Don T Lose Your Mind
This is a walkthrough for Don't Lose Your Mind, a Side Quest in Cyberpunk 2077. Read on to learn all the available choices in Don't Lose Your Heed, how to get the best possible result, tips and strategies for the Quest, and all available rewards.
| Quest Type | Side |
|---|---|
| Act | Act 2 |
| Quest No. | - |
| Lifepath | All |
Complete the Epistrophy side job.
You'll receive the Delamain No. 21 vehicle for completing this Side Quest.
| Objectives | |
|---|---|
| i | Method one: If you have 8 Technical Ability, you can open a nearby door. Method 2: you'll accept to get around dorsum, bound on some boxes, and go in through a vent shaft. |
| ii | |
| 3 | |
| 4 | Method 1: You'll find a motorcar which y'all can Push through. Jump on the car to get beyond. Method 2: If you have 5 Trunk or Technical Ability, you lot can get through the vent in the flooring and back up on the opposite side. |
| 5 | Optional: If you take 10 Torso, you tin can forcefulness through the door at the end. This will allow you to skip steps 6 and 7. |
| six | |
| 7 | At the top, don't go in the room; instead, climb on the pipe to the right of the room, get on the platform, then become a running jump and climb up. Hunker down and go in the shaft to the correct. |
| 8 | |
| Objectives | |
|---|---|
| 1 | |
| 2 | |
| Objectives | |
|---|---|
| i | |
| 2 | |
| Objectives | |
|---|---|
| 1 | |
| 2 | |
| Route | Rating |
|---|---|
| Delamain HQ | |
| Plough off the switch using Technical | ★★★★★ |
| Force open up the control room door | ★★★ |
| Don't use shortcuts | ★ |
The best route to take in this Side Task is past meeting the required Technical Ability for the switch as information technology makes your path to the control room significantly shorter and safer.
There are three possible approaches to this mission.
Afterwards opening the double door to the workshop, look on your correct and yous'll see a grate on the floor. Open up it if you see the required Tech attribute then plough off the switch beneath. You can now waltz directly to the command room (take out the drones if needed) and attain your objective.
Upon reaching the catwalk near the control room (see pace 5), detect a locked door nearby which tin be opened by coming together a certain level of Body attribute. This volition allow you skip the last few steps of your main objective. It'southward not much but it saves time and effort.
If you don't meet both attribute requirements, you'll have to go to different parts of the workshop swarming with drones to avoid the live wires in the main expanse. Salvage frequently just in instance you become flatlined.
If you choose this path, the sentient AIs within Delamain volition be erased, and Delamain will exist reverted to his factory settings.
This ending is the saddest of the iii, then we don't advise going for this ane. Johnny will as well berate y'all for your choice.
This step might seem drastic, merely it allows both the original Delamain and the sentient AIs to both exist, so morally it seems to be the best ending. On top of that, Johnny volition call up you lot're cool.
This ending will outcome in the AIs merging to become a super-AI which leaves Nighttime City. The original Delamain still exists in some form, seemingly in guild to let the super-AI to have someone to shirk responsibility onto.
Although this is the hardest ending to achieve, it doesn't feel very morally gratifying or provide any special benefits.
All iii of the possible endings yield the Delamain No. 21 vehicle, and in that location do non seem to be any long-term furnishings of the decision made in this Quest.
For players who want to maintain a good relationship with Johnny, it's all-time to choose to Destroy the Core. Don't spend your Aspect Points simply to get the x Intelligence needed to merge the core.
There are multiple doors found in this Quest which can only be opened with a high plenty Body Attribute.
One door early on tin can be opened for extra goodies if you accept v points in Body, while the door before the Enter the Shaft objective volition let y'all skip some troublesome steps if you have 10 points.
The Quest can be completed with no problems either way, but players who desire to clear information technology hands should wait until they take plenty Attribute Points in Body to take it on.
Complete Story Walkthrough
| Quest | Quest Giver | Rec. Level |
|---|---|---|
| Called-for Desire | - | Any |
| Paid in Full | - | Whatsoever |
| The Gift | T-Issues | Any |
| The Gig | Wakako | Any |
| The Gun | - | Whatever |
| The Highwayman | - | Whatever |
| Psycho Killer | - | 4 |
| The Prophet's Song | 10 |
| Quest | Quest Giver | Rec. Level |
|---|---|---|
| A Day in The Life | Darrell | Any |
| A Like Supreme | Kerry | Any |
| Big in Japan | - | Any |
| Boat Drinks | Kerry | Any |
| Both Sides, Now | Judy | Any |
| Coin Operated Boy | Theo | Any |
| Epistrophy | Delamain | Whatever |
| Epistrophy: Badlands | Delamain | Any |
| Epistrophy: North Oak | Delamain | Whatever |
| Epistrophy: Northside | Delamain | Any |
| Epistrophy: Rancho Coronado | Delamain | Any |
| Epistrophy: The Glen | Delamain | Whatever |
| Every Breath You Take | Any | |
| Ezekiel Saw the Wheel | Any | |
| Fool on The Hill | Misty | Any |
| Happy Together | - | Any |
| Heroes | - | Any |
| Holdin' On | - | Whatever |
| Man Nature | - | Any |
| I Tin can See Clearly Now | Brendan | Whatever |
| I Don't Wanna Hear It | Kerry | Any |
| I'll Fly Away | Whatever | |
| Imagine | - | Any |
| Kold Mirage | Any | |
| Losing My Religion | Bhikkhu | Whatsoever |
| Dear Rollercoaster | - | Any |
| Machine Gun | Skippy | Whatever |
| Meetings Along The Edge | - | Whatsoever |
| Off The Leash | Kerry | Any |
| Poem of The Atoms | - | Whatever |
| Pyramid Song | Judy | Any |
| Queen Of The Highway | Panam | Any |
| Raymond Chandler Evening | Pepe | Whatever |
| Insubordinate! Rebel! | Kerry | Any |
| Sex on Wheels | Jake | Any |
| Shoot to Thrill | - | Whatever |
| Sinnerman | Wakako | Any |
| Space Oddity | - | Whatever |
| Spellbound | Null | Any |
| Spray Paint | Brendan | Whatsoever |
| Stadium Love | - | Whatever |
| Stairway to Heaven | - | Whatsoever |
| Talkin' 'Bout A Revolution | Judy | Any |
| The Ballad of Cadet Ravers | - | Any |
| The Beast in Me | Claire | Whatever |
| The Animal in Me: Badlands | Claire | Any |
| The Beast in Me: City Center | Claire | Any |
| The Animate being in Me: Santo Domingo | Claire | Any |
| The Beast in Me: The Large Race | Claire | Any |
| There Is a Light That Never Goes Out | - | Any |
| These Boots Are Made For Walkin' | Claire | Any |
| They Won't Become When I Go | - | Any |
| Tune Up | - | Any |
| Venus in Furs | - | Any |
| Violence | Whatsoever | |
| State of war Pigs | - | Whatever |
| Epistrophy: Wellsprings | Delamain | 7 |
| Epistrophy: Coastview | Delamain | eight |
| Ex-Factor | Judy | x |
| Fortunate Son | Bob | x |
| Full Disclosure | - | x |
| Beat out on the Brat: Kabuki | Coach Fred | fifteen |
| Blistering Honey | Rogue | 15 |
| Chippin' In | Rogue | xv |
| Don't Lose Your Mind | - | xv |
| Killing In The Proper noun | Nancy | 15 |
| Pisces | Judy | 15 |
| Send In The Clowns | Ozob | 15 |
| The Hunt | - | xv |
| Riders On The Storm | Panam | sixteen |
| Following The River | River | 17 |
| With A Little Help From My Friends | Panam | 18 |
| Dream On | Jefferson | twenty |
| Gun Music | - | 25 |
| I Fought The Law | Jefferson | 25 |
| Beat on the Brat: Approach | Coach Fred | xxx |
| Beat out on the Brat: The Glen | Double-decker Fred | 30 |
| Bullets | Zane | thirty |
| Just Pain | - | thirty |
| Small Man, Big Mouth | Kirk | thirty |
| Sweet Dreams | thirty | |
| Beat on the Deviling: Pacifica | Coach Fred | twoscore |
| Beat on the Brat: Rancho Coronado | Jitney Fred | twoscore |
| Beat on the Brat | Omnibus Fred | 45 |
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|---|---|---|
| | | |
| | | |
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| Clothing and Armor | Cyberware |
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| Quickhacks | Mods and Attachments |
| Tips and Tricks | Game Mechanics |
| Characters | Best Builds |
| Best Weapons | Best Armor |
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Don T Lose Your Mind,
Source: https://game8.co/games/Cyberpunk-2077/archives/313995
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