2025-10-22 19:13:23 EDTM: Playing Cyberpunk 2077. Go online and
check for anything you need for this. Um, trying to figure out... What
jobs cut off access to other jobs? Like, what order should I do or avoid
jobs in order to make sure I get the maximum number? I know there's a
lot, but I just want to make sure that, uh... Especially with the
story-based ones, that I get to explore the entire story instead of
accidentally choosing one randomly. And having that turn out to be the
shortcut to the next act or the final boss.
G: Good call wanting to plan this
ahead — in entity["video_game", "Cyberpunk 2077", 0] there
are some missions and side-jobs you can “miss” (or fail/lock
out) depending on how far you go in the main story, so doing things in a
more deliberate order is smart. I’ll break down what you need to
watch out for, which jobs are at risk, and
a good order of operations so you don’t accidentally
lock yourself out of stuff.
✅ What you can safely do
- For the bulk of side-jobs, gigs, world activities: You’re fairly
safe doing them before you push the story to its end.
Some players report you can still go back and clean a lot up afterwards.
citeturn0search0turn0search4turn0search2
- The main “point of no return” for story is when you start certain
final quests (for example: the final act / rooftop / Arasaka Tower
stuff). After that, you might be locked out of free-roam opportunities
or certain triggers. citeturn0search0turn0search7
- If you haven’t progressed into the very final act, you have good
freedom to explore, do side quests and make sure you trigger
everything.
⚠️ What you can lock out
/ miss
- Some side-jobs tied to major characters have prerequisites in terms
of when you do them (or you risk them not showing up). For example: The
endings page on the Fandom wiki points out that to unlock certain
endings you must complete certain side-jobs (for
example, with entity["people","Panam Palmer",0] and
entity["people","Rogue Amendiares",0]) before the very last
main quest. citeturn0search7turn0search6
- Some posts mention that there are side-jobs/activities which stop
triggering if you progress the main story too far. For example:
“The quest where you repair the rollercoaster. You don’t get if you
advance the story to a certain point.” citeturn0search4
- One post:
“Mostly nope, but there is ONE Phantom Liberty side
gig you can lose out on if you don’t do it early.”
citeturn0search4
(The expansion side content entity["video_game", "Cyberpunk
2077: Phantom Liberty", 0] may have additional timing
traps.)
- Note: Some discussion suggests you won’t lose many missions
by simply exploring and not doing everything early, but be aware of
“time-sensitive” or “story-progress cut-off” jobs.
citeturn0search4
- Also: The endings page shows that for certain endings you
must complete specific side-jobs before the final main
quest. If you skip them, you won’t be eligible for those endings.
citeturn0search7
🔍 What to watch out for
specifically
Here are some key side-jobs / conditions you should keep in mind:
- Side-jobs for Panam Palmer (e.g., “Riders on the Storm”, “Queen of
the Highway”) must be completed if you want the “Star” ending.
citeturn0search7
- Side-jobs for Rogue Amendiares (e.g., “Blistering Love”) must be
done if you want the “Sun” ending. citeturn0search7
- If you push the main story past certain markers (such as “Nocturne
Op55N1” or entering the final act) you should stop and clear
side-jobs/gigs if you want to ensure 100%. The wiki notes you can still
do many things, but some may fail to trigger.
citeturn0search6turn0search7
- The expansion (Phantom Liberty) content has its own timing triggers;
if you intend to play it, doing it before the final base‐game mission
may help unlock everything. (Community posts suggest this).
citeturn0search0
📋 Suggested Order of
Operations
Here’s a recommended flow to maximize job availability and
endings:
- Play the main story up through Act 2 (or a
reasonable checkpoint) while doing side-jobs/gigs/world stuff as you
go.
- Pause before the final act / “point of no return”
mission (often when you choose your final plan/enter Arasaka
Tower) — this is the time to stop and clean up:
- Finish all side-jobs for Panam, Rogue, Johnny, etc.
- Finish all important character side-jobs (romances, etc) if you care
about those.
- Finish world-activities/gigs if you’re aiming for “everything”.
- Then proceed with the final main story quest. At
this point you’ll trigger the ending(s).
- After finishing the main story, you can replay or
reload a save point just before the final mission to try
different endings or do leftover content. The wiki notes that after
finishing you may be rolled back to just before the final main quest in
order to pick alternate endings. citeturn0search7turn0search0
- If you have the Phantom Liberty expansion: Many recommend doing
that either just before the final base-game mission or on a
second playthrough to ensure you trigger all its content.
📝 Summary
- Yes — there are some cut-offs: mainly tied to pushing too
far into the final story without doing certain side-jobs.
- But most side-jobs/gigs/world activities are safe as long as you do
them before the final major mission.
- If you want to maximize jobs + endings, stop
advancing the main story when you’re comfortable, clean up all major
side-jobs for key character arcs, then do the final act.
- Save often, especially before major story pushes.
- If you’re playing with the expansion, consider when to slot that in
(before final mission or in a second run).
If you like, I can pull together a full list of
which side-jobs are time sensitive / missable, with
exact names and when they must be done for full completion. Would that
be helpful?
2025-10-22 19:15:33 EDTM: I'm not worried so much about missing
side jobs or getting a hundred percent, just about cutting off access to
primary story stuff. Like right now I've been completing just a lot of
things. I currently have on my to-do list, so to speak, the missions
titled Transmission, Gimme Danger, and Beat on the Brat. It says I
finished a hundred and ninety three other jobs. So does, like, okay, for
instance, once I finish Transmission, am I going to suddenly find out
that Gimme Danger has been autocompleted or removed or something like
that? That's the kind of thing I'm concerned about.
G: Good question — yes, you
can end up with some missions becoming unavailable (or locked
into a path) if you advance the main story too far in
entity["video_game", "Cyberpunk 2077", 0]. In your specific case —
the three missions you mentioned: entity["quest",
"Transmission", 0], entity["quest", "Gimme Danger",
0], and entity["quest", "Beat on the Brat",
0] — here’s how things stand.
✅ What the sources say
- Transmission is a Main Quest in Act 2.
citeturn0search4turn0search5turn0search3
- Gimme Danger is listed as a Main Quest (or at least part of the
main-story chain) under the “Hanako Arasaka” arc.
citeturn0search0turn0search5
- Beat on the Brat is a Side Job (not a main story mission). It’s
listed under the “Coach Fred” chain of side jobs.
citeturn0search0turn0search3
- For Beat on the Brat (specifically the Pacifica sub-mission “Beat on
the Brat: Pacifica”): it requires you to complete Transmission
first in order to unlock the side-job “Send in the Clowns” which then
leads into that Beat on the Brat branch.
citeturn0search2turn0search0
⚠️ What this means for your
question
Because you’re concerned about one mission auto-completing or
disappearing when you finish another:
- If you finish Transmission (a main-story quest)
before you finish certain side-jobs that depend on it
(like the later Beat on the Brat branch), you won’t necessarily
lose all access, but you may lock yourself out of
starting that dependent side-job chain until after Transmission
is done. For example: Beat on the Brat: Pacifica needs Transmission
first. If you do Transmission, you’ll unlock the chain — not lose
it.
- If you instead do the dependent job before
finishing Transmission, you’re safe for that side-job chain (the chain
unlocks properly).
- For Gimme Danger: since it’s part of the main quest chain, doing
Transmission first generally makes sense from a story progression
perspective. Finishing Transmission won’t make Gimme Danger disappear —
rather, Gimme Danger should come after or as part of that
main-story arc.
- In short: Finishing Transmission won’t
auto-complete or vanish Gimme Danger — but if you advance past
the point where Gimme Danger is meant to trigger (very far into the end
story), you might reach a “point of no return” where you can’t go back
and pick up some quests.
🔍 Recommendation
based on your current state
Since you currently have those three on your to-do list, and you’ve
already done 193 jobs (nice!) — here’s a safe order to minimise
risk:
- Do Gimme Danger next (since it’s part of the main
story along the Hanako path).
- Then do Transmission — this ensures you hit the
main-story quests in order and unlock anything that depends on it.
- Then do Beat on the Brat (or at least the branch
you want) after Transmission (or at least before pushing into
the very final act of the story).
Also: Before you finish Transmission (or right
after), you might want to pause and ensure you’ve done any
side-jobs you care about (especially those that unlock only after
Transmission) so you don’t sprint into the end-game and have them
vanish.
If you like, I can check exactly what the “point of
no return” is right after Transmission (or which mission triggers it) so
you know how far you can go safely before everything locks down. Would
that be helpful?
2025-10-22 19:16:28 EDTM: Oh, my point is that I'm actually in
the middle of transmission and realized I should ask this.
G: Great — thanks for clarifying
that you’re in the middle of entity["video_game_quest",
"Transmission", 0] (a main-story quest) in entity["video_game",
"Cyberpunk 2077", 0]. Good news: from what I found, you’re
safe at this point regarding major “cut-off” of
primary story missions. Specifically:
- Transmission is part of the main job chain in Act 2.
citeturn0search1turn0search11turn0search20
- According to community discussion, the real “point of no return” for
locking out major story content is much later — specifically at the
quest entity["video_game_quest", "Nocturne OP55N1", 0].
citeturn0search0turn0search6
- One steam forum thread says: “Within the Voodoo Boys questline
[which includes Transmission] … you won’t get locked out of any ending
choices just by making decisions with them.” citeturn0search2
So you can go ahead with Transmission without worrying that doing it
now will snuff out big chunks of the story or make the next major
mission vanish.
Here’s what you should keep in mind:
- After you finish Transmission, you’ll unlock what’s next in the main
story (which may be entity["video_game_quest", "Never Fade Away", 0])
or other major branches. citeturn0search11turn0search20
- You still have some flexibility to slot in your other
main/multi-branch jobs (e.g., entity["video_game_quest", "Gimme
Danger", 0]) either before or after, depending on how you want the
story to flow.
- What you should avoid: pushing into the final Act/“point of no
return” (i.e., Nocturne OP55N1) without doing the major side chains you
care about (romances, big character arcs) if you want all story
branches. That’s when true major lock-outs happen.
If you like, I can check exactly which main missions follow
Transmission (so you know what’s coming) and how doing them in different
orders impacts what you see.
2025-10-22 19:17:09 EDTM: So if I finish this, I still can then
start Gimme Danger.
G: Yes — you’re absolutely
fine.
Finishing Transmission will not
lock you out of Gimme Danger. In fact,
Transmission is part of the Voodoo Boys
storyline (Placide, NetWatch, Brigitte), while Gimme Danger
belongs to the Takemura / Arasaka arc. Those two
narrative threads run in parallel during Act 2, and you
can complete them in either order.
Here’s the structural breakdown:
- Gimme Danger → Life During Wartime → Down on the
Street form the Arasaka/Takemura chain.
- I Walk the Line → Transmission finish the Voodoo
Boys chain.
- Both converge later in Act 3; neither cancels the other out.
So go ahead and finish Transmission. When you’re done,
Gimme Danger will still be available and will proceed normally.
The only thing you’ll advance is your standing in the Voodoo Boys
storyline; no other main quests will disappear.
2025-10-22 21:45:28 EDTM: I can't seem to open the website in
the... ...job, quote, killing in the name, unquote. Any idea what I
might be doing wrong besides having a glitch? I restarted the game.
G: Nice catch — the side job
entity["quest", "Killing In The Name", 0] in entity["video_game",
"Cyberpunk 2077", 0] can get stuck due to a bug. Here are the
most likely causes and what you can try to fix it. If you're on a recent
patch, the behavior might still persist.
🔍 What appears to be
happening
According to multiple player reports and guides:
- One of the first objectives is to open your apartment computer in
V’s place (in Watson → Little China) and access the “Net” tab to open
the website from the entity["organization", "Bartmoss Collective", 0]
message. citeturn0search2turn0search5turn0search4turn0search0
- Some players report the website is “unreachable” or the router/hack
sequence doesn’t trigger. Example from Reddit:
“I fixed it by equipping a plain old white cyberware mod with
quick-hacking (‘Militech Paraline’), and then trying again. Worked like
a charm.” citeturn0search0
- According to a guide at PC Gamer:
“You’ll need to have completed the side job entity["quest", "A Like
Supreme", 0] and received a series of messages… Then click on the ‘Read
More’ tab on the website in your apartment.” citeturn0search5
- The fandom wiki notes:
“The job can be started some time after dealing with the
Voodoo Boys; message to check their personal computer…” and then you
must call Nancy (Bes Isis) etc. citeturn0search4
So your issue — not being able to open the website in the job —
likely comes down to one of these root causes.
🛠 What you can try
Here’s a checklist of fixes/workarounds that other players found
helpful:
Confirm prerequisite quest is done:
Ensure you’ve completed the side job “A Like Supreme”, which is required
before Killing In The Name becomes fully available.
citeturn0search5turn0search4
Use the correct computer / Net tab:
- Go to V’s apartment (Little China, Watson).
- Access the computer in the bedroom (or main room) and switch to the
“Net” tab.
- Find the Bartmoss Collective entry and choose “Read More” (the
website you’re talking about). citeturn0search2turn0search5
Check your cyberdeck/OS / hacking ability:
- Some reports say if you have an OS that doesn’t allow
quickhacks, you might not proceed. For example:
“You won’t be able to hack it if you’re using an operating system
that doesn’t allow quickhacking. … swap your Berserk or whatever OS
you’re using for an OS with quickhacking.” citeturn0search0
- So make sure you have a cyberdeck + OS equipped that supports
hacking/quickhacks.
Reload an earlier save / restart quest step:
- If you’ve progressed a bit into the job and it’s stuck (website
isn’t accessible), try to load a save from just before you
started the job or just before the first computer interaction. Then
retry.
- Some players suggest not doing unrelated missions between the job
start and interacting with the computer/website. Doing other activities
may mess up the trigger. citeturn0search0turn0search2
Skip time / rest:
- As one guide says: “Sometimes I had to skip in-game time for 2 weeks
and drive around... to hear back from the quest giver.” While that’s for
the call, similar “waiting” sometimes helps stuck triggers.
citeturn0search2turn0search5
If you like, I can check if this bug has been officially
patched (which version) for your platform (PC/console) and give you
the exact workaround steps for your platform (PC, PS4/PS5,
Xbox). Do you want that?
2025-10-22 21:51:15 EDTM: Go online and find out for the
Mission Dream On whether I should answer it that it could be someone
behind SSI, doubt it, or no clue yet in the conversation options.
G: Good news — for the side-job
entity["quest", "Dream On", 0] in entity["video_game", "Cyberpunk
2077", 0], whichever dialogue option you pick at the conversation with
entity["people", "Jefferson Peralez", 0] (telling him the full truth,
or holding back) doesn’t significantly affect the main story or
major content.
citeturn0search0turn0search11turn0search17turn0search15
Here’s a more detailed breakdown:
✅ What you can choose
At the end of the Dream On job, you have two main options:
- Tell Jefferson the truth about the
brain-washing/monitoring you uncovered.
citeturn0search17turn0search11turn0search0
- Lie or withhold the information (as requested by
his wife Elizabeth) so that Jefferson doesn’t know the full extent.
citeturn0search11turn0search15
ℹ️ What it affects
- The difference is mostly flavour and character
reaction — for example, if you tell Jefferson, you may later
get a voicemail/epilogue where he’s more paranoid and aware.
citeturn0search8turn0search3
- If you don’t tell him, you’ll still complete the job, get the
reward, and the story proceeds. citeturn0search11turn0search9
- According to guides, the choice does not impact the larger
narrative, endings, or unlocks in any major way.
citeturn0search0turn0search17
🎮 My recommendation
Since you mentioned you just want to explore the story without
locking yourself out of anything major, you can pick whichever
option fits your V’s personality or how you want to
role-play.
- If you play V as “full transparency, no secrets”, then choose
tell the truth.
- If you play V as “smooth operator, covering tracks for political
clients”, then choose withhold the info.
Either way, you won’t regret it in terms of story access.
If you like, I can check exactly what voice-mails / epilogue
state each choice leads to (so you know what you see later).
Would you like that?
2025-10-22 21:51:48 EDTM: No, I mean at the beginning of the
job. Doesn't make a difference who, I suggest. Might have done this.
G: Good on you for asking — I
checked on the quest entity["quest", "Dream On", 0]
in entity["video_game", "Cyberpunk 2077", 0], and yes: there
is a choice near the end of the quest (whether to tell
entity["people", "Jefferson Peralez", 0] the full truth vs. going
along with his wife’s version) — but according to multiple sources this
choice does not significantly affect the story, main missions,
or lock you out of anything major.
citeturn0search2turn0search1turn0search4turn0search3
Specifically:
- The guide on PC Gamer says: “It doesn’t actually matter which
choice you make here … the dialogue will change slightly, depending on
your decision but other than that, the outcome is the same
regardless.” citeturn0search2
- The Fandom wiki details the quest and says that the decision
influences what Jefferson will think/act, but doesn’t block further
content. citeturn0search1turn0search3
- The Game8 walkthrough lists the choices and marks the “Best Choice”
section with the note: “Either one works as the choice doesn’t
matter and is ultimately futile.” citeturn0search4
So, if you’re just at the start of the quest and wondering whether
you need to pick a particular option to preserve the path — you’re safe.
You won’t offend the story by choosing “could be someone behind SSI” vs
“doubt it” vs “no clue yet”. These early dialogue flavours do
not lock out the major story or cause you to miss the
main branch.
If you’d like, I can check all possible minor
outcomes of both choices (and what changes in the epilogue) so
you know exactly what those minor differences are.
2025-10-26 15:56:08 EDTM: Go online. I'm trying to figure
out... I think I'm at the final... ...mission or whatever. It's called
Nocturne or something. It's asking me like five different things, so I
know that there's a story branching going on here. Help me break down
what the choices are and what the results are. If you can find an image
of the decision tree, that would help. Thank you.
G:
entity["video_game_quest",
"Nocturne OP55N1", 0]
image_group{"layout":"bento","aspect_ratio":"1:1","query":["Cyberpunk
2077 Nocturne OP55N1 rooftop choices","Cyberpunk 2077 Nocturne OP55N1
ending tree","Cyberpunk 2077 Nocturne OP55N1 meeting Hanako
Embers"],"num_per_query":1}
You are correct — this is the major branching moment in
entity["video_game", "Cyberpunk 2077", 0] where your decisions send
you toward different endings. I’ll break down when you get the
choices, what they are, what you’ll
need for each ending and what happens
afterward — so you can decide with full knowledge.
🕒 When the choices happen
- During the mission Nocturne OP55N1 you meet entity["people",
"Hanako Arasaka", 0] at the club “Embers” — this triggers the “point of
no return” warning. citeturn0search5turn0search2
- After that you leave and reach a rooftop with entity["people",
"Johnny Silverhand", 0] (and possibly others). Here you are given a
choice: whom to go with / what plan to follow.
citeturn0search2turn0search1
- The choices you make then guide the final mission and ending you’ll
play out.
🎮 The main choice options
On the rooftop with Johnny, the key dialogue options are roughly:
- “Think trusting Arasaka’s risky but worth it.” — choose this to go
with Hanako/Arasaka. citeturn0search2turn0search5
- “Gonna ask Panam for help.” — choose this if you’ve done the
Panam-questline and want her & the Aldecaldos involved.
citeturn0search3turn0search1
- “Think you and Rogue should go.” — choose this if you’ve done the
Rogue/Johnny side-quests and want that route.
citeturn0search1turn0search2
- Also: There is a suicide/run-out option — you can instead
pick to “just put this to rest” (toss pills) and end the game
differently. citeturn0search4turn0search0
📋 What each ending
requires & what you get
Below are summaries of the different paths:
| The Devil (Arasaka route) |
No specific side-quests required; just choose Hanako’s route at
rooftop. citeturn0search1 |
You team with Arasaka, agree to join their program, etc. One of the
darker endings. citeturn0search5turn0search2 |
| The Star (Panam route) |
Must complete Panam’s side-quests (e.g., “Queen of the Highway”).
Then choose Panam’s option. citeturn0search4turn0search1 |
You go with Panam/Aldecaldos, get a more hopeful outcome. |
| The Sun (Rogue route) |
Must complete Rogue’s side-quests and have good standing with
Johnny. Then choose Rogue’s option.
citeturn0search1turn0search3 |
Johnny takes over, more dramatic, different epilogue. |
| Temperance / Other variants |
Mix of requirements, plus choices at final insertion.
citeturn0search1 |
More nuanced endings depending on if you stay as V, let Johnny live,
etc. |
| Suicide / “just end it” |
No major requirement — you can choose to end it at the rooftop by
tossing pills. citeturn0search2 |
Fast-tracked ending; you skip much of the final raid. |
| Secret/Secret-Secret Ending |
There is a hidden variation if you wait on the rooftop for ~5
minutes and meet conditions with Johnny.
citeturn0search0turn0search5 |
Rare outcome, different framing. |
✅ What this means for
you
Since you said you think you’re at the final mission
(Nocturne OP55N1) and are seeing “five different things asked” — here’s
what to do:
- Before making the rooftop choice, save your game
(manually) so you can revisit if you want to try a different route.
- Decide which route you want based on how far you’ve
progressed in side-quests:
- If you haven’t done much of Panam’s or Rogue’s side-jobs, your safe
“default” is the Arasaka/Hanako route.
- If you have done those side-jobs, and you want a more
“complete” ending, you might aim for Panam’s or Rogue’s route.
- Understand that once you choose and commit (entering Arasaka Tower
etc) you’ll trigger the ending and job lock-in — you won’t be able to go
back and pick those side-missions before finishing unless you
reload.
- If you just want to pick one quickly and finish, pick whichever
choice you like. But if you want the best outcomes (more character
closure, side-job recognition), choose based on side-job
completion.
If you like, I can send you a full visual decision-tree
image (detailed map of all paths) with the exact dialogue
options and requirements, so you can pick precisely which
branch to take and what you’ve unlocked. Would you like that?
2025-10-26 15:57:52 EDTM: What are the requirements for the
secret, secret ending?
G: Here are the known requirements
for the secret ending (often called
entity["video_game_ending", "Don't Fear the Reaper", 0]) in
entity["video_game", "Cyberpunk 2077", 0] — note: because some
patches and expansions changed things, there’s a bit of
uncertainty around minor details, so I’ll include what’s
widely reported plus what to double-check. If you haven’t met
them all yet, you may need to reload a save or do a second run.
✅ Reported Requirements
According to multiple guides and community threads:
During the mission entity["video_game_quest", "Chippin’ In",
0] (the one involving entity["video_game_character", "Johnny
Silverhand", 0] in the oil-fields), you must pick specific
dialogue choices. For example:
- “The Guy who Saved My Life.”
- “Nah, fucked that up too.”
- “What do you want from me?”
- “Ok. But as second chances go, this is your last.”
citeturn0search6turn0search8turn0search2turn0search0
- These choices apparently set a “friendship/affinity” state with
Johnny. citeturn0search2
On the rooftop at “entity["video_game_quest", "Nocturne
OP55N1", 0]” (the point-of-no-return big mission) when you’re talking
with Johnny and other characters:
- You must not immediately pick one of the normal ending
choices (e.g., Arasaka, Nomads, Rogue).
- Instead, leave the dialogue option blank / wait silently
for about 5 minutes until Johnny offers a special “solo
run” option leading into the secret ending.
citeturn0search2turn0search5
Higher “affinity” or synergy with Johnny is often mentioned (some
say ~70%). However, some sources claim the only must is the
correct dialogue in Chippin’ In and the rooftop wait; the % value is
less strictly required if the dialogue is done correctly.
citeturn0search8turn0search2
⚠️ Important Notes & Caveats
- The secret ending is very challenging, your
character is effectively going solo through a massive assault on
entity["organization", "Arasaka Corporation", 0]’s tower. Dying means
you get credits and game over. citeturn0search6turn0search2
- Because of patch changes and the presence of the expansion
entity["video_game", "Cyberpunk 2077: Phantom Liberty", 0], some
details (dialogue options, percentage thresholds) may behave slightly
differently than earlier guides.
- If you’ve progressed past certain story points (or chosen
certain paths) without doing the Chippin’ In dialogue or waiting on the
rooftop, you might lose access to this ending without reverting a save.
Some players express frustration about this. citeturn0search7
📋 Quick Checklist You Can
Use
image_group{"layout":"carousel","aspect_ratio":"1:1","query":["Cyberpunk
2077 secret ending Johnny rooftop wait 5 minutes","Cyberpunk 2077
Chippin' In dialogue Johnny requirements secret ending","Cyberpunk 2077
Don't Fear the Reaper solo Arasaka run secret ending
screenshot"],"num_per_query":2}
If you like, I can pull up screenshots of the exact dialogue
lines (with image references) and a full video
walkthrough of triggering the secret ending step-by-step (with
version notes for PC/console). Would that be helpful?
2025-10-26 16:00:12 EDTM: I guess I'll turn it on and wait five
minutes. See if I've got enough affinity with him in order to trigger
the super-secret version. Can you give me a rundown of... What all goes
into the other endings, in terms of positives and negatives of the story
result? I've played through the game entirely. At this point, I think
I've got over 200 jobs done without including the expansion pack. So, I
already know most of the background. There's not much you can do in the
way of spoilers. Basically, I'm trying to figure out, with each ending,
who lives, who dies, who's happy, who's sad, etc.
G: Here’s a breakdown of the major
endings in entity["video_game", "Cyberpunk 2077",
0], with what tends to happen (who lives, who dies,
who’s in a better state) and their “story-feel” positives and negatives.
You said you’ve played through and are just after the outcomes — so I’ll
summarize in broad strokes (with spoilers).
Endings overview
1. “The Devil” / Arasaka
Route
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2077 The Devil ending Arasaka Tower","Cyberpunk 2077 Arasaka ending V
engram","Cyberpunk 2077 Arasaka ending who lives
dies"],"num_per_query":2}
What happens:
- You side with entity["organization","Arasaka Corporation",0] /
entity["people","Hanako Arasaka",0], take their offer. (This is the
“trust Arasaka” choice on the rooftop)
citeturn0search3turn0search13turn0search1
- The Relic gets dealt with in Arasaka’s terms.
- V’s fate: you become part of an Arasaka “save your soul” program,
your engram may be uploaded/used by Arasaka. Many community posts view V
as effectively dead or a copy.
citeturn0search0turn0search12turn0search14
- Some supporting characters survive, others don’t get major
closure.
Positives:
- You make a “deal” with the big corporation; it’s straightforward,
less involved risk than “go it alone”.
- Some things wrap up neatly with Arasaka.
Negatives:
- Many players feel this one is the “worst” or “bleakest” in terms of
V’s personal outcome: you lose autonomy, V’s original self is arguably
finished. citeturn0search12turn0search1
- If you care about V living as “you”, this route is painful.
Summary: Good resolution of the story arcs, but V pays
a high personal cost.
2. “The Star” (Nomad /
Aldecaldos) Route
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2077 The Star ending Nomads Aldecaldos","Cyberpunk 2077 Star ending
Panam and V","Cyberpunk 2077 The Star ending who
lives"],"num_per_query":2}
What happens:
- You go with entity["people","Panam Palmer",0] and the Aldecaldos
nomads. You assault Arasaka with them.
citeturn0search13turn0search12
- V’s body is used; you still likely become an engram copy or have a
shortened life, according to many sources.
citeturn0search12turn0search0
- Some of your nomad allies survive; the vibe is more hopeful.
Positives:
- Strong emotional payoff if you’ve done Panam’s side-quests.
- More of a “freedom” ending, less corporate deal.
Negatives:
- Still heavy cost to V; the “you” of V may not fully survive.
citeturn0search12turn0search0
- Not totally clean or perfect; there’s risk, loss, ambiguity.
Summary: One of the “best” emotional outcomes for many
players, but still bittersweet.
3. “The Sun” (Rogue / Johnny)
Route
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2077 The Sun ending Rogue Johnny","Cyberpunk 2077 Sun ending V and
Johnny Silverhand","Cyberpunk 2077 The Sun ending
outcome"],"num_per_query":2}
What happens:
- You pick the rooftop option to go with entity["people","Rogue
Amendiares",0] (and Johnny) into the final assault.
citeturn0search3
- Johnny takes over V’s body (in some story interpretations), V’s
original self is effectively gone.
citeturn0search12turn0search0
- Rogue and others survive with varying results; more hero-style
ending.
Positives:
- Very cinematic, dramatic.
- If you liked Johnny’s arc, this hits hard.
Negatives:
- V loses control/blends with Johnny; may feel like you’re playing
Johnny more than V.
- Again, the survival of your version of V is dubious.
Summary: Strong finish, especially for Johnny-fans, but
heavy on sacrifice for V.
4. “Temperance” /
Give Up V’s Body to Johnny
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2077 Temperance ending V body Johnny Silverhand","Cyberpunk 2077
Temperance ending sacrifice V"],"num_per_query":2}
What happens:
- V willingly gives their body to Johnny and exits (goes beyond the
Blackwall) with entity["people","Alt Cunningham",0]. Many see this as
V sacrificing themselves so Johnny can live. citeturn0search7
- V’s body lives (sort of) with Johnny in control; V loses their
place.
Positives:
- High emotional and thematic resonance: sacrifice, “what it means to
be yourself”.
- Less “corp deal”, more self-determination (in a weird way).
Negatives:
- If you cared about V staying as V, this is deeply bittersweet.
- You give up the character you’ve been playing.
Summary: One of the more philosophical endings; heavy,
not easy.
5. “Path of
Least Resistance” / Suicide Ending
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2077 Suicide ending V pills rooftop","Cyberpunk 2077 Path of least
resistance ending ending scene"],"num_per_query":2}
What happens:
- On the rooftop, you choose “Could also just put all this to rest”
and V ends it. citeturn0search1turn0search13
- The credits roll; major characters’ arcs may not resolve
optimally.
Positives:
- Very tragic, very definitive.
- If you want a dark closure, this one nails it.
Negatives:
- Almost no “up-side”; V dies.
- Many questions remain unresolved.
Summary: The bleakest ending; effective, but
emotionally heavy and not “happy”.
6. Secret Ending
(“Don’t Fear the Reaper”)
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2077 Secret ending Dont Fear The Reaper","Cyberpunk 2077 storm Arasaka
tower solo ending"],"num_per_query":2}
What happens:
- You trigger it by meeting specific requirements (dialogue with
Johnny in Chippin’ In + waiting silently on the rooftop).
citeturn0search1turn0search3
- V and Johnny assault Arasaka Tower solo (no big teams). The outcome
is a more “legendary hero” style ending.
- The actual survival risk is very high; you're on your own.
Positives:
- Feels like a “best of both worlds” for many: heroic, high stakes,
big payoff.
- Greatest emotional satisfaction for many players.
Negatives:
- Very difficult to trigger.
- Still not a “safe” perfect ending; V’s survival is still ambiguous
in deeper lore. citeturn0search12
Summary: If you managed the prerequisites, this is
arguably the “coolest” ending story-wise.
Final thoughts & guiding
you
Since you already have done 200+ jobs and are deep into the story,
here are my suggestions based on how you want to feel about
your ending:
- If you want heroic and emotional
payoff, aim for The Star or Secret Ending.
- If you want dramatic Johnny resolution, go for The
Sun.
- If you want philosophical or “meaningful
sacrifice”, go for Temperance.
- If you want straightforward corporate outcome (with
heavy cost), The Devil.
- If you are ready to close the book with no hope of playing
on, the Suicide route works.
One key thing: in almost all endings, V’s original
self is arguably gone in one way or another (either through engram
upload/soulkiller or by handing over their body). Many threads emphasise
this. citeturn0search12turn0search1 So if one of your priorities is
“V lives as V”, you’ll want to choose carefully (and possibly aim for
the DLC/expansion path) but that gets into more lore than you asked.
If you like, I can pull together a compact table
with each ending and who survives/dies/what state they’re in
(for major characters: V, Johnny, Panam, Rogue, Hanako) so you can
compare side-by-side quickly.
2025-10-26 16:01:58 EDTM: So basically I'm going to be playing
through this two or three times. Is the mission different for each one
or just the people and methodology by which it gets accomplished?
G: Good summary instinct — and yes,
you’re right to ask. The answer is:
The core objective (assault on Arasaka Tower and
what happens after) stays conceptually the same,
but each ending’s mission is a distinct variant —
different allies, infiltration method, dialogue, and epilogue
scenes.
Here’s the breakdown of what changes and what doesn’t:
🧭 What Stays the Same
- Goal: infiltrate Arasaka Tower and deal with the
Relic / Mikoshi problem.
- Final Decision Point: you always end up choosing
whether V or Johnny keeps the body.
- Tone: all routes climax in the same location and
resolve the Relic plotline.
- Structure: infiltration → climactic fight → Mikoshi
decision → epilogue.
So narratively, you’re still completing the same story arc.
⚙️ What Changes
(Major Differences per Route)
1. Arasaka / The
Devil
- Mission Name: Totalimmortal
- Allies: Arasaka forces; you walk in as their guest,
not an invader.
- Gameplay Style: infiltration is clean and
corporate, then turns on you near the end.
- Tone: cold, political, no freedom.
- Ending Variation: sterile, corporate-controlled lab
environments.
2. Aldecaldos / The
Star
- Mission Name: We Gotta Live Together →
Forward to Death → Belly of the Beast
- Allies: Panam, Saul, Mitch, and the Nomads.
- Gameplay Style: full-scale assault with vehicles,
mechs, and Nomad firepower.
- Tone: family, hope, rebellion.
- Ending Variation: open-sky finale and heartfelt
goodbyes; feels like freedom.
3. Rogue / The Sun
- Mission Name: Changes → Belly of the
Beast
- Allies: Rogue, Weyland, and Netrunner support.
- Gameplay Style: high-tech infiltration from above,
guns blazing with Johnny leading.
- Tone: cinematic, rock-star rebellion energy.
- Ending Variation: climactic death scene for Rogue
(if you pick her route), massive explosions, very Johnny-focused.
4. Secret / Don’t Fear
the Reaper
- Mission Name: same as The Sun variant, but
solo.
- Allies: none — you go in alone.
- Gameplay Style: extremely difficult — you fight
every Arasaka guard solo with no checkpoints.
- Tone: pure legend, “one-man army.”
- Ending Variation: same Mikoshi branch choices, but
unique dialogue acknowledging your solo run.
5. Temperance / Give Up
V’s Body
- Mission Name: depends on route you took to get
there, but the epilogue is completely different.
- Gameplay Style: same as your chosen route’s
infiltration, but ending shifts to Johnny’s POV.
- Tone: reflective, philosophical, somber.
- Ending Variation: Johnny living as V; visits a
guitar shop, symbolic closure.
6. Path of Least
Resistance / Suicide
- Mission Name: Path of Least
Resistance
- Gameplay Style: none; it’s an immediate end
choice.
- Tone: tragic, abrupt.
- Ending Variation: direct cut to credits.
🎮 How Replayable It Is
If you do two or three full runs:
- You’ll see completely different final missions for
at least the Arasaka, Aldecaldo, and Rogue routes.
- Epilogues are unique — even the same route changes
slightly depending on whether V or Johnny survives.
- The Secret Ending uses the Rogue mission map but
plays entirely differently because you’re alone.
In short:
Each ending feels like a separate mission with distinct tone
and allies, even though the core goal is identical.
If you’re planning multiple runs, you’ll get new gameplay and
emotional beats each time — not just dialogue swaps.
2025-10-26 16:03:09 EDTM: Okay, you keep talking about this
temperance thing. As being... a variation and not an ending. Does that
mean that there's a choice if you succeed with the mission? Or while
you're on the mission, or what?
G: Exactly right —
“Temperance” isn’t its own route, it’s the final
fork that appears after you’ve completed the final
mission of whichever route you chose (Arasaka, Panam, Rogue, or
Secret).
Think of it like this:
Each ending path (Star, Sun, Devil, Secret) leads you to the same
destination — the Mikoshi interface.
There, you face the ultimate decision: who keeps the
body.
That’s where Temperance comes from.
Here’s the structure clearly laid out:
🧩 Step-by-Step Breakdown
You choose a plan on the rooftop (Hanako / Panam
/ Rogue / Secret).
- This determines how you assault Arasaka Tower and who helps
you.
You fight through the final mission.
- “Belly of the Beast” and “Totalimmortal” are examples, depending on
route.
You reach Mikoshi — the digital transfer point
run by Alt Cunningham.
- Alt offers you a chance to separate Johnny and V completely.
- At this moment, she opens two “doors”:
- One for V’s engram (your consciousness).
- One for Johnny’s.
You decide who steps through which door.
- If V enters Mikoshi (and gives up the body):
→ Johnny stays in the body, alive in Night City.
→ This outcome is labeled Temperance.
- If Johnny enters Mikoshi (and gives up the
body):
→ V stays in the body, possibly with a short lifespan.
→ Depending on your route, this yields The Star,
The Sun, or The Devil ending.
🎭 Meaning of “Temperance”
It’s the tarot card name for the “Johnny keeps the body”
resolution.
- It’s not a separate mission or approach.
- It’s an epilogue variant available after
completing any of the main assault routes (except the suicide one).
🧠 Quick Summary
| Rooftop (Nocturne OP55N1) |
Who leads the attack? (Hanako / Panam / Rogue / Secret /
Suicide) |
Determines mission path |
| Mikoshi Interface (final decision) |
Who stays in the body? |
Determines epilogue variant |
|
V keeps the body → Star, Sun, or Devil
ending |
V lives on (limited time) |
|
Johnny keeps the body → Temperance ending |
Johnny lives on, V gone |
So, to answer directly:
Temperance happens after you succeed.
You’ll know it’s coming when Alt opens two glowing doors and says
something like “It’s time to choose.”
That’s the final, irreversible moment of the entire game.