Gadgets unlock as you advance through the campaign; weapons follow two different routes. A specialist guide reports that the six selectable gadgets arrive across four story chapters, while the Q-Lens and Q-Watch are permanent tools. Guns, by contrast, may be available as campaign pickups or encounter-specific equipment, and TacSim has its own Clearance Level and Intel progression. The chapter-by-chapter gadget order below is guide-reported: IO Interactive has not published a complete official unlock table for gadgets or campaign firearms.
How gadget unlocks work
Keep progressing through the main campaign to unlock story gadgets. A specialist guide describes eight launch gadgets in all: two permanent tools and six selectable loadout items. It also reports that you begin with two active gadget slots and gain a third later in the story; IO Interactive has not published an official gadget-by-gadget chapter or slot table.
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| Gadget | Reported unlock point | What it does |
|---|---|---|
| Q-Lens | Early in “A New Home” (guide-reported) | Scans for useful information, enemies, objects, and hackable electronics. IO Interactive describes the gadget functions and general progression. |
| Q-Watch | Early in “A New Home” (guide-reported) | Enables hacking and interactions, and acts as the gadget activation hub. IO Interactive describes its role. |
| Dart Phone | Early in “A New Home” (guide-reported) | A dart can make a guard leave a post, opening a stealth opportunity. Specialist guide reporting gives the chapter mapping. |
| Smoke Pod | “All the Time in the World” (guide-reported) | Creates a short-range smoke cloud that blocks visibility. IO Interactive describes its function. |
| Shockwave Camera | “All the Time in the World” (guide-reported) | Specialist coverage describes it as a crowd-control tool; a more exact official function is not stated. Guide reporting supplies the chapter mapping and description. |
| Laser Strap | “The Past Never Dies” (guide-reported) | Can daze enemies, open paths, or create environmental distractions. IO Interactive describes these uses. |
| Flash Mine | “The Past Never Dies” (guide-reported) | Emits a burst of light that momentarily stuns opponents. IO Interactive describes its function. |
| Missile Pen | Late in “Knightfall” (guide-reported) | The specialist guide identifies it as the final gadget in the story sequence; a detailed official function is not stated. Guide reporting supplies the chapter mapping. |
The chapter names and placements in this table come from specialist guide reporting, not an official IOI unlock chart. The guide says these gadgets are not missable. If you have only a few items at the start, continue the campaign rather than looking for a separate universal gadget-unlock menu.
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How to unlock and use weapons
There is no single campaign checklist that permanently unlocks every firearm. The weapon system is split between access to guns during campaign encounters and persistent TacSim progression. Even when a firearm is available, the Licence to Kill rules can restrict when Bond is allowed to use it: campaign reporting describes firearms as usable when an encounter turns lethal or an active fire-on-sight situation begins. Read more about the Licence to Kill system.
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- 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.
Campaign encounters and pickups
Expect guns to appear through campaign access, pickups, or scene-specific availability, rather than assuming every firearm is permanently added to an armory after a particular chapter. Guides report examples including 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: names and reported routes vary between guides, and IOI has not published a full campaign gun list or reliable chapter-by-chapter unlock sequence. GameWatcher’s weapon guide lists examples.
TacSim progression
TacSim has persistent reward progression. IO Interactive says that completing TacSim missions earns XP and Intel: XP raises Clearance Level to unlock reward sets, while Intel purchases those sets. The publisher describes these rewards as weapon and gadget skins and cosmetics; its October 2026 update notes also name two TacSim weapon unlocks with explicit requirements:
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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.
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- Storm 12 Gauge: Clearance Level 20 and 6,000 Intel.
- Squire Marksman Rifle: Clearance Level 18 and 4,000 Intel.
These requirements are stated in IO Interactive’s October 1, 2026 update 1.3.0 patch notes. They are the named requirements confirmed there, not a complete price list for every weapon. In its October 1 announcement, IOI also says TacSim missions provide access to the main campaign arsenal. The two modes therefore overlap, but the publisher has not tabulated how to acquire every firearm in each mode.
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IO Interactive released game update 1.3.0, titled Extended Operations, on October 1, 2026. It added New Game+, Photo Mode, a “00” difficulty, and TacSim content including Valhalla Protocol and Jungle Heist, alongside more than 700 fixes and improvements. The update expands ways to replay and use the game’s systems, but it does not replace the story’s gadget unlock order.
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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!
New Game+ and Gadget on Demand
New Game+ requires a completed playthrough of the entire campaign, according to IOI’s patch notes. IOI says replays retain unlocked outfits and gadgets. Gadget on Demand lets you swap gadgets during a mission, but it does not let you equip items ahead of your current story unlock point.
“00” difficulty
The “00” difficulty unlocks after completing the campaign. IOI says enemies react faster, gadget use is constrained when guards can see you, and combat is less forgiving. This is a replay challenge, not a separate way to unlock gadgets or firearms.
Rank #4
- BECOME 007 - 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!
Planned gadget: G2 Glasses
The Year One roadmap describes the G2 Glasses as planned content and warns that plans may change or be delayed. They were not confirmed as available as of October 3, 2026, so they should not be counted among the currently obtainable launch gadgets. Check IOI’s Year One roadmap for the announcement.
Quick Recap
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