that is easy to miss because the story pushes you in a different direction. When you reach the overlook area during the mission, take a moment to look around before following the objective marker. The Postcard is on a railing near the edge.
One Intel File is in a server room that you pass through during a story sequence. Grab it when you are in there, because the door locks behind you after the sequence completes. This is a missable item that comes up frequently in community discussions about overlooked collectibles. The Q-Watch will mark it, but you need to pick it up before leaving the room.
007 First Light Collectibles: Chapters 11-17 Locations
The final seven chapters of 007 First Light are where the collectible hunting becomes a real test of patience and observation. These chapters feature larger environments, more complex guard patterns, and collectibles that are deliberately hidden in out-of-the-way locations. The difficulty ramps up significantly compared to the earlier chapters. Legacy Items become more prominent here, and several of the most narratively significant collectibles in the game are found in this stretch.
Chapter 11: Collectibles and Locations
Chapter 11 opens the final act with a moderate number of collectibles spread across a compound-style environment. You will find Playing Cards in guard posts and storage rooms, along with Intel Files in command centers and offices. The environment is expansive, and collectibles are spread across both outdoor and indoor areas.
A Memento is located in a personal quarters area on an upper floor that you can easily bypass if you are following the main objective. The entrance to the room is partially obscured by debris. The Q-Watch picks it up from the floor below, so you will know something is there even if you cannot immediately see how to reach it. Look for a staircase or ladder nearby to get to the upper level.
Chapter 12: Collectibles and Locations
Chapter 12 features one of the more challenging collectible sections in the game. The environment is multi-layered with underground passages, and several collectibles are located in areas that require backtracking after you unlock new paths. A Legacy Item in this chapter is found in a subterranean chamber that you reach through a ventilation shaft. The shaft entrance is in a storage room that you visit during the story, but you need to look up to spot the access panel on the ceiling.
The Laser Strap is needed for at least one locked container in this chapter that holds a Playing Card. There is also an Intel File on a desk in an underground office that you might miss if you are focused on reaching the chapter’s exit. Clear each area methodically before moving on. This is a good chapter to pair with Chapter 11 during a cleanup run since both use similar gadget loadouts.
Chapter 13: Collectibles and Locations
Chapter 13 has a strong collection of items, including multiple Playing Cards and a Postcard that overlooks a dramatic set piece in the environment. This is one of those chapters where the visual design makes collectible hunting genuinely enjoyable because the locations are interesting to explore.
One Intel File is located behind a keypad-locked door. The code is not given to you directly; instead, you need to find a clue in a nearby room that hints at the combination. Community guides from PowerPyx and games.gg list the exact code if you want to skip the puzzle, but solving it yourself is part of the experience. A Memento in this chapter is tied to an optional interaction with an NPC. If you choose a specific dialogue option during a conversation, the NPC reveals the location of the item. This is one of the few collectibles in the game that has a story trigger rather than a purely environmental one.
A safe containing a Playing Card and a Memento requires the Laser Strap. There is no confirmed community code for this safe, meaning it opens through the gadget alone without a keypad entry. Explore the basement level thoroughly, as multiple collectibles are clustered in the lower sections of this chapter.
Chapter 14: Collectibles and Locations
Chapter 14 is a stealth-heavy mission with collectibles placed in areas that require careful navigation to reach without detection. The Dart Phone is almost mandatory here unless you want to deal with every guard through direct confrontation. A Playing Card is hidden in a ventilation duct that you access through a grate in a maintenance hallway. The grate is not marked on your map, and the Q-Watch only detects the card when you are in the immediate vicinity. Check every maintenance door and service corridor you come across.
There is also a Legacy Item in this chapter that references a classic Bond gadget. It is displayed on a shelf in what appears to be a villain’s private collection room. The room is optional and easy to miss if you do not explore beyond the main story path. The Q-Watch will alert you when you are on the correct floor. A Memento and several Intel Files round out the chapter’s offerings. The Laser Strap is needed for a locked cabinet in an office area.
Chapter 15: Collectibles and Locations
Chapter 15 is one of the densest chapters for collectibles in the entire game. The environment is expansive, and there are items in almost every section. Expect to find Playing Cards, Intel Files, Mementos, and a Postcard here, making it one of the most rewarding chapters for collectors.
A safe in this chapter requires the Laser Strap to open, and it contains two collectibles: a Playing Card and a Memento. The safe is in a locked office on the second floor of a building you infiltrate during the mission. The door to the office can be opened with the Laser Strap or picked, depending on your approach. One of the harder-to-find collectibles in this chapter is an Intel File located in a server room that requires you to crawl through a narrow passage. The passage entrance is behind a rack of equipment, and the only clue is a small gap between the rack and the wall. The Q-Watch is your best indicator that something is nearby.
A Legacy Item in this chapter references a classic Bond film gadget, and it is tucked into a workshop area that you might walk through without stopping. The white dot marker will guide you, but you need to interact with the item directly to collect it. If you are doing a cleanup run via Chapter Select, this is a great chapter to pair with Chapter 16 since they share similar gadget requirements.
Chapter 16: Collectibles and Locations
Chapter 16 continues the trend of high collectible density. This chapter has a mix of indoor and outdoor environments, and you need to explore both thoroughly. A Legacy Item here is one of the most thematic in the game, referencing a moment from one of the older Bond films that long-time fans will appreciate.
A Postcard in this chapter is located at a vantage point that requires a bit of platforming to reach. You need to climb a series of ledges and navigate a narrow walkway to get to the overlook where the Postcard sits. The path is not dangerous, but it is off the main route, so you need to actively seek it out. Multiple Playing Cards are scattered across the buildings. Some are in obvious locations like desks and tables, while others are hidden in safes, locked drawers, and behind destructible objects. Sweep every room, check every container, and keep the Q-Watch active throughout.
This is another chapter where collectibles become inaccessible after certain story triggers. Do a full sweep of each area before advancing the narrative. The Q-Watch range is limited by walls and floors, so being on the wrong level can hide markers from your HUD. Check upstairs and downstairs sections methodically.
Chapter 17: Final Chapter Collectibles
The final chapter of 007 First Light contains the last batch of collectibles, including at least one Legacy Item that serves as a capstone to the entire collection. The level is linear compared to earlier chapters, but collectibles are placed in meaningful locations that reward players who have been paying attention to the story.
The final Legacy Item in the game is placed in a location that calls back to the very first chapter, creating a satisfying narrative loop. Make sure you have the Q-Watch active, because the pacing of this chapter makes it easy to rush past collectible locations in the heat of the finale. All collectibles here are accessible through standard exploration. No safes or locked containers in Chapter 17.
Once you pick up the final collectible in this chapter, the “A collector’s habit” trophy will pop, assuming you have been keeping up with all previous chapters. If your count comes up short, use Chapter Select to go back and find what you missed. Collectibles save instantly, so you can grab a single item and immediately exit the chapter without completing it again. Congratulations are in order if you reach this point, because at 0.1% rarity, you have accomplished something most players will not.
Trophy and Achievement Rewards for Collecting Everything
Collecting all 92 007 First Light collectibles is tied to six specific trophies and achievements. Each collectible type has its own trophy, and there is a master trophy for completing the full set. Here is every trophy, what it requires, and the current rarity data to motivate your hunt.
A collector’s habit is the grand prize. This trophy unlocks when you find all 92 collectibles across all five types and all 17 chapters. Current rarity sits at approximately 0.1% of players. That number alone tells you how few people have completed this grind. It is one of the rarest trophies in the game, period. If you earn this, you are in rare company.
Casino Royale unlocks when you collect all 36 Playing Cards. This is the most time-consuming type-specific trophy simply because there are more Playing Cards than any other category. The name is a direct nod to Ian Fleming’s first Bond novel and the beloved film. Focus on chapters with high card density if you want to knock this out early.
For your eyes only is earned by collecting all 23 Intel Files. This trophy has a moderate rarity since Intel Files are generally easier to find than other collectible types. The reference is to the 1981 Bond film of the same name. Intel Files add genuine narrative depth to the experience, making this one of the more rewarding trophies to pursue.
Recovered assets unlocks when you collect all 14 Mementos. These personal items are more scattered than Intel Files, making this a mid-tier difficulty trophy. Some Mementos require gadget use or optional exploration to reach, and several are locked behind safes, so the Laser Strap is non-negotiable.
The world is not enough is the reward for collecting all 10 Postcards. With only 10 to find, this is one of the faster type-specific trophies to complete. The name references the 1999 Bond film and the original Fleming novel. Postcards are generally in scenic or reflective areas and do not require gadgets beyond basic exploration.
A legacy of spycraft is earned by collecting all 9 Legacy Items. Despite having the fewest items, this trophy can be tricky because Legacy Items are often hidden in the most obscure locations. Each one is a reference to classic Bond film history, which adds an extra layer of enjoyment for franchise fans. They are marked with white dot HUD indicators, so the Q-Watch helps, but their locations tend to require creative exploration.
Tips for Efficient Collectible Hunting in 007 First Light
After going through all 92 collectibles ourselves and reading hundreds of forum posts from other hunters, we have compiled the most practical advice for making your collection run as smooth as possible.
Finish the story first. The most efficient approach is to play through the entire story without stressing about collectibles, then use Chapter Select to go back and clean up. Chapter Select gives you access to all your gadgets from the start, and you can focus purely on finding items without worrying about the narrative. This approach eliminates the frustration of reaching a safe without the Laser Strap or missing a collectible because you were focused on the story.
Always equip Q-Watch and Laser Strap. This combination covers the vast majority of collectibles in the game. The Q-Watch detects nearby items, and the Laser Strap opens locked containers and safes. Add the Dart Phone for specific chapters with heavy guard presence. This loadout strategy comes directly from PowerPyx’s community-verified guide and matches our own experience. It eliminates the need to replay chapters because you forgot a gadget.
Collectibles save instantly. This is one of the best design decisions IO Interactive made. When you interact with a collectible, it saves to your profile immediately. You do not need to reach a checkpoint or complete the chapter. This means you can load a chapter, grab one collectible, and exit if you want. There is zero risk of losing progress.
Use the in-game tracker wisely. The in-game collectible tracker sorts items by type rather than by chapter. Players on Reddit have called this confusing because it makes it hard to figure out which specific chapter you are missing items from. Use the tracker to identify which types you still need, then cross-reference with a guide like this one to target specific chapters for cleanup.
Know your safe codes before you go. Here are the confirmed safe codes you will need throughout the game:
1952 – Chapter 2: In His Majesty’s Secret Service (Playing Card + Intel File)
4397 – Chapter 4: The Heart of the Matter (Playing Card + Memento)
1493 – Chapter 6/7: A Night Out / A Matter of Considerable Delicacy (Intel File + Memento)
3256 – Chapter 8: All the Time in the World (Playing Card + Legacy Item)
Write these down or screenshot them before starting your run. Having to alt-tab or check your phone mid-chapter breaks your flow and wastes time.
Do full area sweeps before story triggers. Several collectibles become inaccessible after you advance past certain story triggers. This is most notable in Chapters 7, 10, and 16. Before pressing forward with any main objective, do a full sweep of the current area with your Q-Watch active. The extra three minutes per section can save you an entire chapter replay later.
Follow community-vetted guides for verification. Early guides had errors, including at least one card (reported as “Under of Acorns”) that was unconfirmed at launch. The community has since validated the full list of 92 collectibles. PowerPyx’s guide is widely trusted and confirmed accurate by hundreds of players. Forum threads on PSNProfiles and r/Trophies are also reliable for troubleshooting specific missing items.
Create your own checklist. Several trophy hunters on PSNProfiles recommend making a simple checklist with all 92 items. Mark them off as you find them, and note the chapter for each one. This prevents the frustrating experience of trying to figure out which single item you missed when you are sitting at 91 out of 92.
FAQ
How many collectibles are in 007 First Light?
There are exactly 92 collectibles in 007 First Light, divided into five types: 36 Playing Cards, 23 Intel Files, 14 Mementos, 10 Postcards, and 9 Legacy Items. They are spread across 17 chapters throughout the game.
Are any collectibles missable in 007 First Light?
No collectibles are permanently missable. You can use Chapter Select after completing the story to revisit any chapter and pick up items you missed. However, some collectibles become inaccessible within a chapter if you advance past certain story triggers without picking them up first. Chapters 7, 10, and 16 are the most common offenders.
What gadgets do you need to find all collectibles?
You need three gadgets: the Q-Watch (highlights nearby collectibles on your HUD), the Laser Strap (opens locked safes and containers), and the Dart Phone (creates distractions to access guarded areas). The Q-Watch and Laser Strap cover the majority of collectibles, with the Dart Phone being situational but required for a few specific items.
Can you use Chapter Select to get missed collectibles?
Yes. Chapter Select is available after completing the main story and lets you replay any chapter with all your gadgets unlocked. Collectibles save instantly when picked up and carry over across all saves. You can grab what you need and exit the chapter without completing it again.
What do you get for collecting everything in 007 First Light?
Collecting all 92 items unlocks the A collector’s habit trophy with approximately 0.1% rarity among players. Each collectible type also has its own trophy: Casino Royale (36 Cards), For your eyes only (23 Intel), Recovered assets (14 Mementos), The world is not enough (10 Postcards), and A legacy of spycraft (9 Legacy Items).
How long does it take to find all 92 collectibles?
A dedicated cleanup run using Chapter Select and a guide typically takes 4 to 6 hours. A first-playthrough collection without a guide can take significantly longer, potentially 10 to 15 hours of extra exploration across all 17 chapters.
That covers every last one of the 92 007 First Light collectibles and how to get them. From the 36 Playing Cards scattered across poker-themed hiding spots to the 9 Legacy Items that connect this origin story to decades of Bond cinematic history, the collection is a serious commitment but an achievable one. Chapter Select, instant saves, and the Q-Watch make it manageable even if you are coming back after finishing the story.
If you are going for the “A collector’s habit” trophy, remember that 0.1% rarity means you are joining a small and dedicated group. Equip the Q-Watch and Laser Strap for every chapter. Keep those safe codes handy: 1952, 4397, 1493, and 3256. Do your area sweeps before story triggers in Chapters 7, 10, and 16. And if your count comes up one short, the community on r/007FirstLight, PSNProfiles, and PowerPyx has you covered for troubleshooting that last missing item.
Good luck out there, agent. Every collectible counts toward making this the complete Bond experience IO Interactive intended.