Optic Cable
Allows Sam to peek under doors without opening them, revealing enemy positions and room layouts. Essential for planning your entry and avoiding ambushes. Can also be used to detect laser grids.

Camera Jammer
Temporarily disables security cameras, allowing Sam to pass by undetected. Has a limited range and duration, so timing is crucial. Can also be used to disable automated turrets for a short period.
EMP Grenade
Emits an electromagnetic pulse that temporarily disables all electronic devices in its radius, including lights, cameras, and some enemy equipment. Excellent for creating large-scale distractions or bypassing complex security systems.
Flashbang Grenade
Temporarily blinds and disorients enemies in its blast radius. Useful for escaping detection or creating an opening for a quick takedown in a combat situation. Generates noise.
Smoke Grenade
Creates a cloud of smoke that obscures vision, both for Sam and enemies. Useful for breaking line of sight, escaping detection, or providing cover for movement. Can also mask the sound of footsteps.
Wall Mine
A deployable mine that attaches to surfaces. Can be set to lethal or non-lethal (gas) mode. Triggers when an enemy crosses its laser tripwire. Useful for setting traps or securing your rear.
Lock Pick
A standard tool for silently opening locked doors. Requires a mini-game to complete, but is always silent and leaves no trace. Essential for accessing many areas without triggering alarms.
Hacking Device
Used to access computer terminals, security panels, and other electronic systems. Involves a timed mini-game where you match number sequences. Crucial for disabling security, downloading data, and completing objectives.