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  1. Games
  2. Action Games
  3. 007: First Light

All gadgets in 007 First Light and best gadget loadouts

Guides
By Joel Franey
Published 28 May 2026

There are 7 proper gadgets for James Bond in First Light, from the Laser Strap to the Missile Pen

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All gadgets in 007 First Light and best gadget loadouts
(Image credit: IO Interactive)
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The best gadgets in 007 First Light for James Bond are something you'll have to know as they start to unlock in greater numbers, as at the start you only have three gadget slots and you'll never have enough space to take them all on a mission with you in one go. Whether it's the classic laser watch, the subtle poison dart, or the explosive missile pen, we'll go through all the gadgets here, which ones you should choose to take into missions with you as part of your loadout, and the best gadgets for James Bond generally.

Best Gadgets in 007 First Light

The Missile Pen gadget in 007 First Light

(Image credit: IO Interactive)

Of all the gadgets Q gives you that you can equip in 007 First Light, I'd say that the best three of them consistently are:

  • Laser Strap. This is basically an all-purpose gadget for all kinds of scenarios. You can use it in exploration to unlock doors and vents, you can blind people to sneak past or pickpocket them, you can stun them mid-combat, and interact with all kinds of environmental objects in helpful ways. The only downside is that it's quite a demand on your battery, but it's worth it.
  • Smoke Pod. Though it lacks a great deal of environmental interactivity, this is a superb stealth weapon, as smoking an enemy doesn't aggro them once it's done. You can't use it in public areas, but it works in both stealth and combat, as an enemy blinded by smoke can be hit with an immediate takedown to instantly kill them. It's also pretty inexpensive when it comes to using up your chemical supplies.
  • Dart Phone. This subtle single dart delivers an emetic poison to a target, forcing them to go and find somewhere to be sick. It can be done in public areas without drawing attention, making it great for puzzle solving and getting rid of guards temporarily.

It should go without saying that we've not included the Q-Watch, as it's usually mandatory in anything outside of the 007 First Light Tacsim mode. There are other gadgets that remain powerful though, and ultimately it's all about choosing the right gadget for the kind of gameplay approach and mission ahead of you. The Flash Mine can one-shot any enemy without revealing you from stealth (though it does alert enemies nearby), and the Missile Pen is basically a portable rocket launcher that's a huge benefit in combat.

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All gadgets in 007 First Light and how to unlock them

James Bond gets the Phone Dart gadget in 007 First Light

(Image credit: IO Interactive)

All gadgets for James Bond are unlocked at specific points in the story of First Light, so if you want to unlock more gadgets all you need to do is progress to certain missions and checkpoints. We've got them all laid below in order that you obtain them.

  • Q-Watch: Enter Q Branch labs for the first time in Chapter 1.
    • Ammo: Battery
    • Effect: Used to hack electronics in the environment.
  • Dart Phone: Given to you during the training montage in Chapter 1.
    • Ammo: Chemical
    • Effect: A stealthy dart that triggers nausea in a target, usually causing them to leave. Can also be used to impact certain objects from a distance or burst containers.
  • Shockwave Camera: Complete the London nightclub mission in Chapter 2.
    • Ammo: Battery
    • Effect: Creates a shockwave that knocks back enemies, breaks armor, and can shatter locked doors.
  • Smoke Pod: Complete the London nightclub mission in Chapter 2.
    • Ammo: Chemical
    • Effect: Temporarily blinds enemies in a small area, allowing you to either pass unnoticed, flee to stealth or perform a takedown.
  • Laser Strap: Complete the Slovakian hotel mission in Chapter 3.
    • Ammo: Battery
    • Effect: Used to temporarily blind individual targets, cut locks, sever wires, or overload electronics to breaking point.
  • Flash Mine: Complete the Slovakian hotel mission in Chapter 3.
    • Ammo: Chemical
    • Effect: Thrown explosive that KO's targets in a small area but does little structural damage. Can be either thrown like a grenade, or placed with a proximity sensor to explode when a target walks nearby.
  • Missile Pen: Given to you part-way through the London office mission in Chapter 7.
    • Ammo: Chemical
    • Effect: Fires a rocket in a line. Can be used to kill targets or do major damage to the environment.

How to unlock more Gadget slots in 007 First Light

A new gadget slot is unlocked for James Bond in 007 First Light

(Image credit: IO Interactive)

While you start First Light, James Bond will only have three gadget slots in total. You can unlock a fourth slot by progressing to the point in the game where you get the Missile Pen in Chapter 7, which also unlocks a fourth slot. However, after the mission is done, that slot can be used for anything, not just the Pen.

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Best Gadget Cart loadout choices in 007 First Light

James Bond looks at the gadget cart to choose his loadout in 007 First Light

(Image credit: IO Interactive)

At different points in 007 First Light, you'll be given the chance to choose your loadout and what gadgets you want to bring with you. There's no wrong answers necessarily – any mission can be completed with any combination of gadgets – but certain choices can make it easier and fit the mission ahead of you.

Below we've got all the times you have access to the Gadget Cart and can choose your loadout, and what you should pick.

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  • Hotel Chess Tournament/Slovakia (end of chapter 2): Dart Phone, Smoke Pod
  • Bawma's Black Market/Aleph (end of chapter 3): Laser Strap, Dart Phone
  • Webb Offices/The Perch (end of chapter 6): Laser Strap, Dart Phone
  • The Resort/Vietnam (end of chapter 7): Laser Strap, Smoke Pod, Dart Phone
  • Webb HQ/Antarctica (end of chapter 8): Laser Strap, Smoke Pod, Missile Pen
  • MI6 (chapter 10): Flash Mine, Shockwave Camera, Missile Pen
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Joel Franey
Joel Franey
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Guides Editor, GamesRadar+

Joel Franey is a writer, journalist, podcaster and Very Tired Man with a BA from Brunel University, a Masters from Sussex University and a decade working in games journalism, often focused on guides coverage but also in reviews, features and news. His love of games is strongest when it comes to groundbreaking narratives like Disco Elysium, UnderTale and Baldur's Gate 3, as well as innovative or refined gameplay experiences like XCOM, Sifu, Arkham Asylum or Slay the Spire. He is a firm believer that the vast majority of games would be improved by adding a grappling hook, and if they already have one, they should probably add another just to be safe. You can find old work of his at Eurogamer, Gfinity, USgamer, SFX Magazine, RPS, Dicebreaker, VG247, and more.

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