Main Story Overview
The main story of Cyberpunk 2077 is divided into three acts, preceded by initial Lifepath-dependent missions. These Main Jobs are core narrative quests that advance the primary storyline involving V, the Relic, Johnny Silverhand, and major factions within Night City. Completing these missions progresses the overarching plot and is essential to reaching the game’s various endings.
The main questline includes approximately 30+ missions, with the exact number varying slightly based on player choices and the chosen Lifepath. It’s important to note that the “Point of No Return” for the main story is the quest “Nocturne Op55N1.” Once this mission is completed, players are locked into the ending sequence, and all uncompleted side content will become inaccessible in that playthrough. Therefore, it is highly recommended to finish all desired Side Jobs, Gigs, and other activities before initiating “Nocturne Op55N1.” The Phantom Liberty expansion also introduces its own set of main jobs, which are separate from the core game’s main story but integrate into the overall narrative.
Act 1 Main Quests
Act 1 of Cyberpunk 2077 establishes V’s journey in Night City, introducing key characters and setting up the central conflict. It begins with a unique mission determined by your chosen Lifepath, followed by a series of shared quests that lead to a significant heist.
| Quest Name | Description | Key Characters Introduced |
|---|---|---|
| The Streetkid | V’s introduction to Night City street life. | Padre |
| The Nomad | V’s journey across the Badlands to Night City. | Jackie Welles |
| The Corpo-Rat | V’s experience within the Arasaka corporation. | Jackie Welles |
| The Rescue | V and Jackie rescue a client from scavengers. | T-Bug |
| The Ripperdoc | Visit Viktor to learn about implants. | Viktor Vector |
| The Ride | Dexter Deshawn introduces V to potential jobs. | Dexter Deshawn |
| The Pickup | Deal with Maelstromers to secure a deal. | Meredith Stout, Royce |
| The Information | Gather data from a braindance for a heist. | Judy Alvarez |
| The Heist | Steal a valuable chip from Konpeki Plaza. | Yorinobu Arasaka, Adam Smasher |
The initial Lifepath missions (The Streetkid, The Nomad, The Corpo-Rat) serve as distinct prologues, shaping V’s background and initial connections. For instance, in “The Nomad,” V starts in the Badlands, needing to fix a car and cross the border, where they first encounter Jackie Welles. This job has a moderate danger level and involves objectives such as talking to a mechanic, fixing the car, dealing with a sheriff, and connecting to a telecom tower for intel before meeting Jackie and driving to the border. The subsequent quests, starting with “The Rescue,” are shared across all Lifepaths, building towards “The Heist,” which is a pivotal moment that concludes Act 1 and dramatically shifts the game’s narrative.
Act 2 Main Quests
Act 2 significantly expands the game’s narrative, focusing on V’s struggle with the Relic and the search for a solution. This act introduces numerous critical characters and factions, leading V through various parts of Night City and beyond.
| Quest Name | Primary Objective | Key Characters Involved |
|---|---|---|
| Love Like Fire | Experience a flashback sequence. | Johnny Silverhand |
| Playing For Time | Recover and seek help after a critical event. | Takemura |
| Automatic Love | Investigate Evelyn Parker’s disappearance. | Judy Alvarez |
| Ghost Town | Seek Rogue’s help to find Hellman. | Panam Palmer, Rogue |
| The Space In Between | Follow leads from Clouds to find Evelyn. | Fingers |
| Down On The Street | Work with Takemura to reach Hanako Arasaka. | Takemura |
| Lightning Breaks | Help Panam take down an AV to find Hellman. | Panam Palmer |
| Disasterpiece | Rescue Evelyn Parker. | Judy Alvarez |
| Double Life | Investigate Evelyn’s braindance. | Judy Alvarez |
| M’ap Tann Pelen | Engage with the Voodoo Boys. | Brigitte, Placide |
| I Walk the Line | Infiltrate a NetWatch facility. | Brigitte |
| Transmission | Confront NetWatch and learn more about the Relic. | Alt Cunningham |
| Gimme Danger | Assist Takemura in his plan to meet Hanako. | Takemura |
| Play it Safe | Infiltrate Arasaka Industrial Park. | Takemura |
| Search and Destroy | Protect Takemura and escape Arasaka forces. | Takemura |
Act 2 is by far the longest and most expansive part of the main story, featuring multiple distinct questlines that intertwine. For example, the “Playing For Time” quest is where V truly begins to grapple with the consequences of “The Heist.” Following this, V embarks on a quest to find Evelyn Parker, which involves missions like “Automatic Love” and “The Space In Between,” eventually leading to “Disasterpiece” where V rescues her. Simultaneously, V works with Takemura to get close to Hanako Arasaka, as seen in “Down On The Street,” “Gimme Danger,” “Play it Safe,” and “Search and Destroy.” Another major arc involves Panam Palmer, starting with “Ghost Town” and continuing with “Lightning Breaks” to track down Hellman. The Voodoo Boys storyline, including “M’ap Tann Pelen,” “I Walk the Line,” and “Transmission,” also unfolds during this act, providing crucial information about the Relic and Alt Cunningham. These quests collectively deepen the lore, develop relationships with key characters, and set the stage for the game’s conclusion.
Act 3 and Endings
Act 3 comprises the final main quests, leading directly to the game’s various endings. This act is relatively short compared to Act 2, serving as the culmination of all previous choices and relationships. The critical “Point of No Return” is “Nocturne Op55N1,” after which the game transitions into its conclusion.
| Quest Name | Description | Importance |
|---|---|---|
| Nocturne Op55N1 | The final decision point before the ending path. | Point of No Return; leads to all endings. |
| Last Caress | (Ending path dependent) | Leads to specific ending. |
| Totalimmortal | (Ending path dependent) | Leads to specific ending. |
| For Whom the Bell Tolls | (Ending path dependent) | Leads to specific ending. |
| Knockin’ On Heaven’s Door | (Ending path dependent) | Leads to specific ending. |
| We Gotta Live Together | (Ending path dependent) | Leads to specific ending. |
| Forward to Death | (Ending path dependent) | Leads to specific ending. |
| Belly of the Beast | (Ending path dependent) | Leads to specific ending. |
“Nocturne Op55N1” is the pivotal quest that requires players to make a choice that will determine which ending path they embark upon. It is crucial to complete all desired Side Jobs and Gigs, especially those tied to character arcs like Judy’s and Panam’s, before starting “Nocturne Op55N1,” as these relationships can unlock additional ending options. For example, progress in Panam’s arc can lead to the “We Gotta Live Together” ending path, while strong ties with Johnny Silverhand and specific choices in his questline, such as “Chippin’ In,” can open the secret ending. Each subsequent quest listed after “Nocturne Op55N1” represents a branching path to one of Cyberpunk 2077’s multiple conclusions, each with unique outcomes for V and the characters involved.
FAQ
How many main quests are in Cyberpunk 2077? There are roughly 30+ main story missions in Cyberpunk 2077, depending on the Lifepath chosen and specific choices made throughout the game. This count includes the initial Lifepath missions and the quests leading to the various endings.
What is the Point of No Return? The Point of No Return is the main quest “Nocturne Op55N1.” Completing this quest locks you into the game’s ending sequence, and all uncompleted side content will become inaccessible in that playthrough.
Should I complete side quests before finishing the main story? Yes, it is highly recommended to complete all desired Side Jobs and Gigs before starting “Nocturne Op55N1.” Many side quests, particularly character-driven ones like those for Judy and Panam, can influence available ending options and provide crucial context for the game’s conclusion.
Does the Lifepath affect the main story? The chosen Lifepath (Nomad, Streetkid, or Corpo) only affects the initial prologue mission and provides unique dialogue options and background context throughout the game. It does not fundamentally change the core progression of the main story beyond Act 1.