Bond's toolkit in 007 First Light is built around eight Q-Branch gadgets, each tied to a specific story mission. You start with nothing flashy and earn the lot through the campaign, with the first four arriving in a single batch and the rest trickling in as the plot escalates.
Unlock order for every gadget
Gadgets are gated behind story progress, so there is no side quest or collectible hunt that speeds them up. Finish the listed mission and the gear is yours for the rest of the campaign.
| Gadget | Unlocked after |
|---|---|
| Q-Lens | The Heart of The Matter |
| Q-Watch | The Heart of The Matter |
| Laser | The Heart of The Matter |
| Dart Phone | The Heart of The Matter |
| Shockwave Camera | Uninvited |
| Flash Mine | A Matter of Considerable Delicacy |
| Smoke Pods | A Matter of Considerable Delicacy |
| Missile Pen | Knightfall (issued mid-mission) |
Q-Lens

The Q-Lens is the scouting tool you will lean on more than anything else. Activating it tags nearby guards, flags interactive objects, and surfaces opportunities you can exploit, things like hackable cameras, environmental traps, or routes worth taking. Expect to ping it the moment you enter any new area to build a plan before committing.
Q-Watch

The Q-Watch is the hacking hub. Point it at surveillance cameras to knock them offline, trigger electronics to pull a guard out of position, or arm and disarm environmental hazards to thin a patrol. It is the gadget that turns dense rooms into something you can manipulate from a safe corner.
Laser

The Laser doubles as a lockpick and a combat opener. It slices through wires, padlocks, and metal barrels to open paths or destabilise the environment. Aimed at a person, a quick burst dazes them long enough to set up a finishing strike, which pairs cleanly with the parry system in close quarters.
Dart Phone

The smartphone-style dart gun is your stealth multitool. Fire a dart at a surface to lure a guard to that spot, hit an object to trip it from range, or tag a person to disorient them. A disoriented mark is easy to pickpocket, which matters for objectives that require you to lift a key or keycard without raising the alarm.
Shockwave Camera

Picked up after Uninvited, the Shockwave Camera is the panic button. A single pulse pushes nearby enemies back and creates an opening to escape or reposition. It also blows through breakable cover and certain locked doors, so it is worth saving for moments when a stealth plan collapses and you need space fast.
Flash Mine
The Flash Mine sticks to walls, floors, and props, then detonates when an enemy walks into proximity. It blinds and damages anyone inside the blast radius, which makes it the go-to gadget for trapping chokepoints or softening a tight group before you engage. Two well-placed mines on a patrol route can rewrite an entire encounter.
Smoke Pods
Smoke Pods unlock alongside the Flash Mine and serve the opposite purpose. They drop a cloud of smoke that breaks line of sight, letting you slip past a patrol, reset a botched stealth attempt, or break contact during a firefight. Useful both as an escape tool and as a way to disorient a group long enough to flank them.
Missile Pen
The Missile Pen is exactly what it sounds like: a pen that fires a guided explosive. It is the heaviest piece of kit in the Q-Branch loadout and is issued during the Knightfall mission rather than as a post-mission reward. Use it on reinforced cover, vehicles, or clustered enemies when conventional firepower is not cutting it.
Using gadgets in combat
IO Interactive has built First Light so that every gadget is viable in a fight, not just during stealth. The watch laser can be used offensively, the dart phone fires in active combat, and the flash mine and shockwave camera are designed for crowd control. Treat the gadgets as part of your weapon wheel rather than a separate stealth-only set, and the game opens up considerably.
Because all eight tools are tied to story missions, your gadget loadout grows in a predictable curve. By the time Knightfall hands over the Missile Pen, you will have the full kit and can replay earlier missions with modifiers to put each one to use.