A checkpoint-by-checkpoint All the Time in the World walkthrough that grabs every card, memento and safe code without blowing your cover.
All the Time in the World is the sprawling hotel chapter of 007 First Light, the mission where James trades the driver’s seat for a full stealth infiltration during a world chess championship. It is one of the longest levels in the game, layered with alternate entrances, disguises, two stealth gauntlets, a cellar brawl and a mid-air finale.
This All the Time in the World walkthrough follows the natural checkpoint order, from the underground car park to the airfield, so you can clear the mission in a single clean run. Along the way we flag all 9 collectibles, every key item and disguise, and the three codes the level hides.
We also line up where the 27 challenges fall on the route, including the fiddly Pacifist and Ghost objectives, so you can bank as many as possible before you ever touch the reload button. A couple of opposed challenges (Press Only and Self Check-In) cancel each other out, so those two need a checkpoint restart to grab both.
En Route: arrival and your first Playing Card

The chapter opens with you driving Cressida and Monroe up the mountain pass to the hotel. Follow the road, drop the pair at the entrance canopy, then continue down the ramp into the underground car park until a cutscene hands you control of James on foot.
Head up the concrete stairs and follow the suspicious Blond Man onto the terrace. Before you trail him, grab your first collectible and stock up on tools:
- Ace of Acorns (Playing Card): from the top of the first stair landing, turn left and follow the railing to a shorter staircase leading down. The card sits on the railing where the man tossed the luggage over the edge.
Follow the wall to the back of the terrace to find a decorative vase with a Press Badge inside. Then walk past the stone well, turn on the Garden Hose, and when the man on the bench gets up to shut it off, take the Lighter he leaves behind. You may not need it, but it opens up an alternate entrance.
Infiltrating the hotel: three ways in

Head up to the entrance to pick your infiltration route. Two of these are opposed challenges, so you can only earn one per run:
- Press Only: approach the front scanner and present the Press Badge. Security waves you through the main doors. (A second Press Badge sits in the security booth to the right if you missed the first one; hack the generator on the left to lure the guard out, or dart him and check the box.)
- Self Check-In: to the left of the entrance is a wheelbarrow of dry leaves. Set it alight with the Lighter, and when the guard moves to investigate, hop the wall. Shimmy left along the ledge, climb the pipe, and work right across the building front until you reach a rooftop with a metal gate. Kick it open and climb the window beyond to trigger the challenge.
Once inside, follow the single hallway to the double doors at the end. They open onto a balcony above the chess tournament and the chapter’s title card.
The Game is On: the Staff Key and four collectibles

From the balcony, you need the master Staff Key to reach restricted areas. Turn right past the employee with the huge key on his belt, step into the stairwell, and turn on the vacuum in the corner. While he is distracted, pickpocket the key.
With Staff Only access, this floor and the one below hold four collectibles:
- Pillow Mint (Memento): back on the balcony, turn left to a door marked Staff Only. Distract the nearby staffer with a vacuum and pickpocket his keycard, then open the room; the mint is on the back shelf.
- Ober of Shields (Playing Card): head downstairs, turn left at the bottom, and take the first door on the left into the Dining Room. The card is on a table in the back-left corner.
- Chess Biography (Legacy Item): from the bottom of the stairs, go the opposite way down the right-hand hall, past the woman and her son. Turn left, and the first door on the right is a seating area; the biography is on a side table by the couch.
- Championship Badge (Memento): on the main floor, slip down the left side of the crowd to a set of crates, squeeze through to the backstage area, and enter the blocked-off hall on the left. The badge sits on a black crate near the locked door.
This is also the easiest moment to grab the Bellboy Hat challenge. From the pickpocketed employee, head down the stairs and into the large room on your right, then down its staircase (approach from the near side so Cressida does not spot you and void Lone Wolf). Follow the red carpet, take two rights, and enter the Staff Only door at the corridor’s end. Vault the trunk to find the Bellboy Hat on a cart.
The Manager’s office: the 1805 laundry code and the 1952 safe

Three challenges cluster on the first floor. From the reception desk, head through an archway, through the open double doors, and turn right to a guard idling under an archway. Use your Q-Lens to hack the air conditioning unit on the right wall; the smokescreen lets you slip past into the door on the guard’s left. Turn and shut the door behind you to complete The Manager.
Inside are two more challenges and a card:
- Laundry code 1805: check the paper on the desk to log the laundry-room code and complete Old School Hacking.
- Wine Connoisseur / safe code 1952: open the drawer left of the desk for the Wine Tasting Notes, which praise the Mont Arras Sacramental. Check the three wine bottles around the room to find one labelled Vino Sacramental, 1952. Enter 1952 on the safe under the desk to open it.
- 6 of Roses (Playing Card): inside the safe, alongside the Cellar Key.
The Laundry: the chauffeur disguise

Exit the office (re-hack the air conditioner to leave safely), run down the hall to the cellar door, and take the double doors on the left into the laundry. Head down the stairs into a stealth section with two challenges: Uninterrupted Service (hurt no one) and Squeaky Clean (stay unseen).
Stay crouched throughout. Move to the cover ahead, slide left out of sight, then vault the counter. Use the swap cover function to reach the counter on your left. Slide beside the first door and kick it open to lure a guard over without an investigation, then push deeper. At the next door, walk to the Laundry Trolley and hack the air conditioner above the two guards at the table. In the smoke, grab the disguise off the table to complete Laundry Day — now you can walk openly past normal guards.
Head for the red door past the hanging sheets to bank both stealth challenges. Along the way you pass the man’s discarded Bellhop uniform; flip the note on it to read 206, your next objective. Continue through the room, kick open the far door, climb the window on your right, and you land back at the car park. Climb the pipe and drop through the window, crouching as you enter — this is the second stealth section.
The Study: Peace Studies and Silent Study

This room has its own pair of challenges: Peace Studies (harm no guards) and Silent Study (stay unseen). You are nearly spotted on entry, so crouch behind the book cart immediately. Swap cover to the cleaning cart and circle it to hide from the first two guards. When they pass the grandfather clock on the right, cross the room past the suit of armor, press against the bookcase, and close on the lone guard by the exit. Use your Dart Phone on him and slip out the door while he coughs.
Since a dart does not really hurt him, this completes both study challenges plus the overarching Ghost: All the Time in the World and Pacifist: All the Time in the World. If you dawdle, the first two guards return and spot you — just restart from the checkpoint and try again.
Accessing Room 206: Rooms 207, 205 and the evidence

Monroe meets you past the door (this does not void Lone Wolf). Head to Room 206 by going up from the ground floor, but instead of taking the stairs to the second floor, turn right down the hall. Enter the chess-tournament room, sidle left through a gap in the equipment, then hop out the window and climb the pipe to the restricted floor with Rooms 205, 206 and 207.
Two challenges tie into your route here:
- Do Disturb (Room 207): stay outside and climb right to the far balcony. Kick the balcony door open and beat the startled man inside to complete the challenge.
- Housekeeping (Room 205): head into the hall instead. A cleaning lady will not open Room 205 because of the Do Not Disturb sign. Mess with the grandfather clock behind the man on the phone, then immediately turn on the vacuum by the cleaning supplies. While both are distracted, flip the door sign; when she turns the vacuum off, she opens the door to clean.
Follow her in and hide behind furniture until she turns away.
- Slovakia Postcard (Postcard): on the bedside table inside Room 205.
Head through the bathroom window, shimmy left along the ledge to the open window of Room 206.
Inside, the room shows signs of a struggle. Scan every piece of evidence for the Elementary challenge:
- The security-protocol file to your right.
- The wallet in the fireplace.
- The room-service receipt on the food cart near the front door.
- The hanging clothes in the bathroom (kick the door in first).
- The empty keycard holder on the ottoman at the foot of the bed (check this last to trigger completion).
Answer the door to let the cleaning woman in. After a brief cutscene, follow the blond man out the window at the end of the hall and slide down the pipe.
The delivery area and the Chimera fireplace puzzle

Climb back in, cross the room, and work through the windows around the building’s exterior until you reach a garden seating area.
- 6 of Acorns (Playing Card): on a table near the service entrance below, where you spot the blond man sneaking in.
Follow the heavy cables out the window and down to the wooden board with a blue arrow. Head through the green tent and into the kitchen, vault your way to the far side, and pass through the grey double doors and single door for a cutscene. Climb the crates up and to the right, head up the staircase, and kick in the doors to reach the guest area. Follow the blond man through the double doors into an empty dining hall.
At the abandoned trolley, pick up the Torn Note, which (along with the red-and-blue wall banner) shows a Chimera — a creature with a goat head, a snake tail and a lion body. Approach the fireplace and press the Lion, Goat and Snake icons in any order to complete the Chimera challenge on the first try. The hearth swings open onto a passage down.
The wine cellar showdown and the bomb

Head down into the basement. Before you squeeze through the gap:
- 7 of Bells (Playing Card): vault the wooden crate on your right into a dead-end alcove to find the final card.
Crouch under the low pipes, climb the debris, and pull the rusty lever in the corner to open the wine cellar. A cutscene sets up a boss fight against a tough but predictable opponent who favors a three-hit combo and never grabs you. Play defensively: parry his combo, then counter. Fighting with your back to the large wine displays lets you smash them open and hurl bottles at him.
- A Beautiful Waste challenge: destroy five premium wine bottles during this fight. (You may need to break more than five, since some shatter in other ways.)
Once he is down, a cutscene forces you to fight two identical opponents at once. Keep parrying, throw them into furniture to follow up, and stay patient. When enough damage is done, another cutscene plays. At the bomb, check the battery and the motherboard, then interact with the wires — you pick two connections, and the choice does not change the outcome. If no other agent has spotted you by now, you also complete Lone Wolf.
What happens next is left to a cutscene. Climb up to reach Cressida, then sprint after the escaping 009, jumping the railing and out the front door.
The Chase and the Abandoned Air Field

You take the wheel to chase 009 down the mountain roads. You are not meant to catch him yet, so drive safely — crashing into a major obstacle resets you to the last checkpoint.
- Floor It! challenge: reach top speed on one of the straight stretches. Stick to the paved road rather than going off-road.
After the second tunnel you reach the airfield. Your companion hands you a pistol and leaves you to stop the plane. Follow the dirt path, climb into the concrete pipe, and shoot the guard at the far end. Take cover fast — the enemies here are better armed than you.
- Firebrand challenge: shoot red explosive barrels to clear enemies; destroying five completes it. Pick up fallen enemies’ stronger weapons whenever it is safe.
As you near the plane, it starts down the runway. Chase the hose on the left wing until a vehicle knocks you into the driver’s seat, then drive up to the hose to leap onto the wing. Throw the two exterior soldiers off, deal with the rear gunner, and drop into the cargo hold.
Inside, knock out the enemy at the control panel and take over the plane’s controls to bank it left and right:
- No Brakes challenge: shoot the red canister in front of a locked-down vehicle, then bank right so the vehicle crushes the soldiers beside it.
- Travelling Light challenge: bank the plane as hostiles pass the open doors to fling three of them out (or throw them manually toward the doors).
Clear the room, head to the cockpit, and complete the quick-time event. The remainder of the escape plays out in a cutscene.
From the Ashes: MI6, the Q-Lab and the last Intel

The mission winds down at MI6, where James debriefs and re-equips before the next chapter. Head to the elevators and down to the Q-Lab to meet Q, pick up a replacement Q-Watch and earpiece, and try the new gadgets — the laser strap and the flash mine. At the desk, choose your loadout: we recommend the Dart Phone and Laser Strap, since both work without drawing attention. Grab your service pistol from the final room on the right.
On the way to Moneypenny, there is one last collectible:
- Niko and Tero Murto (Facial Composite) (Intel): after the elevator on the Operations floor, walk down the hallway to your right behind the elevators. The Intel is on a cabinet against the left wall.
Meet Moneypenny through the double doors at the back, ask your optional questions, and select Exit to Mission to close the chapter and roll into The Past Never Dies.
All codes, key items and collectibles in All the Time in the World

Quick reference so nothing slips past you.
The 9 collectibles:
- Ace of Acorns — Playing Card — terrace stairs railing (entrance area).
- Pillow Mint — Memento — 2F locked Staff Only room.
- Ober of Shields — Playing Card — Dining Room table, back-left corner.
- Chess Biography — Legacy Item — 1F seating area side table.
- Championship Badge — Memento — Main Hall backstage crate.
- 6 of Roses — Playing Card — Manager’s safe (code 1952).
- Slovakia Postcard — Postcard — Room 205 bedside table.
- 6 of Acorns — Playing Card — delivery-area terrace table.
- 7 of Bells — Playing Card — basement crate dead-end.
Plus one extra in the From the Ashes wrap-up: Niko and Tero Murto (Facial Composite) Intel, on the Operations-floor cabinet.
Codes and key items:
- Laundry room code: 1805 (from the manager’s memo).
- Manager’s safe code: 1952 (from the Vino Sacramental wine bottle).
- Chimera fireplace: Lion, Goat and Snake (any order).
- Key items: Press Badge, Lighter, Staff Key, Cellar Key and the laundry disguise.
That is All the Time in the World fully cleared. If a card or Intel slipped by, our all-collectibles 100% guide pins every one across the game; our all cards guide maps the full deck; and you can carry the momentum into the next chapter with our The Past Never Dies walkthrough on Solo Jugadores.




