Cyberpunk 2077
Cyberpunk 2077 is a PC game from the creators of The Witcher series based on the Cyberpunk 2020 tabletop RPG by Mike Pondsmith. The player is sent to the year 2077, where a character they create must survive in the futuristic city of Night City, California. The task is not an easy one - the metropolis is torn apart by gang wars, the intrigues of transnational corporations and domestic conflicts due to blatant social inequality.
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Cyberpunk 2077 - Walkthrough Act II 100%

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Walkthrough Cyberpunk 2077 will guide you through all the nooks and crannies Act II storyline and will unlock 100% of the achievements provided by the game. All side missions and endings are included in this guide.

After meeting with Takemura, V must find Evelyn Parker to see if she can help him. When they last met, Evelyn promised to get rid of the Relic.

Below is a step by step walkthrough Cyberpunk 2077 . You will also find a lot of additional information about the game.

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Walkthrough Cyberpunk 2077 Act II

Act II

Last sleep

We choose new clothes at home, read letters, arm ourselves. After we go to a meeting with Takemura's bodyguard. Let's talk at the diner. He was expelled from the corporation, and now he wants to take revenge on the parricide. Takemura will offer to contact powerful people and testify against Yorinobu. We need to find the developer of the Hellman chip. After the conversation, the ghost of Johnny will appear, he will offer to help us - talk to Bestia, whom he knew well.

See you in the afterlife

We call Mama Wells, she will invite Jackie to the wake. We go to her club, we agree on participation in the ceremony. Get the key to Jackie's garage. In the alley we speak with Misty, together we go to inspect the garage and the room of the deceased. We choose an object for an offer: a book, a ball, a belt. Let's go to the ceremony. If we make a speech, then later mom will give us the keys to Jackie's bike - Arch Nazar. Later, Jackie's pistols can be taken from the altar - La Chingona Dorada (cult).


Dollhouse

We leave for the Lizzis club in search of Evelyn Parker. We learn that our customer was a "doll" from the "Oblaka" brothel.

We go there, pay $500, choose a partner, go into the booth. We ask about Evelyn, we find out that she is not here, she had a conflict in booth 11. We learn that she had an attack.

Next, you need to go to the VIP zone, for this we steal the client's card in the toilet. We speak with familiar Tom, we go to the pimp Dubman. At the entrance to the office you need to turn off the video camera. Nearby in the locker room we will find Evelyn's handbag.

Option 1 - if we do not threaten Dubman, and offer money as a donation, then we will receive information for free, we will leave without a fight.

Option 2 - if it doesn’t work out with Dubman, then we eliminate him, hack the computer. On the way back, you will have to shoot back from the guards.

At the exit, Silverhand will offer us to work together to find the Mikoshi laboratory, where they can separate our minds. We choose which task to perform next.


Finding Evelyn

Secret pleasures

We go to the underground ripper Fingers. There is a gang sitting at the entrance, we can use [force 7 or a child of the streets]. We negotiate or join the fight.

Inside, in front of the doctor's office, there is a whole line of patients, among them Judy, she is also looking for a friend. You need to wait in line, missing the time, or negotiate with the girls. We sit in the far right corner. To persuade, use [strength 7, composure 5, $900] or simply ask about Evelyn, and only then ask to skip the line.

Fingers will receive us. We choose how to interrogate him: we beat, intimidate or speak confidentially. If we treat him gently, Judy won't like it. In any case, we learn from him that the girl was taken away by the black "Dead Head" breyners. From the bed we take away the bludgeon of Shchitomordnik (cult).


Malfunction

We go to Chpok Street, in the store we ask the seller for special videos, he will send them to the person in the alley. From an unfamiliar dealer, you need to buy a deep-fried dead head brandance for $ 1000. We return to the car to Judy, we start viewing.

In the video, the gang kills another victim on the couch. Collecting evidence: 1) a victim, 2) a bandit, 3) a girl, 4) an electrician's suit is hanging in the corner, 5) cold coffee is on the table, 6) there are discs with other videos in the box next to it, 7) there is a hot pizza at the entrance to the room. There are two sources of noise on the sound layer: 1) a radio in one corner, 2) a ventilation grill in the other corner. We leave the record, we learn from the evidence that we need to look for a power plant near a specific diner.

Judy will take us to the power plant. There are two entrances, to open the gate you need [technique 7], the gate can be knocked out [strength 9]. If there are not enough skills, then on the left near the broken car we climb the ruins of the building, inside we eliminate the watchman in front of the screen. Through video cameras, all the bandits can be distracted in different directions, and eliminated one by one.

In the building you need to go down to the basement. You can collect clues along the way, but it's not necessary. In the first room on the left, a guard is sitting at the monitor, we eliminate him, through the monitor you can inspect all the other rooms. A couple of doors can only be opened with skills [technique 5, 9], the first one opens the prison with evidence, the second one is a fast way down. Below we find Evelyn, turn it off, take it out to the car.


Double life

We'll be at Judy's house. We have a cigarette case in our hands, Johnny will ask for a puff, we agree or refuse. We go into the room, Evelyn is not yet herself, we can’t talk to her. Judy needs to see a couple of the girl's memories.

1st entry. Evelyn received an order to steal a chip from a stranger. We scan the evidence: 1) a stranger, the face is encrypted, 2) leaflets on the floor under the bench, 3) in the corner there is a large screen with a hologram and a voodoo altar.

2st entry. Evelyn overheard a girl talking in the alley. Here we only need to wait for Judy to connect the translator, and on the sound layer, eavesdrop on the conversation on the phone. A stranger needs a chip so that Silverhand can lead her to Alto.

Choose whether to tell Judy about the biochip. We leave the apartment. We will receive the task "Paradise Lost", we will have to wait a few days for its continuation, we will continue it later.


Judy's tasks:

After completing the tasks, we will open access to the love scene.

Chain reaction

In the north of Kabuki, we return to the apartment of Judy, who taught us how to watch brains. Inside we will see that the girl, saved according to the plot, committed suicide. At the direction of Judy, we transfer her body, we speak, we leave her alone in the room. On the roof we give her a light from the cigarette case of the deceased.
puppet passion


In a couple of days, Judy will call, tell her a plan to take over the Clouds brothel so that the girls don't die anymore. We leave for the megatower, take the elevator up above the "Clouds", climb over the bridges, climb the stairs. Meet Judy on the balcony. Through the secret door we enter the brothel. You can ask about this path [technique 20, composure 6]. Maiko's main girl will refuse to participate in this, being afraid of the Tiger Claws gang. But she'll arrange a meeting with the principal for us. We speak with Judy, kill him or leave him. Together we go down to the technical floor, kill the boss Oswald Forrest. He is only armed with fists, but moves quickly and dodges. Reward: $2000, Ajax assault rifle (legendary).
Conversations about the Revolution


Judy will call, offer to choose a pizza, you can use [coolness 6]. We will come to her for dinner, we will talk with the dolls Roxanne and Tom. Maiko will come too. Judy will tell you that she downloaded fighting techniques to the dolls, they will be able to help in the storming of the brothel. There is a skill check [reaction 6, strength 7]. We participate in a fist fight with Tom, he will win. Maiko will tell you about the leader Hiromi Sato, who needs to be eliminated. After that, we can stay overnight, and in the morning inspect Judy's home, we scan all the interesting objects.
Palace coup


Near the tower we will meet Judy with the team. We take the elevator to the roof of Hiromi's hotel. From there we can jump onto the balcony to quietly eliminate everyone, or break right through the glass floor. In the hall we will meet the euthanized Hiromi and two more leaders of the Tiger Claws. From the stand we can take the Tsumetogi katana (cult). Maiko will try to negotiate with the bandits on his own terms. We can keep silent or voice Judy's conditions. The bandits will attack, kill them all. After we decide what to do with Maiko. Option 1 - kill Maiko, later Judy will not like it, there will be no romance. Option 2 - leave Maiko alive.
Let me go deep


Judy will call and invite you to a meeting, you need to bring a wetsuit with you, but you can take it at the meeting point. We are going to the southern suburb to the lake. Together we dive to the bottom, we learn that here is the flooded village of Laguna Bend, where Judy used to live. We are looking for interesting items at the bottom.1. Diner: 1) a fallen sign, 2) a photo in a frame is near the right building, 3) a camera is in the same place, 4) a hockey stick is in the garage.2. Gas station: 1) an umbrella in the center, 2) a car, 3) a doll inside a barrel.3. Church. Entrance to the right through a hole in the wall. Inside we lose consciousness. Wake up on the surface with Judy. We leave for the house. If Maiko wasn't killed earlier, then we can spend the night with Judy. In the morning she will leave the city, we say goodbye. We'll get the keys to her house, we'll have a new apartment in north Kabuki.

voodoo

Paradise Lost

We call Mr. Hands, we ask you to find the contacts of the Voodoo gang. Then we wait a few days until he calls back.

After we go to the Pacifica region, to the local chapel. Inside, they will contact us, send us to the butcher's shop. In the shop we speak with the seller, in the back room we will meet Placid. There is a check in the dialog [reaction 5].

Together we go to the headquarters of the voodooists. To get to their priestess, you need to complete the task - to clean up an abandoned building from a gang of "animals". There are checks in the dialogue [coolness 5, strength 7, technique 10].


Pattern recognition

Let's go on a mission. Before entering, we speak with Placid's people. A little further at the shopping center there are 3 bandits, all can be eliminated from behind. There are dozens more enemies behind the doors. Most of the enemies are strong men who attack with their fists. Here you can well pump melee attacks or melee weapons, such as katana.

Inside the building, you need to find a van in the lobby. Netrunner will close the doors in front of us, we are looking for workarounds. At the 1st door, you can quickly go around the floor if you use [technique 10]. The 2nd door will have to be bypassed through the 2nd floor.

Boss: Matilda K. Rose. At the top we will meet a huge girl with a hammer. In combat, it is better to switch to melee weapons. At first, we dodge a strong swing, hit from behind. The boss will drop his Sasquatch Hammer, pick it up. After that, she will beat with her fists, we can put blocks and strike with counterattacks.

We go down to the main hall. In the center, under a canopy, there is a computer with which we can control two turrets in order to finish off the remaining enemies. We inspect the blue van, connect to it, track down the netrunner. In dialogue [intelligence 5].

We go up to the cinema, we will find the agent of the "Network Watch". He will tell you that the voodooists have uploaded a virus to us, and they will kill us after the end of the order. If we can use [Coolness 8, Intelligence 5], everything will turn out to be true. Choose which side to take:

1 option - help the agent.

2 option - Eliminate the agent. Voodooists will use the virus, we will lose consciousness, but the chip will bring us back to life again. Outside, Placid's people will meet us, and they will be surprised, but they will not attack. We can get to headquarters with them.

At the Batty Hotel, we speak with Placid, we can hit him or just taunt him. We can learn more about the virus from him [intelligence 5]. The cyberpriest Mama Brigitte will come to us. Together with her we go to deal with the chip.


Human factor

Together with Brigitte we will go down to the basement of the church. In an ice bath, we will connect to the network, immerse ourselves in their digital world "crypto", very similar to the "Matrix". Here, Brigitte will start checking Silverhand's memory in search of Alt Cunningham's girlfriend.


beauty does not die

We play as Johnny Silverhand. After the next concert with shooting, we go to the dressing room, talk with partner Kerry, spend the night with Alt Cunningham. After a quarrel, she will leave us.

Let's meet Alt on the street, a squad of bandits will attack us. We shoot at 4 enemies, 1 will pierce us with blades from behind. The girl is seized and taken away in a van. Let's wake up at the ripper, we were saved by the journalist Milt Nauman, whom Alt wanted to meet. We learn that she was the best netrunner in the city, because the Arasaka Corporation kidnapped her.

Let's go to the bar to Bestia, make her an order to save the girl. The agents of the corporation who tracked us down will attack right in the bar. With a fight we make our way to the street, outside we will take part in the pursuit by cars.

After we begin the assault on the Arasaka Tower, we have already seen these memories. Having laid the bomb, we go to save Alt. We will clear several floors, on the way you need to blow up the armored door with a charge. Closer to the target, machine gun turrets will begin to interfere. Let's get to Alt. Her body is already dead, but her consciousness remains in the network, where she completes the project of her life. We discuss the story we saw with Johnny.

Back to Brigitte, in the digital world, she will show a huge wall of the Black Barrier. Behind the wall we will meet its creator Alt Cunningham. She will talk to Johnny and agree to help us. To do this, you need to open her access to the internal networks of "Mikosi". Voodooists will help her. Let's go back to the real world. Choosing what to do with the gang:

Option 1 [Stand up] - let's leave the voodooists alive.

Option 2 [Get a weapon] - we will destroy the entire gang of the best netrunners.

At the exit, we talk with Johnny, choose how to treat him.

Johnny Silverhand Quests:

After completing the tasks, we will open access to another ending of the main plot.

In the footsteps of the past


After the tasks of the voodooists, we return to the Afterlife club. Here we can take Misty's pills in order to temporarily give our body to Johnny to meet with Bestia (this will not affect other plot branches in any way, but the path to Johnny's ending will open later).Cocktail "Silverhand"Having gained control, Johnny will immediately get drunk, get a tattoo, and take off Ruby's girlfriend in the club. We will participate in a drinking competition, choose a blue or red pill from a stranger (a reference to the movie "The Matrix"). Together with Ruby, we will crash in an accident, but we learn from her about Grayson, Smasher's assistant. We wake up at Bestia's house, we leave. We are waiting for one day until Bestia finds out everything and calls back.
In the footsteps of the past (storming the ship)


Bestia will call us, we are going to a meeting. She will give us Johnny's Jacket. Together we will go to the port where the required Ebunike ship with a mercenary is standing. At night we make our way past the guards, it is better to go unnoticed, otherwise dozens of enemies will attack. On the ship itself, we shoot Grayson and his guards. We will take Johnny's Pistol from Grayson - Malorian Arms 3516 (legendary, cult). Choosing the fate of Grayson: 1. [Pull out weapon] - let's kill him.2. [Remove weapons] - get the key, find out that it is from the container. Next we climb up, press the remote control, the container will lower, inside we will find Johnny's Car - Porsche Turbo 911. We did not find Smasher, but we found out where Johnny Silverhand's body was buried. We are going to an oil well in the wasteland, there is a tarot card on the tank next to it. We examine the mountain of garbage, make an inscription on it, as on a grave.Prerequisite for getting the secret ending:Near the grave of Johnny, you need to answer like this: 1. "The Man Who Saved My Life"2. “No, you fucked that too.”3. "What do you want from me?" 4. "Okay, I'm giving you one last second chance."5. “At first you were an absolute f*ck.”6. “When you said that you let your friends down…”.7. “The story with Smasher upset her so much.”8. "OK. I'll call Bestia."
old drama


The task is not marked on the map, you need to look for it in the journal, in the list of tasks, or call Bestia yourself. Johnny decided to invite her to the movies. We go to the club "Afterlife", we are waiting on the upper ladders. Together with Bestia we go to the east of North Oak. The cinema will be closed. We look around in the security booth, we need a password for the front door, we will find it in the message on the computer, enter - 0000. In the courtyard we go up to the projector room, the film "Bushido X" will turn on. Let's take the pills. In the role of Johnny, we communicate with Bestia. We can try to seduce her, but she refuses. In any case, we get + 10% to Johnny's gauge.
Surprise!


Johnny's next wish is to help his fellow musician Kerry Eurodyne get out of his depression. Not far from the cinema, we drive under the huge sign “North Oak”. Then we make our way to the musician's villa on foot. There are video cameras and security robots in the courtyard, so we quickly run into the house. In the house we inspect all things, listen to Johnny's comments. On the 1st floor, behind the central wall we find the entrance to the bathroom, Kerry is there. We take pills, and Johnny will play the guitar so that his partner recognizes him. Kerry decides to resurrect the band for one more show. We will need to find Nancy, call her.
A New Twist


We follow Nancy to the Totentanz club. It turns out that the club belongs to the Maelström gang. Then everything depends on how we treated the gang in the story mission.1 option. If the bandits were killed, then we will break through with a fight. If Royce was killed, then Patricia will become the new leader of the gang, we will talk to her. Option 2. If Brick is saved, he will again become the boss of the gang, allow us to take the journalist, and prohibit the fighters from attacking us. In a conversation, we can use the skill [strength 12]. Let's leave in Nancy's car. We call Kerry, we go to persuade the remaining participants - Denny and Henry. At the entrance to Denny's mansion we will see traces, we go around the fence on the right. Henry drove a concrete mixer into the yard and filled Denny's pool with concrete, because of an old grudge. We can take only one of them to the team. Choose: Danny or Henry. But it won't really affect the performance. We take weapons from concrete Gilded baseball bat (cult).
Sounds of music


We are waiting for 1 day, Nancy will call. We go to the bar "Red mud", wait until the evening. From Nancy we get Johnny's rare guitar. Instead of the refused member of the group, Drozin from the "Thugs" will come. We go to the toilet, take pills. In the role of Johnny, we will participate in a rock concert. After the performance, Kerry will give us his revolver "Overture" (cult). (+10% to Johnny's gauge, 60% in total).

Kerry Eurodyne Quests:

These quests do not affect Johnny, they develop a relationship with his colleague. After completing the tasks, we will open access to the love scene.

Sturm und Drang


We are going to meet Kerry in the evening, he will pick us up in an old car. The musician will tell about the group of girls Us Cracks, who sing covers of his songs. He wants to stop this. Outside the city, we'll ambush the van with their equipment. We get road spikes from Kerry's trunk, put them on the road. We are waiting for the van. You can use [Coolness 7] in dialogue. We open the van, drive the drivers away, blow up the entire contents of the car. At the end, you need to steal from the police chase in an old car. It's best to lure the cops closer to the junkyard where the cars get stuck in the garbage, and then drive back at the last moment. Together with Carrie we go to drink coffee at the diner.
Star Factory


A group of girls nevertheless began their performance, together with Kerry, we need to get inside the club and disrupt the performance. To enter, you need to find the back entrance or buy tickets. To the right of the line is a dealer selling tickets for $21. If you apply "Child of the Streets", then we will reduce the price to $ 000. Inside the club you need to go backstage. You can use skill [technique 10] or find a pass. In the bar we sit down to the group's technician, we talk to him, at this time Kerry will steal a card from him. In the dressing room we will meet 000 girls, their images are on many posters. It turns out that they are big fans of Kerry. And they were allowed to sing songs by managers who agreed behind the singer's back. The girls will ask for a joint photo, take a picture. We can use [Coolness 20] to also get into the frame. Kerry will stay to negotiate with the girls, and we need to leave the club.
Shadows are wandering

Kerry will invite us to an elite club. We go to the place, take the elevator to the "Dark Matter". Inside there is a performance of 3 girls and Kerry. We go around all the spectators, go down the stairs to the right, answer the interview near the stage, leave with Kerry. Let's go out on the balcony for a one-on-one conversation, we can kiss Kerry.
The Big Bang Theory


We leave for the western harbor. Kerry will invite us to the yacht, start writing a new song, and then smash the guitar. The yacht belongs to his manager, and he was going to completely destroy it in order to get revenge. In the cabin, we can break several items with him: a picture, a coffee machine, a gramophone. Then we can spend the night with Kerry. We jump off the sinking yacht together.
How to get a star from the sky

A little later, 1 out of 3 singers, Blue Moon, will call us. She is being chased by a fan, you will need to escort her outside. The girl will walk along the circular road to Kabuki, follow her to the right. To see the maniac in advance, we look at the bridge, which is much higher than the street. When Blue Moon herself rises to the bridge, the fan will try to kill her. The singer will die from 1 shot, so it’s better to use the “Weapon Failure” script on the fan, and then finish it off with a non-lethal weapon.

Hellman Search

At the crossroads

We go to the club, we speak with Bestia. She will ask for $15 for information about Hellman. After collecting money on side missions, we return. Bestia will tell you that the right person is being transported in a convoy, he can be intercepted outside the city. She will offer to help a local girl, Panam Palmer. We call the girl, we go to a meeting.

Together with Panam, we will agree to attack the convoy, but first she must arm herself and return her car. She will take us outside the city, to the nomad settlement. On the spot we talk with Mitch and Scorpio, we can persuade them to help. We go to pick up weapons from the tent, we take the box to the car.

We are preparing an attack on bandits near an abandoned gas station. We scan any 3 devices around, find out that they are not connected to the network. Next we go to inspect the transformer and electrical panel. Panam will power the devices from his car, we help her connect the battery. You need to go to the electrical room, you need [strength 8] to open the door, or you have to break the window and climb through it. Turn on the electricity inside. We go to the roof to wait for the enemies.

When the enemies arrive, turn on the light. There are dozens of enemies around. If you pass silently, we go down and go along the left side, we eliminate one bandit. On the left we enter the building, on the 2nd floor we eliminate the bandit, we take away the car keys. We reach the car, we leave.

After Panam wants to kill Nash, who betrayed her. We will arrive at the enemy base, immediately enter the battle. We have a dozen enemies against us, one sniper around the corner to the right. Here, the easiest way is to climb into the building on the left, and from there kill everyone with a sniper rifle.

At the end we are going to complete the contract Panama. She will hand over the cargo to Sixth Street, we cover it, but everything will pass peacefully. Next we'll have a drink at the bar, we'll rent a room. The girl will not agree to closer communication.


When you leave, turn off the light

At midnight, together with Panam, we will begin to prepare for a raid on the convoy. We go to her garage. There are checks in the dialogues [technique 10, intelligence 6, 5]. Let's go on her jeep, we will need to shoot from her turret, we will destroy several targets on the bridge and the dump.

Let's go to the power plant to shoot down the convoy with an EMP explosion. The station is guarded by 4 air drones, we shoot them from the turret. Inside the building, you just need to make an overload on 3 panels. We quickly leave away, waiting on a rock.


Passenger

An aircraft will fly over the station, click on the detonator 3 times. The convoy ship will start to fall, we are going to the crash site, Mitch and Scorpio will arrive there before us. While we are driving, we shoot down 3 more drones. Panama will be slightly wounded.

First, let's scan the fall area with a drone. We highlight all the important items: soldiers, drones, a live Mitch in captivity, a crashed plane.

After we personally go to the place, and Panama will cover us with a grenade launcher. We secretly or openly eliminate all robots. In the center, you can take a grenade launcher to shoot down a large drone. Two turrets work on a downed aircraft, they must be disabled on the side panel of the ship. On the other hand, we open the ship, inside the pilot took Mitch hostage. We choose answers, but in any case, Panam will shoot the pilot.

Option 1 - we learn from the rescued that Scorpio was killed. Hellman managed to be transported to another place, you need to catch up. Let's go to the place right away.

Option 2 - if no one survived, we scan the tracks on the ground, we go along them. First, you will need to kill the enemies on the runway, only after that we will arrive at the place.

Together with Panam, we sit on motorcycles, drive through the desert to the nearest gas station, the Kan Tao fighters dug in there. We can quietly approach from the right side, enter through the back door, it will be easier to kill enemies inside than on the street. There is also the owner of the gas station, who was locked up by the military, we do not touch him. In the upper room we find Hellman, stun and take out his body.

The whole clan of nomads will come to the gas station. We can participate in the dialogue between Panam and the leader Sol. Later at the motel we interrogate Hellman. We learn that we have a rare prototype chip, the doctor will not be able to help. We transfer the scientist into captivity to Takemura.

Metamorphosis

After a certain number of tasks, we will start a conversation with Johnny.

Option 1 - talk to Johnny, find out his plan for the destruction of corporations.

Option 2 - take pseudo-endotrizine, block Johnny for a while.

Panam Palmer missions:

After completing the tasks, we will open access to another ending of the main plot.

Riders of the Storm


We are going to the camp of nomads, together with Panam we need to save Sol from the captivity of bandits. We go to the car, we will discuss the plan around it. Through the drone, we will examine the enemy base. We can leave for the place immediately in the Panama van. It is better to climb over the base fence to the left of the container, in this place 1 enemy sits with his back. There are 2 more enemies on the left side of the courtyard, we quietly eliminate them. We go up the stairs, in the first room we will eliminate the guard in front of the monitors. Through the video cameras we will find Saul in the basement. In the hall you can not kill anyone, immediately jump under the room, go down the stairs to the left. Let's free Saul below, bring him to his senses with medicine. If we have the skill [technique 9], then we can break out the gate and the hatch in order to immediately get out of here through the pipe. When we leave the base, a dust storm will overtake us. We will spend the night in an abandoned house. It is dark inside, we are guided by the mini-map, in the far room we turn on the light. Turn on the heating generator outside. We'll be alone with Panam, you can flirt, but she's going to sleep. The next morning we will receive a reward: sniper rifle Oversight (cult).
Don't Call Saul


In a couple of days, Panam will call and invite us to a new business. On the spot, we learn that she and her friends want to rob a convoy with military equipment, but this must be done in secret from Saul. There is a check [coolness 7, reaction 7]. We will arrive at the old railway station. We can chat with other nomads. With Panam we go into the building, at the entrance of the door [technique 3, strength 5]. In conversation [Intelligence 10]. In the tower we need to find old punched cards, they lie in front of the entrance to the room, in the removed drawer of the table. We insert it into the terminal, and the train will start moving. On the balcony we flirt with Panama. Together with the team we will spend the night by the fire. In the morning we will go to intercept the convoy. Controlling the turret, we shoot drones. Let's stop the convoy with the help of the train, go out and kill all the soldiers. We will take two parts of the Basilisk tank to the nomad camp. Sol will be unhappy, but will allow him to leave.
Taming Basilisk


When Panam calls, we go with her to test the assembled tank. We learn how to manage, arrange a slalom around the poles, shoot at targets. If we agree, then we will make love with Panam right inside the tank. A gang of stilettos will attack us, we will fire at them. We quickly drive back to the nomad camp, destroy all the attacked bandits. After the victory, Sol recognizes Panam as the new leader of the family. We go in a place with her to a bar, we will tell you about the chip, and we will lose consciousness. We will wake up when the clan has already moved with us to a new place in the north of the wastelands. We can leave. The nomads will promise to help us in any difficult situation.
Do no harm
This is not a required task. In a couple of days we will be called back to the new camp of nomads. One person is dying, he needs a kidney transplant. We go to the hospital, in the backyard we buy a container with an organ. All this will turn out to be a trap, the police will surround us, we will shoot back. After we talk with the seller, if we apply [intelligence 16], we find out that a virus has been uploaded to the organ, we can remove it. We take you to the camp. We are waiting for 8 hours, we will find out that the person has recovered.

Help Takemura

Old friends

The task will appear almost at the beginning of the act, but we leave it for later, it has an increased level of threat. We answer Takemura's call, we go with him to a meeting by the river. Here he arranged a meeting with Odo, the bodyguard of Saburo Arasaki's daughter. Odo will listen to our accusations against Yorinobu, and will naturally refuse to let us in on his sister. But in a conversation we learn that a parade will soon take place in Chinatown, on which we will be able to meet Arasaki's daughter. There is a check in the dialogue [comfort 6].

Together with Takemura we go to our fixer Wakako, she will secretly give us a plan for holding a parade in Japan Town. At the same time, we can take money from her for the previous order from the prologue - $ 3.

We wait 1 day until Takemura calls. Time can only be rewound in your apartment (gray house on the map) on the bed, and only for 6 hours.


On soft paws

We are going to Japan-town in the north of the city. On the elevator we rise to the bridge, Takemura speaks with the policemen who were hired to guard the parade. Let's hear his plan: he wants to jump off the bridge onto the flying parade transport. In the dialogue check [strength 7, intelligence 5].

Takemura has already bought the virus to stop the traffic, we need to test it. Let's go break into the security room. To open the door, you need [Strength 6], if you don't have the skill, jump up the tank on the left, into the ventilation hatch. Inside we crack the panel, the virus works.

We continue our conversation with Takemura over dinner. Checks [strength 7, reaction 6]. We can meet later, or we can go straight with him to the complex where the ships for the parade are stored.

Together with the construction site we inspect the complex. We need to scan all important objects: a bridge, two gates, a transformer, pipes, manholes, antennas. After waiting for the moment. We will see a bakeneko ghost cat on the balcony, next to Johnny. We can guess about Takemura's past [power 9].

We will start a special operation at night. It is better to go inside through the far right gate, turn off the video camera at the entrance, distract and eliminate one guard. We make our way through the containers to the left, hack the antenna to divert all the enemies to it. We make our way into the building, inside the locked door, on the right we break through the window and climb through it. Let's get the virus into the parade platform. It is better to get out of the complex through the top floor, and further along the containers and roofs.

River Ward Quests:

After completing the tasks, we will open access to the love scene.

riot guards


During the story mission "On Soft Paws", an unfamiliar customer, Elizabeth, will call us. We are going to a meeting, it will be the wife of the new candidate for mayor - Jefferson Perales. A family of politicians wants to find out how the previous mayor, Lucius Rein, died. He died of a heart attack, but before that there was an assassination attempt. We look at the brain of this assassination. We are looking for evidence: 1) at the beginning of the recording, Holt’s deputy is standing on the left, 2) we eavesdrop on Holt on the sound layer, 3) in the center of the recording we scan the door where Holt went, 4) towards the end of the recording we look at the computer outside the metal detector frame , 5) examine the killer, 6) listen to the song sung by the killer Peter Horvath. We retell everything, get the contact of Detective River Ward, call him. We are going to a meeting in a diner, together with him we will begin to investigate the case. There are several places to visit: 1. We are going to interrogate the seller about the club "Court of the Scarlet Queen". A person will run away from us, we run after, on the way there is a door [strength 6].2. Market. On the right we ask the girl, she will indicate to look for an electronics store on the left, Christina will tell about the crazy Peter Horvath. When we return to the car, we deal with two bandits.3. Club. You need to get into the fenced warehouse. On the left we climb into a small hole, we pass under the slatted floor, and climb out upstairs. In the center of the warehouse we unlock the container, inside the descent into the underground club. We make our way into the far booth, examine the headset for the brain, lose consciousness. River Ward will bring us to our senses. This headset with a virus, because of it, the mayor died. We hack into the server room [equipment 5], download the video from the computer. Having collected all the evidence, we talk with Ward's partner, he will advise you to hush up the case. Together with Ward, we decide what to do. Option 1 "Come on" - an investigation will begin against the deputy mayor. Option 2 "Don't do this" - we will close this case. Let's go report to the politicians, they will have enough hints. Reward: $11.
Bunraku


The family of politicians will call us again, we are going to their house. The husband noticed the thief at night, shot him, but then lost consciousness. There are no traces left. We go to inspect the apartment alone or with Elizabeth. Evidence in the hall: 1) takeaway food on the table, 2) election posters, 3) a computer, 4) a family photo on the wall. In the office: 4) diplomas on the wall, 5) photos from the wedding, 6) a gun on the table. In the corridor: 7) wiped traces of blood, 8) smeared holes from bullets in the wall, 9) smart glass [technique 20] (we will repair the screen, we will see the effect of electronics on consciousness). Then we follow the traces of the wiped blood, we scan the walls. To the right of the wine cellar we will see a hidden room. Unlock the doors [power 7]. We learn that the family was secretly watched from here. We scan the first aid kit, electronics. We rise to the roof, inspect the satellite dish, its signal is directed to the tower nearby. We go to the tower. At our approach, a spy van will drive off, we pursue it by car. You can only fall behind 300 meters. The van will stop in a fenced-in parking lot, but the guards haven't attacked yet. We examine the records in the car. We learn that the family changed consciousness and memories. On the way back, we fight off the guards. We call Elizabeth, we go to a meeting at the diner. There she will tell that she noticed these changes, but she will ask her not to tell her husband about it so that he would not be killed. We are going to her husband, along the way we will receive a warning from unknown people. We choose what to report: option 1 “Holt has nothing to do with it” - we will set the policy against the puppeteers. 2 option “I have almost nothing to add” - we will hide the truth. Reward: $8.
hunter hunt


2nd assignment from Detective Rivera. We are going to meet him in the center of the Glen. We sit in the car, he will show us the bandance of the detention of the criminal. This is the maniac "Peter Pan", who abducted children. He was captured, but after being shot he is in a coma. Therefore, the lost children were not found, and among them is River's nephew. Together with River, we secretly penetrate the police laboratory in order to get Wirths with the maniac's dreams. Unlock the door [technique 12]. We examine all the side rooms. In the big room we will see a baby in a flask (a reference to Hideo Cozdima's game "Death Stranding"). We go to the central hall, where River will come, in the right side room we scan all the lockers with documents. A colleague of the detective will enter, we learn from her that the maniac does not dream. We need to find something familiar for him so that his memories begin. We go to Sister Rivera, we go to inspect the nephew's house. In the room we scan: 1) a tape recorder, 2) equipment under the bed, 3) a poster. Hack the computer [intelligence 9]. Let's find the correspondence with the maniac and his website. On the site, click on 2 red people, we will get to a hidden page, there is not enough video. From the files of the nephew we download the cartoon of the maniac. We can calculate the maniac's IP address [intelligence 12], or find his house later. We're going to dinner with Sister Joss. In the morning we will receive 3 maniac brandances from the laboratory.1. Conversation at school. We scan: 1) the teacher, 2) at the exit from the dining room, two wall newspapers on the left, 3) in the corridor on the right we scan the prize cup.2. Farm. We scan: 1) father, 2) control panel near him, 3) cows in stalls, 4) injection device, 5) food additives, 6) cartoon.3. Maniac hideout. On the same farm, he placed the children in the stalls. We scan: 1) solar panel in front of the corridor, 2) clock above the doors, 3) turret, 4) victims on couches, 5) barrels of fuel, 6) sound from the ceiling, 7) fire shield, 8) computer, 9) pump, 10) the number of the farm, to the left of the exit from the hall, 11) outside the lighting towers. Based on the collected evidence, we will calculate where the farm is located. We're going with River. In the farm yard, turn off the turrets, deactivate the mines. The main gate is locked, so we climb the stairs on the left, jump through the roof. Inside, turn off the device near the TV. River saves his nephew. We release the rest of the children, 2 out of 3 will survive. At the end, River decides to kill the maniac, we agree or dissuade him.
Boy with a gun


3rd assignment from Detective Rivera. He will call and invite you to a family dinner. We're going out of town. Let's cook soup together, go to the kitchen for groceries, talk with my sister, then with River himself. The children will offer to play a game, put on VR glasses, shoot at the bandits' holograms. River will ask the children to succumb so that they shoot more enemies. If we agree, River will praise us. After dinner, together with River, we will go to the water tower. We jump over and unlock the gate. At the top we get a gift - a Crash pistol (cult). In the end, we can spend the night with River. Wake up in the trailer in the morning, we can use it as a new place to live.

Arasaki Parade

Audience

When we finish the tasks of all 3 storyline quest chains, we wait a couple more days, Takemura will call us. We go to the market in Japan-town. In dialogue [coolness 6]. Takemura. ready to jump, but we need to secure the area - eliminate 3 snipers.

1st sniper. We pass a couple of bridges with people, we enter the building. There is a tripwire on the way, you can jump over, shoot the mine or disable it [technique 6]. The sniper is on high ground, but you can jump up to it to silently eliminate the enemy from behind.

2nd sniper. In the elevator we go to the upper 21st floor, further along the stairs and broken bridges. We go down through the elevator shaft, and then along the balconies. Drones are patrolling here, we do not come across them, so as not to raise the alarm. It is better to pass silently so that you can make quick saves. At the very bottom there is 1 soldier, we eliminate him. Behind the doors mine-stretching, in the next room a sniper.

3rd sniper. You need to run across the bridge with pipes, over which the ships of the parade fly. Ideally, on the bridge, you need to run under the passing ship so that the sniper does not see us, but at the same time you need not get under fire from the ships' engines. To do this, run under the center of the ship. On the other side we rise, imperceptibly we pass by two enemies, without touching them. Let's take the elevator. The sniper is inside the footbridge;

We will see the platform with Hanako Arasaka, we can listen to her singing. For the safety of Takemura, one more netrunner must be eliminated. We enter the room. When we disconnect the girl from the network, a bodyguard will attack us.

Boss: Ode to Sandai.

During the fight, it is better to switch to the strongest stimulants, and constantly use them on the "X" key so as not to die. The samurai has three phases of combat that are constantly repeated:

1. Attacks with blades on the hands. It will be safer to take a melee weapon and place blocks in time. But it’s better not to waste time, use a close-range firearm - a shotgun or machine gun, and bounce back or to the side from the blades.

2. Shooting from machine guns with homing bullets. We hide behind the corners, shoot from there. Oda will jump on the upper platforms until the next phase.

3. The boss will turn on partial invisibility and run to heal. It is necessary to catch up with him and fire at him so that he does not have time to recover. Most often, he hides in the inner room.

When we win, Takemura will ask you not to finish off Oda. We pick up the boss's things: Jinchu-maru weapons, body armor, collar. Choose:

Option 1 - kill Oda.

Option 2 - immediately go to the access point, Takemura will thank you.

Through the video cameras we will see how Hanako will communicate with Yorinobu's brother. After that, Takemura will penetrate inside, the girl will not listen. Takemura will stun her and take out the body. We get out of the room, 2 large drones will fly to us, we shoot them down. On the street we jump down.


303 Apartment

We go to the shelter of Takemura, in an abandoned house we knock on the door 4 times so that he recognizes us. Captured Hanako refuses to listen to Takemura, we need to convince her. Let's tell her everything about her father's murder.

The building will begin to storm the Arosaki squad. From the explosion we fall down to the floor below. There are 4 enemies on the way, we distract them and eliminate them, or we break through with a fight.

Achievement "Devil". Takemura can still be saved, although this is not noted in the game. In the initial room we are looking for a blue neon cross, to the left of it we climb into the breach in the wall. We climb the stairs, kill the enemies, and Takemura will be able to leave the building alive.

On the street we will faint, Silverhand will take control of the body, we will wake up in a new place. A doll girl will enter our country motel, she will give a message from Hanako. Arasaki's daughter has thought things through, and now she invites us to a secret meeting at the Coal Bar.

Metamorphosis

After another faint, wake up in a hotel on the beach. Here Johnny will talk about his past, before the formation of a rock band. He will give us the army dog ​​tags of the man who covered him from bullets. Johnny will offer his plan: to hire Bestia again, and take Mikosi by storm. But for this we will need to take pills, and temporarily give the body under the direction of Johnny. The final choice must be made later. We leave and get back to business.

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