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007 First Light all gadgets guide

Player guide | Updated

The complete 007 First Light gadgets guide: all Q tools and optional gadgets with unlock chapters, resource types, functions, and best-use notes.

007 First Light Q-Branch gadget screenshot for all gadgets guide

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.

All 007 First Light gadgets and Q tools
GadgetSlotUnlock chapterResourceWhat it doesBest useCheck status
Q-LensmandatoryChapter 5: A New HomeNoneVision 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-WatchmandatoryChapter 5: A New HomeBatteryHacks 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 PhoneoptionalChapter 5: A New HomeChemicalFires 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 PodoptionalChapter 8: All the Time in the WorldChemicalCreates 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 CameraoptionalChapter 8: All the Time in the WorldBatteryEmits 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 StrapoptionalChapter 10: The Past Never DiesBatteryFires 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 MineoptionalChapter 10: The Past Never DiesChemicalThrowable 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 PenoptionalChapter 12: KnightfallChemicalFires 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.

Route notes and wording choices
TopicRecommended wordingOther wordingCheck statusWhat to use
EMP versus Q-WatchThere 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 reconciliationClarify in the all-gadgets catalog that Q-Watch covers hacking and electronics, and treat 'EMP' references as Q-Watch shorthand.
How many gadgets are thereTwo 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-checkedList all eight tools in one table and clearly separate mandatory from optional slots.

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