Agent 64: Spies Never Die Early Missions (1–4)
Skyscraper, Nightclub, Museum, and Catacombs — learn spy fundamentals.
The opening arc of Agent 64: Spies Never Die teaches everything John Walter needs for the war against Dominic Pulp: hip-fire combat, hacking, hostage discipline, museum stealth routes, and catacomb navigation. Missions 1 through 4 — Skyscraper, Nightclub, Museum, and Catacombs — stay urban or cultural in tone before the campaign explodes into snow bases and jungles. Use this walkthrough alongside Campaign Overview, Difficulty Modes, and Controls & Settings.
Mission 1: Skyscraper
Your first operation infiltrates a corporate tower to steal classified launch plans tied to Pulp’s scheme.
Agent objectives (baseline):
- Hack the central server in the executive data room.
- Locate the safe room housing hard copies of plans.
- Steal classified launch plans and reach extraction.
Special Agent additions:
- Rescue three civilian hostages in the executive boardroom without allowing casualties.
- Optional intel pickups in side offices reward map knowledge for replays.
64 Agent pressure:
- Plant trackers on three rooftop satellite dishes.
- Escape via the helicopter pad under a strict timer after primary theft.
Tactics: Clear lobby guards with controlled bursts — weapon sway punishes sprint-shooting. Assign co-op roles: one hacker on terminals, one overwatch on stairwell spawns. SMGs from the Weapons Tier List handle close office fights. Before 64 Agent, learn server room layout on Getting Started difficulty to avoid timer resets on the roof.
Mission 2: Nightclub
Pulp’s allies hide intel behind velvet ropes and bass lines. Civilian density makes reckless shooting a fail state on higher tiers.
Core flow: Enter through kitchen or service entrances when possible. Identify guard patrol loops on the main floor. Secure back-room terminals holding guest lists linked to Pulp fronts.
Special Agent: Protect VIP civilians during back-room evacuations; non-lethal gadgets from All Weapons & Gadgets help.
64 Agent: Timed multi-point hacks while dance-floor cover noise masks alarms — coordinate co-op so one player holds the public floor while another completes DJ booth intel swaps.
Tactics: Audio cues matter; headphones help per Controls & Settings. Flash or distraction tools prevent civilian crossfire. Finish learning reload rhythms here before Mid Missions outdoor ranges.
Mission 3: Museum
Gallery halls, laser-adjacent security fantasy, and patrol routes turn firefights into positioning puzzles.
Core objectives: Recover exhibit-linked cipher keys, access curator vaults, and exfiltrate without triggering full lockdown.
Special Agent: Optional wing routes open when you disable secondary alarm panels — explore sculpture wings for shortcuts reused in speedruns.
64 Agent: Simultaneous guard desk hacks plus artifact substitution; co-op partners must split wings and sync at the central atrium.
Tactics: Long sightlines favor precision rifles; SMGs backup for statue choke points. Study mini-map landmarks — catacombs later reuse tight-corner discipline learned here.
Mission 4: Catacombs
Underground tunnels beneath the city shift tone from public spaces to claustrophobic ops.
Core objectives: Locate hidden laboratory entrances, destroy four weapon crates with remote mines, recover an encrypted keycode, and exfiltrate via tomb-adjacent lifts.
Special Agent: Extra crate caches and side crypts with ambush squads.
64 Agent: Shorter fuse timers on demolition chains; mine placement order matters — remote detonation timing is taught in gadget tutorials linked from All Weapons & Gadgets.
Tactics: Carry explosives and a stable primary weapon. Co-op: one player lures patrols while another plants mines on crate clusters. Mark this mission as the skill check before Snow Base cold-open sniping in Mid Missions.
Arc-wide difficulty advice
First clears on Agent or Special Agent are ideal. Jumping straight to 64 Agent on Skyscraper teaches timer frustration before mechanics gel. After Catacombs, replay any weak mission on higher tier before mission 5 difficulty jump.
Co-op split-screen notes
Split-screen hurts readability in Nightclub crowds — bump brightness. Online co-op allows four agents on Museum wings; voice comms replace split-screen positioning calls.
Paradox and par times
Early missions are par-time farms once layouts are memorized. Unlock progress feeds Paradox Contracts — Big Head Mode on Nightclub is a community favorite. Don’t chase par records until Special Agent clears stabilize.
What comes next
Mission 5: Snow Base opens the mid arc — longer engagements, outdoor movement, and heavier weapons. Read Mid Missions when you extract from the catacombs. Dominic Pulp’s network deepens, but Walter’s fundamentals were forged in skyscrapers, bass thumps, marble halls, and bone tunnels.
Frequently Asked Questions
Quick answers to the most common questions.
What are the first four Agent 64 missions?
Skyscraper, Nightclub, Museum, and Catacombs. They teach hacking, hostage control, patrol routing, and explosive objectives.
Which early mission is hardest on 64 Agent?
Skyscraper and Catacombs stress timers and simultaneous tasks. Nightclub punishes civilian casualties on Special Agent and above.
Can I co-op the early arc?
Yes. All four missions support split-screen and online co-op with shared objectives and fail states.
What should I do after Catacombs?
Proceed to Snow Base in the Mid Missions walkthrough. Upgrade loadouts using the Weapons Tier List before the outdoor difficulty spike.