Every Q-Branch gadget, firearm, and resource system in IO Interactive's James Bond game, with loadout advice and unlock guidance.

This guide covers the launch version of 007 First Light (App Ver. 1.0.0, released May 27, 2026) on PlayStation 5, Xbox Series X/S, and PC. IO Interactive may adjust gadget balancing or resource costs in future patches.

Quick Summary

  • 8 gadgets total. The Q-Lens and Q-Watch are permanent equipment. You pick from six others for your loadout slots.
  • 2 customizable gadget slots at first, expanding to 3 after Knightfall — for a maximum of 4 total once you count the always-equipped Q-Lens and Q-Watch.
  • Gadgets run on two resource pools: Battery (electrical) and Chemical. Balance your loadout across both.
  • Firearms are restricted. You can only draw a gun when the red "Licence to Kill" banner appears on screen. Outside of that, you rely on melee, stealth, and gadgets.
  • Picked-up weapons cannot be stored. You grab enemy guns mid-fight and lose them once the engagement ends.

Gadgets

Q-Branch issues Bond eight pieces of tech throughout the campaign. Two are fixed to your wrist and HUD. The other six compete for your limited loadout slots.

Permanent Equipment

The Q-Watch and Q-Lens are always equipped and do not occupy loadout slots. The Q-Lens is your tactical scanner: hold L1 (PlayStation), LB (Xbox), or Alt (PC) to see guards through walls, highlight hackable electronics, and tag items hidden in pockets. You must keep the Q-Lens active to deploy your other gadgets against specific targets. The Q-Watch handles hacking: disabling cameras, triggering fire alarms, overloading grenades, and revealing objectives. Both draw from the Battery resource pool.

Loadout Gadgets

You unlock the six remaining gadgets by progressing through story missions. The table below lists each one, its unlock point, resource type, and what it does.

Gadget Unlock (story order) Resource Function
Dart Phone Early game (one of the first gadgets) Chemical Fires a poisoned dart that makes the target sick and forces them to abandon their post. Non-lethal and silent.
Smoke Pod Mid game Chemical Creates a localized smoke cloud that breaks enemy line of sight, enabling quick escapes or silent takedowns.
Shockwave Camera Mid game Battery Emits a shockwave that staggers enemies, strips armor from heavy targets, and creates distance when you're surrounded.
Laser Strap Mid game Battery Cuts locks, grates, and wires. Blinds and disarms enemies at close range. Opens alternate routes through vents and sealed doors.
Flash Mine Mid game Battery Deployable mine that emits a blinding light burst, stunning nearby enemies for several seconds.
Missile Pen Late game (during Knightfall) Explosive / combat Fires an explosive projectile. Destroys structures and clears enemy clusters. The heaviest-hitting gadget Q gives you and a pure combat tool — bring it on missions you expect to turn loud.

Note on unlock timing: gadgets are gated behind story progression (nothing is missable), but published guides disagree on the exact mission each one is tied to, and some list different mission names entirely. The order above reflects the general consensus; treat specific mission attributions as approximate until IO Interactive confirms them. The only widely agreed fixed point is that the Missile Pen arrives during Knightfall.

The Fourth Gadget Slot

The Q-Lens and Q-Watch are always equipped and never cost a slot. On top of those, you start with two customizable gadget slots, and the loadout screen shows the fourth as locked. Completing Knightfall unlocks that final slot, giving you three customizable picks (four gadgets total including the Q-Watch). The unlock happens automatically as a story event near the end of the mission — it is not missable and applies to every mission afterward, including replays. Four total slots is the maximum.

Resource Management

Gadgets consume charges from two pools visible on your Q-Watch display:

  • Battery / Electric (blue icon): Powers the Q-Watch hacking functions and electric gadgets such as the Laser Strap. Refill by interacting with electrical recharge points found around each level.
  • Chemical (green icon): Powers chemical gadgets such as the Dart Phone and Smoke Pod. Refill by picking up liquid containers found in storage rooms, janitorial closets, and maintenance areas.

The Missile Pen is the outlier — it is an explosive combat tool rather than a standard battery or chemical gadget. Note that guides only loosely agree on which pool each individual gadget draws from, so treat the per-gadget assignments above as a general guide rather than a confirmed spec.

Loading up entirely on one resource type drains that pool fast and can leave you unable to hack or distract when you need to. Spread your picks across both. Mission context often hints at whether a level leans toward hacking (electric) or guard manipulation (chemical).

Weapons

007 First Light restricts firearm access through the Licence to Kill system. You cannot draw a gun under normal conditions. The red "Licence to Kill" banner appears when enemies aim lethal weapons at you or when you enter high-security restricted zones. Once the threat ends and the screen reads "Situation Contained," Bond holsters automatically.

Outside of those moments, you fight with melee strikes, parries, environmental takedowns, and gadgets.

Bond's Sidearm

The Service Pistol is Bond's default weapon, modeled after the classic Walther PPK. A Silenced Service Pistol variant is available for stealth missions and precision work. A Walther P99 ("Agent's Mark") is also available as an alternate sidearm (offered via the Deluxe Edition), with its own silenced variant. These function as your primary firearms when the Licence to Kill activates.

Enemy Weapons You Can Pick Up

During combat encounters, you grab guns from disarmed or downed guards. These weapons are temporary. You lose them once the firefight resolves and the Licence to Kill deactivates. You cannot carry picked-up weapons between engagements or add them to a permanent loadout.

007 First Light's arsenal is deliberately small and Bond-styled rather than a full military loadout, and the complete weapon list is still being documented by players. The pickups confirmed in-game so far include:

Category Weapons
Pistols PDR-9, Stormer-99, Rex Silent Pistol (suppressed)
SMGs SB-10 SMG, DRS-7 Silenced SMG
Assault Rifles Knight AR-1
Shotguns DRX 12-gauge

Additional models and heavier pickups appear across the campaign and Tactical Simulations, but reliable in-game names for them are not yet confirmed, so they're left out here rather than guessed at.

Each weapon type has its own handling, rate of fire, and noise level. The DRS-7 Silenced SMG and Rex Silent Pistol are the quietest pickup options and pair well with a stealthy approach. The SB-10 SMG suits close-quarters fights, the Knight AR-1 is the steadier mid-range option for sustained firefights, and the DRX 12-gauge is your close-range panic button. Match the gun to the situation.

Disarming Mechanics

You can shoot an armed guard's hand to knock their weapon into the air, then catch it mid-flight. Shooting an enemy's leg forces a stumble, and sprinting forward triggers a close-range disarming takedown. Both techniques feed your ammo supply during extended firefights.

Melee Combat

Bond's hand-to-hand system centers on timing. Standard enemy attacks flash a yellow glint for parries (Circle / B / Q). Unblockable attacks flash red, requiring a dodge (X / A / Space). A successful parry staggers the attacker, opening a window for a quick takedown or an environmental slam. The Field Agent skill tree includes nodes like Resourceful Takedown, which refunds pistol ammo on each melee kill, tying your CQC performance directly into your firearm supply.

Recommended Loadouts

Gadget selection shapes how you play each mission. Three configurations cover most situations. Each lists three gadgets, so they assume you've unlocked the third customizable slot at Knightfall — before that, drop whichever gadget is least relevant to the mission and run the two-slot version.

Ghost (Full Stealth)

Dart Phone + Laser Strap + Smoke Pod. Use the Dart Phone to remove guards without raising alerts. The Laser Strap opens locked vents and sealed doors to bypass checkpoints. Smoke Pod covers your movement if a patrol rounds the corner. This loadout excels in "Clean Infiltration" challenge runs and missions with dense guard patrols. It splits resources across both pools, keeping neither one depleted.

Balanced (Infiltration + Combat)

Laser Strap + Smoke Pod + Shockwave Camera. The Laser Strap handles locked paths and camera disabling. Smoke Pod provides an escape tool. The Shockwave Camera gives you a defensive option against armored enemies when stealth breaks. Swap the Shockwave Camera for the Flash Mine if you prefer a deployable trap over a reactive stun.

Assault (Late-Game Heavy Combat)

Missile Pen + Shockwave Camera + Flash Mine. Available once you've unlocked the Missile Pen during Knightfall. The Missile Pen clears clusters of enemies and destroys cover. The Shockwave Camera strips armor from heavy guards. The Flash Mine locks down chokepoints. This loadout burns through resources fast, so scavenge aggressively.

FAQ

Can I keep enemy weapons after a mission?

No. Picked-up firearms are temporary. You lose them when the Licence to Kill deactivates or the mission ends. Bond's Service Pistol is the only weapon that persists.

Which gadget should I unlock first?

You unlock gadgets through story progression, not player choice. The Dart Phone is one of the earliest gadgets you receive and remains one of the strongest tools through the entire campaign.

How do I get the fourth gadget slot?

Complete the Knightfall mission (listed by most guides as one of the later story missions). The slot unlocks automatically during a scripted story event near the end of the mission. It is not missable and stays available for every mission afterward, including replays.

Is the Missile Pen good for stealth?

No. The Missile Pen is a pure combat tool — it fires an explosive projectile and is the loudest, heaviest-hitting gadget in your kit. It has no real stealth application. Bring it for missions you expect to turn loud, where it excels at clearing clustered enemies and blasting open cover and structures.

Where do I find Battery and Chemical refills?

Battery recharges appear at electrical stations (blue icon) near stealth-oriented sections. Chemical refills are liquid containers in storage rooms, janitor closets, and near maintenance carts. Scan rooms with the Q-Lens to spot them through walls.

Is the Laser Strap required for any missions?

No mission requires a specific gadget to complete. Some optional paths and challenge objectives (like the "High Ground" challenge in Knightfall) require the Laser Strap to cut open certain vents, but the main objective is always reachable with alternate routes.

Need a Loadout Plan?

If you need help picking the right gadgets for a specific chapter or playstyle, ask ApolloTrail for a mission loadout recommendation. Describe your target mission and preferred approach to receive tailored advice.