MI6 · Q-Branch Requisition8 gadgets · 2 permanent

007 First Light Gadgets

Every Q-Branch tool in one dossier. All 8 007 First Light gadgets — what each one does, exactly when it unlocks, the best stealth and combat loadouts, and a free unlock tracker. Verified across multiple guides; thin or unconfirmed details are flagged, not faked.

8 gadgets2 always equipped6 loadout2 active slots (+1)0 missable
James Bond lining up a pistol shot across a balcony in 007 First Light, with an interactive object highlighted on-screen.
Official · IO Interactive
The Requisition File

All 8 007 First Light Gadgets

007 First Light gives Bond 8 gadgets in total, and these are all 8 007 First Light gadgets in one dossier. Two of them — the Q-Lens and the Q-Watch — are always equipped and never cost you a slot.

The other 6 are loadout gadgets you choose between before each mission, and every one is unlocked by simply playing the story, so nothing here is missable.

Q-Branch · Requisition Catalogue

Official art — the workshop where the 007 First Light gadgets are built, and the hardware itself, straight from Q-Branch.

James Bond and a colleague walking into the Q-Branch workshop, technicians at lit benches and a vehicle under a rig, in 007 First Light.Q-Branch · Workshop
Inside the Q-Branch workshop where Bond's gadgets are built.Official · IO Interactive
Official 007 First Light render of the Q-Watch, an OMEGA chronograph on a striped NATO strap, on a gun-barrel backdrop.Q-Watch
The Q-Watch — an OMEGA chronograph on a NATO strap.Official · IO Interactive
Official 007 First Light render of Bond's gadget phone shown with three dart cartridges.Dart Phone
Bond's gadget phone and its dart cartridges — the Dart Phone.Official · IO Interactive
Official 007 First Light render of Bond's gadget pen shown with projectile cartridges.Missile Pen
Bond's gadget pen and its projectiles — the Missile Pen.Official · IO Interactive

The file below is the honest version of each of the 8 007 First Light gadgets — what it does, the field use that actually matters, when it unlocks, whether it takes a slot, and the resource it draws on. Where a guide states a charge type we show it; where none does, we mark it charge unverified rather than guess.

Always Equipped

Q-Lens & Q-Watch. Permanent kit that never uses a loadout slot — your scanner and your hacking hub, available from the moment they unlock.

01

Q-Lens

Charge unverified
Unlock: A New Home (Early campaign)Slot: Permanent

Function — A scanner overlay that reveals enemies through walls, points of interest, distractions, hackable electronics, and items carried by guards such as keycards and cash.

Field use — Pulse it the moment you enter a new area. It is always equipped, so reading the room — patrol routes, cameras, what each guard is holding — should be your first move before you commit to a route.

Sources: GameRant · SportsRant · GamesRadar
02

Q-Watch

Electric
Unlock: A New Home (Early campaign)Slot: Permanent

Function — Remotely hacks electronics — pulling cameras offline, releasing locked doors, and triggering distractions — and acts as the delivery system for every other gadget Bond carries.

Field use — Your stealth backbone. Hack a camera or a noisy device to peel a guard out of position, then move while his back is turned. A few objectives simply cannot be cleared without it.

Sources: IGN · GameRant · SportsRant

Loadout Gadgets

6 slot gadgets. Assign these to your active slots before a mission. You start with two slots and unlock a third as you progress.

03

Dart Phone

Chemical
Unlock: A New Home (Early campaign)Slot: Active

Function — Fires a toxin-laced dart that makes a guard feel ill and abandon his post; it also sets up distractions and pickpockets.

Field use — The answer to a guard who simply will not move. Tag him, wait for him to wander off to be sick, then slip past or take him down once he is alone and unprepared.

Sources: IGN · GameRant · SportsRant
04

Smoke Pod

Chemical
Unlock: All the Time in the World (Mid campaign)Slot: Active

Function — Deploys a close-range cloud of smoke that breaks line of sight for escapes and stealth movement.

Field use — Hold it for grouped patrols or a stealth run that has gone wrong. Pop smoke, break contact and reset your approach rather than shooting your way out of trouble.

Sources: IGN · GameRant · SportsRant
05

Shockwave Camera

Charge unverified
Unlock: All the Time in the World (Mid campaign)Slot: Active

Function — Emits a shockwave that stuns and staggers enemies, damages body armour, and can break or push environmental objects.

Field use — A combat opener and crowd-control tool. Stagger an armoured enemy you cannot drop quietly, or blow apart breakable cover before you push into a room.

Sources: IGN · GameRant · SportsRant
06

Laser Strap

Electric
Unlock: The Past Never Dies (Mid campaign)Slot: Active

Function — A wrist laser that blinds, dazes and disarms enemies and cuts through locks, vents and grates to open alternate routes; it also helps with pickpocketing.

Field use — The most flexible tool in the kit. Cut a lock to skip a guarded route, or daze a target to lift a key item. Worth keeping equipped while hunting collectibles.

Sources: IGN · GameRant · SportsRant
07

Flash Mine

Charge unverified
Unlock: The Past Never Dies (Mid campaign)Slot: Active

Function — A proximity mine that triggers a blinding flash and burst of sound, stunning — and damaging — enemies inside its radius.

Field use — Set it on a doorway or chokepoint you expect to be chased through, then lead pursuers straight into it to buy yourself room.

Sources: IGN · GameRant · SportsRant
08

Missile Pen

Charge unverified
Unlock: Knightfall (Late campaign)Slot: Active

Function — A pen that launches explosive projectiles to destroy sturdy structures and kill enemies — the heaviest-hitting gadget Q gives you.

Field use — Bring it to missions you expect to turn loud. It deletes clustered enemies and blasts open environmental obstacles that would otherwise force a detour.

Sources: IGN · GameRant · SportsRant
At a Glance

007 First Light Gadgets Quick Reference

The whole list in one scannable grid — gadget, what it does, when it unlocks, whether it uses a slot, and the charge it draws on. 2 gadgets are permanent and 6 fill your loadout.

GadgetWhat it doesUnlocks inSlotCharge
Q-LensA scanner overlay that reveals enemies through walls, points of interest, distractions, hackable electronics, and items carried by guards such as keycards and cash.A New HomeEarly campaignPermanentCharge unverified
Q-WatchRemotely hacks electronics — pulling cameras offline, releasing locked doors, and triggering distractions — and acts as the delivery system for every other gadget Bond carries.A New HomeEarly campaignPermanent Electric
Dart PhoneFires a toxin-laced dart that makes a guard feel ill and abandon his post; it also sets up distractions and pickpockets.A New HomeEarly campaignActive Chemical
Smoke PodDeploys a close-range cloud of smoke that breaks line of sight for escapes and stealth movement.All the Time in the WorldMid campaignActive Chemical
Shockwave CameraEmits a shockwave that stuns and staggers enemies, damages body armour, and can break or push environmental objects.All the Time in the WorldMid campaignActiveCharge unverified
Laser StrapA wrist laser that blinds, dazes and disarms enemies and cuts through locks, vents and grates to open alternate routes; it also helps with pickpocketing.The Past Never DiesMid campaignActive Electric
Flash MineA proximity mine that triggers a blinding flash and burst of sound, stunning — and damaging — enemies inside its radius.The Past Never DiesMid campaignActiveCharge unverified
Missile PenA pen that launches explosive projectiles to destroy sturdy structures and kill enemies — the heaviest-hitting gadget Q gives you.KnightfallLate campaignActiveCharge unverified
The Field Kit

007 First Light Gadget Unlock Tracker

Tick off each 007 First Light gadget as you unlock it and watch your Field Kit fill out. No account and no sign-in — it saves to this browser only.

0/8
Always equipped
Loadout gadgets
Recommended Kits

Best 007 First Light Gadget Loadouts

These are community-recommended loadouts, not developer-stated rules — but the picks are consistent across guides. Remember the Q-Lens and Q-Watch are always equipped, so a kit is really about which gadgets you assign to your active slots.

Stealth kit

The consensus stealth setup. The Q-Watch distracts, the Dart Phone moves stubborn guards, the Smoke Pod covers grouped patrols, and the Laser Strap opens locked routes and dazes targets for pickpockets.

Combat kit

When a mission is going to turn loud, lean offensive. The Shockwave Camera staggers and strips armour, the Flash Mine controls a chokepoint, and the Missile Pen clears clusters and structures outright.

Official 007 First Light render of Q, MI6's gadget chief, an older man in a white coat and glasses holding a cane.
Q — MI6’s gadget chief, who issues every tool in this file. Meet the cast ▸Official · IO Interactive
Field Manual

How 007 First Light GadgetCharges & Upgrades Work

The charge economysingle source

Gadgets don’t fire for free. Reporting so far points to two resource pools — Electric charge (used by tools like the Q-Watch and Laser Strap) and Chemical charge (the Dart Phone and Smoke Pod) — with the Q-Watch face showing both a battery and a chemical meter. We’ve only seen this detailed by one or two guides, so treat the per-gadget split as provisional rather than confirmed.

Gadget upgradessingle source

One guide reports that gadget upgrades — alongside weapon skins and clothing — are purchased from the Intel Shop, reached through the Tactical Simulations (TacSim) mode. Because we can only corroborate this from a single source, we flag it here rather than publishing specific upgrade names or costs we can’t verify.

Where we mark a gadget charge unverifiedin the cards above, it’s because no guide we read assigns it a charge type yet. The game only released on May 27, 2026, so we’ll firm these details up as more first-hand testing appears — and we won’t invent the gaps in the meantime.

Field Photos

007 First Light Gadgets in the Field

Official looks at the kind of situations these gadgets are built for — stealth cover, fast getaways and the traversal between objectives where the right tool keeps you unseen.

Bond using crates for cover in a grand marble hall as an enemy patrols ahead in 007 First Light.
Bond works crate-to-crate cover in a marble hall as a guard patrols ahead.Official · IO Interactive
A classic sports car speeding through a European mountain village in 007 First Light.
A classic sports car runs through a European mountain village.Official · IO Interactive
James Bond free-climbing a sheer cliff face above a snowbound mountain valley in 007 First Light.
Bond free-climbs a sheer cliff above a snowbound valley.Official · IO Interactive
Debrief

007 First Light Gadgets FAQ

How many gadgets are there in 007 First Light?

[ + ]

There are 8 gadgets in 007 First Light. Two of them — the Q-Lens and the Q-Watch — are permanently equipped and never use a slot, while the other six (the Dart Phone, Smoke Pod, Shockwave Camera, Laser Strap, Flash Mine and Missile Pen) are loadout gadgets you assign before a mission.

How do you unlock all the gadgets in 007 First Light?

[ + ]

Every 007 First Light gadget unlocks through story progression, so none are missable. The Q-Lens, Q-Watch and Dart Phone arrive early in 'A New Home'; the Smoke Pod and Shockwave Camera come in 'All the Time in the World'; the Laser Strap and Flash Mine in 'The Past Never Dies'; and the Missile Pen unlocks late in 'Knightfall'.

How many gadget slots do you get in 007 First Light?

[ + ]

You start with two active gadget slots and unlock a third as you progress. The Q-Lens and Q-Watch sit outside those slots — they are always equipped — so the slots are really about which of the six loadout gadgets you bring into a given mission.

What is the best gadget loadout in 007 First Light?

[ + ]

Community guides favour a stealth build: keep the Q-Watch for hacking, then fill your slots with the Dart Phone, Smoke Pod and Laser Strap. That covers distractions, moving stubborn guards, grouped patrols and locked routes. For missions you expect to fight through, swap toward the Shockwave Camera, Flash Mine and Missile Pen.

Can you upgrade gadgets in 007 First Light?

[ + ]

One guide reports that gadget upgrades, weapon skins and clothing are bought from the Intel Shop, reached through the Tactical Simulations (TacSim) mode. We have only seen this from a single source so far, so we flag it as unconfirmed rather than listing specific upgrades.

What is the best gadget in 007 First Light?

[ + ]

Most guides single out the Laser Strap and the Dart Phone. The Laser Strap is the most flexible — it cuts locks, opens routes and disarms enemies — while the Dart Phone solves the game's most common stealth problem, a guard who refuses to leave his post. The permanent Q-Watch is arguably the most important of all.

Related Files

More Guides

This is an independent, unofficial 007 First Light gadgets guide, not affiliated with IO Interactive. Gadget functions, unlock points and loadout advice are compiled from multiple community guides; where a detail rests on a single source — or sources disagree — we flag it rather than guess, and we don’t list gadgets we can’t verify.