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007 First Light all collectibles locations — 92 items by chapter

Player guide | Updated

Find all 92 007 First Light collectibles by chapter: 36 Playing Cards, 23 Intel / MI6 files, 14 Mementos, 10 Postcards, and 9 Legacy Items. Includes cleanup route, tracker workarounds, and trophy checklists.

007 First Light route map graphic for collectibles cleanup planning

Direct answer

007 First Light has 92 collectibles: 36 Playing Cards, 23 Intel files, 14 Mementos, 10 Postcards, and 9 Legacy Items. Nothing is permanently missable, pickups save immediately, and Chapter Select can clean up missed items, but the tracker is by type rather than by chapter, so use the chapter matrix before replaying long missions.

Type totals, trophies, and cleanup risk
TypeCountTrophyTracker noteCleanup risk
Playing Cards36Casino RoyaleUse this when the type tracker says Cards are incomplete.Largest pool; narrow the search with chapter counts before replaying.
Intel / MI6 Files23For your eyes onlySome pickup names and menu names differ, so track the type total first.Office and briefing-room items are easy to skip after story beats.
Mementos14Recovered assetsUse type total plus chapter matrix because there is no per-chapter tracker.Delayed trophy unlock warnings make final-pickup backups useful.
Postcards10The world is not enoughOne postcard appears in ten different chapters.Good first cleanup pass because the distribution is simple.
Legacy Items9A legacy of spycraftLegacy Items are separate from ordinary collectibles.Some routes require optional interactions or late gadgets.
Chapter cleanup matrix
ChapterCardsIntelMementosPostcardsLegacyTotalCleanup noteRisk
01 Against the Odds101114Opening cleanup starts around Deployment Camp and Central Camp.Do not leave the camp route until the Legacy, Postcard, and Memento are checked.
02 In His Majesty's Secret Service000000No collectible cleanup needed.Skip this chapter when chasing missing items.
03 The Needle's Eye000101Single postcard at Basic Training.Fast replay target if Postcards show 9/10.
04 The Heart of the Matter020002Both items are Q-Lab Intel pickups.One Intel is easier after the Q-Watch tutorial sequence.
05 A New Home220004Home and advanced-training cleanup.One card requires backtracking after opening the first training gate.
06 A Night Out101002Club route around the upstairs objective.Use the staff route and backstage climb before pushing the story too far.
07 A Matter of Considerable Delicacy020013Q-Lab and Operations cleanup.Check Moneypenny-route desks before leaving the briefing floor.
08 All the Time in the World502119Hotel chapter with safe, room-key, fireplace, and cellar dependencies.High-value replay target; verify Staff Only, Manager's Office, Room 205, and fireplace path.
09 Out of the Ashes010001One Intel plus Laser Strap unlock context.Equip Laser Strap here before later cleanup that depends on it.
10 The Past Never Dies6221112Largest cleanup chapter; market, auction-fee, laser, and shipwreck routes.If Chapter Select removes Laser Strap, replay from Chapter 9 before cleaning this chapter.
11 Uninvited5321112Gala, cafe, press room, tower, and rooftop spread.Big chapter; use type totals before replaying the full route.
12 Knightfall5311111Penthouse-heavy route with office and safe-code dependencies.Check the lobby route, office rooms, and 1493 safe path before leaving.
13 Going Old School010001Single Intel pickup.Fast replay target only if Intel is incomplete.
14 Time to Die5311111Large late-game chapter with pickpocket and route-choice dependencies.Use chapter counts to avoid replaying long stealth sections blindly.
15 Man of the Hour011114Q-Lab cleanup with gadget and keypad interactions.Q-03 cabinet and Q-08 armoury context matters for efficient cleanup.
16 Wave of the Future322119Gate house, Robotics, Security Office, Archive, and silo cleanup.Late checkpoints are spread out; route by checkpoint rather than walking the whole chapter.
17 For England311106Final mission cleanup across Null Space, Backstairs, Moneypenny, THEIA, and Q-Lab.Do not assume the final chapter is story-only; it has six pickups.

Find your missing collectible by type or chapter

First check the in-game collectible tracker by type. Then use the type table below to identify the missing category, and the chapter matrix to eliminate chapters with zero or few items of that type. If you need exact locations, jump to the dedicated Playing Cards, Intel, Mementos, Postcards, or Legacy Items guide.

Gadget and route gates

Q-Watch highlighting begins after the Chapter 4 tutorial, Dart Phone is an automatic story unlock in Chapter 5, and Laser Strap is the key late-game cleanup gate from Chapter 9 onward. If Chapter Select changes your loadout before Chapter 10 or later, replay from Chapter 9 so laser-locked cards, postcards, and cabinets are reachable.

Save and cleanup rules

Current guide sources agree that pickups save immediately, Chapter Select can jump to checkpoints, and you can quit after grabbing a missed item without reaching another checkpoint. Keep a backup before the final item of a type where your platform allows it, because delayed collectible trophy unlocks are reported by current roadmap sources.

Best cleanup order

If you are missing several items, start with Chapters 10, 11, 12, 14, 8, and 16 because they contain 64 of the 92 collectibles. If only Postcards are missing, the one-per-chapter spread makes them easier to audit. If only Cards are missing, use the chapter card counts because 36 cards are too many to brute-force from memory.

What is different from ordinary location lists

Most location lists stop at route order. This page adds the operational layer: type totals, chapter totals, no-tracker warning, high-yield chapters, gadget gates, save-on-pickup cleanup rules, and delayed-unlock caution so the page still helps when a player is stuck at 91/92.

Route notes and wording choices
TopicRecommended wordingOther wordingWhat to use
Tracker granularityThe player-facing tracker is by collectible type, not by chapter.Many location guides list every pickup but do not help players convert a type total into a chapter replay plan.Use a chapter-by-type matrix so missing-item cleanup starts from the shortest likely replay, not the full campaign.
Chapter Select cleanupNothing is permanently missable and pickups save immediately.Players may still worry that they need to replay to a checkpoint or restart the story for missed items.Make cleanup safety part of the direct answer, while keeping a backup warning for final trophy pops.
Laser Strap dependencyLaser Strap is the important late-game cleanup gate.Ordinary lists mention individual laser-locked pickups but do not always explain the Chapter Select loadout risk.Tell players to verify loadout and replay from Chapter 9 if Chapter Select strips the required gadget.
Delayed collectible trophiesDelayed or missing collectible unlocks are a dated risk, not a guaranteed bug.Comments and guide warnings can make the issue sound universal even though current sources call it rare or delayed.Recommend backups before final type pickups where possible, but do not overclaim that the current patch is broken.

Next steps