Weapons

Agent 64: Spies Never Die Complete Weapons & Gadgets Catalog

Every gun and spy tool John Walter can carry — stats, unlocks, and mission tips.

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All Weapons & Gadgets

This catalog lists the Agent 64: Spies Never Die arsenal available on Steam (1574480) for John Walter’s 14-mission campaign, 64 Agent challenges, co-op, and multiplayer PvP. Agent 64 inherits retro FPS categories — pistols, SMGs, rifles, snipers, shotguns, explosives — plus spy gadgets that complete objectives faster than bullets. Use Weapons Tier List for rankings; this page is the full reference with unlock and mission pairing notes tied to Walkthrough arcs.

Pistols

Walter Special (semi-auto pistol) — Starting sidearm; high accuracy within auto-aim cone. Infinite reserve on some difficulties? No — manage ammo during long Museum galleries. PvP Deathmatch staple.

Heavy Magnum — Slower fire, high per-shot damage. Strong on Snow Base headshots; heavy sway if moving during hack phases on Launch Silo.

Silenced pistol variant — Unlocked mid early arc; reduces alarm radius on Nightclub and Luxury Liner civilian missions. Pair with Difficulty Modes hostage goals.

Submachine guns

Phantom SMG (silenced) — Signature room-clearer for Skyscraper offices and Train cars. See tier list S-rank notes.

Storm SMG (unsilenced) — Higher DPS, louder — triggers faster reinforcements on stealth-adjacent optional routes.

Dual compact SMGs — High ammo burn; Paradox infinite ammo makes them meme-viable on Paradox Contracts.

Assault rifles

Guardian Rifle — Balanced mid-range workhorse for Snow Base, Jungle, Desert exteriors.

Burst Service Rifle — Rewards tap fire; punishes full-auto on moving crane targets in Harbor.

Cold-Weather Carbine — Snow Base themed pickup; slightly improved stability when zoomed on catwalks.

Sniper rifles

Operator Sniper Platform — Long lanes on Snow Base, Desert ridges, Launch Silo surface. Scope toggle on right mouse per Controls & Settings.

Compact Scout Rifle — Faster movement, less zoom; Jungle overwatch without full sniper swap penalty.

Shotguns

Breacher Shotgun — Train, Underground Lab door breaches, Submarine Pen tight halls. Avoid civilian-packed Nightclub unless you accept fail risk.

Semi-auto Shotgun — Mid-arc unlock; faster follow-up shots for Harbor container ambushes.

Heavy / explosive

Grenades (frag) — Catacombs crate clusters, Desert bunkers. Friendly splash in tight Train cars.

Remote mines — Core gadget for destroying weapon crates on Catacombs, Harbor, and select finale sabotage. Detonation timing separates Agent from 64 Agent par runs.

Timed plastic explosives — Slower placement, higher damage — Underground Lab prototype destruction.

Rocket launcher (restricted pickup) — Snow Base and Launch Silo set-piece crates; overkill indoors.

Spy gadgets

Lockpick / decoder — Faster door hacks on Museum and Submarine Pen side rooms.

Body camera / spy cam — Reveals patrol routes on Special Agent Jungle paths.

Distraction emitter — Lures guards from Nightclub DJ booth hacks and liner cargo lifts.

EMP charge — Disables turrets in Underground Lab and Launch Silo exterior.

Tracker placer — Required on 64 Agent Skyscraper rooftop satellite objectives per Early Missions.

Non-lethal tranquilizer (if unlocked) — Hostage-sensitive missions; slower TTK but safer civilian ratings.

Melee

Slapper / melee — Always available; only practical when Paradox Melee Disarms activates or ammo is dry. PvP novelty tier.

Unlock progression overview

TierTypical unlock source
StarterMission 1 Skyscraper loadout
Early arcNightclub, Museum pickups
Mid arcSnow Base armory, Harbor crates
FinaleSub Pen, Lab prototypes
MultiplayerLobby unrestricted weapon sets

Some gear appears only on higher difficulties or optional caches — replay Mid Missions with exploration habits from Getting Started.

Ammunition and reserves

Retro pacing means ammo is finite on standard difficulties. Remote mines and grenades carry low caps — prioritize objective destruction over guard farming. Co-op partners should not duplicate gadget roles unless Harbor parallel crate lanes demand it.

Multiplayer catalog notes

Online lobbies (8 players + 8 bots) allow weapon set restrictions independent of campaign unlocks. Briefcase mode favors SMGs; Zone may enable gadget loadouts if host permits. Paradox no reloads changes effective DPS more than weapon class.

Mission-specific loadout cheat sheet

  • Skyscraper: SMG + pistol; add trackers on 64 Agent.
  • Nightclub: Silenced pistol/SMG; distraction gadget.
  • Museum: Rifle + SMG swap; lockpick.
  • Catacombs: Remote mines + stable primary.
  • Harbor: Mines mandatory; rifle for catwalks.
  • Train: SMG/shotgun; minimal grenades.
  • Jungle: Rifle + cam gadget.
  • Desert: Sniper + rifle; grenades for bunkers.
  • Finale maps: Mixed breacher + rifle + EMP.

Maintenance and patches

Replicant D6 may rebalance gadget counts or add Steam post-launch weapons. Cross-check store patch notes against this catalog after updates — run npm run sync on the wiki when JSON sources change.

Walter’s gadgets define spy fantasy as much as Dominic Pulp’s schemes define villainy. Learn every tool once, carry three confidently, and let the tier list tell you which three matter tonight.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How many weapons are in Agent 64?

The arsenal spans pistols, SMGs, rifles, snipers, shotguns, explosives, and spy gadgets. Exact counts may grow with post-launch updates — see in-game armory for the live list.

Which gadget is required for Harbor?

Remote mines are essential for destroying weapon crates on Harbor and similar destruction objectives in Catacombs and finale maps.

Are silenced weapons important?

Yes on hostage and civilian-heavy missions like Nightclub and Luxury Liner. Silenced SMGs and pistols reduce alarm escalation on Special Agent and 64 Agent.

Can I use all weapons in multiplayer?

Lobby hosts set weapon sets and Paradox modifiers. Multiplayer may allow gear you have not unlocked in campaign yet.