007 First Light - The Complete 100% Walkthrough
Every chapter. All 92 collectibles, all 191 chapter challenges plus the 15 campaign-wide ones, and every trophy including the Platinum and the four online TacSim unlocks. Written for the patched game (update 1.3.x, October 2026) on PS5, Xbox Series X|S and PC. The Nintendo Switch 2 version has not shipped yet.
1. What "100%" Means in 007 First Light
007 First Light (IO Interactive, 2026) is an origin story: James Bond at 26, a Royal Navy aircrewman who survives a helicopter crash in Iceland and is pulled into MI6's revived 00 programme by M. John Greenway, a former 00 agent, trains him; Q, Moneypenny and Dr Selina Tan back him up at MI6; Sir Nicholas Webb, an AI pioneer, and his son Damien are the problem. It is built on IOI's Glacier engine, the same one behind the Hitman trilogy, and its bigger chapters play like Hitman sandboxes with Bond's gadgets, bluffs and freeflow fistfights layered on top.
Everything below lands on one 38-trophy list (37 achievements on Xbox and PC, which have no Platinum):
- The story: 17 Chapter Select entries, 18 hidden story trophies, all automatic. Nothing about difficulty matters; Novice is fine.
- 92 collectibles in five types: 36 playing cards (Casino Royale), 23 Intel files (For your eyes only), 14 mementos (Recovered assets), 10 postcards (The world is not enough) and 9 legacy items (A legacy of spycraft). All 92 together are the Gold A collector鈥檚 habit.
- 9 combat trophies: specific moves (tackle someone off a ledge, push someone into a fire extinguisher, hack a grenade mid-throw) that can be done in any chapter that has the right enemy.
- 4 TacSim trophies: TacSim is the separate online challenge mode run by Dr Tan. About 30 minutes covers all four.
- Not on the trophy list: 191 chapter challenges across 9 chapters, plus 15 campaign-wide ones. They unlock outfits rather than trophies, and PowerPyx reports they only track while you are online. They are here because a full clear includes them.
Tip. Nothing in this game is permanently missable. After the story, Chapter Select drops you into any chapter at any checkpoint, and every collectible saves the instant you pick it up. You can grab a missed item and quit straight back out.
Spoiler policy
Each chapter gets one line of setup, not a retelling. The story trophies are hidden in-game and their descriptions name late-game events, so 搂6 keeps them under their own heading at the end of the list. Collectible names and checkpoint names are reproduced as the game prints them, and a few of those hint at what happens.
2. How to Use This Guide
Chapter numbering. The game counts its story two ways. IOI's own patch notes number 11 story chapters, 00 to 10. Chapter Select splits those into 17 entries, adding six short MI6 interludes, and every collectible guide numbers by Chapter Select. This guide does the same: "Chapter 10" means the tenth Chapter Select entry. Each chapter's count strip gives its story chapter number too.
Every chapter below has:
- A count strip: collectibles by type, challenges, location and story chapter.
- A line of setup.
- A collectibles table in route order. The Checkpoint column is the Chapter Select checkpoint to load if you miss something, so a cleanup trip is one menu pick, not a replay.
- A challenges table, in the 9 chapters that have them.
Tick a row's box as you go. Progress is saved in your browser, per guide.
Tip. From Chapter 4 the Q-Watch highlights nearby collectibles in yellow (L1 on PlayStation, LB on Xbox). Pulse it in every room. Only items with the grey bookmark icon count: the game is full of readable photos, newspapers and text files that are not collectibles.
3. The Road to 100%
flowchart TD
P1["Playthrough 1 - any difficulty, Novice is fine<br/>Story trophies, all 92 collectibles<br/>Combat trophies as the right enemies turn up"] --> TS1["After Chapter 6 - TacSim Escalations open<br/>Clear all 3 tiers of the first Escalation"]
TS1 --> P2["Finish the story<br/>For king and country"]
P2 --> TS2["TacSim Operations open<br/>Clear one Operation, reach Clearance Level 3"]
TS2 --> CS["Chapter Select cleanup by checkpoint<br/>Missed collectibles, missing combat trophies"]
CS --> PLAT(["PLATINUM: The name's Bond. James Bond"])
CS -.-> CH["Optional full clear - 191 chapter challenges<br/>Online, checkpoint by checkpoint"]
One collecting playthrough, half an hour of TacSim, then Chapter Select for anything missed. The challenges sit off the trophy path.
Why this order?
- Collect on the first pass anyway. Chapter Select makes nothing missable, but a cleanup trip costs a load and a walk each time. The tables below are route-ordered so one careful run gets all 92.
- Keep the Laser Strap equipped from Chapter 9. Several items in Chapters 10, 11, 12 and 15 sit behind padlocks, glass or vent grates that only the Laser Strap opens. Chapter Select hands you a preset gadget loadout, which is how most people end up replaying to fix a missed Laser item.
- TacSim opens in two stages. Escalations unlock after Chapter 6 (A Night Out); Operations unlock only after the credits. Do the Escalation trophies whenever you like and leave the Operation for the end.
- Challenges contradict each other. Pacifist wants no takedowns, Assault wants dozens. Each challenge counts the moment its condition is met, even if you then fail or quit the run, so they are a checkpoint-replay job, not a first-playthrough job.
4. Mechanics Worth Knowing Before You Start
- Saves. No manual saves: one autosave plus 5 profile slots. Use a fresh profile slot for a second run rather than overwriting. Collectibles save instantly on pickup.
- Collectible tracker. The menu tracks collectibles by type only, not by chapter (Touchpad on PlayStation). The collectibles wall in the TacSim hub also shows how many of each type you are missing. The per-chapter tables here are the only per-chapter tracker you get.
- Instinct. A limited resource that refills from takedowns and objectives. Spend it to lure a guard into a silent takedown, to bluff past someone suspicious, or to slow time for a precise shot.
- Licence to Kill. Bond is non-lethal by default. Firearms and lethal force open up once enemies show intent to kill.
- Spycraft. Eavesdrop on conversations, lift keys and keycards, and read the environment for codes. A good share of the collectibles sit behind a lifted key or a code (see the Appendix for every code).
- Opportunities. The bigger chapters have optional threads, such as the Crypto Wallet in Chapter 10 or the Robotics opportunities in Chapter 16, that route you past collectibles you would otherwise walk by.
- Gadgets, in unlock order. Q-Watch (Chapter 4: hack, distract, highlight collectibles). Dart Phone (Chapter 5: remote lure, disorient a target so you can pickpocket them). Laser Strap (Chapter 9: cuts padlocks and grates, breaks glass, disarms, runs on charges topped up from blue batteries). Flash Mine, Smoke Pods, Shockwave Camera and Missile Pen arrive later in the story. Q-Lens marks enemies, opportunities and gadget targets.
- Combat. Freeflow melee with parries, throws, disarms and takedowns. Several combat trophies are just specific versions of these moves.
- Difficulty. Novice (no gadget cooldowns), Intended (IOI's recommended setting) and Purist at launch, plus 00, added in update 1.3.0 and unlocked by finishing the campaign. No trophy depends on difficulty.
Warning. The collectible trophies were unreliable at launch. Patches 1.0.5 (June), 1.1.0 (July), 1.1.1 (August) and 1.3.0 (October) fixed collectible trophies that failed to pop, a PS5 "For your eyes only" stuck at 22/23, and a PS5 Platinum that sometimes would not unlock. On a patched game this should be behind you. If you are still cautious, back up your save to the cloud before picking up the last item of each type, so you can restore it and grab the item again if the trophy does not unlock.
5. The Master Checklist
Chapter Select order. Story is IOI's 00-10 story chapter numbering. Mauritania's second story chapter, Beyond the Grave, has no Chapter Select entry of its own: it is folded into Chapter 10.
| # | Chapter | Story | Cards | Intel | Mementos | Postcards | Legacy | Challenges | Running total |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Against the Odds | 00 | 1 | 0 | 1 | 1 | 1 | 9 | 4 |
| 2 | In His Majesty's Secret Service | 00 | 0 | 0 | 0 | 0 | 0 | - | 4 |
| 3 | The Needle's Eye | 01 | 0 | 0 | 0 | 1 | 0 | - | 5 |
| 4 | The Heart of the Matter | 01 | 0 | 2 | 0 | 0 | 0 | - | 7 |
| 5 | A New Home | 01 | 2 | 2 | 0 | 0 | 0 | 12 | 11 |
| 6 | A Night Out | 02 | 1 | 0 | 1 | 0 | 0 | - | 13 |
| 7 | A Matter of Considerable Delicacy | 02 | 0 | 2 | 0 | 0 | 1 | - | 16 |
| 8 | All the Time in the World | 03 | 5 | 0 | 2 | 1 | 1 | 27 | 25 |
| 9 | Out of the Ashes | 03 | 0 | 1 | 0 | 0 | 0 | - | 26 |
| 10 | The Past Never Dies | 04-05 | 6 | 2 | 2 | 1 | 1 | 24 | 38 |
| 11 | Uninvited | 06 | 5 | 3 | 2 | 1 | 1 | 30 | 50 |
| 12 | Knightfall | 07 | 5 | 3 | 1 | 1 | 1 | 24 | 61 |
| 13 | Going Old School | 07 | 0 | 1 | 0 | 0 | 0 | - | 62 |
| 14 | Time to Die | 08 | 5 | 3 | 1 | 1 | 1 | 24 | 73 |
| 15 | Man of the Hour | 08 | 0 | 1 | 1 | 1 | 1 | - | 77 |
| 16 | Wave of the Future | 09 | 3 | 2 | 2 | 1 | 1 | 25 | 86 |
| 17 | For England | 10 | 3 | 1 | 1 | 1 | 0 | 16 | 92 |
| Total | 36 | 23 | 14 | 10 | 9 | 191 | 92 |
The 36 cards use a German-suited deck: four suits (Acorns, Bells, Roses, Shields), nine ranks each (6, 7, 8, 9, Under, Ober, King, Ace, Banner). Every suit-and-rank pair appears exactly once in the tables below.
6. The Trophy List - All 38
1 Platinum, 3 Gold, 14 Silver, 20 Bronze. No DLC trophies, and none of the post-launch updates added any.
Platinum
| Trophy | Tier | Requirement | Where / when |
|---|---|---|---|
| The name's Bond. James Bond | Platinum | Collect all trophies | Includes the 4 online TacSim trophies |
Collectibles (6)
| Trophy | Tier | Requirement | Where / when |
|---|---|---|---|
| A collector鈥檚 habit | Gold | Find all collectibles | All 92, every table in 搂7-搂16 |
| Casino Royale | Silver | Collect all playing cards | 36 cards |
| For your eyes only | Silver | Unlock all MI6 files | 23 Intel items |
| Recovered assets | Silver | Collect all mementos | 14 mementos |
| The world is not enough | Silver | Collect all postcards | 10 postcards |
| A legacy of spycraft | Silver | Discover all legacy items | 9 legacy items (hidden in-game) |
Combat (9)
| Trophy | Tier | Requirement | Where / when |
|---|---|---|---|
| Sleight of hand | Bronze | Disarm an enemy by shooting a weapon from their hand | Unlocks during Chapter 3's training |
| Soft landing | Bronze | Tackle an enemy over a ledge | Chapter 5, checkpoint 10 Search the compound, or TacSim's Advanced Close Combat Tier 2 (The Test) |
| Positively shocking | Bronze | Make an enemy taser another enemy | Needs taser-carrying enemies: Chapter 8, checkpoint 05 The Laundry |
| Firestarter | Bronze | Push an enemy into a fire extinguisher | Wall-mounted extinguishers: Chapter 8, checkpoint 05 The Laundry |
| Always have an exit plan | Bronze | Use a gadget to escape a confrontation | Any Q-Watch gadget (from Chapter 4) after being confronted in a restricted area: Chapter 8, checkpoint 05 The Laundry works |
| Disarming personality | Bronze | Disarm an enemy with a laser | Laser Strap, from Chapter 9 |
| Short fuse | Bronze | Shoot at an enemy while he's throwing a grenade | Grenade throwers: Chapter 10, checkpoint 11 Ambush, or Chapter 11, checkpoint 11 Webb Exhibition |
| Damp squib | Bronze | Hack a grenade before it explodes | Same grenade fights as Short fuse, or TacSim's Advanced Tactical Tier 3 (The Showdown) |
| He'll live | Bronze | Knock out an enemy by shooting him in the legs | Any gunfight; the final hit must be a leg shot |
TacSim - online (4)
| Trophy | Tier | Requirement | Where / when |
|---|---|---|---|
| The readiness is all | Gold | Beat tier 3 of an Escalation in TacSim | Any Escalation; the first one is a combat tutorial. Open after Chapter 6 |
| A change of pace | Silver | Complete an Escalation in TacSim | Comes with the above |
| What if...? | Silver | Complete an Operation in TacSim | Operations open after the credits; the first takes about 3 minutes |
| Keep moving forward | Silver | Achieve clearance level 3 | TacSim XP from Escalations, Operations and their challenges |
Story (18) - spoilers
Warning. Every story trophy is hidden in-game, and these descriptions name events right up to the finale. All 18 unlock automatically as the story plays out; none can be missed.
| Trophy | Tier | Requirement | Where / when |
|---|---|---|---|
| Icebreaker | Bronze | Survive the helicopter crash | End of Chapter 1, not at the crash itself |
| From Malta with love | Bronze | Complete your training as a recruit in Malta | End of Chapter 5 |
| Shaken not stirred | Bronze | Complete your first assignment at the nightclub | End of Chapter 6 |
| I expect you to die | Bronze | Survive the explosion at the hotel in Slovakia | Chapter 8, after the cellar fight and the bomb |
| Skyfall | Silver | Jump out of a plane in Slovakia | End of Chapter 8 |
| Win, lose or die | Bronze | Win the auction | Chapter 10; the drone auction is always won |
| Nobody lives forever | Bronze | Find 009s body | Chapter 10, after the booby-trapped boat |
| Trigger Mortis | Silver | Escape the ambush alive | End of Chapter 10 |
| A hard man to kill | Bronze | Survive an assassination attempt | Chapter 11, after the rooftop sniper section |
| You only live twice | Silver | Defeat the assassin | Chapter 11, after the boss fight |
| Agent under fire | Bronze | Escape in the bin lorry | End of Chapter 11 |
| All time high | Bronze | Infiltrate Nicholas Webb's penthouse | Chapter 12, on entering the penthouse |
| No time to die | Silver | Escape by helicopter | End of Chapter 12 |
| Double or die | Bronze | Save Theresa Lorca | Chapter 14, after the boss fight |
| You know my name | Silver | Defeat Damien Webb | End of Chapter 14 |
| Solo | Bronze | Leave MI6 as a rogue agent | End of Chapter 15 |
| The writing is on the wall | Silver | Catch Isola | End of Chapter 16 |
| For king and country | Gold | Defend MI6 | End of Chapter 17, the credits |
7. Chapters 1-2 - Against the Odds & In His Majesty's Secret Service
Chapter 1 - Against the Odds
Bond's helicopter goes down in Iceland, and he has to get through an armed camp around a satellite research site. The camp is a small stealth sandbox and the first place the game teaches you to read guard routes.
| # | Item | Type | Checkpoint | Location |
|---|---|---|---|---|
| 1 | 7 of Acorns | Card | 04 Deployment Camp | After you check the rocket launcher's serial number in container A7, the soldiers send you to move the crashed car. Shelves to the right of the laptop. |
| 2 | Cruciform Key | Legacy | 06 Central Camp | Once Bond leaves the tent and ditches his communicator, drop off the ledge into container F8. Shelf to the right of the broken TV. |
| 3 | Iceland Postcard | Postcard | 06 Central Camp | Container B2, just right of F8. Take out the guard inside; desk next to the computer. |
| 4 | Satellite Part | Memento | 06 Central Camp | Container G9, which the story has you enter from the back. Past the guard at the whiteboard, on the desk by the monitor. |
Trophy - Icebreaker. Pops at the end of the chapter, not during the crash cutscene.
Challenges (9)
All of them live in checkpoint 06 Central Camp. They split into conflicting groups: Pacifist clashes with Assault, High Ground and 00 to Become; No Help Needed clashes with Full of Surprises. Plan two or three runs from the same checkpoint.
| Challenge | How to earn it |
|---|---|
| Pacifist | Get through Central Camp taking down only two soldiers |
| Ghost | Get through Central Camp without being spotted |
| Assault | Fight 4 soldiers without alerting the camp |
| No Help Needed | Get through the camp without using any distraction |
| Full of Surprises | Distract soldiers with both the BT-65 and the ATV |
| 00 to Become | 7 takedowns without being spotted |
| High Ground | 3 takedowns from above |
| Scenic Route | Ride the zip line in Central Camp |
| Completionist | All 8 other Against the Odds challenges (reward: Iceland Outfit) |
Chapter 2 - In His Majesty's Secret Service
A short cutscene-and-hub chapter: M offers Bond a place in the revived 00 programme. Nothing to collect, no challenges.
8. Chapters 3-5 - The Needle's Eye, The Heart of the Matter & A New Home
Chapter 3 - The Needle's Eye
Basic recruit training in Malta under John Greenway, who is not keen on being a teacher.
| # | Item | Type | Checkpoint | Location |
|---|---|---|---|---|
| 1 | Malta Postcard | Postcard | 01 Basic training | Follow Greenway from the car. Before the fight starts, it is on the fold-out table with the water bottles beside the training ground. |
Trophy - Sleight of hand. Unlocks on its own during the training here.
Chapter 4 - The Heart of the Matter
Bond's first visit to Q-Branch, and the Q-Watch tutorial.
| # | Item | Type | Checkpoint | Location |
|---|---|---|---|---|
| 1 | Workshop Notice (Selina Tan) | Intel | 04 Q-Lab | Before talking to Q, head to the back-right corner of the workshop past the "Q-04 Ordnance Testing" sign. On a black filing cabinet by two scientists chatting. |
| 2 | Recruit Stats (00 Recruits) | Intel | 04 Q-Lab | Only usable after you talk to Q and finish the Q-Watch tutorial. The screen where you first met Q, under the "Stress Testing" sign. |
Chapter 5 - A New Home
Life alongside fellow recruits Lennox Monroe and Cressida Bright, then advanced training back in Malta, ending in a night exercise to take a compound's flag. The Dart Phone unlocks in this chapter.
| # | Item | Type | Checkpoint | Location |
|---|---|---|---|---|
| 1 | Family Photo (Lennox Monroe) | Intel | 01 Home | The living room where Monroe is waiting. On the chest of drawers against the right wall, in the corner. |
| 2 | Dress Box (Cressida Bright) | Intel | 01 Home | When Cressida calls you into her room, it is the gift box on her bed. |
| 3 | Under of Acorns | Card | 02 Advanced Training | Back in Malta, hack the first gate, then turn around and run back to Greenway's starting area. Top of the stairs, on the brick ledge. |
| 4 | 7 of Roses | Card | 10 Search the compound | Night session, after you split from Monroe. Drop into the courtyard, vault the wall and follow the helmeted guard downstairs. Take him out for his key, go through the pier double doors on the right and bluff past three guards. On the pallet to the right. |
Trophy - From Malta with love. Ends the chapter. The compound in checkpoint 10 is also a good place for Soft landing: plenty of guards near ledges.
Challenges (12)
The challenges use two named checkpoints: In at the Deep End and Search the Compound. Each playstyle meta-challenge needs one of each.
| Challenge | How to earn it |
|---|---|
| Pacifist | Earn Something to Prove and White Flag |
| Ghost | Earn Cressida's Way and Always Do the Unexpected |
| Assault | Earn Monroe's Way and Party Crasher |
| Mr Mnemonic | Win Monroe's memory game (one guide gives the answer as "umbrella and crown") |
| Something to Prove | Clear In at the Deep End without knocking down a single soldier |
| Cressida's Way | Clear In at the Deep End without being spotted |
| Monroe's Way | Take down every enemy in In at the Deep End (about 25) before reaching the flag |
| Spinning a Yarn | Lie on every polygraph question |
| White Flag | Reach the compound's flag with no takedowns |
| Always Do the Unexpected | Reach the compound's flag without alerting anyone |
| Party Crasher | Take down every enemy in the compound (about 30) before the flag |
| Completionist | All 11 other A New Home challenges (reward: Malta Training Outfit) |
9. Chapters 6-7 - A Night Out & A Matter of Considerable Delicacy
Chapter 6 - A Night Out
Bond's first real assignment, at a London nightclub.
| # | Item | Type | Checkpoint | Location |
|---|---|---|---|---|
| 1 | Cocktail Napkin | Memento | 05 Get upstairs | After dealing with the boyfriend in the toilets, go back to the bar. On the counter behind the bar: bluff your way back there or clear it with a poison dart. |
| 2 | Ober of Bells | Card | 05 Get upstairs | Sneak or bluff behind the DJ stage, climb the lighting rig and follow the pipes. On the walkway to the right, before the jump to the second floor. |
Trophy - Shaken not stirred. Ends the chapter, and TacSim's Escalations open from here on: a good moment for The readiness is all and A change of pace (搂18).
Chapter 7 - A Matter of Considerable Delicacy
A briefing interlude at MI6 before Slovakia: Q's wearables lab, the Operations floor and Moneypenny's office.
| # | Item | Type | Checkpoint | Location |
|---|---|---|---|---|
| 1 | Dagger Shoes | Legacy | 03 Field Equipment | Q-07 Wearables. Talk to Q; the shoes are on the table right after the cutscene. |
| 2 | Arrowhead Report (Arrowhead) | Intel | 07 Operations | Step out of the lift at Operations, go right past the out-of-order elevator to the back wall with the big TV. On the desk by the keyboard, away from the objective. |
| 3 | 009 Profile (009) | Intel | 08 Master Manipulator | On Moneypenny's desk as you walk into her office. |
10. Chapters 8-9 - All the Time in the World & Out of the Ashes
Chapter 8 - All the Time in the World
The first full sandbox: undercover in a Slovakian hotel hosting a chess championship, hunting a rogue former 00. The longest single chapter so far, and a dense one.
| # | Item | Type | Checkpoint | Location |
|---|---|---|---|---|
| 1 | Ace of Acorns | Card | 02 In Position | Near the suspicious bellhop: take the stairs to the top, follow the railing to the left-hand staircase and go down. On the railing at the bottom. |
| 2 | Pillow Mint | Memento | 03 The game is on | The "Staff Only" room opposite the balcony needs a key. Switch on the vacuum at the top of the stairs to distract the man in the white shirt and glasses, then pickpocket his key. Wooden cabinet left of the chair blocking the door. |
| 3 | Chess Biography | Legacy | 03 The game is on | Take the left staircase down, go right past the elderly lady to the back room at the end of the hall, where a man is talking about Aston Martins. On the table by the long sofa. Guides disagree on the floor; if it is not there, check the small table at the end of the upper hall. |
| 4 | Ober of Shields | Card | 03 The game is on | Dining Room, left of the main tournament room, on one of the left-hand tables (guides split between front-left and back-left). |
| 5 | Championship Badge | Memento | 03 The game is on | Main tournament hall, left side, behind the panel showing Gretchen Wong's progress. Slip between two boxes and turn left: on the large black crate backstage. |
| 6 | 6 of Roses | Card | 03 The game is on | The safe under the Manager's Office desk, code 1952 (the year on the middle wine bottle). Reach the office from reception: through the big white doors, bluff into the maids' Staff Only area, then the rear-right door. The safe also holds the cellar key. |
| 7 | Slovakia Postcard | Postcard | 07 Accessing Room 206 | Nightstand in Room 205. Use the vacuum to distract the maid near 205 and pickpocket her keycard. |
| 8 | 6 of Acorns | Card | 08 Delivery Area | After eavesdropping on security staff at the generator, go to the end of the corridor and turn left onto the terrace. On the garden table. The area stays locked until the objective sends you there. |
| 9 | 7 of Bells | Card | 10 The vanishing | Solve the fireplace puzzle (Lion, Snake, Goat), go down to the wine cellar, vault the table and turn left twice to the barred room. On top of a painting on a box in the back-left corner. |
Trophy - I expect you to die / Skyfall. The first unlocks mid-chapter after the cellar fight, the second at the very end. Checkpoint 05 The Laundry is the best farm in the game for three combat trophies: Positively shocking (taser guards), Firestarter (wall extinguishers) and Always have an exit plan.
Challenges (27)
The laundry and the library each have a quiet, a stealthy and a violent challenge, and the playstyle metas pair them up. Run each area three times from its checkpoint.
| Challenge | How to earn it |
|---|---|
| Pacifist | Earn Uninterrupted Service and Peace Studies |
| Ghost | Earn Squeaky Clean and Silent Study |
| Assault | Earn Getting Dirty and Indiscrete |
| Press Only | Enter the tournament as press |
| Self Check-In | Get into the hotel by an alternative entrance |
| Lone Wolf | Don't get spotted by the other recruits |
| Bellboy Hat | Find the bellboy hat |
| The Manager | Get into the manager's office |
| Old School Hacking | Find the laundry code |
| Wine Connoisseur | Open the manager's safe (code 1952) |
| Laundry Day | Wear the laundry worker disguise |
| Uninterrupted Service | Get through the laundry without using force |
| Squeaky Clean | Get through the laundry without being spotted |
| Getting Dirty | Defeat 5 laundry workers |
| Peace Studies | Get through the library without harming a guard |
| Silent Study | Get through the library without being spotted |
| Indiscrete | Defeat 5 library guards |
| Housekeeping | Get the staff to open Room 205 for you |
| Elementary | Find every clue in Room 206 |
| Do Disturb | Get into Room 207 |
| Chimera | Solve the fireplace puzzle on the first try (Lion, Snake, Goat) |
| A Beautiful Waste | Break 5 premium wine bottles during the cellar fight |
| Floor It! | Hit top speed in the car chase |
| Firebrand | Destroy 5 explosive barrels |
| No Brakes | Release the vehicle lock on the plane |
| Travelling Light | Throw 3 hostiles out of the plane |
| Completionist | All 26 other All the Time in the World challenges (reward: Chauffeur Uniform) |
Chapter 9 - Out of the Ashes
Back in London to regroup before the next lead takes Bond to Africa. The Laser Strap unlocks here: equip it and leave it equipped.
| # | Item | Type | Checkpoint | Location |
|---|---|---|---|---|
| 1 | Facial Composite (Niko and Tero Murto) | Intel | 05 Talk to Moneypenny | After Q-Lab, take the lift to Operations and go round behind the lifts. On the cabinet in the back-left corner. |
11. Chapter 10 - The Past Never Dies
Bond and Greenway go undercover in Aleph, arms dealer Bawma's black-market town, where a drone is up for auction. The biggest collectible chapter, tied with Chapter 11. Chapter Select folds the story's Beyond the Grave chapter in here.
Warning. Two traps in the Black Market. First, three items need the Laser Strap (9 of Acorns, Mauritania Postcard, Ober of Acorns). If you arrive here through Chapter Select, check your loadout: the preset may not include it, and PowerPyx's fix is to replay from Chapter 9. Second, money. Pirate Grillz can only be bought once you hold the story's $100,000, but one guide and a player report say some money sources close once you reach that target. Do the Crypto Wallet thread (which passes the ATAC Device) and the side earners first, then cross $100,000 and buy the Grillz. Chapter Select fixes either mistake.
| # | Item | Type | Checkpoint | Location |
|---|---|---|---|---|
| 1 | 6 of Bells | Card | 02 Arriving at Aleph | In the market with Greenway, go left to the bathroom opposite the lit-up guard. On the side of the bathtub. |
| 2 | 9 of Acorns | Card | 03 Black Market | Laser Strap. The area right of the market with two guards and an aquarium: laser the fish tank. |
| 3 | Mauritania Postcard | Postcard | 03 Black Market | Laser Strap. From the market stairs go left to the red anchor and laser the padlock on the door to its right. On the table to the left inside. |
| 4 | Ober of Acorns | Card | 03 Black Market | Laser Strap. The metal box on the wall behind the pick-up truck. |
| 5 | Delivery Box (Bawma) | Intel | 03 Black Market | From the truck, take the path left toward the red buoy. On the stall with the blue canvas and gold trinkets, left of the shooting range. |
| 6 | Ace of Roses | Card | 03 Black Market | The Fight Club, entrance marked with a shark jaw. Upstairs, left through the doorway by the bar, then right onto the rooftop. On a box in the small corner room. |
| 7 | ATAC Device | Legacy | 03 Black Market | Eavesdrop on the man on the phone and follow the Crypto Wallet thread to the signal tower. Before climbing, walk the big beam with painted arrows: on a crate at the far end. |
| 8 | Pirate Grillz | Memento | 03 Black Market | Once you hold $100,000, go back to the starting stairs. The trader under the red parasol opposite has it on a box; interact to buy it. |
| 9 | Banner of Shields | Card | 07 Find 009 | On 009's booby-trapped boat, climb the right-hand stairs and use the hoses to reveal the lasers. On the table on the upper deck. |
| 10 | Photo of Greenway (John Greenway) | Intel | 08 Examine the crime scene | Boat cabin, the room with documents pinned to the wall. On the small cupboard in the left corner. |
| 11 | Crocodile Tooth | Memento | 09 Leaving Aleph | After the crocodile pit scene, walk back toward your vehicle without getting in. On the crate behind the Land Rover, right side. |
| 12 | 6 of Shields | Card | 10 Find a way inside the shipwreck | Use the improvised lift and the zip line, go through the bulkhead door and sidle along the edge. On the oil barrel ahead, before the blue pipe. |
Trophy - Win, lose or die / Nobody lives forever / Trigger Mortis. All story. The ambush at checkpoint 11 Ambush has grenade throwers for Short fuse and Damp squib.
Challenges (24)
The market is one big money puzzle. Show Me the Money wants $140,000, more than the story's $100,000, and one guide warns that taking the story money too early closes some ways of earning. Work the market's side activities before your total reaches $100,000.
| Challenge | How to earn it |
|---|---|
| Pacifist | Earn Sightseeing, Easy Does It and Silent Line |
| Ghost | Earn Laser Show, Silence is Violence and The Big Bang |
| Assault | Earn Fall Guy, Bottled It! and Make Them Count |
| Fall Guy | Throw Omar over the railing |
| Bottled It! | Hit every fight-pit opponent with a thrown object |
| Hammer Time | Defeat The Hammer |
| Silent Line | Get the burner phone from Scorpius' hideout with no knockouts or kills |
| Soldier Boy | Use a disguise in the hideout |
| Art Lover | Complete the Scorpius deal |
| Sightseeing | Reach the antenna with no knockouts or kills |
| Secure Transaction | Hack the crypto wallet |
| Shoot 'Em Up | Play the shooting range |
| Gunslinger | Hit every target on the shooting range |
| Cupped | Play the cup game |
| Tech Support | Help the Rogue Decoder |
| Show Me the Money | Collect $140,000 in the market |
| Easy Does It | Reach the crane with no knockouts or kills |
| No Trouble at All | Trigger no confrontations |
| Laser Show | Reveal the boat's lasers every possible way |
| Wheels Up | Get the Land Rover airborne |
| Silence is Violence | 10 silent takedowns |
| The Big Bang | 3 kills with one explosion |
| Make Them Count | 6 kills with a single pistol magazine in the last stand |
| Completionist | All 23 other The Past Never Dies challenges (reward: Mauritania Outfit) |
12. Chapter 11 - Uninvited
An assassin comes for Bond at his own flat, and the chase leads straight into Sir Nicholas Webb's gala. The most challenge-heavy chapter in the game.
| # | Item | Type | Checkpoint | Location |
|---|---|---|---|---|
| 1 | Bond Family Photo (James Bond) | Intel | 02 Back home | Bond's bedroom at the back of the flat, on the bedside table right of the bed. |
| 2 | 8 of Acorns | Card | 04 Gala Entrance | On the stone bench at the back right of the gala's entrance hall. |
| 3 | Concert Poster | Legacy | 05 Get upstairs | The caf茅 on the left side of the gala's main room, on the back-right table. |
| 4 | Webb Industries Press Pack | Intel | 05 Get upstairs | The press area with the podium, on the table beside the guard. A fuse-box distraction gets you through security to it. |
| 5 | Anniversary Pin | Memento | 05 Get upstairs | The cloakroom past the "No Public Access" sign. Distract the guard (the Dart Phone works); on the metal shelving by a stepladder. |
| 6 | Ober of Roses | Card | 05 Get upstairs | A white box in the middle of the upstairs "Age of Chivalry" museum room (guides differ on which upstairs room). |
| 7 | Security Notice (Stephen Bright) | Intel | 06 Security Office | The second-floor security area, back-right room next to the Basement Archives lift. In the middle of the big conference table. |
| 8 | Kensington Postcard | Postcard | 06 Security Office | The CCTV room, on the table immediately to your left as you enter. |
| 9 | Tero Murto Locket | Memento | 07 Basement | Room 3 (Restoration), on the desk next to a duffel bag. The door needs the keycard from Room 4. |
| 10 | King of Shields | Card | 09 Storage room | Right after Isola frees you from the chair, on the table directly behind you. |
| 11 | 8 of Roses | Card | 09 Storage room | After the workshop shootout, cross the lighting rigs. On the table on the next balcony. |
| 12 | 9 of Shields | Card | 10 The courtyard | The maintenance room, on a trolley stacked with boxes. Either crawl through the vent from the Dining Room and laser the padlock, or use door code 3256 (it is on the library laptop). |
Trophy - A hard man to kill / You only live twice / Agent under fire. All story. Checkpoint 11 Webb Exhibition is the other grenade-thrower spot for Short fuse and Damp squib.
Challenges (30)
Four ways upstairs (photographer, security guard, press backstage door, pickpocketed keycard) each count separately: reload checkpoint 05 for each.
| Challenge | How to earn it |
|---|---|
| Pacifist | Earn A Quiet Night, Just Passing Through and Workplace Agreement |
| Ghost | Earn Missed Me!, Top Notch Security and Fast Track |
| Assault | Earn Green Fingers, All Clear, Health & Safety and Art Attack |
| Hard Man | Beat the assassin without taking damage |
| Kitchen Wars! | Throw 3 objects at the assassin |
| Missed Me! | Get through the sniper section without taking damage |
| Gate Crasher | Get into the gala without an invitation |
| Say 'Cheese'! | Go upstairs as a photographer |
| Always on Duty | Go upstairs as a security guard |
| Behind the Scenes | Go upstairs through the press room's backstage door |
| VIP Entrance | Go upstairs with a pickpocketed keycard |
| All Clear | Eliminate 10 guards in the security room |
| Dropping In | Enter the CCTV room through the skylight |
| A Quiet Night | Get past the CCTV room without taking down a guard |
| Top Notch Security | Reach the CCTV room without being spotted |
| Simon Says | Take down only Simon and his friend to reach CCTV |
| Workplace Agreement | Get through the workshop with no takedowns |
| Rack N' Roll | Leave the workshop through the server rack undetected (checkpoint Vault) |
| Nothing to Report | Take down every workshop guard without being spotted |
| Art Attack | 3 explosive kills in the workshop |
| Closed for Maintenance | Unlock the courtyard maintenance room (code 3256) |
| The Big Bluff | Bluff 3 guards at once |
| Just Passing Through | Get through the courtyard with no kills |
| Fast Track | Get through the courtyard without being compromised |
| 8 for 8 | Take down 8 courtyard guards without being spotted |
| Health & Safety | 3 kills with the scaffolding |
| Green Fingers | Eliminate 15 courtyard guards |
| IT Specialist | Break 15 exhibition screens |
| Bin Collection | Take the alternate route in the bin lorry escape |
| Completionist | All 29 other Uninvited challenges (reward: Funeral Outfit) |
13. Chapters 12-13 - Knightfall & Going Old School
Chapter 12 - Knightfall
With thief Isola Vale and Greenway, Bond breaks into Webb Industries' tower. Eight of the eleven collectibles are on the Executive floors in one long checkpoint.
| # | Item | Type | Checkpoint | Location |
|---|---|---|---|---|
| 1 | City of London Postcard | Postcard | 02 Executive 1st Floor | Go left down the corridor with Greenway into the left office and call the cleaning robot, then cross to the opposite office. Crawl through the vent behind the whiteboard and take the card key from the leftmost toilet cubicle. Upstairs on the left, on the table with the glasses. |
| 2 | Wooden Spoon (Roger Finch) | Intel | 02 Executive 1st Floor | Back downstairs, through the corridor, unlock the door at the end. On display on the right in R. Finch's office. |
| 3 | Banner of Roses | Card | 02 Executive 1st Floor | Laser Strap. The maintenance room on the right of the next floor's corridor. Laser the ceiling vent grate; the card is on the vent floor. |
| 4 | Banner of Bells | Card | 02 Executive 1st Floor | Talk to Greenway by the waterfalls, hop the barrier and cross on the ledge. Hack the door mechanism on the left and Greenway lets you in. On the pool table. |
| 5 | Office Toy | Memento | 02 Executive 1st Floor | In the motion-sensor corridor, have Greenway move the furniture. In the vent, take the first exit on the left: by the abstract painting on the right. |
| 6 | Employment Contract (Isola Vale) | Intel | 02 Executive 1st Floor | Back in the vent, take the other exit into the second office. On the desk. |
| 7 | 7 of Shields | Card | 02 Executive 1st Floor | Upstairs past the sensors, hack through from the "Bohr" office into the "Einstein" office. On the desk (one guide says the Bohr desk; check both). |
| 8 | King of Acorns | Card | 02 Executive 1st Floor | After you have the Security Access Key, go back down the corridor and through the left doors to the balcony. On the table. |
| 9 | Blades Club Badge | Legacy | 03 The Penthouse | Turn right as you enter the penthouse. On the table by the bar. |
| 10 | Psych Profile (Damien Webb) | Intel | 03 The Penthouse | On the shelf in the penthouse's back-right corner. |
| 11 | Under of Shields | Card | 09 Cargo floor | Much later, after fighting two brutes, take the stairs toward the flight deck but go down instead of up. On a container. |
Trophy - All time high / No time to die. The first pops as you enter the penthouse, the second at the chapter's end.
Challenges (24)
Crackerjack wants the safe open on the first try and Epic Fail wants seven wrong codes in a row. Do Crackerjack, then reload the checkpoint for Epic Fail.
| Challenge | How to earn it |
|---|---|
| Pacifist | Earn Discretion Advised and IT Specialist |
| Ghost | Earn Hand of God and Underdressed |
| Assault | Earn Server Crash, All the Time in the World and Makeover |
| Exclusive Access | Get Roger Finch's keycard |
| High Ground | Open the door for Greenway through the vent on Executive 2nd floor |
| Tactical Pause | Have every personal conversation with Greenway |
| Discretion Advised | Get through the meeting room area with no alerts or takedowns |
| Hand of God | Take down everyone in the meeting room area without being spotted |
| Makeover | Smash 4 guards through the meeting room windows |
| Blackball | Challenge Greenway to a game of pool |
| Crackerjack | Open the safe on the first try (one guide gives the code as 1493) |
| Epic Fail | Get the safe code wrong 7 times in a row |
| All the Time in the World | Take out every guard on the run to the Perch |
| After Hours | Enter the data center in disguise |
| Underdressed | Reach the data center without being spotted |
| IT Specialist | Activate every server without alerting anyone |
| Service Update | Take down 8 guards, hack 3 servers and get back undetected (reported as possibly bugged) |
| Server Crash | Fight 10 data center guards |
| Closing Time | Close 4 metal shutters |
| Blast of Air | Overcharge vents to push 4 guards over the railings |
| Gun Nut | Use 4 different firearms in the escape from the Perch |
| Mightier Than the Sword | Destroy 3 structural elements with the Missile Pen |
| Moving Target | Clear the cargo check room without taking damage |
| Completionist | All 23 other Knightfall challenges (reward: White Tux) |
Chapter 13 - Going Old School
A short MI6 interlude, with Q working on a car.
| # | Item | Type | Checkpoint | Location |
|---|---|---|---|---|
| 1 | Driving Gloves (Q) | Intel | 04 In the zone | Talk to Q by the car he is building, then go right. On the desk. |
14. Chapters 14-15 - Time to Die & Man of the Hour
Chapter 14 - Time to Die
A luxury island resort, three targets, and a geneticist named Theresa Lorca. Most of the collectibles sit in the open-ended checkpoint 05.
| # | Item | Type | Checkpoint | Location |
|---|---|---|---|---|
| 1 | Banner of Acorns | Card | 03 A Package from Q | Your villa: right-hand hall, then the left-hand bathroom. Next to the sink on the left. |
| 2 | 8 of Shields | Card | 05 The three targets | After signing the ledger at reception, take the stairs southeast to the Tranquility Platform. Near the yoga group, on a lantern in the corner by the edge. |
| 3 | 9 of Roses | Card | 05 The three targets | Leave the platform by the central path, go left down the stairs and through Tranquility Cave. Eavesdrop on the man on the phone, distract him with the Dart Phone and pickpocket the storage room key. On the left shelf, under the bathrobes. |
| 4 | Under of Bells | Card | 05 The three targets | Read the sticky note and take the yoga mat (the yoga instructor disguise helps). Go to Ramon Hernandez's villa, Hung Villa, talk to Ramon, then go right into the bathroom. Next to the sink on the left. |
| 5 | Tarot Deck | Legacy | 05 The three targets | Ramon's villa, bedroom side. On the nightstand left of the bed. |
| 6 | King of Roses | Card | 05 The three targets | From Ramon's villa, go straight up the hill and left to the Lotus Bar. On the back counter. |
| 7 | Keynote Presentation (Theresa Lorca) | Intel | 05 The three targets | The Serenity Space. After the Lorca cutscene it is on the ground just to your left, by the pool. |
| 8 | Vietnam Postcard | Postcard | 05 The three targets | The Ocean View Bar. Steal an invitation from a guest leaving, or go round the left side. On the small table past the central bar, on the right. |
| 9 | Diving Watch | Memento | 07 Suit up | After the bow-tie scene, turn around. On the bedside table, right of the bed. |
| 10 | Caliban Profile (Caliban) | Intel | 07 Suit up | From the watch, go down the hallway. On the corner of the living-room counter, on your right. |
| 11 | Gun Case (Riptide) | Intel | 15 Tracking Damien | Right after you are freed from the handcuffs, look right. On the wooden cable reel. |
Trophy - Double or die / You know my name. The first mid-chapter, the second at the end.
Challenges (24)
| Challenge | How to earn it |
|---|---|
| Pacifist | Earn Wraith and Unlicensed to Kill |
| Ghost | Earn The Quiet Man and Panther |
| Assault | Earn Lights Out and Who's Counting? |
| Pool Inspector | Sneak into the Serenity Space |
| Yogi | Enter Hung Villa as the yoga instructor |
| Zen No More | Change the music in Tranquility Cave |
| Bathroom Bomb | Knock out Ramon's security in the bathroom through the roof window |
| The Quiet Man | Reach Ramon in Hung Villa undetected |
| Party Crasher | Get into Ellis' party with a stolen flyer |
| Blanc the Brut | Get rid of the Velvet Lantern bartender by persuasion or intimidation |
| Key Master | Take the Ocean View bar key from storage undetected |
| Give Me a Minute | Let Lorca stabilise before investigating Emperor Villa |
| Silent Night | 5 undetected kills with a silenced gun at night |
| Panther | Reach the Emperor Villa roof undetected |
| Phantom | Reach Ellis in the wine cellar undetected |
| Unlicensed to Kill | Rescue Ellis without killing any of Webb's mercenaries |
| Wraith | Reach Lorca undetected |
| Two Birds, One Stone | Get a multi-kill with a single Greenway shot |
| Thief | Steal 3 of Greenway's kills |
| Who's Counting? | Out-kill Greenway in the quarry |
| Marble Madness | 5 kills with marble slabs |
| You Talk Too Much | Throw a mercenary over the mining truck's railing |
| Lights Out | Knock out the power and every light |
| Completionist | All 23 other Time to Die challenges (reward disputed between guides) |
Chapter 15 - Man of the Hour
An MI6 interlude that turns into a stealth run through Q-Lab. The only interlude with more than three collectibles.
| # | Item | Type | Checkpoint | Location |
|---|---|---|---|---|
| 1 | Niko Murto Locket | Memento | 02 Stand down | After M's speech and your talk with M, go down the steps ahead-left. On the desk straight ahead, near Basil. |
| 2 | Trilby Hat | Legacy | 04 The betrayal | Q-Lab, Q-07 Wearables (behind the elevators), in the right-hand changing room. |
| 3 | Q-Lab Postcard | Postcard | 04 The betrayal | The gym (Q-01), right of the elevators. Climb the lockers, jump across to the ledge and climb through the gap. On the desk at the end of the corridor. Drop into the room below to get your gadgets back, Laser Strap included. |
| 4 | Q's Photo (Rhys Beckett) | Intel | 04 The betrayal | Stress Testing, then Vehicle Testing (Q-03). Recreate Q's fingerprint (whiskey glass, lift button, whiteboard), go right and take the Q-Watch, then note the test car's number plate. The locked cabinet on the left opens with code 4397. |
Trophy - Solo. Ends the chapter.
15. Chapter 16 - Wave of the Future
Webb's Antarctic facility: gantries, a robotics department, an operations floor and a silo, then a boat chase through the ice. The longest chapter in the game.
| # | Item | Type | Checkpoint | Location |
|---|---|---|---|---|
| 1 | Under of Roses | Card | 03 The gantries | Get into the facility after the fight. At the end of the path on the right, before the yellow scaffolding. |
| 2 | Ace of Bells | Card | 04 The gate house | After meeting Isola by the cable car, go up the stairs on the right and turn around. On the seats beside the sleeping people. |
| 3 | Snow Globe | Memento | 04 The gate house | Reception counter, right side, next to a monitor. |
| 4 | Jaws Design Specs | Legacy | 08 Robotics Department | Go left from the Robotics entrance to the far east corner. On a server lying on its side. |
| 5 | 9 of Bells | Card | 08 Robotics Department | From the middle of the room, head for the "Utility" door and turn right past the robot doing yoga. On the box with the failed house of cards. |
| 6 | M Profile (M) | Intel | 12 Operations Department | The Security Office. Steal the Office Key from a civilian and open the Locker Room; the locker riddle gives Archive code 1864. Enter the Archive, take the vent to the Security Office and deal with the people inside. On the desk by the vent. |
| 7 | Webb's Manuscript (Sir Nicholas Webb) | Intel | 12 Operations Department | After upgrading your security clearance, go into the room with the rock. On the chair on top of the rock, by the cat statue. |
| 8 | Antarctica Postcard | Postcard | 16 Safety off | Take the lift down and defeat the robot. Use the override key on the door, cross the metal beam and go to the far end. On the trolley by the window. |
| 9 | Robot Keychain | Memento | 19 Silo entrance | Go down the big silo and crawl through the vent at the bottom. Turn around as you come out: on the podium. |
Trophy - The writing is on the wall. Ends the chapter.
Challenges (25)
| Challenge | How to earn it |
|---|---|
| Pacifist | Earn Pacifist Protocols and Surrender |
| Ghost | Earn Hide and Seek and Stay Stealthy |
| Assault | Earn No Time to Reload and Server Breakdown |
| Hide and Seek | Trespass in the Gatehouse undetected |
| Knock Knock | Knock out David Somerset in the toilet |
| First Day at Work | Complete every Robotics opportunity |
| Special Intelligence Task Force | Bail Isola out when Lindsey recognises her |
| Pacifist Protocols | Get through the Gantries and Utility Floor without shooting anyone |
| Death From Above | 3 takedowns from above in Utility |
| Deadly Delivery | Kill with a proximity mine riding a robot vacuum |
| Server Breakdown | Kill with an exploding server module |
| Attention to Detail | Open the safe in the lower-floor office |
| Snoop Around | Solve the locker maths puzzle (answer 1864) |
| Surrender | Turn yourself in near the ID Badge area |
| Expert Marksman | 10 headshot kills in the Command Center |
| Proxy Agent | Hack 5 servers during Red Alert |
| Stay Stealthy | 4 eliminations during Red Alert without raising an alert |
| No Time to Reload | Use 5 different firearms in one encounter |
| Going Down? | Throw every guard off the descending freight lift |
| Terminated | Crush the rogue android with a server |
| Wrecking Baller | Take out 15 androids with Wreckie without taking damage |
| Perfect Strike | Take out 10 androids in a single Wreckie roll |
| Icecap-Tain | Make the iceberg jump in the boat chase |
| Running Man | Finish the boat chase without failing |
| Completionist | All 24 other Wave of the Future challenges (reward: Polar Outfit) |
16. Chapter 17 - For England
The finale: mercenaries inside MI6, a fight through the building from Null Space to Q-Lab, and the Aston Martin Valhalla.
| # | Item | Type | Checkpoint | Location |
|---|---|---|---|---|
| 1 | King of Bells | Card | 03 Null Space | After talking to the injured woman, take the door with the blue light straight ahead. On the table in the middle of the room. |
| 2 | MI6 Postcard | Postcard | 06 Backstairs | After the red-phone call with M, go through the door and squeeze between the cabinets. On the floor immediately to your right. |
| 3 | Ace of Shields | Card | 08 Moneypenny's pod | Moneypenny's office is on the right; kick open the office on the left instead. On the desk straight ahead. |
| 4 | Wallet (Eve Moneypenny) | Intel | 10 Utility tunnels I | In the service tunnel, stop the fan. On the ledge in front of you on the far side, before the ladder. |
| 5 | 8 of Bells | Card | 12 THEIA | The THEIA floor, after the lift fight with three enemies. On the desk to the right. |
| 6 | Dashboard Toy | Memento | 14 Q Lab showdown | Q-Lab, Q-07 Wearables. On the low coffee table in the middle of the room. |
Trophy - For king and country. The credits. Operations open in TacSim now: go and clear one for What if...? (搂18).
Challenges (16)
| Challenge | How to earn it |
|---|---|
| Pacifist | Earn Lock, Stock, and 1 Trapped Hostile and Bring a Fist to a Gun Fight |
| Ghost | Earn Be Q-uiet and All Smoke and Mirrors |
| Assault | Earn Technomage and Untouchable |
| Lock, Stock, and 1 Trapped Hostile | Lock an enemy in a holding cell |
| The Great Escape | Get through Null Space undetected |
| All Smoke and Mirrors | Release smoke from the security office rafters |
| Apex Predator | Stealth-takedown every enemy in the security room |
| Reduce Your Screen Time | Shoot 50 screens in the operations room |
| Untouchable | Beat the snipers without taking damage |
| Bring a Fist to a Gun Fight | Use no weapons in the lift showdown |
| Be Q-uiet | Get through Q-Lab undetected |
| Technomage | 10 flash mine kills in Q-Lab |
| Astonishing | 3 kills with one explosion, during the Valhalla drive |
| Fire in the Hole! | Drain the final boss's suit in phase 1 using only proximity hacking |
| Turret Aficionado | Damage the final boss with the first turret in under 2 minutes |
| Completionist | All 15 other For England challenges (reward: Track Suit) |
17. Campaign-Wide Challenges (15)
These track across the whole campaign rather than one chapter. The first four are rolled up from the chapter tables above; the rest fill in as you play. Only one guide lists this set, and its thresholds have not been confirmed by a second source.
| Challenge | How to earn it |
|---|---|
| Completionist (campaign) | Every chapter's Completionist, all 191 chapter challenges |
| Pacifist (campaign) | Every chapter's Pacifist challenge |
| Ghost (campaign) | Every chapter's Ghost challenge |
| Assault (campaign) | Every chapter's Assault challenge |
| CQC Expertise | 100 melee defeats |
| Shadow Tactics | 50 stealth takedowns |
| Firearms Expertise | 150 firearm defeats |
| Social Engineering | 15 bluffs |
| Watch Expertise | Hack 25 different devices |
| Dart Phone Expertise | 15 Dart Phone deployments |
| Laser Strap Expertise | 15 Laser Strap uses |
| Shockwave Camera Expertise | 10 Shockwave Camera triggers |
| Flash Mine Expertise | 10 Flash Mine neutralisations |
| Smoke Pod Expertise | Blind 10 enemies with Smoke Pods |
| Missile Pen Expertise | 10 Missile Pen detonations |
18. TacSim - The Online Trophies
TacSim is Dr Selina Tan's training-simulation mode, reached from the title screen under Tactical Simulations. Everything in it is online-only. It has its own progression: Clearance Level (XP rank) and Intel, a currency spent in the Intel Shop on outfits, weapons, skins, gadgets and gadget upgrades. None of that shop is needed for trophies.
- Escalations (three escalating tiers) unlock after Chapter 6. Operations (one stage) unlock after the credits. Update 1.3.0 added a third type, Activities, starting with Valhalla Protocol.
- The 30-minute route: clear all three tiers of the first Escalation (it doubles as a combat tutorial) for A change of pace and The readiness is all. After the credits, clear one Operation (the first takes about three minutes) for What if...?. If you are not yet at Clearance Level 3 for Keep moving forward, replay short Escalation tiers and do their challenges for XP; Advanced Tactical Training Tier 2 (The Test) is a quick one. Expect 30-60 minutes in total for Level 3.
- Combat trophies here too: Advanced Close Combat Tier 2 (The Test) works for Soft landing and Sleight of hand, Advanced Tactical Tier 2 for He'll live, and Advanced Tactical Tier 3 (The Showdown) for Damp squib.
- Named programmes include Advanced Tactical Training, Advanced Close Combat Training, Lords of Rust, The Assault, Arctic Skies, Clean Infiltrations and The Garden Party; The Workshop and Extraction Avenues (Escalations added in 1.1.0); and Valhalla Protocol and the Jungle Heist Operation (1.3.0).
Warning. Whether PS5 needs PlayStation Plus for TacSim is unconfirmed: players have reported both ways and no official source says. Online play itself is required. Early on, Keep moving forward sometimes popped late or at Level 4; update 1.3.0 fixed it unlocking unexpectedly after a disconnect.
19. Cleanup - Chapter Select & Combat Trophies
After the credits, Chapter Select lists all 17 entries and lets you load any checkpoint inside them. Every Checkpoint cell in 搂7-搂16 is a direct pointer.
- Missed collectible? Find its row, load that checkpoint, pick it up, quit. It is saved on pickup; you do not need to reach the next checkpoint.
- Laser Strap items (Chapters 10, 11, 12, 15): check the loadout Chapter Select gives you before you go. If it lacks the Laser Strap, PowerPyx's fix is to start from Chapter 9, where it unlocks, and play forward.
- Combat trophies still missing? Chapter 8's checkpoint 05 The Laundry covers Positively shocking, Firestarter and Always have an exit plan. Chapter 10's checkpoint 11 Ambush covers Short fuse and Damp squib. Any Laser-era fight covers Disarming personality, and any gunfight covers He'll live. TacSim covers the rest (搂18).
- Collectible trophy did not pop? Check the TacSim collectibles wall for the missing type first: it is usually one item. If the count is complete and nothing unlocked, you are on an old patch; update to 1.3.x and pick up one item again from a backup save.
20. Difficulty, New Game+ & Post-Launch Updates
- Difficulty. Novice, Intended and Purist at launch. 00 difficulty arrived in update 1.3.0 and unlocks after the campaign: enemies spot you faster and hit harder, and resources restore only part of a gadget's uses. No trophy is tied to any difficulty.
- New Game+ (update 1.3.0) unlocks after the campaign. It adds Mission Wardrobe (switch outfits from the journal, then restart from a checkpoint), Gadget on Demand (swap gadgets mid-mission, limited to what that point in the story has unlocked) and Suit Loadout. IOI's notes do not say what else carries over. No trophy needs it.
- Update timeline. 1.0.2 (2 June 2026) fixed Steam achievement sync; 1.0.5 (15 June) fixed all six collectible trophies; 1.1.0 "Behind Enemy Lines" (24 July) added the Workshop and Extraction Avenues Escalations and fixed more collectible and TacSim unlocks; 1.1.1 (late August) reworked achievement unlock logic; 1.3.0 "Extended Operations" (1 October, free) added New Game+, 00 difficulty, Photo Mode, Valhalla Protocol and Jungle Heist, and fixed the PS5 Platinum; 1.3.1 (7 October) was a hotfix. None added trophies.
- Coming later. IOI has announced a paid story expansion returning to Aleph and centred on Bawma, with no release date yet. The Switch 2 version has been delayed to March 2027.
- Edition extras (Deluxe, Specialist, Collector's and Legacy editions, plus pre-order and promotional outfits) are cosmetic only. None affects a collectible, challenge or trophy.
21. Appendix - Quick Reference
A. Every code and puzzle answer
- 1952: Chapter 8, the Manager's Office safe (6 of Roses, Wine Connoisseur). The year is on the middle wine bottle.
- Lion, Snake, Goat: Chapter 8, the fireplace puzzle to the wine cellar (7 of Bells, Chimera).
- 3256: Chapter 11, the courtyard maintenance room door (9 of Shields, Closed for Maintenance). It is on the library laptop.
- 1493: Chapter 12, the safe for Crackerjack. Single-source; if it fails, find the code in the level.
- 4397: Chapter 15, the locked cabinet in Vehicle Testing (Q's Photo). It is the test car's number plate.
- 1864: Chapter 16, the Archive door and the locker riddle (M Profile, Snoop Around).
- "Umbrella and crown": Chapter 5, Monroe's memory game (Mr Mnemonic). Single-source.
B. Gadgets
- Q-Watch: Chapter 4. Hacking, distraction, collectible highlighting.
- Dart Phone: Chapter 5. Remote lures; disorients a target for pickpocketing (needed for the 9 of Roses in Chapter 14).
- Laser Strap: Chapter 9. Padlocks, grates, glass, disarms. Required for 4 collectibles (three in Chapter 10, one in Chapter 12) and one of the two ways to the 9 of Shields in Chapter 11.
- Q-Lens: marks enemies, opportunities and gadget targets.
- Flash Mine, Smoke Pods, Shockwave Camera, Missile Pen: unlocked through the middle of the story. The Missile Pen arrives during Knightfall.
C. Story chapters against Chapter Select
00 Against the Odds (CS 1-2) 路 01 The Needle's Eye (CS 3-5) 路 02 A Night Out (CS 6-7) 路 03 All the Time in the World (CS 8-9) 路 04 The Past Never Dies and 05 Beyond the Grave (CS 10) 路 06 Uninvited (CS 11) 路 07 Knightfall (CS 12-13) 路 08 Time to Die (CS 14-15) 路 09 Wave of the Future (CS 16) 路 10 For England (CS 17)
22. Accuracy & Sources
This walkthrough was written fresh for this site in October 2026, then cross-checked against IO Interactive's official patch notes (1.0.2 through 1.3.1), PowerPyx's collectible guide and trophy roadmap, Push Square's per-chapter walkthroughs, Exophase's PSN, Xbox and Steam lists, Steam's global achievement page (AppID 3768760), TrueTrophies, two PSNProfiles trophy guides (archived June-July 2026 copies), Wikipedia, VGC, Shacknews, games.gg, VGTimes, GMTreks, Gfinity and Beebom.
What is solid. The 38-trophy list (names, tiers, descriptions, hidden flags) matched across five independent sources apart from apostrophe styling. The 92-collectible total, and every one of the 92 items, matched item for item between PowerPyx and Push Square, and every type sums to its trophy's count. Each chapter's challenge list was counted against its stated total and all nine match, for 191.
Where sources disagreed, and what this guide did:
- Collectible total. games.gg lists 91 (no location for Under of Acorns) and Push Square's Intel checklist lists 22 of its own stated 23 (no Webb Industries Press Pack). Both items appear in the per-chapter walkthroughs of PowerPyx and Push Square, so this guide uses 92.
- Item locations. Four items have conflicting descriptions: Chess Biography (which floor), Ober of Shields (front-left or back-left table), 7 of Shields (Bohr or Einstein office) and Ober of Roses (which room upstairs). Each row says so.
- Hidden trophies. 19 hidden on every platform's own data. Two pre-launch articles said 18; they missed A legacy of spycraft.
- Online trophies. The four TacSim trophies need a connection. PowerPyx counts five by including the Platinum.
- Mementos trophy name. IOI's June patch notes call it "Memento Vivere"; the July notes, the platforms and every guide say Recovered assets.
- Chapter count. 17 (Chapter Select), 16 (Push Square, which skips the empty Chapter 2), 11 (IOI's story numbering) and 9 (chapters with challenges) are all correct for what they count. IOI's 1.1.0 notes also mention a "Case Closed" heading that no other source places.
- Challenges. Counts differ by one between sources depending on whether Completionist is counted; this guide counts it. Challenge names come from English-language guides (GMTreks, games.gg) and have not been checked against the game screen by screen; VGTimes, which reads like a translation, uses different names for a few, such as Indiscreet, Art Connoisseur and Tactical Timeout. Completionist rewards come mainly from VGTimes: Time to Die's reward is disputed, so it is left unnamed. The online-only rule for challenges comes from PowerPyx alone.
- Campaign-wide challenges. Only GMTreks lists the 15, and the thresholds came from a search excerpt. Treat the numbers as approximate.
- Gadget unlock timing. PowerPyx puts the Laser Strap in Chapter 9; one gadget guide says earlier. This guide follows PowerPyx, whose collectible routing depends on it.
- Not confirmed anywhere: whether Chapter Select is available before the credits, what New Game+ carries over, whether challenge progress persists across replays, and whether TacSim needs PlayStation Plus.
007 First Light is developed and published by IO Interactive. James Bond, 007 and related marks belong to their respective owners. This is an unofficial fan-made guide.