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Repair common Windows errors and clear accumulated junk for a smoother, more stable PC - no reinstall needed.Free scan · no reinstallTo unlock gadgets in 007 First Light, progress through the campaign; to build out the weapon collection, use campaign encounters and TacSim’s separate reward progression. The gadgets have a reported story order, but IO Interactive has not published a complete chapter-by-chapter firearm unlock list. In campaign missions, the Licence to Kill rules also determine when Bond can actually use a gun.
How gadget unlocks work
The launch campaign’s gadget sequence is story-gated: continue the main missions to receive more tools. A specialist guide reports eight gadgets overall—two permanent tools and six selectable loadout gadgets—with two active gadget slots initially and a third added later in the story. IO Interactive has not published an official table confirming each gadget’s chapter or the slot timing, so treat those specific milestones as guide-reported.
| # | Preview | Product | Price | |
|---|---|---|---|---|
| 1 |
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007 First Light - Specialist Edition - PlayStation 5 | $69.99 | Buy on Amazon |
| 2 |
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007 First Light - Legacy Edition - PlayStation 5 | $299.99 | Buy on Amazon |
| 3 |
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007 First Light - Collector's Edition - PlayStation 5 | $179.99 | Buy on Amazon |
| 4 |
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007 First Light - Standard Edition - PlayStation 5 | $60.56 | Buy on Amazon |
| 5 |
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007 First Light (Original Video Game Soundtrack) | $13.99 | Buy on Amazon |
| Gadget | Reported unlock point | Role |
|---|---|---|
| Q-Lens | Early in “A New Home” (guide-reported) | Permanent tool for scanning useful information, enemies, objects, and hackable electronics. |
| Q-Watch | Early in “A New Home” (guide-reported) | Permanent tool for hacking and interactions; also the gadget activation hub. |
| Dart Phone | Early in “A New Home” (guide-reported) | Selectable gadget whose dart can draw a guard away from a post. |
| Smoke Pod | “All the Time in the World” (guide-reported) | Selectable gadget that creates a short-range cloud to block visibility. |
| Shockwave Camera | “All the Time in the World” (guide-reported) | Selectable crowd-control tool, according to specialist guide coverage. |
| Laser Strap | “The Past Never Dies” (guide-reported) | Selectable gadget that can daze enemies, open paths, or create environmental distractions. |
| Flash Mine | “The Past Never Dies” (guide-reported) | Selectable gadget that releases a burst of light to briefly stun opponents. |
| Missile Pen | Late in “Knightfall” (guide-reported) | Selectable gadget; specialist guide coverage identifies it as the final gadget in the story sequence. |
IO Interactive describes the Laser Strap and Flash Mine’s functions in its official game overview. The chapter placements and the Shockwave Camera and Missile Pen details above come from a specialist guide, not an official unlock table. The guide reports that gadgets are not missable.
How to unlock weapons
Weapons do not follow the same predictable campaign sequence as gadgets. There are two practical routes: encounter-based access in the campaign and persistent progression through TacSim. Keep access separate from use: a gun may be available in your arsenal, but campaign rules can still prevent Bond from firing it in a particular scene.
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Campaign weapons: encounter access, not a confirmed chapter checklist
IO Interactive presents the campaign as a mix of stealth, bluffing, and action. Specialist weapon coverage describes a Licence to Kill restriction: Bond cannot draw a firearm whenever he chooses. Guns become usable when an encounter turns lethal or the situation is an active fire-on-sight engagement. Weapons reported in campaign guides include the Service Pistol, PDR-9 Pistol, Stormer-99 Pistol, SB-10 SMG, DRS-7 Silent SMG, DRX-2 Machine Pistol, DRX 12 Gauge, Knight 1 AR, and K&S Bolt Action. These are examples of the reported arsenal, not a definitive official inventory or chapter-by-chapter unlock sequence; available guide lists differ and IO Interactive has not published a full campaign gun table.
In practice, explore and respond to the current encounter rather than expecting each weapon to unlock at a fixed campaign milestone. The Licence to Kill system determines whether a firearm can be used in that moment.
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TacSim weapons: earn Clearance Levels and spend Intel
TacSim has its own progression. IO Interactive says TacSim missions earn XP and Intel: XP raises Clearance Level to unlock reward sets, while Intel buys those sets. Its April 22, 2026 announcement describes those rewards as weapon and gadget skins and cosmetics. The October 1, 2026 update also added two weapons with explicit TacSim requirements:
| Weapon | Clearance Level required | Intel cost |
|---|---|---|
| Storm 12 Gauge | 20 | 6,000 |
| Squire Marksman Rifle | 18 | 4,000 |
These are the requirements IO Interactive lists for the two weapons added in update 1.3.0. The developer says TacSim missions now provide access to the main campaign arsenal, but it has not tabulated the acquisition route for every firearm; do not assume every gun follows the same purchase or unlock rule.
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- EARN THE NUMBER - Discover a new James Bond origin story, and the events that led a young maverick to become the best MI6 agent.
- A THRILLING ESPIONAGE ADVENTURE - Embark on missions in breathtaking locations, drive iconic vehicles, and dive into a cinematic adventure in pursuit of a rogue agent who’s always one step ahead.
- SPYING, YOUR WAY - Go silent or go loud. Whether fighting with fists or firepower, using gadgets to infiltrate, or bluffing your way past guards, the approach is entirely up to you.
- WELCOME TO MI6 - Test your skills and replay your favorite missions with additional modifiers, for endless espionage fun!
What update 1.3.0 and New Game+ change
IO Interactive released update 1.3.0, titled Extended Operations, on October 1, 2026. It adds New Game+, Photo Mode, “00” difficulty, TacSim content including Valhalla Protocol and Jungle Heist, and more than 700 fixes and improvements. The official update notes say a complete campaign playthrough is required to unlock New Game+.
New Game+ preserves unlocked outfits and gadgets. Its Gadget on Demand feature lets you swap gadgets during a mission, but it does not bypass campaign progression: you can select only gadgets already unlocked at your current story point. The “00” difficulty also unlocks after completing the campaign; it makes enemies react faster, restricts gadget use in guards’ line of sight, and reduces combat forgiveness.
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- SPYING, YOUR WAY - Go silent or go loud. Whether fighting with fists or firepower, using gadgets to infiltrate, or bluffing your way past guards, the approach is entirely up to you.
- WELCOME TO MI6 - Test your skills and replay your favorite missions with additional modifiers, for endless espionage fun!
What about the G2 Glasses?
The G2 Glasses are listed as planned in IO Interactive’s Year One roadmap, which warns that plans may change or be delayed. They were not confirmed as available in the October 3, 2026 information checked for this guide, so they should not be counted as an unlocked launch-campaign gadget.
Choose gadgets for the situation
There is no universal best loadout: mission restrictions and your approach matter. Use the tool whose job fits the obstacle in front of you.
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Quick Recap
- For information and access: use the Q-Lens to inspect a scene and the Q-Watch to hack or interact with electronics.
- For a quiet opening: the Dart Phone can lure a guard away; the Smoke Pod can block visibility over a short range.
- For disruption: the Laser Strap can daze enemies or create distractions, while the Flash Mine briefly stuns opponents. The Shockwave Camera is described as a crowd-control option in specialist coverage.
- For combat: weapon availability depends on TacSim progression or what the campaign encounter permits, and the Licence to Kill rules decide whether you can fire.
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