Don't Lose Your Mind Quest Walkthrough, Rewards and Best Choice | Cyberpunk 2077

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 Mind, how to get the best possible result, tips and strategies for the Quest, and all available rewards.

Don't Lose Your Mind Basic Information

Quest Type Side
Act Act 2
Quest No. -
Lifepath All

How to Unlock Don't Lose Your Mind

Complete the Epistrophy side job.

Don't Lose Your Mind Rewards

You'll receive the Delamain No. 21 vehicle for completing this Side Quest.

Don't Lose Your Mind Walkthrough

Video Walkthrough

Delamain HQ

Objective Icon.pngReturn to Delamain HQ.→Find a way inside Delamain HQ.
Outside, go around the right side of the building.
Method 1: If you have 8 Technical Ability, you can open a nearby door.
Method 2: you'll have to go around back, jump on some boxes, and go in through a vent shaft.
Objective Icon.pngSearch the office for a way to open the door.→Proceed down the hallway.
Look at the desktops in the office area to find a Message revealing the code 1234. In the nearby terminal, enter the code to open the double doors.
Objective Icon.pngFind a way into the workshop.→Find a way to the stairs.
Destroy the robot lasering the door and go inside. You'll see a car going up and down on a platform. Jump on top, and get a running start and jump to the nearby platform when it's at the highest point. In the far corner of the room, look up to the find a vent which you can go through.
4 Don
Objective Icon.pngGo downstairs.→Cross the room.
Go across the catwalk, through the door and down the vent.
Method 1: You'll find a car which you can Push through. Jump on the car to get across.
Method 2: If you have 5 Body or Technical Ability, you can go through the vent in the floor and back up on the opposite side.
5 Don
Objective Icon.pngGo on the catwalk.
Go past the car in front – the scary lasers won't hurt you. Turn right and climb up the ladder. On the catwalk, get a running jump across the gap – if you fall, you will die.
Optional: If you have 10 Body, you can force through the door at the end. This will allow you to skip steps 6 and 7.
Objective Icon.pngEnter the shaft.
Look up and to the right, and climb up. In the next room, avoid the cars and go up the staircase.
At the top, don't go in the room; instead, climb on the pipe to the right of the room, go on the platform, then get a running jump and climb up. Crouch down and go in the shaft to the right.
Objective Icon.pngFind Delamain's core.→Talk to Johnny.
Fall through the hole in the floor. Go into the next room and a cutscene will begin.

Choose Delamain's Fate

Reset the Core
Objective Icon.pngReset the core to restore the original Delamain.
Objective Icon.pngLeave through the side exit.→Approach the car.
After talking to Delamin, go back and through the door, then down and into the indicated car.

Destroy the Core
Objective Icon.pngDestroy the core to liberate the divergent Delamains.
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 car.

Merge the Core
Objective Icon.pngHack the core to merge all of the Delamains.→Talk to Delamain.
You'll need 10 Intelligence to hack the core.
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 car.

All Completion Routes

Best Completion Route

Route Rating
Delamain HQ
Turn off the switch using Technical ★★★★★
Force open the control room door ★★★
Don't use shortcuts

The best route to take in this Side Job is by meeting the required Technical Ability for the switch as it makes your path to the control room significantly shorter and safer.

Completion Route Guides - Delamain HQ

There are three possible approaches to this mission.

Turn Off the Switch Using Technical

After opening the double door to the workshop, look on your right and you'll see a grate on the floor. Open it if you meet the required Tech attribute then turn off the switch below. You can now waltz straight to the control room (take out the drones if needed) and reach your objective.

Force Open the Control Room Door

Upon reaching the catwalk near the control room (see step 5), find a locked door nearby which can be opened by meeting a certain level of Body attribute. This will let you skip the last few steps of your main objective. It's not much but it saves time and effort.

Don't Use Shortcuts

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 area. Save frequently just in case you get flatlined.

Don't Lose Your Mind Choices and Best Choice

What to do to the Core

Reset the Core

If you choose this path, the sentient AIs within Delamain will be erased, and Delamain will be reverted to his factory settings.

This ending is the saddest of the three, so we don't advise going for this one. Johnny will also berate you for your choice.

Destroy the Core

This step might seem drastic, but 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 will think you're cool.

Merge the Core

This ending will result in the AIs merging to become a super-AI which leaves Night City. The original Delamain still exists in some form, seemingly in order to allow 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.

Best Choice

All three of the possible endings yield the Delamain No. 21 vehicle, and there do not seem to be any long-term effects of the decision made in this Quest.

For players who want to maintain a good relationship with Johnny, it's best to choose to Destroy the Core. Don't spend your Attribute Points just to get the 10 Intelligence needed to merge the core.

Tips and Strategies

The Body Attribute Helps

There are multiple doors found in this Quest which can only be opened with a high enough Body Attribute.

One door early on can be opened for extra goodies if you have 5 points in Body, while the door before the Enter the Shaft objective will let you skip some troublesome steps if you have 10 points.

The Quest can be completed with no problems either way, but players who want to clear it easily should wait until they have enough Attribute Points in Body to take it on.

Cyberpunk 2077 Story Walkthrough


Complete Story Walkthrough

Act 1 Side Quests

Quest Quest Giver Rec. Level
Burning Desire - Any
Paid in Full - Any
The Gift T-Bug Any
The Gig Wakako Any
The Gun - Any
The Highwayman - Any
Psycho Killer - 4
The Prophet's Song 10

Act 2 Side Quests

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 Any
Epistrophy: Badlands Delamain Any
Epistrophy: North Oak Delamain Any
Epistrophy: Northside Delamain Any
Epistrophy: Rancho Coronado Delamain Any
Epistrophy: The Glen Delamain Any
Every Breath You Take Any
Ezekiel Saw the Wheel Any
Fool on The Hill Misty Any
Happy Together - Any
Heroes - Any
Holdin' On - Any
Human Nature - Any
I Can See Clearly Now Brendan Any
I Don't Wanna Hear It Kerry Any
I'll Fly Away Any
Imagine - Any
Kold Mirage Any
Losing My Religion Bhikkhu Any
Love Rollercoaster - Any
Machine Gun Skippy Any
Meetings Along The Edge - Any
Off The Leash Kerry Any
Poem of The Atoms - Any
Pyramid Song Judy Any
Queen Of The Highway Panam Any
Raymond Chandler Evening Pepe Any
Rebel! Rebel! Kerry Any
Sex on Wheels Jake Any
Shoot to Thrill - Any
Sinnerman Wakako Any
Space Oddity - Any
Spellbound Nix Any
Spray Paint Brendan Any
Stadium Love - Any
Stairway to Heaven - Any
Talkin' 'Bout A Revolution Judy Any
The Ballad of Buck Ravers - Any
The Beast in Me Claire Any
The Beast in Me: Badlands Claire Any
The Beast in Me: City Center Claire Any
The Beast in Me: Santo Domingo Claire Any
The Beast in Me: The Big Race Claire Any
There Is a Light That Never Goes Out - Any
These Boots Are Made For Walkin' Claire Any
They Won't Go When I Go - Any
Tune Up - Any
Venus in Furs - Any
Violence Any
War Pigs - Any
Epistrophy: Wellsprings Delamain 7
Epistrophy: Coastview Delamain 8
Ex-Factor Judy 10
Fortunate Son Bob 10
Full Disclosure - 10
Beat on the Brat: Kabuki Coach Fred 15
Blistering Love Rogue 15
Chippin' In Rogue 15
Don't Lose Your Mind - 15
Killing In The Name Nancy 15
Pisces Judy 15
Send In The Clowns Ozob 15
The Hunt - 15
Riders On The Storm Panam 16
Following The River River 17
With A Little Help From My Friends Panam 18
Dream On Jefferson 20
Gun Music - 25
I Fought The Law Jefferson 25
Beat on the Brat: Arroyo Coach Fred 30
Beat on the Brat: The Glen Coach Fred 30
Bullets Zane 30
Only Pain - 30
Small Man, Big Mouth Kirk 30
Sweet Dreams 30
Beat on the Brat: Pacifica Coach Fred 40
Beat on the Brat: Rancho Coronado Coach Fred 40
Beat on the Brat Coach Fred 45

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