007 First Light hands you a small set of gadget slots and asks you to make hard choices about what to bring into each mission. Early on that limit can sting, because Q's tools cover stealth, hacking, distraction, and combat, and you will often want more than the game lets you equip. The good news is that the final slot is not hidden behind collectibles or side objectives. It unlocks purely through story progress.

How gadget slots work in 007 First Light
The Q-Lens and the Q-Watch are permanent. Both stay equipped at all times and cannot be removed from your loadout, since they cover core actions like scanning enemies through walls, hacking electronics, and creating distractions. They do not count against the slots you actively manage.
On top of those, you start with three gadget slots to fill with the rest of Q's tools. That cap is deliberate. The game limits how much chemical, electric, and explosive gear you can carry so you ration resources and plan around each mission instead of bringing everything at once. It can feel tight when you want, say, the Dart Phone, the Smoke Pod, and the Laser Strap all at the same time.
Unlock the final gadget slot by completing Knightfall
The fourth slot is tied to a single mission. Once you reach and complete Knightfall (listed as Mission 7), the extra slot is granted automatically. You do not need to find a hidden device, clear an optional challenge, or replay anything.
Step 1: Progress the campaign normally until you reach the Knightfall mission. There are no prerequisites beyond simply getting there through the main story.
Step 2: Play through Knightfall to its conclusion. The unlock is triggered by finishing the mission, not by any specific action inside it.
Step 3: Open your loadout screen before your next deployment. You will now see four available gadget slots instead of three, ready to fill with any combination of unlocked gadgets.

Maximum gadget slots and what to equip
Four is the hard cap. There is no fifth slot anywhere in the campaign, and the only way past that limit is modding. So once Knightfall is done, your loadout flexibility is fully maxed out for the rest of the game.
With the extra slot freed up, the Laser Strap and the Missile Pen are the two strongest picks to round out a build. The Laser Strap suits stealth and puzzle routes, since it dazes enemies, lets you pickpocket key items, and cuts through locks on doors and vents. The Missile Pen is the combat answer, firing explosive projectiles that destroy structures and enemies outright.
All gadgets and when they unlock
Use this to plan which tools you will have available for each of your four slots as you progress. The Q-Lens and Q-Watch arrive first and stay locked in, while the rest open up over the early and middle missions.
| Gadget | What it does | Unlocks in |
|---|---|---|
| Q-Lens | Sees enemies, points of interest, and distractions through walls and objects | A New Home |
| Q-Watch | Hacks electronics to bypass doors and create distractions | A New Home |
| Dart Phone | Fires a toxin-laced dart that makes enemies leave their posts to be sick | A New Home |
| Smoke Pod | Close-range smoke bomb for slipping away undetected | All the Time in the World |
| Shockwave Camera | Stuns and staggers enemies and damages body armor | All the Time in the World |
| Laser Strap | Disarms and blinds enemies temporarily and cuts through locks | The Past Never Dies |
| Flash Mine | Close-range explosive that emits a blinding flash and loud sound to stun enemies | The Past Never Dies |
| Missile Pen | Fires explosive projectiles to destroy structures and kill enemies | Knightfall |
Note that the Q-Lens and Q-Watch occupy their own permanent positions, so the slots you actually swap between are reserved for the remaining six gadgets. Reaching Knightfall is the only milestone that changes that limit, taking you from three free slots to four for the duration of the campaign.