Direct answer
007 First Light gives you two permanent tools — Q-Lens for scanning and Q-Watch for hacking electronics — plus six optional story-gated gadgets: Dart Phone, Smoke Pod, Shockwave Camera, Laser Strap, Flash Mine, and Missile Pen. Q-Lens and Q-Watch are always available; the other six fill flexible loadout slots and use either battery or chemical charges.
| Gadget | Slot | Unlock chapter | Resource | What it does | Best use | Check status |
|---|---|---|---|---|---|---|
| Q-Lens | mandatory | Chapter 5: A New Home | None | Vision mode that highlights enemies, interactables, hackable devices, collectibles, and route clues through walls and smoke. | Scan every new area before moving; the single habit that prevents the most misses. | Official plus guide cross-check |
| Q-Watch | mandatory | Chapter 5: A New Home | Battery | Hacks electronics, bypasses electronic doors, loops cameras, triggers environmental objects, and fires the watch's own functions through Q-Lens targeting. | Disable cameras, open electronic locks, and trigger distractions without entering the room. | Official plus guide cross-check |
| Dart Phone | optional | Chapter 5: A New Home | Chemical | Fires a toxin dart that sickens and disorients a target, forcing them to abandon their post. | Move a single guard, create a pickpocket window, or safely pull a target out of a patrol path. | Cross-checked |
| Smoke Pod | optional | Chapter 8: All the Time in the World | Chemical | Creates a smoke cloud that blinds enemies and breaks line of sight. | Escape a compromised stealth position or create a short takedown window in a cluster. | Cross-checked |
| Shockwave Camera | optional | Chapter 8: All the Time in the World | Battery | Emits a shockwave that staggers enemies, breaks armor, and can blast open doors or destroy cover. | Crowd control when a route has already gone loud or when you need to create immediate space. | Cross-checked |
| Laser Strap | optional | Chapter 10: The Past Never Dies | Battery | Fires a wrist laser that cuts locks, severs wires, melts barrels, blinds enemies, and overloads electronics. | Open physical routes, cut wires for accident kills, and reach late-game collectibles locked behind barriers. | Cross-checked |
| Flash Mine | optional | Chapter 10: The Past Never Dies | Chemical | Throwable or placeable proximity device that flashes and stuns nearby enemies. | Set ambushes at patrol choke points or stun a group before entering a room. | Cross-checked |
| Missile Pen | optional | Chapter 12: Knightfall | Chemical | Fires a miniature explosive rocket that destroys structures and deals heavy damage. | Armored enemies, forced combat encounters, and obstacles that justify a loud solution. | Cross-checked |
How the loadout works
Q-Lens and Q-Watch are permanent and always available. The other six gadgets compete for flexible loadout slots that you assign before a mission. You use gadgets through Q-Lens targeting: hold the Q-Lens button, aim at a valid target, then press the assigned gadget button. Battery-powered gadgets share one resource pool and chemical gadgets share another, so a full stealth loadout can still starve one pool if you are not careful.
No EMP gadget: use Q-Watch instead
Several loadout guides refer to 'EMP' when describing electronics disabling, but the confirmed gadget list does not include a separate EMP device. The Q-Watch handles hacking, camera loops, and electronic door bypassing. If a guide tells you to bring EMP, it means the Q-Watch's hacking functions or, less commonly, a Shockwave Camera disruption.
Unlock order caveat
The unlock chapters above are based on current guide cross-checks. Some sources use 'mission' numbering that differs from the in-game chapter list. The order is consistent: Dart Phone and Smoke Pod arrive early, Laser Strap and Flash Mine arrive in the mid-game, and Missile Pen arrives in the late game. Self-captured unlock screenshots would be the next upgrade for exact checkpoint proof.
Resource rule
Battery gadgets are Q-Watch, Shockwave Camera, and Laser Strap. Chemical gadgets are Dart Phone, Smoke Pod, Flash Mine, and Missile Pen. Bring a mix so that one depleted pool does not lock you out of every solution. The beginner guide and best-gadgets page explain how to choose by mission situation.
How this was checked
The eight-tool list, resource split, and broad unlock order are confirmed by the official Spycraft article and cross-checked against IGN, GamesRadar, Games.gg, and NeonLightsMedia guides. The exact mission checkpoint for each unlock and the precise resource cost numbers remain screenshot-upgrade targets.
| Topic | Recommended wording | Other wording | Check status | What to use |
|---|---|---|---|---|
| EMP versus Q-Watch | There is no separate EMP gadget; electronics disabling is handled by the permanent Q-Watch. | Some loadout guides list 'EMP' as a flexible gadget pick. | Cross-source reconciliation | Clarify in the all-gadgets catalog that Q-Watch covers hacking and electronics, and treat 'EMP' references as Q-Watch shorthand. |
| How many gadgets are there | Two permanent tools plus six optional gadgets, for eight total interactable tools. | Some pages count only the optional gadgets or treat Q-Lens as a passive ability rather than a tool. | Cross-checked | List all eight tools in one table and clearly separate mandatory from optional slots. |
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