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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

Don Enlarge


Objective Icon.pngReturn to Delamain HQ.→Notice a way within Delamain HQ.

Exterior, get around the right side of the building.
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

Objective Icon.pngSearch the role for a way to open the door.→Proceed downwards the hallway.

Look at the desktops in the part area to notice a Message revealing the code 1234. In the nearby terminal, enter the code to open the double doors.
3

Don Enlarge


Objective Icon.pngFind a way into the workshop.→Observe a style to the stairs.

Destroy the robot lasering the door and go inside. You'll see a machine going up and down on a platform. Jump on top, and become a running showtime and jump to the nearby platform when it's at the highest indicate. In the far corner of the room, look up to the find a vent which you can go through.
4 Don

Objective Icon.pngGet downstairs.→Cross the room.

Go across the catwalk, through the door and down the vent.
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 Don

Objective Icon.pngGet on the catwalk.

Go past the auto in front – the scary lasers won't hurt you. Plough correct and climb up the ladder. On the catwalk, become a running jump beyond the gap – if you lot autumn, yous will dice.
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

Don Overstate


Objective Icon.pngEnter the shaft.

Look up and to the right, and climb up. In the next room, avoid the cars and become upwards the staircase.
7

Don Overstate


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

Objective Icon.pngFind Delamain's core.→Talk to Johnny.

Fall through the hole in the floor. Go into the side by side room and a cutscene will begin.
Objectives
1

Objective Icon.pngReset the core to restore the original Delamain.

2

Objective Icon.pngExit through the side exit.→Arroyo the car.

Subsequently talking to Delamin, go dorsum and through the door, then downwards and into the indicated automobile.
Objectives
i

Objective Icon.pngDestroy the core to liberate the divergent Delamains.

2

Objective Icon.pngLeave through the side exit.→Approach the car.→Talk to Delamain.

After talking to Delamin, go back and through the door, then down and into the indicated machine.
Objectives
1

Objective Icon.pngHack the cadre to merge all of the Delamains.→Talk to Delamain.

You'll need ten Intelligence to hack the cadre.
2

Objective Icon.pngLeave through the side exit.→Approach the automobile.→Talk to Delamain.

After talking to Delamin, go back and through the door, then down and into the indicated machine.
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.

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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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Don T Lose Your Mind,

Source: https://game8.co/games/Cyberpunk-2077/archives/313995

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