007 First Light: The Best Gadget Loadout and How Q-Branch's Kit Works
007 First Light gives Bond four gadget slots, two always-equipped tools and a dual resource system. Here is what each gadget does and the loadout Q-Branch recommends for stealth missions.
Bond makes a break for extraction during one of 007 First Light's mountain missions. Image: IO Interactive.
007 First Light gives Bond a Q-Branch loadout instead of a fixed toolkit, and it is easy to walk into the first proper stealth mission carrying the wrong four items. The kit is built around two always-equipped tools, four gadget slots you choose yourself, and two separate resource bars that decide how long any of it lasts. Here is how the system actually works and the loadout worth running before you start experimenting.
Two gadgets that don't cost you a slot
Before you touch the loadout screen, Bond already has two pieces of Q-Branch kit permanently attached: the Q-Lens and the Q-Watch. Neither takes up one of the four equippable slots, so they are less a choice than a baseline. The Q-Lens is Bond's scanning tool, used to tag objectives, read environmental clues and mark guard patrol routes before you commit to a route through a level. The Q-Watch is the laser tool built into his wrist, useful for cutting through soft obstacles and interacting with small electronic locks without drawing a weapon. Treat both as always-on utility rather than something to plan around.

Four slots, two resource bars
Everything else comes from a pool of loadout gadgets, and a mission only lets you carry four of them at once. Picking a loadout means committing to a playstyle for that mission rather than mixing freely on the fly, since swapping gadgets mid-level is far more limited than in past Bond games. Every gadget also draws from one of two separate resource meters rather than a single shared pool: an electric charge bar and a chemical reserve bar, filled by picking up matching pickups scattered through each level. Run either bar dry and the gadgets tied to it stop working until you find more, so a loadout that leans entirely on one resource type is riskier than one that spreads the load.
On supported Nvidia hardware, pair this loadout with the PC settings guide for path tracing before a mission, since sharper visibility often decides whether Bond stays hidden long enough to use any of this kit at all.
The stealth trio Q-Branch keeps recommending
Three gadgets come up again and again in early hands-on coverage as the cleanest stealth-focused loadout, and they cover distraction, cover and disabling in a way that rarely leaves you without an option:
- Dart Phone — fires a chemical dart that knocks a guard out at range without a struggle or a body someone can hear.
- Smoke Pod — a chemical-charge device that fills a room or corridor with cover, buying time to reposition or slip past a patrol.
- Laser Strap — an electric tool that dazes a target up close and doubles as a way through certain locks and restraints.
Running all three together does draw on both resource bars rather than just one, which is the tradeoff for how flexible the set is. It handles a guard who spots you, a room you need to cross unseen and a lock standing between you and the objective, without forcing a reload.

Running dry: managing the bars mid-mission
The resource system punishes hoarding more than it punishes spending. Electric and chemical pickups are placed generously enough on normal difficulty that holding gadgets in reserve for a harder fight later usually means finishing a level with charge left on the table. Use the Smoke Pod the moment a room calls for it rather than saving it for an emergency that may not come, and top off both bars whenever you pass a pickup even if neither meter is empty yet. On higher difficulties the pickups thin out, and that is when knowing which bar each gadget draws from matters most: two electric tools in the same loadout will strand you the moment that meter runs out, even with a full chemical reserve sitting unused.
The loadout to run on your first playthrough
For a first pass through 007 First Light's story missions, build around the stealth trio and fill the fourth slot based on the mission briefing rather than locking in one setup for the whole game. A dependable opening loadout looks like this:
- Dart Phone, for taking a guard out from a distance without triggering an alarm.
- Smoke Pod, for crossing open ground or breaking line of sight in a hurry.
- Laser Strap, for close-range takedowns and any lock the story puts in your way.
- A fourth pick chosen from the mission briefing screen, which usually hints at whether the level rewards a quieter or louder approach.
It is not the only workable set, but it covers the three problems every early mission repeats — a spotted guard, an open room and a locked door — while leaving one slot open to adapt. IO Interactive's own official 007 First Light site and the Steam store page both list the full platform lineup if you are deciding where to pick the game up; background on the production is on Wikipedia's entry on the game, and parents checking content should see its ESRB rating before handing over the controller.