Mission intelligence / Evidence-labelled index

Agent 64 Missions Guide: All 14 Levels

All 14 Agent 64 missions, with Tower bomb locations, Complex and Moon help, Cypher gates, par times, rewards, and 64 Agent walkthrough chapters.

Updated
2026-09-02
Last verified
2026-09-01
Applies to
PC v1057; checked September 1, 2026
First-person Agent 64 shootout against suited guards inside a penthouse mission
Official campaign imageOfficial campaign screenshot showing Agent 64's first-person mission play. © Replicant D6.

Use this guide to identify all 14 story missions, jump to a complete community-recorded playthrough on the 64 Agent difficulty, and solve the progression questions that repeatedly send players back to search. It now includes verified Tower bomb areas, a practical Complex route, the Moon Hidden Face location, launch-build Cypher gates, and a community par-time reference. It is still not fourteen full step-by-step walkthroughs: where current evidence does not support an exact claim, the page says so.

The latest official build checked here is PC v1057. It fixes the missing texture line in mission 13, softens Security Guard collision in Tower, makes Online Co-op objective syncing more direct, and fixes Gilded Gun visibility in split-screen. Earlier relevant fixes include immediate mission unlocks in v1032, the Temple/Vault pit softlock in v1020, and the co-op debrief work in v1042. Official v1057 notes · Developer announcement archive

For the release overview, modes, platform details, and purchase fit, start with the Agent 64 release dossier.

Campaign structure at a glance

The released campaign contains 14 missions across four acts. Each mission supports three difficulty modes: Agent, Special Agent, and 64 Agent. Steam achievements separately mark entering Act 1 and unlocking Acts 2, 3, and 4, which confirms the act structure without revealing the mission count inside each act. Official achievement list

14
campaign missions
4
story acts
3
difficulty modes
11
Steam achievements

The official store describes every mission as a self-contained environment with objectives to complete while fighting guards. Hacking terminals, recovering plans, and freeing hostages are examples. They should not be copied across all 14 missions as if every assignment uses the same list.

Quick answers: missions, walkthroughs, and Cyphers

How many missions are in Agent 64? The release campaign has 14 missions across four acts, with Agent, Special Agent, and 64 Agent versions of each assignment.

Why is the next act still locked? Launch-build community capture shows gates of 4 Cyphers for Act 2, 16 for Act 3, and 32 for Act 4. Those numbers were visually checked in PC v1004, not independently recaptured in v1057, so compare them with the number shown in your current game before planning a long replay session.

Where is the Agent 64 walkthrough? The mission cards below link directly to every chapter in a complete community-recorded walkthrough played on the 64 Agent difficulty. Use those chapters as route footage, while remembering that Agent and Special Agent can have different objectives and accessible areas.

No current first-party page publishes the full set of mission names. The release-order directory below comes from a complete, no-commentary community playthrough on the 64 Agent difficulty; SmashPad’s release review independently names seven of the same locations. That makes the names and order useful community evidence, not an official objective table. Full walkthrough · 64 Agent difficulty · SmashPad review

Mission help for common blockers

These answers target the exact problems that have recently surfaced in search. Tower and Complex are cross-checked against complete release footage; the Moon collectible comes from a community location guide. Difficulty can change the checklist, so always let the objectives shown in your own run override a route written for another mode.

Tower bomb locations (Mission 2)

On the recorded 64 Agent assignment, the in-game briefing says four bombs are spread across these areas:

  1. One in the restrooms. Check the toilet-room section after entering the office floors.
  2. One in an individual office. Search the enclosed offices rather than the open cubicle space.
  3. One in a second individual office. There are two separate office bombs; finding one does not clear both.
  4. One on the ground level beside the elevator. Do not leave the tower as soon as you reach the bottom floor.

Mission 02 / 64 Agent evidence

Four-bomb area sweep

Area guide
  1. 01
    RestroomsOffice-floor toilet-room section
    Pliers
  2. 02
    Individual officeEnclosed room, not open cubicles
    Pliers
  3. 03
    Second officeA separate enclosed office bomb
    Pliers
  4. 04
    Ground levelBeside the elevator before escape
    Pliers
Area-level checklist from recorded 64 Agent briefing and footage—not a room-by-room floor plan. Confirm all four objective updates in your current build.

Equip the pliers and interact with each bomb until the objective count updates. The same checklist also includes opening the ventilation hatch, freeing civilian hostages, reaching the ground floor, and escaping the tower, so “all four bombs defused” is not by itself the end condition. The location wording and tool requirement are visible in the 64 Agent Tower footage. In v1057, the developer also softened Security Guard collision in Tower; older videos may therefore feel slightly tighter around guards than the current build.

Complex walkthrough route

The repeatable route shown in two release runs is: move from the satellite-dish exterior into the facility, work through the lower server rooms, then reach the upstairs control area and use the objective computer. Wait for the checklist confirmation before backtracking; the terminal interaction is the important state change, not simply reaching the central computer. From the technical rooms, follow the red-and-blue-lit corridor toward the helipad exit. If the route seems dead, recheck the lower rooms for a missed key or access interaction before assuming the mission is broken. 64 Agent route at 35:22 · Second release run at 33:45

Moon Hidden Face location

For the Hidden Face in Moon, leave Room 1 into the open area, turn to the right-hand side, and look up into the tree. This is a community-documented collectible location rather than a first-party hint. Moon is mission 13, and v1057 fixes a missing texture line in that mission; the patch note does not say that the collectible itself moved. Community Hidden Face guide

14 missions in release order

Objectives expand as difficulty rises. Every card therefore describes the evidence available—one complete playthrough on the 64 Agent difficulty—rather than copying its briefing text onto Agent or Special Agent. These spoiler-light snapshots name visible environments and route beats but omit story turns, exact item locations, and an “optimal” order. The chapter link opens at the recorded mission start so a player can inspect the assignment and route in context.

01

Penthouse

Chapter · 00:00

Mission snapshot: The opener alternates between a dark rooftop and the penthouse interior, teaching door controls, room-clearing, and objective checks in a compact space. 64 Agent footage: The recorded route crosses exposed ledges and office and library rooms before circling back through guarded corridors; it shows the full clear, but not which tasks differ on Agent or Special Agent.

Community walkthrough · 64 Agent difficulty
02

Tower

Chapter · 06:41

Mission snapshot: A vertical office infiltration that begins at a ventilation hatch and descends through corridors and stairwells. 64 Agent footage: The checklist covers freeing office hostages, reaching the ground floor, defusing four bombs, and escaping. The bombs are distributed across the restrooms, two individual offices, and the ground level beside the elevator; equip the pliers and confirm each count before leaving.

Verified in community-recorded 64 Agent footage
03

Castle

Chapter · 15:36

Mission snapshot: Castle shifts into stone halls, libraries, and a story-heavy encounter, with keys and weapon pickups opening the route through connected rooms. 64 Agent footage: Dialogue interrupts the firefights and at least one objective completes during the confrontation; follow the live briefing rather than treating the level as a straight elimination run.

Community walkthrough · Review cross-check
04

Mountain

Chapter · 25:29

Mission snapshot: The route moves outside into snow, climbing between concrete outbuildings and the mountain installation through open ground and narrow entries. 64 Agent footage: The run demonstrates repeated indoor and outdoor transitions and a late door and event sequence; v1018 specifically addressed Agent-mode path blocking and the final door after the last event.

Community walkthrough · Official patch
05

Complex

Chapter · 35:22

Mission snapshot: Complex enters the Cyber-Gate communications site through the satellite-dish exterior, then moves between offices, lower server rooms, and an upstairs control area. 64 Agent footage: Use the objective computer and wait for confirmation before backtracking through the red-and-blue-lit technical corridor toward the helipad; check missed access items if the route seems closed.

Route cross-checked in two community release runs
06

Helipad

Chapter · 41:39

Mission snapshot: A short, high-intensity rooftop assignment built around antenna structures and narrow interior accessways. 64 Agent footage: The route moves from close interior combat into an exposed helipad fight with an attacking helicopter, then crosses the roof to finish; it verifies the sequence, not a fastest or safest route.

Community walkthrough · 64 Agent difficulty
07

Museum

Chapter · 44:53

Mission snapshot: Museum uses galleries, stairwells, storage rooms, and a security area rather than one open exhibition floor. 64 Agent footage: The recording shows a terminal connection, keycard collection, a separate code pickup, and repeated movement between colored wings; check the objective state after each interaction instead of assuming the nearest exit ends the mission.

Community walkthrough · Review cross-check
08

Nightclub

Chapter · 55:46

Mission snapshot: Nightclub compresses the route into dark dance floors, bars, back rooms, and a contact-driven story exchange. 64 Agent footage: A hard-drive handoff precedes the firefight expanding through neon-lit rooms, with several weapon pickups along the way; the recorded mission is more than a single room-clearing encounter.

Community walkthrough · Review cross-check
09

Catacombs

Chapter · 1:01:30

Mission snapshot: The setting opens from interior crypt passages onto castle-like terraces and rooftops, mixing tight doorways with long exterior sightlines. 64 Agent footage: The run switches between pistols, shotguns, and a sniper rifle while circling the upper ruins; threats can appear above and across courtyards, not only in the corridor directly ahead.

Community walkthrough · Review cross-check
10

Temple

Chapter · 1:09:38

Mission snapshot: Temple is built around dim stone chambers, glowing barriers, narrow ledges, and a pit area rather than a simple hallway route. 64 Agent footage: Objectives complete around controls and traversal hazards; v1020 specifically fixed a Temple and Vault pit softlock, so current-patch footage matters when comparing older routes.

Community walkthrough · Official v1020 patch
11

Vault

Chapter · 1:18:31

Mission snapshot: Vault moves through an angular research facility and machinery while a story confrontation continues. 64 Agent footage: The run introduces an energy weapon and fights around pits and consoles; v1020 fixed the shared pit softlock, and v1032 fixed a dialogue-skip state that could persist after returning to the menu.

Community walkthrough · Review · Official v1020/v1032 patches
12

Elevator

Chapter · 1:23:11

Mission snapshot: Elevator begins around a garage and loading area before pushing into bunker corridors, server racks, lockers, and vertical access. 64 Agent footage: The recording shows key and equipment pickups, a control interaction, and backtracking between similar technical rooms; use landmarks and the current objective state because the route is less linear than the title suggests.

Community walkthrough · 64 Agent difficulty
13

Moon

Chapter · 1:30:52

Mission snapshot: Moon moves through a bright lunar facility of laboratories, procedure bays, ramps, and industrial walkways. 64 Agent footage: Separate stations and emergency-handle interactions make the live checklist more reliable than assuming one console completes the level. For the Hidden Face, leave Room 1, turn right in the open area, and look up into the tree.

Walkthrough footage · Community collectible guide
14

Sanctum

Chapter · 1:36:14

Mission snapshot: The finale opens into an exterior lunar complex dominated by launch structures, circular walkways, and open sightlines against Earth and space. 64 Agent footage: The fight escalates around rockets and airborne targets before reaching the ending; it verifies a complete final route, but not lower-difficulty objectives or an optimal order.

Community walkthrough · 64 Agent difficulty

What changes with difficulty

Difficulty is part of the mission design. Steam explicitly says that harder settings add objectives and open more areas. The developer’s earlier demo announcements also recommended moving from the easiest mode upward so that each replay could reveal changes in layout and events. The release store is the controlling source for what remains true now. Steam store · Developer announcement archive

ModeVerified roleSafe expectation
AgentThe official recommended starting pointLearn the baseline objectives and the shape of the accessible mission space.
Special AgentThe middle difficultyExpect additional objectives and potentially more relevant areas; reread the assignment rather than repeating the Agent run from memory.
64 AgentThe highest named difficultyBring route and item knowledge, but still verify the current objective list because the assignment can change again.

The store does not promise that every higher-difficulty run opens a new room, nor does it document an identical number of added objectives per mission. Treat “more objectives and more open areas” as the campaign rule, not a formula.

How Cyphers gate progress

Cyphers are the missing link between completing a mission and opening another act. Three independent launch reviews describe the same broad behavior: a clear awards Cyphers according to difficulty, and later acts ask for a minimum total. Reviewers found that Agent-only clears were not enough to finish unlocking the story, so they returned to earlier missions on Special Agent or above. Shacknews · Checkpoint Gaming · Game Sandwich

Cypher values and act gates

A community guide visually checked the progression screen in PC v1004 and recorded the following values. The broad loop is supported by three launch reviews; the exact numbers are community evidence and have not been independently recaptured in v1057. If your current gate differs, follow the live UI and treat this table as launch-build history.

Launch-build progression / PC v1004

Difficulty clears build the act key

Community capture
Agent clear+1Cypher
Special Agent+2Cyphers
64 Agent+3Cyphers

All three recorded clears6 Cyphers / mission

  1. Act 24total Cyphers
  2. Act 316total Cyphers
  3. Act 432total Cyphers
Exact values were visually checked in community footage from PC v1004. Treat your current in-game gate as authoritative until these values are independently recaptured in v1057.
Progression itemLaunch-build valueHow to use it
Agent clear1 Cypher per missionThe baseline completion mark.
Special Agent clear2 Cyphers per missionReturn to a learned mission for the middle-difficulty award.
64 Agent clear3 Cyphers per missionThe highest-difficulty award; all three recorded awards total 6 per mission.
Unlock Act 24 total CyphersCheck the gate after early Agent clears.
Unlock Act 316 total CyphersAgent-only progress is no longer enough; replay known missions higher.
Unlock Act 432 total CyphersPlan a mix of Special Agent and 64 Agent clears.

Community Cypher capture and methodology

  1. Clear the available Agent assignmentsLearn each environment and earn the baseline progress attached to those clears.
  2. Check the next act gateIf it remains locked, compare the required progression with the Cyphers you have earned.
  3. Revisit a known missionSelect Special Agent, reread the changed objectives, and earn the additional difficulty clear.
  4. Move upward deliberatelyUse 64 Agent when you understand the space rather than treating it as the default first attempt.

Cyphers should also be kept separate from par times. Cyphers are described by reviewers as act progression; par times are officially tied to optional Paradox unlocks and completion goals.

Before starting a mission

The safest preparation is not a route—it is reading the current assignment closely enough to notice what changed.

Agent 64 player holding a remote detonator inside an industrial mission area
Official campaign imageMission-specific tools can require deliberate inventory use. This screenshot provides equipment context; it is not a Tower bomb-location image. © Replicant D6.

These habits are deliberately generic. They help with the interface and the campaign’s rules without pretending that every mission uses a disguise, remote mine, hostage, terminal, or destructible target.

Failure and restart behavior

Two launch reviews describe story missions without mid-level checkpoints or ordinary health refills. Body armor can extend a run, but damage that reaches health is not treated like a resource that automatically resets after the next room. Dying sends the player back to the beginning of the mission in the reviewed build.

That old-school failure model changes how an objective should be approached. A mistake after several completed goals costs the whole attempt, so learning guard placement and keeping armor for later encounters can matter more than pushing forward quickly. This remains orientation rather than optimization: no armor locations or enemy routes are published here.

Checkpoint Gaming reported that its longest missions took roughly eight or nine minutes without a speedrun attempt. Short missions reduce the size of a lost run, but they do not remove the friction. The same reviewer found higher-difficulty memorization and limited recovery frustrating. Shacknews was more comfortable with the compact restart structure but objected to compulsory replay through Cypher gates.

Objective failure is not limited to death. The live achievement list proves that the player can destroy a mission-critical object. It does not establish which objects are critical, how the interface reports every failure, or whether all failed objectives end a mission immediately.

Par times and Paradox unlocks

Par times belong to the optional mastery layer. The official store says that beating par times and other trials unlocks 70+ Paradox modifiers and cheats. Examples include Big Heads, Melee Disarms, Slow Bullet Speeds, and No Reload. The “Speed Demon” achievement confirms a larger goal for beating every par time, but the achievement page does not reveal the individual targets.

Campaign layer

Cyphers

Launch reviews connect difficulty clears and Cyphers to act access. This is the story-progression loop.

Mastery layer

Par times

Official sources connect timed clears and other trials to Paradox modifiers and completion goals.

Agent 64 par time list

Why is my par time not showing? The game does not present a convenient complete reference in the main menu, so the target can appear to be missing even when the timed challenge exists. The table below comes from a Steam Community guide updated August 24, 2026. It is useful for planning, but it is not an official table and PlayerMemo has not independently completed all 14 targets in v1057. Confirm the target and reward in your current mission or result UI before treating a run as final.

ActMissionDifficultyPar timeReported reward
1PenthouseSpecial Agent1:40.000Big Head Mode
1TowerAgent1:20.000Permanent Crosshair
1Castle64 Agent2:40.000*Player Health
2MountainAgent3:25.000Get Sniper Rifle
2Complex64 Agent5:10.000No Starting Weapon
2HelipadAgent1:10.000Player Speed
2MuseumSpecial Agent4:50.000Time Acceleration on Frag
3NightclubSpecial Agent2:20.000NPC Health
3CatacombsAgent3:55.000Slippery Floors
3Temple64 Agent5:00.000NPC Rocket Launcher
3VaultSpecial Agent2:20.000Get Plasma Rifle
4Elevator64 Agent4:00.000Player Size
4MoonAgent1:32.000Get Rocket Launcher
4SanctumSpecial Agent1:50.000Infinite Ammo

* The community guide displays Castle as 2:40:00; this page normalizes it to the minute:second.millisecond pattern used by the surrounding entries. That normalization is an inference, so verify the live target if precision matters. Steam Community par-time guide

The launch reviews describe some targets as demanding, especially for players who are not interested in speedrunning. That is an assessment, not a universal difficulty rating. A target may become easier once a route is understood or when a particular modifier is available. PlayerMemo reports the community table but does not rank the targets without first-party timed runs.

Contracts and Challenges are different

Contracts remix story missions. The Steam listing says they use different objectives and preset Paradox combinations, and completing them provides additional Paradox unlocks. They reuse campaign environments under special constraints rather than adding another standard difficulty tier.

Challenges are part of Arena. They place players against preset bots with a required score and time. Performance improves the reward, which can include maps, characters, and music. Challenges can be played within the multiplayer side of Agent 64; they are not act gates and should not be confused with Special Agent or 64 Agent objectives.

ActivityUsesPrimary stated reward
Story difficultyThe standard 14 missions with changing objectives and spaceCampaign clears and review-observed Cyphers
Par-time runA timed standard mission clearParadox unlocks and timed completion progress
ContractA remixed mission with preset modifiersAdditional Paradox unlocks
Arena ChallengeA scored bot match under time pressureMaps, characters, music, and related prizes

Mission coverage status

PlayerMemo has not completed a recorded first-party objective audit of all 14 missions. Two community release runs now support the names, order, chapter starts, and targeted route checks. We manually reviewed the Tower objective screen for the four bomb areas, cross-checked the Complex route in both runs, and separated the Moon collectible tip from the mission-route evidence. Official sources confirm the campaign architecture and current v1057 patch state. This is enough for a useful troubleshooting index, but not fourteen complete walkthroughs.

An individual mission becomes publishable when three things are available together: a confirmed release-build name, the objective list for the relevant difficulty, and an original or independently reproducible explanation of a route, item, failure, or unlock problem. Until then, this index stays honest about what it can answer.

Fact provenance

Sources

Asset provenance

Media log

Pre-release developer media is used for editorial context; UI and values may change. PlayerMemo will remove it on a rights-holder request.

  1. Official release screenshot of a campaign shootout. © Replicant D6.

    Credit
    © Replicant D6
    Use
    Identify the released campaign in the homepage Featured panel, Agent 64 dossier hero, and mission guide
    Basis
    Official Steam store asset; limited editorial use for identification and factual game coverage, with attribution and takedown on request
    Retrieved
    2026-08-12
    Exact media source
  2. Official campaign screenshot with mission equipment in hand. © Replicant D6.

    Credit
    © Replicant D6
    Use
    Illustrate the campaign's mission-specific equipment and objective play
    Basis
    Official Steam store asset; limited editorial use for identification and factual game coverage, with attribution and takedown on request
    Retrieved
    2026-08-12
    Exact media source

GamesPress asset-use guidance