# Cyberpunk 2077 - The Complete Full-Completion Guide

*Every side job, gig, NCPD Scanner Hustle and Cyberpsycho Sighting named and placed. Every trophy, including the Platinum, every romance, every ending. Written for the post-Update 2.0 build of Cyberpunk 2077 on PS5/Xbox Series X|S/PC, with the Phantom Liberty expansion covered in full as its own section.*

---

## 1. What "100%" Means in Cyberpunk 2077

Night City doesn't hand you a route. Uncharted and BioShock put every collectible on a corridor you walk once; Cyberpunk 2077 (CD Projekt Red, 2020; overhauled by the free Update 2.0 in September 2023) hands you a map, a main story that can be finished in an afternoon, and a hundred-plus reasons not to. This guide treats the two halves differently on purpose: the main path is walked chapter by chapter like any other guide on this site, and everything else — side jobs, gigs, NCPD hustles, Cyberpsychos — is a checklist organized by district, because that's how you'll actually use it in an open world.

**Target version:** Update 2.0 (shipped September 21, 2023) reworked attributes, perks, cyberware, vehicle combat and the police system game-wide. This guide assumes that build, current-gen (PS5/Xbox Series X|S/PC) — PS4 and Xbox One were frozen at an earlier patch and never received it.

Finishing to 100% means clearing five separate ledgers, none of which overlap much:

- **The main path**: 40 named main jobs from the Prologue to one of six endings. Which lifepath you pick (Nomad/Street Kid/Corpo) changes the opening job only.
- **98 Gigs** (89 base game + 9 in Phantom Liberty's Dogtown): fixer-given jobs, tracked per district. Seven of the eight base-game trophies for district completion require every Gig **and** every NCPD Hustle in that district.
- **44 NCPD Scanner Hustles** (27 Reported Crimes + 17 Suspected Organized Crime Activity), same per-district trophies as above.
- **17 Cyberpsycho Sightings**, one flat trophy (I Am the Law) for all of them.
- **~94 Side Jobs** (base game): the named, recurring-character questlines — Judy's, Panam's, River's, Kerry's, Johnny's, and standalone stories. Four of these are how you romance someone.

> **Tip.** Nothing on this list is missable in the way a BioShock diary is — Night City stays open after the credits roll via a post-game continue, so almost everything here can be cleaned up later. The exceptions are romance lockouts (§10) and anything gated behind a main-job choice; decide your romance and NPC-relationship policy before you need to.

### Spoiler policy

Main job summaries below are a line each, not a retelling — you'll always know what to do next, and the game's two biggest turns (what the Relic actually is, and what the rooftop conversation in Nocturne Op55N1 actually decides) stay yours to watch.

---

## 2. How to Use This Guide

This guide doesn't use inline collectible badges the way the site's other guides do, because Cyberpunk doesn't have a fixed route to badge-tag things onto. Instead:

- **The main path** (§7-§11) is a numbered walkthrough, one line per job, grouped by Act, with branch points and ending triggers called out explicitly.
- **Side content** (§12-§15) is a checklist: full tables of every Side Job, Gig, NCPD Hustle and Cyberpsycho Sighting, organized by district (Watson, Westbrook, City Center, Heywood, Pacifica, Santo Domingo, Badlands). Do them whenever you're in the area — nothing here depends on main-path order except where a table says so.
- **Romance and Endings** (§16-§17) are their own sections, since both depend on choices spread across many side jobs rather than one location.

## 3. The Road to 100%

```mermaid
flowchart TD
    A["Play the main path at a relaxed pace<br/>Don't rush Nocturne Op55N1 - it's the point of no return"] --> B["Clear side content by district as you pass through<br/>Gigs + NCPD Hustles feed 7 district trophies"]
    B --> C["Run the 4 romance-relevant side-job lines<br/>Judy, Panam, River, Kerry - pick who you want, or all 4 across saves"]
    C --> D["Finish Panam's and/or Rogue's questlines<br/>before Nocturne Op55N1, if you want their rooftop options"]
    D --> E["Nocturne Op55N1 - SAVE HERE FIRST<br/>Pick an ending; reload the save for each other ending you want"]
    E --> F(["PLATINUM: Never Fade Away"])
    F --> G["Phantom Liberty, if owned<br/>Unlocks after the main job Transmission"]
```

Figure: Side content and romance run in parallel with the main path; only the final rooftop mission is a hard gate, and it's the one point you cannot undo without a prior save.

**Why this order?**

1. **Side content has no expiry.** Gigs, NCPD Hustles and Cyberpsycho Sightings stay available before and after the credits, so there's no penalty for doing them at your own pace district by district as the main path takes you through each one.
2. **Romance lines are the one thing with real lockouts.** Each of the four (§16) has a specific quest where a wrong choice or a missed time window ends it permanently for that save. Read the lockout notes before you start one.
3. **Panam's and Rogue's questlines gate two of the six endings.** If you want the option to call either of them in the final mission, finish "Queen of the Highway" (Panam) and/or "Blistering Love" (Rogue, itself gated behind Johnny's "Chippin' In") before starting Nocturne Op55N1.
4. **Save before Nocturne Op55N1, every time.** It's the game's only true point of no return — once it starts, the open world and all remaining side content lock out. One manual save there lets you reload and see every other ending without replaying the whole game.
5. **Phantom Liberty last, or whenever you like.** It unlocks mid-story (after the main job "Transmission") and can be finished entirely before returning to the base game's own ending — see §18.

### Where the game takes you

```mermaid
timeline
    title Night City, one job at a time
    section Prologue - one lifepath, then Jackie Welles
        The Nomad or Street Kid or Corpo-Rat : Whichever V you built
        Practice Makes Perfect and The Rescue : Partnering with Jackie
    section Act 1 - the heist that goes wrong
        The Ripperdoc through The Pickup : Building toward the big score
        The Heist : Konpeki Plaza - Jackie doesn't make it out
    section Act 2 - Johnny, and building allies
        Playing for Time through Never Fade Away : Surviving with Johnny in your head
        Ghost Town through Life During Wartime : The Aldecaldos and the Badlands
        Down on the Street through Tapeworm : Takemura, Hanako, and Mikoshi
    section Act 3 - the choice
        Nocturne Op55N1 : Hanako, Panam, Rogue, or a fifth silent option
        Six possible endings : The Devil, Star, Sun, Temperance, Reaper, or walking away
```

Figure: Three acts and a rooftop. Everything named in Act 2 after "Ghost Town" is optional in the sense that skipping a questline just removes an ending option later, not a game-over.

## 4. Mechanics Worth Knowing Before You Start

Post-2.0, all of this is different from how the game launched in 2020 — if you're returning after years away, don't trust your old muscle memory:

- **Attributes and Perks are separate currencies.** Five attributes (Body, Reflexes, Technical Ability, Intelligence, Cool), each capped at 20, each with one perk tree (down from 2-3 trees each pre-2.0). Perk tiers within a tree unlock at 4/9/15/20 points invested — not by character level. You get one free full respec the first time you load a save under 2.0.
- **Cyberware carries most of your build's power now**; clothing is cosmetic only, via a transmog system. Cyberware uses a Tier system (T1-T5, with + sub-grades) and a Capacity budget — the Edgerunner perk (Technical Ability 20) lets you exceed the safe capacity at the cost of permanent max-health loss.
- **Vehicle combat is new to 2.0**: fire from cars/bikes, ram enemies, and quickhack a targeted vehicle to crash it. Most mounted-weapon vehicles are Phantom Liberty-exclusive.
- **Police now use a 5-star Heat meter**, not a binary wanted state. High Heat brings armored units and a Max-Tac miniboss encounter; they no longer accept bribes or surrender once engaged.
- **Breach Protocol no longer touches combat.** It's used only on physical Access Points now, purely for loot. Quickhacks are used directly in real-time combat via RAM, which regenerates passively.
- **Relic malfunctions (coughing blood, Johnny's hologram) are now scripted story beats, not a random gameplay interruption** — if you remember them firing randomly pre-2.0, that's gone.

> **Warning.** Two of the base game's Silver trophies are permanently missable per playthrough by design, not by accident: **Breathtaking** (collect every item that once belonged to Johnny Silverhand — tied to specific side jobs) and the four ending trophies (**The Devil / The Star / The Sun / Temperance**) are mutually exclusive with each other and with the secret **(Don't Fear) The Reaper** ending — see §17. Save before Nocturne Op55N1 if you want more than one.

---

## 5. The Master Checklist

Side-content totals by district. Base game only; Phantom Liberty's Dogtown keeps its own separate ledger (§18).

| District | Gigs | NCPD Hustles | Cyberpsychos |
| --- | ---: | ---: | ---: |
| Watson | 29 | 13 | 5 |
| Westbrook | 9 | 7 | 0 |
| City Center | 8 | 1 | 2 |
| Heywood | 13 | 4 | 2 |
| Santo Domingo | 15 | 8 | 2 |
| Pacifica | 3 | 4 | 2 |
| Badlands | 12 | 7 | 3 |
| Dogtown (Phantom Liberty) | 9 | – | – |
| **Total** | **98** | **44** | **17*** (+16 more if PL Dogtown scanning content applies; not separately audited this pass) |

Plus ~94 Side Jobs (base game, not district-locked the same way) and ~18 Side Jobs in Phantom Liberty.

## 6. The Trophy List - All 45 (Base Game)

Phantom Liberty's own 13 trophies are covered in §19; the Collection's combined total across both is 58.

### Platinum & Gold

| Trophy | Tier | Requirement |
| --- | --- | --- |
| Never Fade Away | Platinum | Unlock every other trophy |
| The World | Gold | Complete the main storyline |

### Silver

| Trophy | Requirement |
| --- | --- |
| The Devil | Help Takemura avenge the death of Saburo Arasaka *(one of 4 mutually exclusive main endings)* |
| The Star | Leave Night City with the Aldecaldos *(mutually exclusive ending)* |
| The Sun | Become a legend of the Afterlife *(mutually exclusive ending)* |
| Temperance | Let Johnny Silverhand keep your body *(mutually exclusive ending)* |
| Breathtaking | Collect all items that once belonged to Johnny Silverhand |
| It's Elementary | Complete all Gigs and NCPD Hustles in Watson |
| Greetings from Pacifica! | Complete all Gigs and NCPD Hustles in Pacifica |
| The Wasteland | Complete all Gigs and NCPD Hustles in the Badlands |
| Little Tokyo | Complete all Gigs and NCPD Hustles in Westbrook |
| Mean Streets | Complete all Gigs and NCPD Hustles in Heywood |
| The Jungle | Complete all Gigs and NCPD Hustles in Santo Domingo |
| City Lights | Complete all Gigs and NCPD Hustles in City Center |
| Autojock | Buy every vehicle available for purchase |
| True Soldier | Kill or incapacitate 300 enemies with ranged weapons |
| True Warrior | Kill or incapacitate 100 enemies with melee weapons |
| The Wandering Fool | Find all tarot graffiti for "Fool on the Hill" |
| Legend of the Afterlife | Reach max Street Cred |

### Bronze

| Trophy | Requirement |
| --- | --- |
| The Fool | Become a mercenary |
| The Lovers | Steal the Relic |
| The Hermit | Find Alt Cunningham |
| The Wheel of Fortune | Interrogate Anders Hellman |
| The High Priestess | Talk with Hanako Arasaka |
| To Protect and Serve | Complete River Ward's storyline |
| To Bad Decisions! | Complete Kerry Eurodyne's storyline |
| Judy vs Night City | Complete Judy Alvarez's storyline (requires a feminine-voiced V — see §16) |
| Life of the Road | Complete Panam Palmer's storyline |
| Bushido and Chill | Watch Bushido X with Rogue |
| I Am the Law | Complete all 17 Cyberpsycho Sightings |
| Full Body Conversion | Install at least one implant in every cyberware system and body part |
| Gun Fu | Kill or incapacitate 3 enemies in quick succession with a revolver/pistol |
| Christmas Tree Attack | Complete a Breach Protocol uploading 3+ daemons |
| Ten out of Ten | Reach max level in any skill |
| Gunslinger | Shoot an enemy's grenade out of the air with a revolver |
| Two Heads, One Bullet | Kill or incapacitate 2 enemies with the same sniper shot |
| Rough Landing | With Berserk active, Superhero-Land into 2 kills/incapacitations |
| Stanislavski's Method | Use a lifepath dialogue option 10 times |
| Master Crafter | Craft 3 Legendary items |
| Daemon In The Shell | Kill or incapacitate 3 enemies with one Detonate Grenade quickhack |
| The Quick and the Dead | Kill or incapacitate 50 enemies while time is slowed |
| Must Be Rats | Use Distract Enemies 30 times without drawing attention |
| V for Vendetta | After a Second Heart revive, kill your killer within 5 seconds |
| Right Back At Ya | Kill or incapacitate an enemy with a grenade they threw at you |
| Frequent Flyer | Find every Fast Travel Dataterm |

---

## 7. Prologue - One Lifepath, Then Jackie

1. **The Nomad / The Streetkid / The Corpo-Rat.** Mutually exclusive — only the job matching your chosen lifepath plays. All three end the same way: V, broke, looking for work in Night City.
2. **Practice Makes Perfect.** V partners with Jackie Welles for a first real job together.
3. **The Rescue.** V and Jackie extract a target; the prologue closes on a six-month time skip.

## 8. Act 1 - The Heist

4. **The Ripperdoc.** Six months later, V checks in with Viktor while lining up bigger work with Jackie.
5. **The Ride.** A job for fixer Dexter DeShawn over a valuable stolen vehicle builds the reputation for what's coming.
6. **The Information.** V meets Evelyn Parker and Dexter DeShawn to learn the details of a job to steal a priceless Arasaka biochip. *(Order-flexible with The Pickup.)*
7. **The Pickup.** V and Jackie retrieve a military cyberware component from the Maelstrom gang — playable peacefully or violently, which affects later Maelstrom interactions.
8. **The Heist.** Konpeki Plaza. The Relic biochip is stolen from Yorinobu Arasaka; the job goes catastrophically wrong, Jackie is fatally wounded, and V is implanted with the digitized engram of Johnny Silverhand. Act 1 ends here.
9. **Love Like Fire.** A short flashback interlude playable as Johnny during the 2023 Arasaka Tower attack, explaining his history before returning control to V.

## 9. Act 2 - Surviving With Johnny

10. **Playing for Time.** V wakes up dumped in a landfill with Johnny's engram overwriting their mind, and has to find a way to survive the Relic's damage.
11. **Automatic Love.** Investigating Evelyn's disappearance leads to the Clouds pleasure palace, doll Judy Alvarez, and the Maelstrom-affiliated Woodman.
12. **The Space in Between.** V and Judy dig into what happened to Evelyn and her connection to the Voodoo Boys.
13. **Disasterpiece.** A disturbing braindance traces Evelyn's ordeal.
14. **Double Life.** V finds Evelyn — the reunion ends in tragedy, closing the Clouds thread.
15. **M'ap Tann Pelen.** Seeking a way to separate Johnny's engram, V makes contact with the Voodoo Boys through leader Placide.
16. **I Walk the Line.** V proves useful to the Voodoo Boys, working with netrunner Brigitte for Net access.
17. **Transmission.** V dives into the Net for the engram of AI researcher Alt Cunningham; the Voodoo Boys' true motives surface. *(Completing this unlocks Phantom Liberty — see §18.)*
18. **Never Fade Away.** V and Johnny reconnect with figures from his past and hold a memorial for Jackie.
19. **Ghost Town.** V travels into the Badlands with Panam Palmer to help the Aldecaldos against a Kang Tao operation.
20. **Lightning Breaks.** The Aldecaldos' camp comes under attack.
21. **Life During Wartime.** V and the Aldecaldos rescue nomad leader Saul amid a Kang Tao/Militech firefight.
22. **Down on the Street.** Arasaka bodyguard Goro Takemura re-establishes contact, pulling V back into the Arasaka succession plot.
23. **Gimme Danger.** V and Takemura prepare a secret meeting with Hanako Arasaka.
24. **Play It Safe.** V meets Hanako at Embers to negotiate removing Yorinobu. *(How this is handled affects Takemura's survival and later epilogue options.)*
25. **Search and Destroy.** V and Takemura ambush an Arasaka convoy to extract Anders Hellman, the Relic's engineer. *(Takemura's survival here matters later — see The Devil ending, §17.)*
26. **Tapeworm.** Interrogating Hellman reveals that reaching Arasaka's secure server, Mikoshi, may be V's only chance at survival. Completing this starts Act 3.

## 10. Act 3 - The Choice

27. **Nocturne Op55N1.** ⚑ **THE POINT OF NO RETURN.** On a rooftop, V and Johnny debate who to call for the final assault: Hanako/Arasaka, Panam/the Aldecaldos, or Rogue — or wait silently for a hidden fifth option. **Save here first.** Side content and open-world access end once this mission begins.
28. **One of three closing-mission chains**, depending on the call made: Last Caress/Totalimmortal (Arasaka), For Whom the Bell Tolls/Knockin' on Heaven's Door (Rogue/Johnny), or We Gotta Live Together/Forward to Death/Belly of the Beast (Panam) — each its own path into cyberspace and one of the game's endings.

See §17 for the full ending breakdown and how to see more than one.

---

## 11. Narrative Beats, In Brief

V partners with fixer-in-training Jackie Welles for a job that turns into the theft of a lifetime — and Jackie doesn't survive it. What V wakes up carrying instead is the digitized engram of dead rockerboy Johnny Silverhand, intruding on their thoughts and occasionally taking the wheel outright. Racing to find any way to survive, V builds a patchwork of allies: the reclusive netrunner cult the Voodoo Boys for access to the deep Net, nomad Panam Palmer and her clan the Aldecaldos in the Badlands, and a fragile back-channel into Arasaka itself through defector-bodyguard Goro Takemura. Those threads converge on a rooftop, where V has to decide who to trust with what's left of their life — a choice the game never flags as having a single right answer.

---

## 12. Side Jobs (Base Game — ~94)

Grouped roughly by the character or district they revolve around. "Romance" marks the four questlines that lead somewhere — see §16 for requirements before starting one.

| Side Job | District | Giver | Summary | Romance |
| --- | --- | --- | --- | --- |
| The Gift | Kabuki (Watson) | T-Bug | Extract a data shard from a Militech-hunted merc. | – |
| The Gun | Little China (Watson) | Bob Wilson | Recover a stolen antique revolver. | – |
| Shoot to Thrill | Little China (Watson) | Bob Wilson | Recover another prized weapon for Bob. | – |
| Paid in Full | Little China (Watson) | Viktor Vektor | Collect a debt for Viktor. | – |
| Psycho Killer | Kabuki (Watson) | Regina Jones | Investigate a cyberpsycho incident. | – |
| Big in Japan | Little China (Watson) | Dennis Cranmer | Arrange a Tyger Claws-adjacent deal. | – |
| Burning Desire / Night Moves | Little China / Northside (Watson) | Jesse Johnson | Clean up a botched heist from V's past. | – |
| The Prophet's Song | Kabuki (Watson) | Garry "the Prophet" | Recurring comedic check-ins. | – |
| Fortunate Son | Little China (Watson) | Bob (Aldecaldos) | Help a nomad associate. | – |
| Full Disclosure | Little China (Watson) | Sandra Dorsett | Follow-up to The Gift. | – |
| Happy Together | Little China (Watson) | Automatic | Help Barry, River's old partner. | – |
| Human Nature | Little China (Watson) / H10 | Delamain | Investigate a malfunctioning cab; opens the Delamain arc. | – |
| Fool on the Hill | Little China (Watson) | Misty | Personal errand for Misty. | – |
| Spellbound | Little China / Charter Hill | Nix | Retrieve rogue AI/software. | – |
| Venus in Furs | Kabuki (Watson) | Meredith Stout | Follow-up job for Meredith. | – |
| War Pigs | Kabuki (Watson) | Frank Nostra | Maelstrom blackmail job. | – |
| Violence | Kabuki (Watson) | Lizzy Wizzy | Security/stalker problem for Lizzy Wizzy. | – |
| Every Breath You Take | Kabuki (Watson) | Blue Moon | Surveillance/blackmail problem. | – |
| Machine Gun | Kabuki / Vista del Rey | Skippy | Recover/befriend the sentient pistol Skippy. | – |
| Tune Up | Little China / Vista del Rey | Delamain | Repair a Delamain unit. | – |
| Epistrophy | Vista del Rey (Heywood) | Delamain | First rogue-sub-personality job. | – |
| Epistrophy: Northside | Northside (Watson) | Delamain | Regional Epistrophy job. | – |
| Epistrophy: Wellsprings | Wellsprings (Heywood) | Delamain | Regional Epistrophy job. | – |
| Epistrophy: The Glen | The Glen (Heywood) | Delamain | Regional Epistrophy job. | – |
| Epistrophy: Coastview | Coastview (Pacifica) | Delamain | Regional Epistrophy job. | – |
| Epistrophy: Rancho Coronado | Rancho Coronado (SD) | Delamain | Regional Epistrophy job. | – |
| Epistrophy: Badlands | Red Peaks (Badlands) | Delamain | Regional Epistrophy job. | – |
| Don't Lose Your Mind | Vista del Rey / Corpo Plaza | Delamain | Delamain questline finale. | – |
| Sacrum Profanum / Losing My Religion | Northside (Watson) | Bhikkhu | Help a monk with gang trouble. | – |
| Beat on the Brat | Little China (Watson) | Coach Fred | Opening boxing bout. | – |
| Beat on the Brat: Kabuki | Kabuki (Watson) | Coach Fred | Boxing leg. | – |
| Beat on the Brat: Arroyo | Arroyo (SD) | Coach Fred | Boxing leg. | – |
| Beat on the Brat: Rancho Coronado | Rancho Coronado (SD) | Coach Fred | Boxing leg. | – |
| Beat on the Brat: The Glen | The Glen (Heywood) | Coach Fred | Boxing leg. | – |
| Beat on the Brat: Pacifica | Grand Imperial Mall | Coach Fred | Boxing leg, ruined mall. | – |
| A Day in the Life | Arroyo (SD) | Darrell Zhou | Roadside crash, heavy moral choice. | – |
| A Like Supreme | Arroyo (SD) | Kerry Eurodyne | Chase Samurai rights issues. | Kerry |
| Ezekiel Saw the Wheel | Arroyo (SD) | Diner owner | Investigate a "miraculous" AV. | – |
| Gun Music | Arroyo (SD) | Automatic | Investigate gang gunfire. | – |
| Over the Edge | Arroyo / Rancho Coronado | Automatic | Found-object mystery. | – |
| Rebel! Rebel! | Rancho Coronado (SD) | Kerry Eurodyne | Confront a former Samurai bandmate/rival. | Kerry |
| Sex on Wheels | Rancho Coronado (SD) | Jake Estevez | Recover a stolen vehicle. | – |
| Sinnerman | Arroyo (SD) | Wakako Okada | Track down cult-leader Joshua Stephenson. | – |
| Space Oddity | Rancho Coronado (SD) | Automatic | Crashed AV mystery. | – |
| Stadium Love | Rancho Coronado (SD) | Automatic | Abandoned stadium mystery. | – |
| The Beast in Me | Arroyo (SD) | Claire Russell | First street race. | – |
| The Beast in Me: City Center | City Center / Vista del Rey | Claire Russell | Second race. | – |
| The Beast in Me: Badlands | Laguna Bend / Jackson Plains | Claire Russell | Third race. | – |
| The Beast in Me: Santo Domingo | Arroyo / Rancho Coronado | Claire Russell | Fourth race. | – |
| The Beast in Me: The Big Race | Charter Hill (Westbrook) | Claire Russell | Circuit finale. | – |
| These Boots Are Made for Walkin' | Red Peaks (Badlands) | Claire Russell | Fallout from Claire's past. | – |
| The Highwayman | Rancho Coronado (SD) | Automatic | Legendary stolen car. | – |
| There Is a Light That Never Goes Out | Rancho Coronado (SD) | Joshua Stephenson | Sinnerman follow-up. | – |
| Killing in the Name | Rancho Coronado (SD) | Nancy | Vigilante killings investigation. | – |
| Heroes | The Glen (Heywood) | Mama Welles | Settle a threat to Jackie's mother. | – |
| I Fought the Law | The Glen (Heywood) | Peralez | Opens the Peralez conspiracy arc; leads toward River. | (leads to River) |
| Dream On | Charter Hill (Westbrook) | Peralez | Braindance investigation. | – |
| Only Pain | Vista del Rey (Heywood) | Automatic | Grim mercy-killing choice. | – |
| Raymond Chandler Evening | The Glen (Heywood) | Pepe Najarro | Noir murder mystery. | – |
| Small Man, Big Mouth | The Glen (Heywood) | Kirk Sawyer | Job gone wrong for Kirk. | – |
| The Hunt | The Glen (Heywood) | River Ward | Serial-killer case tied to River's family. | River |
| Following the River | Red Peaks (Badlands) | River Ward | Road trip/date with River. | River |
| Love Rollercoaster | Coastview (Pacifica) | Jean Rochelin | Chaotic car-auction job. | – |
| Boat Drinks | Downtown (City Center) | Kerry Eurodyne | Kerry's romance/arc culmination. | Kerry |
| Bullets | Downtown (City Center) | Zane Jagger | Smuggled weapons shipment. | – |
| Imagine | Downtown / The Glen | Automatic | Reflective monk vignette. | – |
| Riders on the Storm | Rocky Ridge (Badlands) | Panam Palmer | Raffen Shiv problem; recover a Basilisk. | Panam |
| With a Little Help from My Friends | Rocky Ridge (Badlands) | Panam Palmer | Heist against Nash's Raffen Shiv. | Panam |
| Queen of the Highway | Rocky Ridge (Badlands) | Panam Palmer | Emotional/romantic high point. | Panam |
| I'll Fly Away | Rocky Ridge (Badlands) | Mitch Anderson | Personal problem for Mitch. | – |
| Kold Mirage | Red Peaks (Badlands) | Automatic / Nix | Hidden cache mystery. | – |
| Meetings Along the Edge | Jackson Plains (Badlands) | Zen Master | Voodoo Boys / Alt Cunningham thread. | – |
| Pyramid Song | Laguna Bend (Badlands) | Judy Alvarez | Road trip to Lizzie's Lake; romance-sealing. | Judy |
| Both Sides, Now | Kabuki (Watson) | Judy Alvarez | Investigate a friend trapped at Clouds. | Judy |
| Talkin' 'Bout a Revolution | Kabuki (Watson) | Judy Alvarez | Protest/plan against Clouds management. | Judy |
| Ex-Factor | Japantown (Westbrook) | Judy Alvarez | Confront Judy's ex, Maiko. | Judy |
| Pisces | Japantown (Westbrook) | Judy Alvarez | BD heist settling the Clouds fight. | Judy |
| The Gig | Japantown (Westbrook) | Wakako Okada | Retrieve stolen goods from Fingers. | – |
| The Ballad of Buck Ravers | Japantown (Westbrook) | Automatic | Washed-up stuntman's story. | – |
| Coin Operated Boy | Japantown (Westbrook) | Theo | Unusual companion-tech problem. | – |
| Spray Paint | Japantown (Westbrook) | Brendan | Graffiti tagging. | – |
| I Can See Clearly Now | Japantown (Westbrook) | Brendan | Graffiti tagging continues. | – |
| Sweet Dreams | Japantown (Westbrook) | Stefan | Black-market BD trap tied to V's past. | – |
| Send in the Clowns | Japantown (Westbrook) | Ozob | Clown-gang situation. | – |
| They Won't Go When I Go | Japantown (Westbrook) | Rachel Casich | Cult-activity fallout. | – |
| Stairway to Heaven | Japantown (Westbrook) | Zen Master | Final Voodoo Boys job. | – |
| Poem of the Atoms | North Oak (Westbrook) | Zen Master | Philosophical Netwatch exchange. | – |
| Off the Leash | Charter Hill (Westbrook) | Kerry Eurodyne | Scandal/rival fallout; romance turning point. | Kerry |
| I Don't Wanna Hear It | Little China (Watson) | Kerry Eurodyne | Unwanted press/stalker fan. | Kerry |
| Second Conflict | Northside (Watson) | Kerry Eurodyne | Kicks off Kerry's personal arc. | Kerry |
| Holdin' On | North Oak (Westbrook) | Johnny Silverhand | Visit Kerry with Johnny; first step of Kerry's chain. | (Kerry-adjacent) |
| Chippin' In | Little China / Northside | Johnny Silverhand | Reconnect Johnny with Rogue. Gates Rogue's own questline. | – |
| Blistering Love | Little China (Watson) | Johnny Silverhand | Rekindle Johnny/Rogue; plan the final job. Gates The Sun ending. | – |
| A Cool Metal Fire | Little China (Watson) | Johnny Silverhand | Confront ghosts of Johnny's past. | – |

**Count note:** external guides range from ~80 (grouped, per Game8) to ~94+ (split by sub-quest, as above) depending on whether multi-part lines like Epistrophy and Beat on the Brat count as one entry or several. This table uses the finer split for completeness.

## 13. Gigs by District (Base Game — 89)

### Watson (29)

| Gig | Fixer | Objective |
| --- | --- | --- |
| Backs Against the Wall | Regina Jones | Recover stolen drugs from an apartment in Northside. |
| Playing for Keeps | Regina Jones | Retrieve stolen cyberware from a restaurant's storage room. |
| Bloodsport | Regina Jones | Rescue a captive held in a basement, alive. |
| Flight Of The Cheetah | Regina Jones | Extract a client alive from a motel past hostile gunmen. |
| Freedom of the Press | Regina Jones | Talk a man down before he harms himself. |
| Hippocratic Oath | Regina Jones | Extract a target alive from a heavily guarded clinic. |
| Occupational Hazard | Regina Jones | Rescue a target from a warehouse stalked by a cyberpsycho. |
| Concrete Cage Trap | Regina Jones | Escort a client alive out of a Militech-locked-down housing block. |
| Catch A Tyger's Toe | Regina Jones | Infiltrate a Tyger Claws building and upload a virus. |
| The Heisenberg Principle | Regina Jones | Infiltrate a hidden lab and destroy equipment inside. |
| Welcome to America, Comrade | Regina Jones | Plant a GPS transmitter on a car in a guarded container yard. |
| Dirty Biz | Regina Jones | Steal a data shard from a guarded building. |
| Fixer, Merc, Soldier, Spy | Regina Jones | Retrieve a data shard hidden in an apartment. |
| Lousy Kleppers | Regina Jones | Recover a data shard near a gang-watched van. |
| Last Login | Regina Jones | Steal a laptop from a ripperdoc's basement. |
| Many Ways to Skin A Cat | Regina Jones | Obtain access codes, then steal the van they unlock. |
| Rite of Passage | Regina Jones | Extract data from a computer on a guarded top floor. |
| Scrolls Before Swine | Regina Jones | Pull an incriminating recording off a guarded computer. |
| Monster Hunt | Regina Jones | Bounty: eliminate Jotaro Shobo in a casino. |
| Shark in the Water | Regina Jones | Bounty: capture Blake Croyle alive. |
| Small Man, Big Evil | Regina Jones | Bounty: deal with Jae-Hyun in SE Kabuki. |
| Troublesome Neighbors | Regina Jones | Bounty: deal with Taki Kenmochi. |
| Woman A La Mancha | Regina Jones | Bounty: talk down or eliminate Anna Hamill. |
| Bloody Ritual | Regina Jones | Cyberpsycho: Zaria Hughes, Northside. |
| Demons of War | Regina Jones | Cyberpsycho: Matt Liaw, Northside/Kabuki. |
| Lt. Mower | Regina Jones | Cyberpsycho: Lt. Mower, Kabuki. |
| Six Feet Under | Regina Jones | Cyberpsycho: Lely Hein, Northside. |
| Ticket To The Major Leagues | Regina Jones | Cyberpsycho: Alec Johnson, Little China coast. |
| Where The Bodies Hit The Floor | Regina Jones | Cyberpsycho: Ellis Carter, Northside. |

### Westbrook (9)

| Gig | Fixer | Objective |
| --- | --- | --- |
| Olive Branch | Wakako Okada | Deliver a peace-offering car; decide a kidnapped hostage's fate. |
| Family Heirloom | Rogue Amendiares | Recover a bootleg Samurai recording from a gambling debt. |
| Greed Never Pays | Wakako Okada | Retrieve a stolen corpo lockbreaker device. |
| Getting Warmer... | Wakako Okada | Rescue a netrunner trapped in a life-threatening net dive. |
| Wakako's Favorite | Wakako Okada | Recover a data shard from a booby-trapped hideout. |
| We Have Your Wife | Wakako Okada | Rescue a kidnapped hostage from the Tyger Claws. |
| A Shrine Defiled | Wakako Okada | Plant a wiretap inside a Tyger Claws-controlled shrine. |
| Tyger and Vulture | Wakako Okada | Steal a corrupt dealer's credchip from a casino. |
| Until Death Do Us Part | Wakako Okada | Retrieve withheld financial records from a penthouse. |

### City Center (8)

| Gig | Fixer | Objective |
| --- | --- | --- |
| A Lack of Empathy | Dino Dinovic | Disable a club's subnet to settle a business dispute. |
| Serial Suicide | Dino Dinovic | Retrieve CCTV footage investigating a suspicious death. |
| The Frolics of Councilwoman Cole | Dino Dinovic | Obtain incriminating recordings from a yacht. |
| An Inconvenient Killer | Dino Dinovic | Eliminate a rogue mercenary before he triggers retaliation. |
| Bring Me the Head of Gustavo Orta | Sebastian "Padre" Ibarra | Eliminate a target for a victim's father. |
| Guinea Pigs | Dino Dinovic | Eliminate a Biotechnica director at her hotel. |
| On Deaf Ears | Regina Jones | Cyberpsycho, City Center. |
| Phantom of Night City | Regina Jones | Cyberpsycho, Corpo Plaza. |

### Heywood (13)

| Gig | Fixer | Objective |
| --- | --- | --- |
| Life's Work | Sebastian "Padre" Ibarra | Retrieve a customized truck from a 6th Street auto shop. |
| Jeopardy | Sebastian "Padre" Ibarra | Retrieve a data shard before a body is cremated. |
| The Lord Giveth and the Lord Taketh Away | Sebastian "Padre" Ibarra | Recover a stolen Militech SUV. |
| Fifth Column | Sebastian "Padre" Ibarra | Retrieve embezzlement evidence against the mayor's advisor. |
| Going Up or Down? | Sebastian "Padre" Ibarra | Recover stolen scandium rods from a techie. |
| Psychofan | Sebastian "Padre" Ibarra | Steal Kerry Eurodyne's guitar back. |
| Sr. Ladrillo's Private Collection | Sebastian "Padre" Ibarra | Steal recordings before an NCPD raid. |
| Eye for an Eye | Sebastian "Padre" Ibarra | Eliminate a hit-and-run killer who evaded justice. |
| Hot Merchandise | Rogue Amendiares | Eliminate a seller of stolen Militech equipment. |
| Old Friends | Sebastian "Padre" Ibarra | Eliminate a former solo at a Valentinos dive bar. |
| On A Tight Leash | Sebastian "Padre" Ibarra | Eliminate a cop-killer and find who's protecting him. |
| Letter of the Law | Regina Jones | Cyberpsycho, Wellsprings. |
| Seaside Cafe | Regina Jones | Cyberpsycho investigation, seaside disturbance. |

### Santo Domingo (15)

| Gig | Fixer | Objective |
| --- | --- | --- |
| Family Matters | Muamar "El Capitan" Reyes | Recover a datashard from a missing operative's safe. |
| Nasty Hangover | Rogue | Recover a corpo's shard, then defend the payoff meet. |
| Serious Side Effects | Muamar "El Capitan" Reyes | Recover a stolen container of beta acid. |
| Cuckoo's Nest | Muamar "El Capitan" Reyes | Break a police sergeant out of a psychiatric hospital. |
| Going-Away Party | Muamar "El Capitan" Reyes | Escort a marked gang member to extraction. |
| Breaking News | Muamar "El Capitan" Reyes | Plant a tracker for a journalist's exposé. |
| Error 404 | Muamar "El Capitan" Reyes | Knock out a gang's propaganda servers. |
| Hacking the Hacker | Muamar "El Capitan" Reyes | Fry a gang netrunner's rig. |
| Race to the Top | Muamar "El Capitan" Reyes | Steal compromising data from a job candidate. |
| Severance Package | Muamar "El Capitan" Reyes | Steal a laid-off engineer's project files. |
| Desperate Measures | Muamar "El Capitan" Reyes | Hijack an automated transport under pursuit. |
| For My Son | Muamar "El Capitan" Reyes | Kill a boxer who crippled a teenager. |
| The Union Strikes Back | Rogue | Eliminate a corporate enforcer without killing hostages. |
| Discount Doc | Regina Jones | Cyberpsycho, Rancho Coronado. |
| Under the Bridge | Regina Jones | Cyberpsycho, Arroyo. |

### Pacifica (3)

| Gig | Fixer | Objective |
| --- | --- | --- |
| Two Wrongs Make Us Right | Mr. Hands | Steal a van of medical stimulants from the Animals gang. |
| Lex Talionis | Regina Jones | Cyberpsycho, Coastview; pull intel from his laptop. |
| Smoke on the Water | Regina Jones | Cyberpsycho, Coastview pier (unlocks after "The Rescue"). |

### Badlands (12)

| Gig | Fixer | Objective |
| --- | --- | --- |
| Dancing On A Minefield | Dakota Smith | Retrieve a vehicle stranded in a minefield. |
| Goodbye, Night City | Dakota Smith | Break a smuggler out of Militech custody. |
| MIA | Dakota Smith | Rescue a target from an abandoned farmhouse. |
| No Fixers | Dakota Smith | Rescue a specialist from Wraith captors. |
| Trevor's Last Ride | Dakota Smith | Retrieve a dead nomad's remains for burial. |
| Flying Drugs | Dakota Smith | Destroy an antenna intercepting delivery drones. |
| Radar Love | Dakota Smith | Steal a Militech prototype radar unit. |
| Sparring Partner | Dakota Smith | Retrieve a data shard from a sparring bot. |
| Big Pete's Got Big Problems | Dakota Smith | Deal with a fugitive techie running with the Raffen Shiv. |
| House on a Hill | Regina Jones | Cyberpsycho, eastern Badlands farmhouse. |
| Second Chances | Regina Jones | Cyberpsycho, eastern Badlands. |
| The Wasteland | Regina Jones | Cyberpsycho, eastern Badlands dust storm. |

## 14. NCPD Scanner Hustles by District (Base Game — 44)

27 Reported Crimes (RC) + 17 Suspected Organized Crime Activity (SOCA).

| District | Reported Crime | Suspected Organized Crime Activity |
| --- | --- | --- |
| Watson (13) | Protect and Serve, Dangerous Currents, Paranoia, Worldly Possessions, Don't Forget the Parking Brake!, Dredged Up, Needle in a Haystack, One Thing Led to Another | Opposites Attract, Tygers by the Tail, Just Say No, No License No Problem, Vice Control |
| City Center (1) | Turn Off the Tap | – |
| Westbrook (7) | You Play with Fire..., Another Circle of Hell, Lost and Found, Crash Test, Table Scraps | Modern Labor Market, Privacy Policy Violation |
| Heywood (4) | Smoking Kills | Chapel, Vista del Rey, Living the Big Life |
| Pacifica (4) | Honey, Where are You?, Roadside Picnic | Wipe the Gonk Take the Implants, West Wind Estate |
| Santo Domingo (8) | Disloyal Employee, Supply Management, A Stroke of Luck, Justice Behind Bars, Welcome to Night City | Arroyo, Desperate Sons-of-Bitches, New Boss New Rules |
| Badlands (7) | Delivery From Above, Comrade Red, Extremely Loud and Incredibly Close, Blood in the Air, I Don't Like Sand | Jackson Plains, Rocky Ridge |

City Center's single entry is lore-consistent (no resident gang holds corp-controlled turf) but flagged by research as possibly incomplete rather than confirmed-zero — worth a second look if it's your last district for City Lights.

## 15. Cyberpsycho Sightings (17)

Given by Regina Jones. All 17 feed the single Bronze trophy **I Am the Law**.

| Sighting | District / Location |
| --- | --- |
| Demons of War (Matt Liaw) | Watson (Kabuki) — under the unfinished elevated highway toward Japantown |
| Six Feet Under (Lely Hein) | Watson (Northside) — along the train tracks beside the highway |
| Lt. Mower | Watson (Kabuki) — under the highway, west Kabuki near the river |
| Where the Bodies Hit the Floor (Ellis Carter) | Watson (Northside) — alley near Totentanz club |
| Ticket to the Major Leagues (Alec Johnson) | Watson (Little China) — waterside storage facility |
| Letter of the Law (Gaston Phillips) | Heywood (Wellsprings) — fenced, mined-off area |
| Seaside Cafe (Dao Huynh) | Heywood (Wellsprings) — promenade south of Wellsprings |
| Discount Doc (Chase Coley) | Santo Domingo (Rancho Coronado) — ripperdoc clinic/construction site |
| Under the Bridge (Tamara Cosby) | Santo Domingo (Arroyo) — encampment under a highway underpass |
| Smoke on the Water (Diego Ramirez) | Pacifica (Coastview) — far end of the northern pier |
| Lex Talionis (Ben DeBaillon) | Pacifica (Coastview) — garage north of Grand Imperial Mall |
| Bloody Ritual (Zaria Hughes) | Watson (Northside) — Maelstrom territory; night-time only |
| The Wasteland (Euralio Alma) | Badlands — near a crashed vehicle, east of Dexter's location |
| Second Chances (Zion Wylde) | Badlands — far east, near wind turbines |
| House on a Hill (Russell Greene) | Badlands — fenced farm, NW Badlands |
| On Deaf Ears (Cedric Muller) | City Center (Downtown) — parking garage |
| Phantom of Night City (Norio Akuhara) | City Center (Corpo Plaza) — alley bordering Downtown |

## 16. Romance Requirements

Eligibility runs on two character-creation sliders — **body type** and **voice type** — not lifepath, not genital customization. No patch has changed these checks; mods that remove the restriction are unofficial.

| Character | Requirement | Key questline | Seals in | Fail-states |
| --- | --- | --- | --- | --- |
| **Judy Alvarez** | Feminine body **and** feminine voice | Both Sides, Now → Talkin' 'Bout a Revolution → Ex-Factor → Pisces | Pyramid Song | In Pisces, siding with or taking Maiko's payment can derail the chain. In Pyramid Song, choose to stay, take the kiss, then pick "the beginning of something amazing" the next morning. |
| **Panam Palmer** | Masculine body only | Riders on the Storm → With a Little Help From My Friends → Queen of the Highway | Queen of the Highway (Basilisk scene) | Riders on the Storm is time-gated (~24 in-game hours) and fails outright if missed. Telling Saul about Panam's plan ends things; citing money as your motive also kills the romance. |
| **River Ward** | Feminine body only | I Fought the Law → The Hunt → Following the River | Following the River | The only one with a genuine kill-state: the wrong choice in The Hunt can get River killed. Rejecting the water-tower kiss ends it immediately, unrecoverable. |
| **Kerry Eurodyne** | Masculine body **and** masculine voice | Holdin' On → Second Conflict → A Like Supreme → Rebel! Rebel! → I Don't Wanna Hear It → Off the Leash → Boat Drinks | Boat Drinks | Off the Leash is the turning point (vulnerable dialogue, balcony kiss). Skipping the timed kiss or "pencil me in" in Boat Drinks downgrades it to a one-night stand. |

A default masculine V (masc body + masc voice) can pursue Panam and Kerry in the same playthrough; a default feminine V can pursue River and Judy.

## 17. Endings

All six outcomes branch from the single rooftop conversation in **Nocturne Op55N1**. Save before starting it — nothing here can be undone afterward on the same save.

| Ending | Trigger | Prerequisite |
| --- | --- | --- |
| **The Devil** (Arasaka) | Call Hanako | None — always available. Takemura's survival in "Search and Destroy" changes the mission's tone. |
| **The Star** (Aldecaldos) | Call Panam | Panam's questline finished through "Queen of the Highway" |
| **The Sun** (Afterlife) | Call Rogue | Rogue's "Blistering Love" finished, itself gated behind Johnny's "Chippin' In" |
| **Temperance** | A late in-mission choice inside either the Rogue or Panam finale — let Johnny keep the body | Branches off either path |
| **Path of Least Resistance** | Decline every rooftop option | None — always available; skips the finale missions and most of the epilogue |
| **(Don't Fear) The Reaper** (secret) | Answer nothing on the rooftop for several real-world minutes; a hidden solo-assault option appears | Requires, in order: "Tapeworm" → "Chippin' In" (high-trust dialogue) → "Blistering Love", all finished before Nocturne Op55N1 |

If Phantom Liberty is owned and finished with Songbird surviving into FIA custody, a seventh option — "call Reed" — appears on the rooftop, leading to a new ending, **The Tower**. See §18.

---

## 18. Phantom Liberty

*Unlocks after completing the base-game main job "Transmission." Its own story can be finished entirely, including the fastest ending, before you ever return to the base game's own point of no return — do it whenever you like once it's available.*

### Main path

The first nine jobs are shared; job 10, **Firestarter**, is the one branch point that decides everything after it.

```mermaid
flowchart TD
    START["Dog Eat Dog through<br/>I've Seen That Face Before<br/>(9 shared jobs)"] --> FS["Firestarter<br/>BRANCH POINT"]
    FS -->|Side with Reed| REED["Black Steel in the Hour of Chaos<br/>-> Somewhat Damaged"]
    FS -->|Side with Songbird| SB["The Killing Moon<br/>(Run This Town, a side job, unlocks here)"]
    REED -->|Mercy-kill Songbird| KCUPS(["King of Cups - story ends"])
    REED -->|Hand her over alive| KPENT["King of Pentacles"]
    KPENT --> LIS["Leave in Silence -> Four Score and Seven"]
    SB -->|Kill Reed| KWANDS(["King of Wands - story ends"])
    SB -->|Surrender Songbird to Reed| KSWORDS["King of Swords"]
    KSWORDS --> TPH["Through Pain to Heaven"]
    LIS --> WWLF["Who Wants to Live Forever"]
    TPH --> WWLF
    WWLF --> TDC["Things Done Changed"]
    TDC --> TOWER(["Unlocks The Tower ending<br/>back in the base game"])
```

Figure: Two branches at Firestarter, each with its own sub-choice. King of Wands and King of Cups end the DLC's story immediately; King of Swords and King of Pentacles continue into an epilogue that eventually unlocks a new base-game ending. Don't publish a bare job count for this DLC — "18 unique named main jobs" is accurate only with this branch structure attached; no single playthrough sees more than about 13-15 of them.

1. **Dog Eat Dog** — Songbird's call draws V into Dogtown to investigate a downed aircraft.
2. **Hole in the Sky** — V extracts the crash's sole survivor: President Rosalind Myers.
3. **Spider and the Fly** — Getting Myers out of Kurt Hansen's territory alive.
4. **Lucretia My Reflection** — V meets handler Solomon Reed.
5. **The Damned** — Investigating Dogtown's factions while searching for the silent Songbird.
6. **Get It Together** — Running errands for fixer Mr. Hands to build local pull.
7. **You Know My Name** — Infiltrating a Black Sapphire party; a brief, tense reunion with Songbird.
8. **Birds with Broken Wings** — Songbird confesses she tipped off Hansen, and proposes running instead of trusting Reed.
9. **I've Seen That Face Before** — Stealing netrunner identities to trace who orchestrated the crash.
10. **Firestarter.** ⚑ Choose to side with **Songbird** or **Reed**. Save first — this determines nearly everything after it.
11. **Black Steel in the Hour of Chaos** *(Reed path)* — Ambushing a NUSA convoy after Songbird's capture.
12. **Somewhat Damaged** *(Reed path)* — Confronting Songbird at a Militech facility. Mercy-kill → **King of Cups**; hand her over alive → **King of Pentacles**, continuing on.
13. **The Killing Moon** *(Songbird path)* — Helping Songbird escape via a spaceport heist. Kill Reed → **King of Wands**; surrender Songbird → **King of Swords**, continuing on. **Run This Town** (a Side Job, not a main job — see below) unlocks around here.
14. **Leave in Silence** *(King of Pentacles continuation)* — Reed drives V and a surviving Songbird to hand her to Myers.
15. **Four Score and Seven** *(King of Pentacles continuation)* — Reed and V settle accounts one last time.
16. **Through Pain to Heaven** *(King of Swords continuation)* — The parallel step on the Songbird-path side of the epilogue.
17. **Who Wants to Live Forever** *(shared epilogue)* — A cure for the Relic is on the table through Reed; a point-of-no-return choice.
18. **Things Done Changed** *(shared epilogue finale)* — V wakes from a coma years later, the Relic gone, reconnecting with old friends.

### Side Jobs (~18)

| Side Job | Giver | Summary |
| --- | --- | --- |
| Run This Town | Mr. Hands | Impersonate the assassin "Aguilar" to manipulate a Barghest succession fight. Unlocks post-Firestarter (Reed-leaning branch). Grants the Spin Doctor trophy. **Locks out accepting new Gigs while active.** |
| Addicted To Chaos | Leon Rinder | Track down stashed gear, including an iconic weapon, near Terra Cognita. |
| Baby Let Me Take You | El Capitan | Hijack a medical-supply truck; choose to save or abandon an ally. |
| Balls to the Wall | Triggered by Paco Torres | Help two Barghest soldiers dodge punishment via a branching flashback. |
| Corpo of the Month | Alan Noel | Collect a reward stash for siding with him earlier. |
| Dazed and Confused | Mr. Hands | Convince a braindance star to film with an obsessive fan. |
| Dirty Second Hands | Mr. Hands | Buy back V's own weapons, confiscated during Firestarter. |
| Hi Ho Silver Lining | Mr. Hands | Collect a reward vehicle after clearing all his Dogtown gigs. |
| Money For Nothing | Katya Karelina | Retrieve hidden cash from a parking garage. |
| Moving Heat | Ashlay | Sneak a vehicle out of a guarded garage. |
| New Person, Same Old Mistakes | Bill Mitchell | Check in on Bill's new life running a hot-dog stand. |
| No Easy Way Out | Coach Fred | Help a boxer remove a gang control chip. |
| One Way or Another | Nele Springer | A hidden ambush springs from a seemingly friendly meeting. |
| Shot by Both Sides | Mr. Hands | Help a journalist break into a sealed facility. |
| The Show Must Go On | Triggered mid-gig | Collect payment from a freelance journalist. |
| This Corrosion | Anonymous contact | Decrypt a combat-AI component for an iconic weapon. |
| Tomorrow Never Knows | Self-triggered | Collect 4 tarot murals across Dogtown. |
| Voodoo Treasure | Triggered mid-main-job | Crack a hidden netrunner stash beneath the Needle landmark. |

### Gigs — Dogtown (9)

| Gig | Fixer | Objective |
| --- | --- | --- |
| Dogtown Saints | Mr. Hands | Defuse a standoff at a clinic between two factions. |
| Heaviest of Hearts | Mr. Hands | Find a lawyer to bury testimony threatening a shopkeeper's son. |
| Prototype in the Scraper | Mr. Hands | Recover a stolen prototype implant; decide its inventor's fate. |
| Roads to Redemption | Mr. Hands | Help a defector upload malware to a Net-Nuke bomb. |
| Spy in the Jungle | Mr. Hands | Find a missing agent; defeat a Scavenger leader. |
| Talent Academy | Mr. Hands | Steal tax data from a talent academy. |
| The Man Who Killed Jason Foreman | Mr. Hands | Hunt a Barghest gunman; execute or spare him. |
| Treating Symptoms | Mr. Hands | Deal with a netrunner blackmailing an executive. |
| Waiting for Dodger | Mr. Hands | Confront a corrupt cop and judge his captives' claims. |

### Trophies (13, all Bronze — no separate Platinum)

| Trophy | Requirement |
| --- | --- |
| King of Cups | Fulfill Songbird's request *(hidden)* |
| King of Pentacles | Refuse Songbird's request *(hidden)* |
| King of Wands | Take Songbird to the stars *(hidden)* |
| King of Swords | Take Songbird home *(hidden)* |
| The Tower | Survive Night City, and start a new life *(hidden)* |
| Spin Doctor | Complete "Run This Town" *(hidden)* |
| All the President's Men | Save President Myers |
| Dirty Deeds | Complete every Gig in Dogtown |
| Judgement Day | Eliminate 3 bosses from "Increased criminal activity" |
| Easy come, easy go | Steal the Arasaka medical truck, or deliver 10 vehicles to El Capitan |
| Arachnophobia | Defeat the Chimera |
| Relic Ruler | Unlock every Perk in the Relic tree |
| The APB is Not Enough | Become Dogtown's most-wanted criminal |

### Mechanics unique to Phantom Liberty

- **The Relic tree**: a fifth progression track, DLC-exclusive. Three branches (Jailbreak, Emergency Cloaking, Vulnerability Analytics), each gated behind 3 Relic Points; up to 15 points obtainable (3 auto-granted early, more from "Birds with Broken Wings," 9 from unmarked Militech Data Terminals around Dogtown). All 9 terminals plus every perk = **Relic Ruler**.
- **Dogtown** is controlled by **Barghest**, an ex-NUSA militia under Kurt Hansen — not NCPD jurisdiction. Airdrops (rotating supply containers, opened via Breach Protocol) and El Capitan's Vehicle Contracts gig line are the district's own loot systems.
- **The Militech Chimera**, a hexapedal superboss fought in Dogtown's tunnels during "Spider and the Fly," is the target of **Arachnophobia** — destroy its weak points, survive its repair-drone waves, then its full attack rotation.
- ~33 new iconic weapons and several new cyberware pieces (notably the Militech Canto Mk.6, the only source of the Blackwall Gateway quickhack).

---

## 19. Appendix - Quick Reference

- **Base game totals:** 45 trophies · 94 Side Jobs · 89 Gigs · 44 NCPD Hustles · 17 Cyberpsychos · 40 main jobs · 6 endings.
- **Phantom Liberty totals:** 13 trophies · ~18 Side Jobs · 9 Gigs · 18 unique main jobs across all branches (13-15 seen per playthrough) · 4 DLC endings + 1 base-game crossover ending (The Tower).
- **Combined:** 58 trophies across both.

## 20. Accuracy & Sources

This guide was researched fresh across the BioShock Wiki's counterparts for Cyberpunk — the Cyberpunk Wiki (Fandom), Fextralife's Cyberpunk 2077 wiki, PowerPyx, Game8, TrueTrophies and GamerGuides (all consulted August 2026) — with independent spot-checks on every major total. The Gigs count (89) was corrected mid-research: an initial per-district pass undercounted to 72-76, caught by cross-referencing Fextralife's self-consistent district breakdown, and a targeted second pass closed every district to its exact confirmed total. The Phantom Liberty main-job "17 vs 19" discrepancy was traced to its root cause: PowerPyx's own page counts 19 items, but one of them ("Run This Town") is a Side Job, not a main job, and the list itself unions both mutually-exclusive Firestarter branches rather than presenting a single playthrough's path — hence this guide's branch-tree presentation in §18 rather than a bare number.

Where a number is still genuinely disputed across sources — the exact Side Jobs total (ranges roughly 80-94+ depending on how multi-part questlines are split), Gear's exact piece count, and 2.0's precise difficulty-scaling percentages — this guide says so rather than asserting a false precision. Your own journal and trophy list remain the final word on your save.

*Cyberpunk 2077 and Phantom Liberty © CD Projekt S.A. Developed by CD Projekt Red. This is an unofficial fan-made guide.*
