007 First Light Penthouse Safe code
The safe code in Webb's Penthouse is a puzzle based around objects near you
To locate and open the Penthouse safe in 007 First Light, you need to find out the safe code in a puzzle that involves the objects around you. The Diploma, Painting, Game and Model are all mentioned by Isola Vale (or whatever her real name turns out to be), but what actually is the code combination? I'll explain the answer below so you can clear the Penthouse and move on.
What is the Penthouse Safe code in 007 First Light?
The code to the Penthouse safe in 007 First Light is 1493, which you can deduce from the clue that Isola gives you and by comparing it to the various objects that Webb has around the Penthouse.
Isola's note reads "Diploma. Painting. Game. Model", and if you explore the room, you can indeed find objects that match that description, each one of which is attached to a number in one way or another.
- College Diploma. Sir Nicholas graduated first in his class. (1)
- Basilisk Painting. A picture entitled "Basilisk, rendition #4". (4)
- Video Game. An adventure game called "Hyperion 9" that Webb created. (9)
- Scale Model. A model of Webb's Hong Kong office entitled Site III. (3)
You can find the safe itself by pressing the secret button in the drawer in Webb's desk.
Keep in mind that there are two challenges in 007 First Light tied to opening the safe, and you can get them both back-to-back if you reload a checkpoint. "Crackerjack" is a challenge obtained for opening it on the first try, and "Epic Fail" is given to you if you fail the code seven times in a row.
There's another devious puzzle coming up, and it's worth it to be ready. To find out how to bypass the sensors in 007 First Light, check out our guide!
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Joel Franey is a writer, journalist, podcaster and Very Tired Man with a BA from Brunel University, a Masters from Sussex University and a decade working in games journalism, often focused on guides coverage but also in reviews, features and news. His love of games is strongest when it comes to groundbreaking narratives like Disco Elysium, UnderTale and Baldur's Gate 3, as well as innovative or refined gameplay experiences like XCOM, Sifu, Arkham Asylum or Slay the Spire. He is a firm believer that the vast majority of games would be improved by adding a grappling hook, and if they already have one, they should probably add another just to be safe. You can find old work of his at Eurogamer, Gfinity, USgamer, SFX Magazine, RPS, Dicebreaker, VG247, and more.
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