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.
List of Contents
Quest Type | Side |
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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 | |
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1 |
![]() 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. |
2 |
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3 |
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4 |
![]() ![]() 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 |
![]() ![]() 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. |
6 |
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7 |
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. |
8 |
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Objectives | |
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1 | ![]() |
2 |
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Objectives | |
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1 | ![]() |
2 |
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Objectives | |
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1 |
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2 |
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Route | Rating |
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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.
There are three possible approaches to this mission.
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.
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.
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.
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.
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.
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.
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.
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.
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 |
Quest Types | ||
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Don't Lose Your Mind Quest Walkthrough, Rewards and Best Choice
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