Cyberpunk 2077: Complete Walkthrough & Boss Guide
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🗺️ Main Story Walkthrough
Tick off each step as you go — your progress saves locally, no account needed.
Cyberpunk 2077 opens with three mutually exclusive origin stories: Nomad, Street Kid, and Corpo. Each prologue reframes how V perceives Night City and colours your dialogue options throughout the entire game. The Nomad crosses the Badlands border with a beat-up car; the Street Kid wakes from a back-alley deal gone wrong; the Corpo operative escapes an Arasaka power play in a glass tower. All three storylines converge at the same point — V meeting Jackie Welles and taking their first mercenary contracts in Watson. Complete the opening jobs, get ripped at Victor Vector's clinic, and absorb the neon-soaked chaos of Night City before the main story kicks into high gear.
Act 1 sets V and Jackie on a collision course with the Relic chip. The Information sends you into the Clouds dollhouse to interrogate Evelyn Parker, who reveals the existence of a Flathead robot the Maelstrom gang stole from Militech. The Pickup gives you a critical choice: pay Royce for the bot, fight your way out, or broker a Militech deal using Stout's card. The outcome affects whether you face Royce in full combat or slip away clean. Either way, secure the Flathead — you need it for the Konpeki Plaza heist. Stock up on healing items and quickhacks before heading to Maelstrom's All Foods plant; the corridors are tight and Borg-heavy.
The Heist is Act 1's centrepiece and the mission that shatters V's world. You and Jackie infiltrate Konpeki Plaza under the guise of guests, plant the Flathead inside Yorinobu Arasaka's suite ventilation system, and crack the Relic from its case. Everything unravels when Saburo Arasaka arrives and Yorinobu murders him — triggering a full lockdown. The escape through the hotel's service floors is a chaotic sprint. The Relic chip embeds itself in V's neural interface after a rooftop confrontation. Jackie dies in the AV as you flee, and you wake up in a landfill with the ghost of Johnny Silverhand living in your head. There is no going back from this moment.
Act 2 begins with Playing for Time: Johnny Silverhand manifests inside V's consciousness and delivers his nihilistic worldview in a rooftop conversation above Night City. The story then splinters into parallel questlines. Automatic Love kicks off Judy Alvarez's arc — V searches the Clouds brothel for Evelyn Parker, uncovering a VoodooNet conspiracy that links the Voodoo Boys to Netwatch and a rogue AI lurking beyond the Blackwall. Navigating this questline requires confronting Woodman, the Clouds' enforcer, and ultimately helping Judy liberate the dolls from corporate exploitation. These choices ripple into the late-game endings available to V.
Two major Act 2 threads run in parallel. The Voodoo Boys' questline culminates in Pacifica, where Brigitte's netrunners jack V into the Old Net to contact Alt Cunningham beyond the Blackwall. Johnny's history with Alt — and Arasaka's original theft of her engram — comes into focus here. Simultaneously, Takemura's questline Down on the Street has V working alongside the disgraced Arasaka bodyguard to build a case against Yorinobu. Takemura believes presenting Saburo's murder to the corporate board will clear his name. Both threads inch V closer to Hanako Arasaka and the endgame. Manage both; do not neglect either questline or you lose ending options.
Panam Palmer's questline is the emotional backbone of Act 2 for players who want the Aldecaldos ending. Starting with Ghost Town, V helps Panam reclaim her Panzer from Raffens thugs, then assist the Aldecaldo clan in a series of increasingly high-stakes jobs across the Badlands. The missions culminate in Queen of the Highway, where V and Panam commandeer a stolen Basilisk AV to rescue Saul from Wraith kidnappers. Completing all of Panam's missions earns V a genuine ally willing to storm Arasaka Tower from outside the city. Invest time in these missions — the Aldecaldo ending is widely considered the most hopeful conclusion in the base game.
After meeting Evelyn's contact and gaining access to the Voodoo Boys' netrunning chamber, players who own Phantom Liberty can divert to Dogtown — a militarised enclave inside Pacifica ruled by Colonel Kurt Hansen and his Barghest mercenaries. The expansion opens with Hole in the Sky: a NUSA presidential shuttle crashes in Dogtown and V is recruited by FIA agent Solomon Reed to extract Songbird, the president's rogue netrunner. The central tension of the DLC is a three-way tug-of-war between Reed, Songbird, and Hansen. Firestarter forces V to choose sides, and that choice determines whether you fight Hansen or watch him fall to Reed — and whether Songbird offers V a rogue Militech cure.
Tapeworm closes the main Act 2 questlines and transitions V toward the finale. Nocturne OP55N1 is the point of no return: V meets Hanako Arasaka at Embers, and the game locks you into your chosen ending path. The options range from storming Arasaka Tower with Johnny's old Samurai contacts, calling in the Aldecaldos with Panam, trusting Hanako's corporate play, or walking away with Rogue Amendiares leading the assault. Phantom Liberty adds a fifth path — contact Songbird via a hidden socket in V's head for the Militech cure route. Whichever path you choose, the endgame is a race against the Relic's destruction of V's engram — save Night City or save yourself.
⚔️ Boss Guides
Royce (Maelstrom Gang Leader)
Attack Patterns
Royce opens with a reinforced combat shield and heavy melee strikes. As his health drops he switches to guided rocket salvos fired from a shoulder-mounted launcher, forcing you to break line of sight behind the All Foods plant's machinery. He periodically summons Maelstrom reinforcements from the side corridors, so check your flanks. His shield absorbs frontal damage almost completely — tanking him head-on is a trap.
Strategy
Sprint around his right side immediately at the fight's start to expose the glowing orange battery on his back. A concentrated burst from a shotgun or the Overture revolver detonates it within seconds, dropping his shield and slashing his damage output. If you scanned him before the confrontation, the battery stays permanently tagged through walls. Electrical rounds accelerate the battery explosion. Once the shield is gone, focus headshots with a mid-range rifle until he goes down. The fight is skippable entirely if you paid for the Flathead or used Stout's Militech shard to plant a virus before negotiations collapsed.
Matilda K. Rose — Sasquatch (Animals Gang)
Attack Patterns
Sasquatch is a pure melee brawler with no ranged attacks, but her raw power compensates. She charges across the Pacifica mall floor with shocking speed, delivers ground-pound slams that deal area damage, and occasionally pins V against walls for a short grab-choke. Her health regenerates continuously from the purple crystal implant between her shoulder blades — ignoring it turns the fight into an endurance contest you cannot win.
Strategy
The implant is your only priority at the fight's start. Sprint behind her during her charge recovery and unload into the crystal — it shatters after several hits, dealing a burst of bonus damage and permanently disabling her regeneration. Once the implant is gone she becomes a straightforward punching bag. Maintain distance and strafe to avoid her charges; if you have Sandy or Kerenzikov the fight becomes trivial. Gorilla Arms players can sprint in after destroying the crystal and simply outpunch her — she has no reliable answer to stagger-locked melee combos.
Sandayu Oda (Arasaka Cyberpsycho)
Attack Patterns
Oda is one of Cyberpunk 2077's most technically demanding encounters. He opens with Mantis Blade dashes that close distance in a fraction of a second, interrupting any extended combat loop. Mid-fight he deploys optical camouflage and repositions, making him nearly invisible while he charges another blade rush. His Smart targeting system and shoulder-mounted micro-missiles punish players who stay stationary. Trying to match him in close quarters without a counter-build is a fast route to a respawn screen.
Strategy
Target the ceramic cybernetic mask covering his face as your first objective — four to six shotgun rounds or a focused Tech rifle charge destroys it, after which your Smart weapons home directly onto him even through his cloak. During his invisible phases, watch for the shimmer and fire sniper headshots; a Vulnerability Analytics perk or optical scanner highlights his outline. Switch weapon types between each of his repositions so you never run a single ammo type dry. Keep a doorframe or pillar between you and his missile salvos, and use the narrow warehouse corridors to force him into a predictable charge lane you can sidestep.
Chimera Mk.3 Combat Platform (Phantom Liberty)
Attack Patterns
The Chimera is a Militech heavy-combat mech encountered during The Spider and the Fly inside a Dogtown stadium. Phase 1 features a tracked cannon with a red ground reticle, a sustained beam sweep that shreds cover, and a toxic gas emission that floods the lower arena floor. The mech's armour is nearly impervious to conventional fire until weak points are exposed. In Phase 2, two repair drones deploy and begin restoring the mech's HP in real time if left alive.
Strategy
In Phase 1, scan the Chimera immediately — the Vulnerability Analytics Relic perk lights up all five weak-point panels simultaneously. Grenades are the most efficient damage tool here because they catch multiple panels in a single blast radius. Hug the outer corridor ring running around the central pit to avoid beam sweeps and stay above the toxic gas layer. The moment Phase 2 triggers, shift all fire to the two repair drones before they restore significant HP, then concentrate on the now-exposed hull. The fight ends with a prompted finishing move once the Chimera drops to 2% health.
Adam Smasher (Arasaka Fullborg)
Attack Patterns
Adam Smasher is Cyberpunk 2077's final major boss and a test of everything you have learned about combat positioning. He opens with crushing melee slams if you stay close, then transitions to a shoulder-mounted rocket barrage as you back away. He periodically spawns Arasaka troopers to split your attention. His most dangerous ability is a cybernetics suppression pulse — any active cyberware you trigger during his suppression window is temporarily disabled, including Sandevistan and Kerenzikov, leaving you fully exposed.
Strategy
The rocket launcher on his right shoulder is your first target — destroying it eliminates his long-range bombardment and forces him back to slower melee patterns. Use the upper catwalks of the arena to maintain elevation advantage and minimise melee contact. Chemical damage (Poison grenades, the Ogou SMG, or the iconic Fenrir) bypasses a large portion of his resistances. Target his exposed heart when the angle allows for a significant burst damage window. Clear spawned troopers quickly or they will interrupt your positioning. Smasher triggers a scripted finishing sequence once his HP reaches zero regardless of the confrontation's narrative path.