
Items and Consumables#
007 First Light has no traditional “backpack stuffed with potions and ammo”. Its pickups revolve around one plain core: letting you clean up a situation while staying low-key. Understand that, and you understand the entire logic of the game’s item design.
1. The Three Categories of Pickups#
| Category | Examples | Effect |
|---|---|---|
| Charge resources | Batteries, car batteries, power sockets; cleaning supplies, hand sanitizer, lab equipment | “Heal” your Q Branch gadgets — the prerequisite for using them |
| Access items | Keycards, passes, key items obtained by pickpocketing | Open restricted areas and advance the mission |
| Throwables and distractions | Bricks, wrenches, billiard balls, an unloaded gun | Make noise, pull guards away, non-lethal knockdowns |
| Environmental weapons | Fire extinguishers, chandeliers, electrified floors, explosive drums | Area damage or silent kills that cost no ammo |
Note: this game does not keep you alive by “picking up health packs”. Health recovery and restocking depend far more on fixed supply points inside levels and on tactical choices than on consumables piled in a backpack.
2. Charge Resources (The Most Important Category)#
Gadgets run on two charge lines, so these supplies are the pickups you should watch most closely:
| Resource | Common Sources | Powers |
|---|---|---|
| Electronic charge | Batteries, car batteries, power sockets | Q Watch hacking, the Laser Strap, the Impact Camera |
| Chemical charge | Cleaning supplies, hand sanitizer, lab equipment | The Dart Phone, smoke grenades, flash grenades |
Pickup principle: top up at every supply point you pass — don’t wait until you’ve run dry and then back-track. On higher difficulties resources are scarcer, which makes this even more critical.
3. Access Items: Keycards and Pickpocketing#
A large share of the game’s doors depend on keycards and credentials. There are usually two ways to get them:
- Direct pickup: found on desks, in drawers, around office areas;
- Pickpocketing: lifted off the target while they are distracted.
Pickpocketing key points: use the Dart Phone or noise to pull the target off post and lower their guard first, then move in. The target usually returns to their post afterward — you have the card, and nobody was alerted. This is one of the game’s “cleanest” solutions.
4. Throwables and Distractions#
Don’t underestimate “unremarkable things” like bricks and billiard balls:
| Item | Usage |
|---|---|
| Bricks / wrenches | Throw to make noise and pull guards away, or use up close for a non-lethal knockdown |
| Billiard balls / small objects | Aim a sound in a direction and lead the patrol elsewhere |
| Unloaded gun | Thrown, it causes a brief stagger and opens a takedown window |
They consume no charge at all — truly “zero-cost” tactical tools.
5. Environmental Weapons#
Fixed objects in the scene are often better than a gun:
- Fire extinguishers: shoot them or shove an enemy into one for area damage;
- Chandeliers and hanging objects: drop the support for a silent or near-silent kill;
- Electrified floors (water + exposed wiring): create area blockades and multi-kills;
- Explosive drums: the finisher for grouped enemies.
6. Pickup Strategy#
| Scenario | Advice |
|---|---|
| Before entering a new area | Sweep with the Q-Scope first and mark supplies and interactables |
| Large sandboxes | Refill as you go — don’t double back after running dry |
| High-society scenes | Throwables and pickpocketing are the mainstays; avoid drawing a gun |
| Before a firefight | Confirm both charge bars are full and a throwable is in hand |
7. Common Mistakes#
- Ignoring supply points: remembering them only once you’ve run out is usually too late;
- Guns only, no environment: environmental weapons cost nothing and are often silent;
- Never pickpocketing: the keycard is right on the target, yet you force the door;
- Treating throwables as decoration: the noise from one brick can sometimes save you an entire firefight.
8. Items and Challenges#
Many challenges impose conditions like “complete without using a certain item type” or “solve it using only environmental weapons”. These restrictions are the designers hinting: there is far more than one way through this game. Understand the many uses of items and you’ll stay comfortable even under constraints.
9. Item Priorities by Stage#
| Stage | Main Pickups | Focus |
|---|---|---|
| Iceland | A few throwables | Practice picking things up and throwing them |
| Malta | Training items | Get familiar with Q-Scope marking and supply locations |
| Slovakia | Electronic/chemical supplies, keycards | A large level — supplies are plentiful but spread out |
| Mauritania | Items behind padlocks and vents | Lock-opened collectibles concentrate here |
| London dinner party | Throwables, pickpocket targets | Social methods first; as few guns as possible |
| Vietnam / Antarctica | Electronic/chemical supplies | Long levels — refill midway |
| Finale | Environmental weapons | A defense scenario — put fixed objects to work |
10. Five Practical Tips#
- Sweep every new area with the Q-Scope first and memorize where supplies and interactables sit;
- Handle padlocks and vents in one pass to avoid repeated trips;
- Use noise or the Dart Phone to distract a target before pickpocketing;
- Confirm both charge bars are full before any firefight;
- Always keep one throwable or smoke grenade as your exit.
For how the gadgets themselves work in a fight, see our 007 First Light weapons guide. Explore more in our 007 First Light hub.