Every confirmed safe and lock code in 007 First Light, with where each one takes you and how the game gives you the clue. For anything not yet listed, the method below finds it fast.

Safe combinations, keypads and story-puzzle solutions, by chapter.
| Chapter | Opens | Code | How it's found |
|---|---|---|---|
| All the Time in the World | Manager's Office safe (Slovakia hotel) | 1952 | Year on the middle wine bottle in the room |
| All the Time in the World | Dining room story puzzle | Lion → Snake → Goat | Activate the statues in this order |
| Uninvited | Courtyard maintenance door (London) | 3256 | On the laptop in the library |
| Knightfall | Penthouse safe (Webb Industries) | 1493 | Diploma 1 · Painting 4 · Video game 9 · Scale model 3 |
| Man of the Hour | Q-03 Stress Testing cabinet | 4397 | Number plate on the test-chamber car |
| Man of the Hour | Q-08 Armoury (service pistol) | 1324 | Top of the shooting-range leaderboard |
| Wave of the Future | Archive door → Command Centre (Antarctica) | 1864 | Used to reach the Command Centre via the vent |
Several codes are derived from an in-level clue (a wine-bottle year, a leaderboard, items on a shelf) — if your game ever shows a different clue, read the clue rather than trusting a fixed number. More codes are added as we verify them.
Most combinations are hidden in the level right around the lock — you rarely need to brute-force them.
The code is usually on a nearby note, whiteboard, bottle, plate or document. Check desks, lockers and shelves by the lock.
Hold L1/LB to highlight interactable clues and the lock itself — sweep the room.
Guards and NPCs sometimes imply a code in conversation.
Some codes are puzzles (wine year, exhibit numbers, leaderboard) — the clue is the reliable source.
Some locks open with a key or gadget (Laser Strap) rather than a code, and a few are randomised between saves. We list confirmed numeric codes here and flag the rest.
Many padlocks and cabinets are opened by shooting them with the Laser Strap (Ch.9), no code needed.
Several rooms use a stolen keycard instead of a code — pickpocket or distract a guard.