007 First Light: All Gadgets — Full List and How to Use Them
TL;DR
- There are 8 gadgets in 007 First Light, all accessed through the Q-Watch.
- Four gadgets unlock early after The Heart of the Matter chapter.
- The Shockwave Camera and Smoke Pods unlock after A Matter of Considerable Delicacy.
- The Laser Strap unlocks in Chapter 9: Out of the Ashes.
- The Flash Mine unlocks after A Matter of Considerable Delicacy.
- The Missile Pen is available during Knightfall.
- All gadgets work in both stealth and combat — you pick two per mission plus the Q-Watch.
007 First Light gadgets are the heart of how you play the game. Every mission gives you the freedom to approach situations your way, and your gadget loadout is what makes that possible. Whether you want to sneak through a building without being seen or blow a hole through a group of armed guards, there is a gadget for it. This guide covers every gadget in 007 First Light, when you unlock it, and the best ways to use it. Get the game on the official 007 First Light website, PlayStation Store, Xbox Store, Steam, or the Epic Games Store.
How the Gadget System Works in 007 First Light
All gadgets in 007 First Light are tied to the Omega Q-Watch — Bond’s signature wrist-mounted spy tool. The Q-Watch is always equipped and acts as your central gadget hub. Before each mission, you visit the Gadget Cart in the Q-Lab and select your loadout. You can equip two gadgets alongside the Q-Watch at any one time, so picking the right pair for each mission matters.
To use any gadget in the field:
- Hold the Q-Lens button — L1 on PlayStation, LB on Xbox, or Alt on PC.
- While holding it, press the assigned button for the gadget you want to activate.
Most gadgets require either battery charge or chemical charge. You replenish battery by interacting with any electrical device that has a blue battery icon on it. Keep an eye on your charge during missions — running out at the wrong moment is a real problem.
It is also worth noting that the Q-Watch itself has a built-in hacking ability that is always available, separate from your two chosen loadout gadgets. The Q-Lens (your tactical vision scanner) is also always on — it is not a gadget slot, it is a mode.
All Gadgets in 007 First Light
Here is the full list of all 8 gadgets in 007 First Light and when they become available:
- Q-Lens — Unlocked after The Heart of the Matter
- Q-Watch (Hacking) — Unlocked after The Heart of the Matter
- Laser Strap — Unlocked during Chapter 9: Out of the Ashes
- Dart Phone — Unlocked after The Heart of the Matter
- Shockwave Camera — Unlocked after A Matter of Considerable Delicacy
- Flash Mine — Unlocked after A Matter of Considerable Delicacy
- Missile Pen — Available during Knightfall
- Smoke Pods — Unlocked after A Matter of Considerable Delicacy
Q-Lens
The Q-Lens is not a gadget you equip in a loadout slot — it is always active. Think of it as Bond’s tactical vision mode. Hold the Q-Lens button and the whole environment transforms into a highlighted overlay showing you everything you need to know before making a move.
What it does:
- Highlights enemies through walls so you can track patrols before entering a room.
- Identifies hackable devices, locked doors, cameras, and environmental hazards.
- Marks collectibles and intel in yellow when you are nearby.
- Lets you plan your route without ever stepping into danger first.
Best tip: Use Q-Lens every time you enter a new area. Scan the whole room before moving. It is the difference between walking into a trap and knowing exactly where every guard is before you take a single step.
Q-Watch (Hacking)

The Q-Watch hacking function is Bond’s most versatile tool. Like the Q-Lens, it is always available — you do not spend a loadout slot on it. It uses battery charge.
What it does:
- Hacks security cameras to disable or loop their feeds.
- Remotely triggers electrical devices to distract enemies and lure them away.
- Opens electronically locked doors without a keycard.
- Activates or deactivates environmental hazards to take down enemies without firing a shot.
- Can hack phones, aircraft systems, and other complex machinery during specific mission sequences.
Best tip: Always hack cameras before entering a restricted zone. It cuts down patrol frequency and gives you far more room to move. Also, the Q-Watch is at its most demanding in later missions — recharge your battery between each use so you are never caught empty.
For a practical example of the Q-Watch in action, check our walkthrough of the Joshua Pike Investigation in 007 First Light, where you use it to hack a target’s phone while staying close enough in a crowd.
Laser Strap

Unlocks: Chapter 9 — Out of the Ashes. You pick it up from the gadget table in the Q-Lab as a story objective. Make sure you actually equip it before heading out — it is missable in the sense that the game gives it to you but does not force you to use it immediately.
What it does:
- Fires a precision laser from the watch that temporarily blinds enemies and NPCs.
- Can be used to cut locks, padlocks, wires, and specific environmental objects.
- Disrupts electronic devices when fired at them, causing distractions.
- Opens vents and sealed panels that block certain routes and collectibles.
- Requires electric charge from blue batteries to use.
Best tip: The Laser Strap is one of the most useful gadgets for collectible hunting. Several playing cards and other items are locked behind padlocks or vents that only the laser can open. If you go back for missed collectibles via Chapter Select, always have the Laser Strap equipped. In combat, blind an enemy and immediately follow up with a melee takedown while they cannot see you.
Dart Phone

Unlocks: After The Heart of the Matter. This is one of the four core gadgets you get early alongside the Q-Watch and Laser.
What it does:
- Fires a poison dart from a disguised phone, disorienting targets without killing them.
- Can be aimed at a surface or object to lure enemies to that location.
- Used directly on a person, it incapacitates them and opens a window for pickpocketing.
- Uses chemical charge — monitor your supply carefully.
Best tip: The Dart Phone is the cleanest non-lethal ranged option in the game. Use the Q-Lens to tag a target first, then fire the dart from distance before they ever know you are there. It is particularly effective for stealth runs in crowded social spaces where shooting is not an option. You can also fire it at objects to redirect guard patrols without ever touching anyone.
Shockwave Camera

Unlocks: After A Matter of Considerable Delicacy (Chapter 7). You test it in the Q-Lab during the chapter itself by firing a shockwave at a training target named Arthur.
What it does:
- Fires a powerful shockwave burst that pushes enemies away and staggers them.
- Can destroy breakable environmental covers and some locked doors.
- Useful for clearing a path when you are surrounded or when obstacles are blocking your route.
- Works well in tight spaces where enemies are clustered together.
Best tip: The Shockwave Camera really earns its value in big brawls. When multiple enemies close in at once, one well-placed shockwave creates the breathing room you need to reposition or follow up with melee. It is less useful in pure stealth, but for aggressive or hybrid playstyles, it is a strong pick.
Flash Mine
Unlocks: After A Matter of Considerable Delicacy. Also sometimes referred to as shock mine earbuds by the development team — it sticks to surfaces and detonates on proximity.
What it does:
- A throwable sticky mine that produces a blinding flash when enemies walk close to it.
- Stuns all enemies in the detonation radius at once.
- Can be manually detonated remotely.
- Useful for setting traps in corridors or chokepoints.
Best tip: The Flash Mine’s triggering radius is bigger than it looks. If you are trying to stun one guard without alerting nearby others, place it further away than you think. Take time to get a feel for the throw before relying on it in critical situations — an obstacle between you and the target can disrupt the throw. For traps, place it around corners or near doors that enemies are about to come through.
Missile Pen

Unlocks: Available during Knightfall. This is the most combat-focused gadget in the entire game.
What it does:
- Fires a small but powerful explosive missile from a disguised pen.
- Destroys any enemy on direct impact and deals area damage to those nearby.
- Extremely effective against heavily armored enemies that soak up regular gunfire.
- Firing the Missile Pen does not immediately blow Bond’s cover, unlike a regular gun.
Best tip: Save the Missile Pen for armored enemies or grouped targets. It is too powerful to waste on a standard guard. Because firing it does not instantly trigger a full alert, you can use it more carefully than you might expect — target wisely, eliminate the threat, and keep moving before anyone connects the dots.
Smoke Pods

Unlocks: After A Matter of Considerable Delicacy. Like the Shockwave Camera, you test it in the Q-Lab during Chapter 7. Uses chemical charge.
What it does:
- Deploys a thick cloud of smoke that obscures vision for both Bond and enemies.
- Lets you slip past larger groups of enemies without being seen.
- Effective mid-gunfight to cut off enemy lines of sight and switch to melee.
- Useful as an escape tool when a mission starts going sideways.
Best tip: Smoke Pods are most valuable when you are outnumbered. In a gunfight, deploying smoke and then switching to close-quarters combat is one of the most efficient ways to handle multiple enemies quickly. In stealth, it is ideal when you need to move through a wide open space with multiple guards — the cloud covers your crossing. The developer team specifically calls this one of their favourite gadgets for gunfight situations.
Which Gadgets Should You Take on Each Mission?
The right loadout changes depending on how you want to play. Here is a quick guide:
- Stealth runs: Dart Phone + Smoke Pods. The dart handles individual guards quietly; smoke covers you when you need to cross open ground or disappear quickly.
- Aggressive runs: Missile Pen + Shockwave Camera. Blow up armored targets, push groups back, and keep the pressure going.
- Hybrid approach: Dart Phone + Laser Strap. The dart handles distractions and non-lethal takedowns; the laser opens locked routes and blinds guards when you get caught.
- Collectible hunting: Always bring the Laser Strap. A large number of collectibles are locked behind padlocks and vents that only the laser can open.
- Boss fights: Laser Strap + Dart Phone gives you the most flexibility. The Laser can interact with chandeliers and environmental hazards to deal major damage; the dart stalls the boss during follow-ups.
Tips for Using Gadgets Effectively
- Recharge often. Battery and chemical charge both drain faster than you expect. Whenever you see a blue battery icon on a device, recharge before you need to — not after you run out.
- Use Q-Lens before every gadget use. Scanning first tells you exactly where a guard is or which object to target, so you are not wasting charge on a missed shot.
- Do not hoard gadgets. The levels are designed around regular gadget use. Using them freely is the intended way to play — you will find more charge opportunities than you think.
- Gadgets work in combat too. Every gadget in 007 First Light is designed to work in both stealth and combat. Do not treat them as stealth-only tools.
- Equip Laser Strap for collectible runs. If you use Chapter Select to go back for missed items, always equip the Laser Strap first. Some collectibles are completely inaccessible without it.
If you want to know how to go back and grab missed gadget-gated collectibles, our guide on how to replay missions in 007 First Light explains the Chapter Select system in full. For a complete breakdown of every collectible and challenge across all missions, see our guide on all 007 First Light missions, challenges, and collectibles. If you pre-ordered the game and want to know what you received, check all 007 First Light pre-order and Deluxe Edition items. And if you are playing on PC, make sure your setup is ready with our 007 First Light PC requirements guide.