
Collectibles Guide#
007 First Light has 92 collectibles across five categories. Unlike some open worlds that scatter them everywhere, they are distributed thematically across every stage: card games, intel, human connections, travel, and legacy — which makes “collecting” here feel more like organizing a complete spy career.
1. The Five Collectible Categories#
| Category | Count | Content | Achievement |
|---|---|---|---|
| Playing Cards | 36 | Card faces found one by one across the levels | Casino Royale |
| MI6 Intel (Intel) | 23 | Intel files that flesh out the background story | For your eyes only |
| Mementos (Mementos) | 14 | Objects tied to characters and events | Recovered assets |
| Postcards (Postcards) | 10 | Scenic postcards from each location | The world is not enough |
| Legacy Items (Legacy Items) | 9 | Collectibles tied to Bond’s inheritance | A legacy of spycraft |
| Total | 92 | Collect everything to unlock A collector’s habit | — |
2. Distribution by Location#
Collectibles get denser in the mid-to-late large missions, so “grab a few extra along the way on your first run” is the smart play.
| Location | Count | Densest Chapter |
|---|---|---|
| Iceland | 4 | Prologue “Against the Odds” |
| Malta | 5 | The “A New Home” training stretch |
| Slovakia | 9 | “All the Time in the World” |
| Mauritania | 12 | “The Past Never Dies” |
| London | 14 | “Uninvited” and “A Night Out” combined are the most |
| Vietnam | 11 | “Time to Die” |
| Antarctica | 9 | “Wave of the Future” |
| MI6 | 6 | “For England” |
3. Collection Tips#
1. The Q-Scope Is the Key to Efficiency#
The Q-Scope sees through walls and directly marks pickups and leads. Sweep every new area with it — it saves far more time than hunting afterward.
2. Some Collectibles Need Specific Gadgets#
Collectibles sealed behind padlocks, vents, or metal containers require the Laser Strap to open; some high or enclosed spots can only be retrieved after specific late-game gadgets unlock. So:
- Check your gadget slots before a level — don’t leave the lock-opening tool behind;
- Note the position of anything you “can’t reach yet”, and return fully equipped via Chapter Select after the credits.
3. Chapter Select Fills Gaps After the Credits#
No collectible can be permanently missed. After the credits, pick any chapter and go back fully loaded to collect at leisure. Collectible progress is account-level and carries across saves.
4. Legacy Items Tie to Story Progress#
Some Legacy Items are bound to story progress: certain ones only appear after the corresponding chapter unlocks. So if you can’t find them all on a first run, don’t assume you missed one — push the story forward first.
4. Planning an Everything-on-the-Way Route#
| Stage | Approach |
|---|---|
| Prologue / Malta | Master the basics and grab the few Iceland and Malta collectibles in passing |
| Slovakia | A large sandbox — follow the challenge list and collect as you go; don’t miss what’s behind padlocks |
| Mauritania | One of the densest spots — sweep floor by floor once you have the Laser Strap |
| London dinner party | One of the richest stretches — remember to sweep the side halls and upper floors |
| Vietnam / Antarctica | Late missions are long with many routes — assemble a full loadout before entering |
| Finale | The fewest items — wrap them up at the end |
5. Collecting and Achievements#
Each of the five categories maps to one achievement, and collecting them all unlocks one more “full collection” achievement. That’s 6 achievements in total — the biggest and most mechanical chunk of the Platinum. Checking them off a list, category by category, is far more efficient than wandering around hoping to stumble into them.
6. Tips by Category#
| Category | Common Spots | Tips |
|---|---|---|
| Playing cards | Tables, bars, lounge areas | Especially common in social scenes — don’t stare only at the main path in the dinner party and nightclub |
| MI6 intel | Desks, filing cabinets, command rooms | Usually near mission objectives — grab them as you push through |
| Mementos | Characters’ rooms, memorial displays | Tied to character stories; often in side or optional areas |
| Postcards | Suitcases, front desks, windowsills | Match the “travel” theme — hotels and resorts are especially dense |
| Legacy items | Restricted areas, behind locks | Some bound to story progress and unlock late |
7. Collectibles Behind Locks#
The ones sealed behind padlocks, vents, or metal containers can only be opened with the Laser Strap. If a collectible looks “right there but unreachable”, this is almost certainly why:
- First confirm the Laser Strap is actually equipped;
- If not, fit it at the Q Lab, then come back via Chapter Select;
- Clear every padlock in the same area while you’re there to avoid a second trip.
8. Commonly Missed Spots#
- Dinner party / nightclub: following only the main path and missing cards and intel in side halls, upper floors, and lounge areas;
- Large sandboxes: taking one entry route and missing the collectibles along the others;
- Late-game levels: long missions with many routes — collecting as you go beats backtracking;
- Legacy items: assuming you missed them, when the story simply hasn’t unlocked them yet.
9. The Best Time to Fill Gaps#
Right after finishing the main story is the most efficient cleanup window — you already hold every key gadget and still remember each level’s layout. Build a checklist of the five categories by location first, then sweep level by level; it beats agonizing over each item during a first run. Paired with TacSim grinding, you can knock out the combat achievements at the same time.
Explore more in our 007 First Light hub, and see the walkthrough mission list to map each collectible cluster to its mission segment.