the cutting room mirror

Cyberpunk 2077

This article has a talk page!
view on tcrf.net

This page details development materials of Cyberpunk 2077.

Audio#

q111#

Project Ghost - Arasaka Operative Processing Clinic#

These files are text-to-speech placeholders with basic writing that would have played inside the Arasaka Operative Processing Clinic, which is related to the cut Project Ghost story arc of the game.

The dialogue shows that this clinic operated by Arasaka would have modified and enhanced people. This would be done with the help of cyberware and storage tanks and that these modifications and people would be used in ways that would somehow benefit Arasaka.

A few more details about the Project Ghost story arc can be found on the q111 and q113 sections of the Quest Data subpage.

q111_03_gp_clinic_mood_scenes

Character

Audio file

Transcript

Man 01

Two technicians talk about the operative in the room behind them.

Man 01

He has a mix of psychological and software problems, one building into the other, creating a negative feedback loop that threatens cyberpsychosis.

Man 01

The diagnosis will be to solve the psychological problems with a software update. Forget psychiatric therapy, it would just take too long.

Man 01

The scientist asks the operative how he feels.

Man 01

The scientist says they are all dead, while he was brutally maimed.

Man 01

The scientist diagnoses the patient in the suspension tank. Too much nervous system damage, he's not going to be compatible with the new line of implants.

Man 01

The assistant asks what to do with him.

Man 01

The scientist says to just flush him and call it a day.

Man 01

Acknowledged.

Man 01

The tech is working on tuning up the operative's cyberware.

Man 01

Another tech tries modifying the sensitivity parameter on the neural interface. How about now?

Man 01

The scientist overseeing the process notes that this feature shouldn't be used, it's not properly debugged yet.

Man 01

Two scientists discuss the properties of a bioplague they are analysing.

Man 01

The scientist asks the tech if the experiment is over.

Man 01

The techie looks at the experiment results. It's not of biological origin. These are machines. A man-made nanite virus.

Man 02

The scientists say they rebuilt him, bigger and better. However, there will be consequences, as most of his body is now company property.

Man 02

It was extracted from one of the operatives in Rwanda. They suspect it's of human origin.

Operative 01

The operative just recovered from a coma. He wants to know what happened to his unit.

Operative 01

The operative says he never asked for this.

Operative 01

The operative is still adjusting to his new possibilities, he doesn't feel comfortable in his body.

Operative 01

The operative says it's better, tests it out a couple of times.

Operative 01

A trainer is coaching two operatives duking it out in the middle of the room.

Operative 01

The trainer is a man's man, so tells the scientist to shut up, nerd.

Operative 02

The operatives fight using their enhanced cyber abilities.

Operative 03

They use force blasts and inhuman moves.

Cyberpunk Online#

To do:

  • There are other cpo_test_dlg_XXX files left to analyze.
  • Rearrange the Skill::Net Route table in a way that shows the different paths more clearly but preferably doesn't take up a lot of vertical space.

The cpo_test_dlg_contested.scenesolution file contains a scene where the player can test a story choice in a Cyberpunk Online mission. Here Player 1 could have agreed with or disagreed with Player 2 (or vice versa) in three choices related to the mayor of Night City, who is represented by Peralez in this test. Despite there being nine different possible combinations of choices, they would have lead to the same three endings, where the Peralez is either killed, banished och blackmailed. The choice to kill him is a priority option, meaning that if one player chooses that option it will always happen, even if the other player disagrees. The banish option can only be selected if both players agree with the choice and the blackmail option can only be unlocked with one of the players having a high enough netrunning skill, otherwise the game uses the banish option.

There are some design notes for this feature in the graph that gives some further explanation of this feature.

This section showcases a CONTESTED CHOICE. Both players are prompted to select a choice from the same hub. Each player is able to see the other one's choice in real time. The choice is not timed (at least not by default) until one player locks in their choice. This creates a set of two decisions for the designers to reduce into a manageable number of outputs from the scene. NOTE: This is a space for the players to discuss the choice calmly.

Note on the options: [1 "Kill"] is a PRIORITY choice. If one of the player chooses it, then that is the outcome. [2 "Banish"] is a NARRATIVE choice. As in CP77, at least one is always there to make sure a progression path is available. For CPO it usually has the lowest priority when conflicting choices are arbitrated.

Options [1] and [2] are NARRATIVE options, so they cannot change the outcome of the previous CONDITIONED choice. They can still add a different flavor to it.

Option [3] is a contested SKILLCHECK, meaning the two player's level in a particular skill will be compared, and the higher value will determine the outcome.

NOTE: It remains TBD if we should follow CP77 rules for visibility of unavailable choices, or if all choices should be always visible for clarity's sake.

KILL - PRIORITY

Debug text:

You've chosen to Kill the Mayor. This is a PRIORITY option, meaning the designer has decided that if at least one player chooses it, then that is the outcome. Some variations might happen to acknowledge the other player's choice, but the result is fixed.

Players agree to kill Peralez:

cpo_test_P1kill_vs_P2kill

cpo_test_mayor_executed

Set quest facts

Cop/River and Media/Denny agree to get rid of the Mayor...

The Mayor gets shot multiple times, Pulp Fiction style.

P1_mayor_killer

... and they both pull out their guns on him.

The game will remember that both of them agreed to do it and store the fact for later consequences.

P2_mayor_killer

qXXX_mayor_dead

Player 1 disagrees with killing Peralez:

cpo_test_P1attemptstop_vs_P2kill

cpo_test_mayor_executed_by_P2

Set quest facts

Media/Denny pulls a gun on the Mayor...

Media/Denny executes the Mayor against Cop/River's wishes.

P2_mayor_killer

... as Cop/River says to stop!

Cop/River reacts!

qXXX_mayor_dead

The game will remember this fact for consequences later in the quest and possibly, in the single-player follow-up for the episode.

Player 2 disagrees with killing Peralez:

cpo_test_P1kill_vs_P2attemptstop

cpo_test_mayor_executed_by_P1

Set quest facts

Cop/River pulls their gun on the mayor

Cop/River executes the Mayor against Media/Denny's wishes.

P1_mayor_killer

Media/Denny attempts to stop them.

Media/Denny reacts!!!

qXXX_mayor_dead

The game will remember this fact for consequences later in the quest and possibly, in the single-player follow-up for the episode.

BANISH - NARRATIVE, CONSENSUS ONLY

This choice can only be reached by consensus or if the players fail to reach consensus in the blackmail option.

cpo_test_P1banish_vs_P2banish

cpo_test_mayor_banished

Set quest fact

Cop/River and Media/Denny agree to spare the Mayor.

The Mayor says we're gonna regret this.

qXXX_mayor_banished

Leave this city, and never come back.

But he will leave the city.

BLACKMAIL - UNLOCKED, AGREEMENT

Both players agree to blackmail Peralez:

cpo_test_P1blackmail_vs_P2blackmail

Both players found the data and chose to blackmail the Mayor with it.

The Mayor wants to fight back, but we tell him what we intimidate him to back off.

Don't show your ugly mug around here.

Player 1 does not want to blackmail Peralez (no player 2 option for this choice is implemented):

cpo_test_P1banish_vs_P2blackmail

Cop/River says to the Mayor that we're chasing him out of the city.

But Media/Denny has a better idea. They found some compromising photos of the mayor.

Cop/River is surprised by the evidence and unsure if this is a good idea.

This leads to a choice option (misspellings are from original file):

cpo_test_ch_disaggreemnt

Aggree

Good idea.

These text strings are some developer commentary nodes to be shown with these choice options:

Some choice combinations (in this case "Banish"+"Blackmail") can open up additional choices.

Options [1] and [2] are NARRATIVE options, so they cannot change the outcome of the previous CONDITIONED choice. They can still add a different flavor to it.

Option [3] is a contested SKILLCHECK, meaning the two player's level in a particular skill will be compared, and the higher value will determine the outcome.

NOTE: in this specific case, the designer decided to present this as a choice targeted at a single player (in this case, you). It could very well be another contested hub though.

Skill::Net Route:

cpo_test_forgery

cpo_test_forgery_true

cpo_test_forgery_false

cpo_test_mayor_blackmail

cpo_test_blackmail_mayor_celebrate_P2

cpo_test_blackmail_mayor_reproach_P2

Media/Denny, where did you get this? This data's forged!

Cop/River has a higher Netrunning skill, so he explains to Media/Denny what's wrong with the data.

Cop/River has a lower netrunning skill than Media/Denny and fails at proving the data is forged.

Media/Denny uses the data to blackmail the Mayor into submission.

Cop/River congratulates Media/Denny on finding the data.

Cop/River reproaches Media/Denny for what they did.

Like hell it is, I got it from one of my sources.

Media/Denny now sees the data is forged. She agrees to do it Cop/River's way.

Since a CONDITIONED choice has priority over NARRATIVE ones (because it requires additional effort on the player's part to unlock), we go ahead with the original option.

The Mayor is recalcitrant, but only verbally. He knows better than to let that evidence out.

NPC taunts us about our disagreement.

Both players end up agreeing:

cpo_test_aggree

Cop/River likes this idea, let's do it.

Player 1 disagrees, leads to banish option:

cpo_test_disaggree

Cop/River doesn't like this idea, wants to go forward with the banishing.

Well, tough shit.

Since a CONDITIONED choice has priority over NARRATIVE ones (because it requires additional effort on the player's part to unlock), we go ahead with the original option.

If Player 1 doesn't respond in time, the blackmail goes ahead:

cpo_test_timed_out_decision

Ok, I don't have time for this shit, we're doing it my way.

Early Development Leftovers#

'...But what does it mean?'
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!

Pre-Heist Evelyn Meet#

Hidden inside the personal folder of a developer is the file q002_3_meet_evelyn_WIP.scenesolution, which is a file used for a quest designed during early development of Cyberpunk 2077. It contains a graph controlling game and scene logic and the screenplay complete with Polish dialogue and partial English dialogue. The file belongs to the same quest and scene seen in the CYB-4006(a).bk2 video, as the quest identifier and dialogue matches what is seen in the video. The q002 quest identifier is unused in the final game.

There is both a Polish and Debug/English screenplay included. The debug screenplay is unfinished, only containing a few lines. The Polish screenplay is the most complete version, which contains a scene where V meets Evelyn before the heist. Here V could accept a cigarette from Evelyn, and also make a drink for her. They would discuss Haru Kasai (Hellman's old name), how Evelyn would enter Arasaka with a braindance unit, an "RPS chip" and something about a dead netrunner. Depending on the player's playstyle and implants, they could scan Evelyn and find out some more things about her. With "hacker vision" it would be possible to see she had a doll implant, spot a gang tattoo with the cut streetwise skill or comment on Evelyn’s bruises, an option available to all players.

The screenplay below uses the following formatting: Bold text indicates the name of the node in the quest graph and italic text show parentheticals in the screenplay, containing notes for the scene.

Polish Screenplay(Scroll for more)

Debug Locale Screenplay(Scroll for more)

q002_3_meet_evelyn_wip

Enters Evelyn

EVELYN

Dex cię przysłał?

V

Tak. Jestem V.

EVELYN

Evelyn. Podobno mamy problem.

You can be more helpful than you think.

V

Jesteś nieźle zorientowana w tym, co się dzieje w Arasace. Musisz tam mieć jakieś wtyki.

EVELYN

Może i mam. Ale umowa z Dexem była taka, że nie biorę w niczym udziału.

V

Przykro mi, Evelyn. Jeśli chesz tego skoku, pora ubrudzić ręce.

EVELYN

(Zastanawia się przez chwilę. Wyciaga papierosy z torebki. Wreszcie się odzywa, częstując V papierosem:)

To czego wam trzeba?

You’re hidding something.

V

Wiesz więcej, niż mówisz. Próbujesz nas wrobić czy po prostu nie zdajesz sobie sprawy z ryzyka?

V

To pieprzona Arasaka! Nie wejdziemy tam bez dobrego zwiadu, choćbyśmy się, kurwa, zesrali. To jak będzie?

EVELYN

(Milczy przez chwilę. Wyciąga papierosy z torebki, zapala jednego. Nie częstuje V.)

Nie wiem, na co liczysz, ale okej, zróbmy po twojemu. Pytaj.

Friendly intro

[TCRF Note: Blank]

Pro intro

[TCRF Note: Blank]

Decline cigarette

V

Nie, dzięki.

Non-smoker

V

Nie palę.

Take cigarette

V

Dzięki.

Honest answer

[TCRF Note: Blank]

Laconic answer

[TCRF Note: Blank]

What’s up? (repeat)

EVELYN

Powiesz wreszcie, o co chodzi?

Drink agree

EVELYN

Na co masz ochotę?

EVELYN

Na coś mocnego. Może być wódka. Podwójna. Albo nie, dawaj całą szklankę.

Drink decline

V

Wynajęłaś mnie w charakterze złodzieja, nie kelnera.

EVELYN

I teraz tego żałuję.

About data (nice)

[TCRF Note: Blank]

About data (pissed)

[TCRF Note: Blank]

Calm down

[TCRF Note: Blank]

Antagonize

[TCRF Note: Blank]

Braindance_by_the_window

EVELYN

(Evelyn podchodzi do okna. Długo milczy.)

Dobra, mam pomysł. Nagram wam moją następną wizytę w apartamentowcu.

EVELYN

(Odwracając się do V.)

Dostaniecie Arasakę na braindensie.

Give drink

V

Trzymaj.

Doll comment

EVELYN

Comments about Evelyn’s doll implant.

V

Answers. Opens up about her job.

Tattoo comment

EVELYN

Comments about Evelyn’s gang tattoo [minor or disbanded Pacifica gang].

V

Answers. Opens up about her past.

Bruises comment

EVELYN

Apologize for the whole situation.

V

Thanks V.

Fluff 1

EVELYN

Fluff comment or question.

V

Answers.

Goodbye

[TCRF Note: Blank]

Fluff 2

EVELYN

Fluff comment or question.

V

Answers.

Offer cigarette.

EVELYN

Offers Evelyn one of his cigarettes.

Drink thanks

EVELYN

(Pije duszkiem.)

Od razu lepiej... Dzięki.

Drink nevermind

EVELYN

(Wzrusza ramionami.)

Nie to nie. Obejdzie się.

I need more info

V

Straciliśmy jedyne źródło informacji o zabezpieczeniach Arasaki. I tu właśnie wkraczasz ty.

EVELYN

Powiedziałam Dexowi wszystko, co wiem.

Courier

V

Kim jest człowiek, którego okradamy?

EVELYN

Nazywa się Haru Kasai. “Kurier od przesyłek specjalnych”, jak lubi o sobie mówić.

EVELYN

Braindance’owy ćpun, regularny gość w Domu Lalek i złodziej okradający własną firmę.

EVELYN

Za dużo gada jak na korpo szpiega, więc pewnie kradnie dla zysku. Nigdzie nie rusza się bez swojego goryla.

V

Brzmi, jakbyś go znała.

EVELYN

Bo znam. Kasai to mój stały klient.

Guards

V

Co z ochroną? Jakie mają wszepy bojowe? Pancerze? Broń?

EVELYN

Ci w budynku łażą z tanto, goście przy głównej bramie z pistoletami maszynowymi...

V

Model?

EVELYN

(Z przekąsem.)

Czarny chromowany. Skąd mam wiedzieć? Nie znam się.

Your... client?

V

Klient?

EVELYN

(Wpadająć V w słowo.)

Jestem lalką. Luksusową dziwką z neurowszczepem do wgrywania programów osobowościowych.

EVELYN

Kasai zamawia mnie zawsze, gdy jest w mieście. I zawsze chce, żebym grała tę samą dziewczynę.

EVELYN

Pewnie się zakochał, nie wiem tylko, w której z nas.

Cameras

V

A monitoring, alarmy, biometryka? Interesuje mnie wszystko.

EVELYN

Czekaj... niech się zastanowię... Recepcję napakowali skanerami, nie wniesiesz nic, czego nie mają w rejestrze.

EVELYN

No i pełno tam kamer. W Arasace nawet kible są na poglądzie.

EVELYN

A co do reszty... nie mam pojęcia. Nigdy nie musiałam zwracać uwagi na takie rzeczy.

Bodyguard

V

Ten goryl, opisz mi go.

EVELYN

Paskudny typ, wielki jak zapaśnik sumo. Chyba nie nosi żadnej broni, za to ma metalowe łapy.

EVELYN

I szybki jest, choć nie wygląda.

It’s not enough_V

V

Sporo wiesz, ale to wciąż za mało. Bez porządnego rozpoznania ten skok to samobójstwo.

Good luck

V

Powodzenia, Evelyn.

Netrunner’s dead

V

Wypłaszczyło nam netrunnerkę. Miała zdalnie czuwać nad przebiegiem misji.

V

Przejąć kamery, dezaktywować czujniki, odwracać uwagę ochrony, te sprawy. Bez niej jesteśmy udupieni.

EVELYN

Czemu nie zwerbujecie innego netrunnera?

V

Tylko T-Bug potrafiła przebić lód Arasaki. Mało który netrunner ma dość jaj, żeby w ogóle próbować.

V

Po jej śmierci nikt nie weźmie tego zlecenia. Musisz nam pomóc.

EVELYN

Niby jak?

Next visit

V

Kiedy widzisz się z Kasai?

EVELYN

Zamówił mnie na jutro, na całą noc. Sporo czasu, żeby się rozejrzeć.

Recorder

V

Wspominałaś o skanerach, jak chcesz przemycić rejestrator braindance’u?

Recorder_closed

EVELYN

Mam swoje sposoby. Powiedz Dexowi, żeby czekał na telefon.

Recorder_open

V

Niczego nie będę przemycać. Jestem lalką, mam przepustkę na chip RPS.

EVELYN

Znam kogoś, kto może go zmodyfikować. Zamiast nadawać, będzie też rejestrował.

EVELYN

Dam wam znać, jak wszystko będzie gotowe.

Goodbye

EVELYN

Lepiej, żeby nie widziano nas razem. Wyjdź pierwsza.

Good luck_closed

EVELYN

[Shrugs and says nothing]

Good luck_open

EVELYN

Dzięki. I nawzajem. Przyda nam się.

It’s not enough_Evelyn

EVELYN

Nie pomagam, co? Ale ja naprawdę nic więcej nie wiem! Niech to szlag...

EVELYN

Zrób mi drinka, V. Proszę.

Not enough_open

EVELYN

Daj mi chwilę. Muszę się napić i pomyśleć. Zrobisz mi drinka?

Not enough_closed

EVELYN

Już to mówiłaś. Zamiast się powtarzać, lepiej przynieś mi drinka.

CHOICEHUB: Enters Evelyn choice

• YOU CAN BE MORE HELPFUL THAN YOU THINK. - You can be more helpful than you think.

• YOU’RE HIDDING SOMETHING. - You’re hidding something.

CHOICEHUB: Introduction choice

• FRIENDLY INTRO -

• PRO INTRO -

CHOICEHUB: Cigarette choice

• TAKE CIGARETTE. -

• DECLINE CIGARETTE 1. -

• DECLINE CIGARETTE 2. -

CHOICEHUB: What’s up choice

• HONEST ANSWER -

• LACONIC ANSWER -

CHOICEHUB: Drink choice

• AGREE -

• DECLINE -

CHOICEHUB: Questions choice

• ABOUT SECURITY -

• ABOUT COURIER -

• ABOUT DATA -

CHOICEHUB: Counter-attack choices

• CALM DOWN -

• ANTAGONIZE -

CHOICEHUB: Peace offering choice

• OFFER CIGARETTE -

• GIVE DRINK -

CHOICEHUB: Scan Evelyn choice

• DOLL COMMENT - Comment on Evelyn’s doll implant [if detected with hacker vision].

• TATTOO COMMENT - Comment on Evelyn gang tattoo [if streetwise skill].

• SCAR/BRUISES COMMENT - Comment on Evelyn’s bruises [social / available to all playstyles].

CHOICEHUB: Fluff choice

• FLUFF 1 - Fluff 1.

• FLUFF 2 - Fluff 2.

• GOODBYE - Goodbye.

CHOICEHUB: Give drink choice

• GIVE DRINK -

CHOICEHUB: What you know choice

• COURIER - Courier

• GUARDS - Guards

• CAMERAS - Cameras

CHOICEHUB: Whats the problem choice

• I NEED MORE INFO - I need more info

• NETRUNNER IS DEAD - Netrunner is dead

CHOICEHUB: Braindance_choice

• WHEN’S YOUR NEXT VISIT AT ARASAKA? - When’s your next visit at Arasaka?

• HOW’RE YOU GONNA SMUGGLE THE RECORDER? - How’re you gonna smuggle the recorder?

CHOICEHUB: Good luck choice

• GOOD LUCK. - Good luck.

CHOICEHUB: Not enough V choice

• IT’S NOT ENOUGH. - It’s not enough.

CHOICEHUB: Choice Section 6

• YOUR... CLIENT? - Your... client?

• BODYGUARD. - Bodyguard.

q002_3_meet_evelyn_wip Enters Evelyn

EVELYN

Comes in. Comments on V's appearance.

V

EVELYN

You can be more helpful than you think.

V

Comeback.

EVELYN

V

EVELYN

You’re hidding something.

V

Comeback.

V

EVELYN

Friendly intro

Pro intro

Decline cigarette

V

Declines cigarette.

Non-smoker

V

Says he doesn't smoke.

Take cigarette

V

Thanks Evelyn for cigarette.

Honest answer

Laconic answer

What’s up? (repeat)

EVELYN

Asks again what she's doing there (if V didn't answer the first time).

Drink agree

EVELYN

Agrees to make Evelyn a drink. Asks what does she want.

EVELYN

Says that anything strong will do.

Drink decline

V

Tells Evelyn he won't make her drinks.

EVELYN

Reacts.

About data (nice)

About data (pissed)

Calm down

Antagonize

Braindance_by_the_window

EVELYN

EVELYN

Give drink

V

Doll comment

EVELYN

Comments about Evelyn’s doll implant.

V

Answers. Opens up about her job.

Tattoo comment

EVELYN

Comments about Evelyn’s gang tattoo [minor or disbanded Pacifica gang].

V

Answers. Opens up about her past.

Bruises comment

EVELYN

Apologize for the whole situation.

V

Thanks V.

Fluff 1

EVELYN

Fluff comment or question.

V

Answers.

Goodbye

Fluff 2

EVELYN

Fluff comment or question.

V

Answers.

Offer cigarette.

EVELYN

Offers Evelyn one of his cigarettes.

Drink thanks

EVELYN

Thanks V for the drink.

Drink nevermind

EVELYN

I need more info

V

EVELYN

Courier

V

EVELYN

EVELYN

EVELYN

V

EVELYN

Guards

V

EVELYN

V

EVELYN

Your... client?

V

EVELYN

EVELYN

EVELYN

Cameras

V

EVELYN

EVELYN

EVELYN

Bodyguard

V

EVELYN

EVELYN

It’s not enough_V

V

Good luck

V

Netrunner’s dead

V

V

EVELYN

V

V

EVELYN

Next visit

V

EVELYN

Recorder

V

Recorder_closed

EVELYN

Recorder_open

V

EVELYN

EVELYN

Goodbye

EVELYN

Good luck_closed

EVELYN

[Shrugs and says nothing]

Good luck_open

EVELYN

It’s not enough_Evelyn

EVELYN

EVELYN

Not enough_open

EVELYN

Not enough_closed

EVELYN

CHOICEHUB: Enters Evelyn choice

• YOU CAN BE MORE HELPFUL THAN YOU THINK. - You can be more helpful than you think.

• YOU’RE HIDDING SOMETHING. - You’re hidding something.

CHOICEHUB: Introduction choice

• FRIENDLY INTRO -

• PRO INTRO -

CHOICEHUB: Cigarette choice

• TAKE CIGARETTE. -

• DECLINE CIGARETTE 1. -

• DECLINE CIGARETTE 2. -

CHOICEHUB: What’s up choice

• HONEST ANSWER -

• LACONIC ANSWER -

CHOICEHUB: Drink choice

• AGREE -

• DECLINE -

CHOICEHUB: Questions choice

• ABOUT SECURITY -

• ABOUT COURIER -

• ABOUT DATA -

CHOICEHUB: Counter-attack choices

• CALM DOWN -

• ANTAGONIZE -

CHOICEHUB: Peace offering choice

• OFFER CIGARETTE -

• GIVE DRINK -

CHOICEHUB: Scan Evelyn choice

• DOLL COMMENT - Comment on Evelyn’s doll implant [if detected with hacker vision].

• TATTOO COMMENT - Comment on Evelyn gang tattoo [if streetwise skill].

• SCAR/BRUISES COMMENT - Comment on Evelyn’s bruises [social / available to all playstyles].

CHOICEHUB: Fluff choice

• FLUFF 1 - Fluff 1.

• FLUFF 2 - Fluff 2.

• GOODBYE - Goodbye.

CHOICEHUB: Give drink choice

• GIVE DRINK -

CHOICEHUB: What you know choice

• COURIER - Courier

• GUARDS - Guards

• CAMERAS - Cameras

CHOICEHUB: Whats the problem choice

• I NEED MORE INFO - I need more info

• NETRUNNER IS DEAD - Netrunner is dead

CHOICEHUB: Braindance_choice

• WHEN’S YOUR NEXT VISIT AT ARASAKA? - When’s your next visit at Arasaka?

• HOW’RE YOU GONNA SMUGGLE THE RECORDER? - How’re you gonna smuggle the recorder?

CHOICEHUB: Good luck choice

• GOOD LUCK. - Good luck.

CHOICEHUB: Not enough V choice

• IT’S NOT ENOUGH. - It’s not enough.

CHOICEHUB: Choice Section 6

• YOUR... CLIENT? - Your... client?

• BODYGUARD. - Bodyguard.

q115 - Rogue ending#

To do:
The screenplays need a proper translation so the quest can be summarized with more details.

The folder \R6.Root\Mainline\r6\depot\base\quest\main_quests\part1\q115\scenes\exported_screenplays contains various screenplays belonging to an earlier version of Rogue's path of the ending. This version would have involved Rogue, Weyland, Maman Brigitte, Sobchuk/River and Alt helping V reach Mikoshi. Judy, Kerry, Panam and/or Delamain would also assist V in this version of the quest, but likely off-screen helping V distract Arasaka with some kind of diversion. The quest seems to have some similarities with the final version of the quest with V meeting Rogue at the Afterlife before going into the tower, the AV crashing and the crew reaching the garden inside Arasaka Tower.

Some differences compared to the final quest include V and the crew seemingly parachuting into Arasaka Tower from the AV, but with Maman Brigitte landing at the wrong spot and hurting herself so badly she appears to have died or is almost dying at a later point. River follows Maman Brigitte from the air to assist her, which somehow leads him to being killed inside the tower. Rappelling inside Arasaka Tower is another element cut from the final quest.

Only one screenplay is written in English, q115_09_security, but the name of the quest nodes and titles of choices in choicehubs are written in English and does give some context to the content of the other screenplays written in Polish.

Screenplay(Scroll for more)

q115_00_johnny q115_00_warned_you

JOHNNY

Ostrzegałem.

Johnny zatrzymuje windę

PLAYER

Co... Co ty...

q115_00_player_animation

q115_00_look_at_you_v

JOHNNY

Kurwa, to może być kwestia godzin...

JOHNNY

A ty nawet nie potrafisz ustać na nogach.

JOHNNY

Ja jestem w pełni sił. 200% determinacji.

JOHNNY

Rozumiesz, co mam na myśli?

CHOICEHUB: q115_00_ch_about_control

• ==> CONTROL - Chcesz przejąć stery.

• GO ONE - Tak, ale wcale mi się to nie podoba.

q115_00_player_falling_do​wn

q115_00_control

PLAYER

Wiem. Chcesz przejąć nade mną kontrolę.

JOHNNY

Już to robiliśmy. Nie było tak źle.

q115_00_johnny_plan

JOHNNY

Zażyjesz endotryzynę i pozwolisz mi usiąść za kierownicą.

JOHNNY

Dowiozę nas do tego jebanego Mikoshi.

PLAYER

Jak?

JOHNNY

Na pewno nie z Arasaką.

PLAYER

W pojedynkę nie masz szans.

JOHNNY

Ale mam je z Rogue.

JOHNNY

A ona ma wobec mnie dług do spłacenia.

JOHNNY

Przekonam ją. Zaatakujemy Arasakę i wpuścimy Alt do systemu.

JOHNNY

To nasza jedyna szansa.

q115_00_pacing_initial

q115_00_pacing

CHOICEHUB: q115_00_ch_our_options

• ==> ROGUE - Myślisz, że to się uda?

• PANAM - A co z Panam? Też chciała pomóc.

• HANAKO - Jest też oferta Hanako.

• ME AND ROGUE - Ja też mogę poprosić Rogue.

q115_00_rogue_option

PLAYER

Myślisz, że z Rogue... Że to się uda?

q115_00_before_blackout_e​motional

JOHNNY

Z jej doświadczeniem? Możliwościami? Kontaktami na mieście?

JOHNNY

Nie znajdziesz nikogo lepszego.

PLAYER

Johnny...

V zaczyna się chwiać

JOHNNY

To musi się udać! Alt nas poskłada w Mikoshi, a potem rozpierdolę to...

PLAYER

Ough...

q115_00_blackout

JOHNNY

Świetnie! Znowu odpływasz?!

Screenplay(Scroll for more)

q115_01_rogue_holocall

q115_01_rogue_arasaka

V

Potrzebuję fixerki.

ROGUE

No to dobrze trafiłaś. Dasz jakieś konkrety?

V

Chcę żebyś zorganizowała ludzi i sprzęt. Chodzi o grubszą akcję.

ROGUE

Do mnie się nie dzwoni z byle czym. Co planujesz?

V

Ech... [Pauza]. Muszę się dostać do kompleksów podziemnych Arasaka Tower. Potrzebuję planu i ludzi.

ROGUE

To jednak wybrałaś zły numer.

V

Tylko ty możesz to zorganizować.

ROGUE

Nie ma mowy.

q115_01_calling_rogue

ROGUE

Cześć, V.

ROGUE

Jak tam?

q115_01_ok

V

No, wiesz... Jakoś tam leci.

ROGUE

Hmm. A brzmisz słabo.

V

Zdaje ci się.

ROGUE

No dobra... To grzeczności mamy za sobą. Mów, po co dzwonisz.

q115_01_johnny_takes_over

JOHNNY

Rogue.

JOHNNY

To było w 2019-tym. Przyszłaś na mój koncert i stałaś nieruchomo pod sceną. Znalazłem cię potem przy barze i zapytałem, jak ci się podobało.

JOHNNY

Powiedziałaś, że koncert był do dupy, ale założyłaś się z kimś, że przelecisz rockerboya.

JOHNNY

Nie wychodziliśmy z łóżka przez dwa dni. Na pewno to pamiętasz.

ROGUE

V?! Co tu się, kurwa, dzieje? Skąd to wiesz?

JOHNNY

To nie ona. Ona nie powinna tego wiedzieć. Ja nie powinienem siedzieć w jej głowie.

JOHNNY

Dlatego pomożesz mi w skoku na Arasaka Tower. Pomożesz mi jeszcze raz.

q115_01_johnnys_idea

JOHNNY

Dobra, V. Łyknij piguły i posuń się. Ja to zrobię.

q115_01_v_faints

JOHNNY

Dobra, V. Jedźmy do niej. Powiem ci, co masz mówić.

V

Johnny... Ja nie mogę... oddychać...

V

[V blacks out.]

q115_01_not_ok

V

Jest nienajlepiej.

ROGUE

No właśnie słyszę. Potrzebujesz czegoś?

ROGUE

Jesteś ranna?

V

Nie... nie o to chodzi.

ROGUE

To o co?

q115_01_money

V

Przecież dla fixera każde zlecenie jest dobre. Chodzi tylko o cenę. Dogadajmy się.

ROGUE

Nie zrobię tego za żadne pieniądze.

q115_01_pleading

V

Rogue... Proszę cię.

ROGUE

Nie zmiękczysz mnie.

q115_01_no_no_no

ROGUE

Zapomnij o tym pomyśle i nikomu więcej o nim nie mów.

ROGUE

I nie dzwoń już do mnie.

q115_01_agrees_to_meet

ROGUE

[Po długiej pauzie.] Spotkajmy się.

JOHNNY

Zgadzasz się?

ROGUE

Nie. Wybiję wam to z głowy.

q115_01_johnny_pills

V

Rób co chcesz. [V takes her pills.]

q115_01_johnnys_idea

V

Nie wiem, czy to jest dobry...

V

A, zresztą.

CHOICEHUB: q115_01_ch_arasaka

• NEED FIXER - Potrzebuję fixerki.

• OK - Jakoś leci.

• NOT THAT GREAT - Kiepsko.

CHOICEHUB: q115_01_ch_call_rogue

• CALL - [Zadzwoń do Rogue.]

CHOICEHUB: q115_01_ch_fixer

• NAME YOUR PRICE - Podaj cenę.

• PLEASE - Proszę.

CHOICEHUB: q115_01_ch_pills

• TAKE PILLS - [Połknij tabletki.]

• NOT SURE IF WANT - Nie wiem czy to dobry pomysł.

Screenplay(Scroll for more)

q115_02a_sobchak q115_02_plan

V

Co myślisz o tym wszystkim?

SOBCHAK

Zawsze chciałem wlecieć do Arasaka Tower szybem wentylacyjnym...

V

Sarkazm? Czyli nie jesteś w takim złym nastroju...

SOBCHAK

Dobrze wiesz, że różne rzeczy mnie w życiu spotkały. Większość z nich to były złe rzeczy.

SOBCHAK

Buntowałem się. Walczyłem. Wsciekałem się.

SOBCHAK

A potem je zaakceptowałem.

q115_02_fluff

V

Coś ze mna nie tak? Czemu tak patrzysz?

SOBCHAK

Powinnaś się zbadać. Naprawdę źle wyglądasz.

V

To tylko zmęczenie.

SOBCHAK

Nie, przyglądam ci się od dłuższego czasu. Dzieje się z tobą coś niedobrego.

q115_02a_lets_talk

SOBCHAK

Pogadajmy.

q115_02a_lets_date

V

Jasne. Co tam?

SOBCHAK

No, wiesz... Pomyślałem, że możemy spędzić trochę czasu razem...

SOBCHAK

Mała chwila zapomnienia... Co ty na to?

q115_02a_no_time

V

Nie teraz, River.

V

Przepraszam, ale wiesz... Ja się ledwo trzymam na nogach.

SOBCHAK

Mhm. Jasne. Jasne, V.

SOBCHAK

Jak chcesz, to możemy postrzelać. Dla wprawy.

q115_02a_lets_meet

V

Czemu nie... Nie wiadomo, czy jeszcze kiedyś...

SOBCHAK

Przestań. Nie mów tak.

SOBCHAK

Wszystko będzie dobrze. Ja tam będę.

SOBCHAK

Chodź. Znajdziemy jakieś spokojniejsze miejsce.

q115_02a_start

SOBCHAK

Chcesz postrzelać?

SOBCHAK

To mnie relaksuje.

q115_02a_middle

V

No dobra. Postrzelajmy. Do trzech?

SOBCHAK

[River misses every time.]

q115_02a_sex

V

Chodź tutaj. To cię na pewno zrelaksuje.

V

[Sexytimes.]

q115_02a_shooting

V

Nieźle.

V

Widzę, że jesteś w tak samo dobrej formie jak ja.

SOBCHAK

Chyba już ustaliliśmy, że jestem zdenerwowany?

q115_02a_go_back

V

Wracajmy już.

V

Rogue pewnie już skończyła zbierać sprzęt.

SOBCHAK

Mhm... Miejmy to już za sobą.

q115_02_shoot

V

Dobry pomysł.

SOBCHAK

Jak przegrasz, to organizujesz następnego grilla.

V

Nie wiedziałam, że robimy z tego konkurs.

SOBCHAK

Zawsze.

q115_02_no_shoot

V

Dzięki, ale nie mam ochoty.

SOBCHAK

Bo byś przegrała i wiesz o tym.

V

Nie wiedziałam, że to miał być konkurs.

SOBCHAK

No, a jak?

SOBCHAK

Dobra, wracajmy do Rogue.

CHOICEHUB: q115_02_ch_choices

• PLAN - Co myślisz o naszym planie?

• FLUFF - Dlaczego mi się przyglądasz?

CHOICEHUB: q115_02a_ch_lets_talk

• TALK - Jasne.

CHOICEHUB: q115_02a_ch_date

• DATE - Czemu nie.

• NO_DATE - Nie w tej chwili, River.

CHOICEHUB: q115_02a_ch_train

• TRAIN - Okej.

• BUSINESS TIME - Nie po to tu przyszliśmy.

CHOICEHUB: q115_02a_ch_sex

• TRAIN - Ja cię zrelaksuję.

• NO_SEX - Wracajmy.

CHOICEHUB: q115_02a_ch_shooting

• YES - Dobry pomysł.

• NO - Nie mam ochoty.

Screenplay(Scroll for more)

q115_02c_judy

q115_02_judy_distance

JUDY

Hej, V.

q115_02_plan

V

Co sądzisz o naszym planie?

JUDY

Po co mi zadajesz takie pytania? Czy ten plan jest sensowny? Nie bardzo.

JUDY

Czy masz inne wyjście? Nie.

q115_02_fluff

V

Wyglądasz na spiętą.

JUDY

Widywałam już podobne odprawy u Lizzies. Wiesz, co łączy wszystkie takie akcje?

V

Co?

JUDY

Mało kto z nich wraca.

JUDY

Obiecaj, że ty wrócisz.

V

Zobaczę co da się zrobić.

q115_02c_lets_talk

JUDY

Masz chwilę?

q115_02c_lets_date

V

No jasne. O czym chcesz pogadać?

JUDY

Właściwie, to wcale nie chcę gadać... Pomyślałam, że może się trochę zrelaksujemy? No, wiesz...

JUDY

Żeby nie myśleć o tym wszystkim.

q115_02c_lets_meet

V

Hmm... Podoba mi się twój tok myślenia.

JUDY

To się bardzo, bardzo dobrze składa...

V

Chodź. Znajdziemy jakieś przyjemniejsze miejsce.

q115_02c_no_time

V

Przykro mi... Nie bierz tego do siebie, ale muszę oszczędzać siły.

JUDY

No jasne... Rozumiem.

q115_02a_start

JUDY

Ty się w ogóle nie denerwujesz?

q115_02a_middle

V

Denerwuję się.

V

Wszyscy uważają, że skok nie ma prawa się udać.

JUDY

A ja wiem, że się uda. Po prostu wiem.

V

Skąd?

JUDY

Czuję to. Kiedy jesteś blisko... Po prostu wiem, że to nie koniec.

q115_02a_sex

V

[V kisses Judy, they have sex.]

q115_02c_not_anymore

V

Już się nie denerwuję.

V

Teraz rzeczy się dzieją, nie ma co się zastanawiać nad słusznością decyzji.

V

Robimy to i koniec.

JUDY

Taką cię lubię. Jesteś twarda... To mnie kręci.

q115_02c_sex

V

Nie przyszłyśmy tu rozmawiać...

JUDY

Mmm. Słusznie...

q115_02a_back

V

Wracajmy już.

V

Rogue niedługo skończy kompletować sprzęt. Nie chcę, żeby czekała.

JUDY

Okej. Jasne.

CHOICEHUB: q115_02_ch_judy

• PLAN - Co sądzisz o naszym planie?

• FLUFF - Wyglądasz na spietą.

CHOICEHUB: q115_02c_ch_lets_talk

• TALK - No jasne.

CHOICEHUB: q115_02c_ch_date

• DATE - Podoba mi się twój tok myślenia.

• NO_DATE - Nie mam siły.

CHOICEHUB: q115_02a_ch_train

• TRAIN - Denerwuję.

• NOT NERVOUS - Już nie.

• LETS GET IT ON - Nie przyszłyśmy tu rozmawiać.

CHOICEHUB: q115_02a_ch_sex

• TRAIN - [Pocałuj.]

CHOICEHUB: q115_02a_ch_back

• GO BACK - Wracajmy.

• GO ON - [Pocałuj.]

Screenplay(Scroll for more)

q115_02b_voodoo_queen

q115_01_af_queen

VOODOO_QUEEN

Bonswa.

q115_02_on_alt

V

Alt jest gdzieś tam... Razem z tobą?

VOODOO_QUEEN

Tak.

Pokazuje V zminiaturyzowane urządzenie do komunikacji.

Więc czemu się nie odzywa?

V

Więc czemu się nie odzywa?

VOODOO_QUEEN

Ależ odzywa się.

q115_02_on_fluff

V

Voodoo Boys odwalili kawał dobrej roboty z przygotowaniem planu budynku.

VOODOO_QUEEN

Zgadza się. Teraz kolej na was.

q115_02_on_plan

V

Jakieś przemyślenia na temat naszego planu?

VOODOO_QUEEN

Zostawiam je zawodowcom. Po prostu wprowadźcie nas do środka.

CHOICEHUB: q115_01_ch_choices

• PLAN - Co myślisz o naszym planie?

• FLUFF - Voodoo Boys zrobili dobry zwiad.

Screenplay(Scroll for more)

q115_02e_kerry

q115_02_kerry_distance

KERRY

Jak tam, V?

q115_02_plan

V

Jak ci się podoba nasz plan?

KERRY

Wiesz, nie znam się na tym... Ale macie Alt. Macie Panam. Lepiej się chyba nie można przygotować.

KERRY

Jeśli to ma się udać, to tylko z nimi.

V

Wreszcie jakiś powiew optymizmu.

KERRY

Optymizmem bym tego nie nazwał... To nadal jest karkołomny pomysł.

q115_02_fluff

V

Fajnie, że przyszedłeś. Doceniam to.

KERRY

Daj spokój. Miałbym ominąć największy rozpierdol dekady?

KERRY

Za długo nagrywałem płyty o niczym. Mam poczucie, że z tej akcji wyniknie coś świeżego i mocnego.

q115_02c_lets_talk

KERRY

Hej, V?

q115_02c_lets_date

V

No, co tam?

KERRY

Właśnie myślałem, co mnie tak przyciąga do ciebie.

V

I?

KERRY

I są to dwie rzeczy, które mnie inspirują jako artystę - świadomość ostateczności... I seks.

V

Chcesz się ze mną przespać, bo jestem na krawędzi?

KERRY

Nie. Chcę się z tobą przespać, bo mnie kręcisz.

q115_02c_lets_meet

V

No to chodźmy.

V

Nie będę przecież stawać między artystą a dziełem.

KERRY

Za to cię lubię. Rozumiesz sztukę.

q115_02c_no_time

V

Nie dziś, Kerry. Muszę się oszczędzać.

V

Za to możesz ze mną trochę posiedzieć nad krawędzią.

KERRY

No trudno... To zagram ci coś.

KERRY

[Kerry starts playing his guitar.]

q115_02a_start

KERRY

Zagrać ci coś?

q115_02a_middle

V

Zagraj.

KERRY

[Kerry plays guitar.]

V

To nowy kawałek?

KERRY

Uhm. Nazwę go “Arasaka chuje.”

V

Dobitnie. Wracasz do punkowych korzeni?

KERRY

Może...

q115_02a_sex

V

[V kisses Kerry. They have sex.]

q115_02e_sexytimes

V

Wiesz, że zawsze chętnie cię słucham. Ale zdawało mi się, że nie po to tu przyszliśmy.

KERRY

Nie po to...

KERRY

No to chodź tu, chłopaku z wiecznością w oczach.

q115_02e_flirty

V

To jest bardzo sexy.

KERRY

Jak bardzo?

V

Nie jestem artystą. Nie potrafię tego wyrazić słowami.

KERRY

To pokaż.

q115_02e_back

V

Wracajmy już.

V

Rogue pewnie już zebrała sprzęt.

V

Niedługo wyruszamy.

KERRY

Ech... Wszędzie ta ostateczność. Nieuchronny koniec...

KERRY

Wracajmy więc.

CHOICEHUB: q115_02_ch_kerry

• PLAN - Co sądzisz o naszym planie?

• FLUFF - Fajnie, że przyszedłeś.

CHOICEHUB: q115_02c_ch_lets_talk

• TALK - Co tam?

CHOICEHUB: q115_02c_ch_date

• DATE - No to chodźmy gdzieś.

• NO_DATE - Nie dziś.

CHOICEHUB: q115_02a_ch_train

• TRAIN - Zagraj.

• SEX - Nie po to tu przyszliśmy.

CHOICEHUB: q115_02a_ch_sex

• TRAIN - To bardzo sexy.

• GO_BACK - Wracajmy już.

CHOICEHUB: q115_02a_ch_sex

• TRAIN - [Pocałuj.]

Screenplay(Scroll for more)

q115_03_preparations

q115_03_rogue_and_wilson

ROGUE

Będziemy potrzebowali przede wszystkim broni ręcznej. Powiedziałabym, że lekkiej, ale to poważna operacja.

Czyli średniaki. WSA Autopistol? Oczywisty wybór.

ROGUE

Bez przesady. Mówiłam, że to poważna sprawa.

W Afterlife nic się nie zmienia... Styl ponad wszystko. No dobra, jak chcesz. Wjeżdża górna półka.

W takim razie Streetmastery?

ROGUE

Nic lepszego nie masz?

Arms Avenger. Ale to będzie kosztować.

ROGUE

Biorę sześć. Do tego amunicja.

ROGUE

Dla siebie będę potrzebowała czegoś cięższego.

Cityhunter? Mallorian?

ROGUE

Uhm.

Który?

ROGUE

Oba.

q115_03_rogue

Screenplay(Scroll for more)

q115_03_rogue

q115_03_opening_descripti​on

V

[Johnny wchodzi do Afterlife - po godzinach jest tu tylku pijanych klientów, za kontuarem krząta się Claire]

CHOICEHUB: q115_03_rogue_sit_01

• ==> SIT_DOWN – [Usiądź]

q115_03_rogue_and_wakako

ROGUE

Ujmę to tak, Wakako: nie chcesz mi wchodzić w drogę.

ROGUE

Prowadzisz ten swój biznesik tylko dlatego, że ci na to pozwalam. A to w każdej chwili może się zmienić.

ROGUE

Poczekaj chwilę.

q115_03_intro_with_rogue

ROGUE

V?

CHOICEHUB: q115_03_ch_hey_its_me

• ==> V REST - V odpoczywa. To ja.

• KEEP GOING - Próbuj dalej.

q115_03_v_is_resting

V

V odpoczywa. To ja.

q115_03_what_do_you_want

ROGUE

Wrócimy do tego później, Wakako.

ROGUE

Czego chcesz, Johnny?

CHOICEHUB: q115_03_ch_what_want

• ==> NOT HAPPY - Nie cieszysz się, że mnie widzisz?

• INTERRUPT - Przerwałem ci coś ważnego.

q115_03_not_happy_rogue

V

Co tu tak... Grobowo?

V

Nie cieszysz się, że mnie widzisz?

ROGUE

Nie jestem pewna.

V

Dlaczego? W kinie było całkiem miło.

ROGUE

Nie jesteśmy w kinie.

ROGUE

I chyba wiem, po co tu jesteś.

ROGUE

Masz jakiś interes. A to zły znak.

V

(przejście w temat Rogue - fixerki, Johnny prowokujący)

CHOICEHUB: q115_03_ch_provocation

• ==> PAST - (debug Atlantis)

• ROGUE - (debug fixerka)

• US - (debug o nas)

q115_03_past_toast

V

Szkoda, że ekipa z Atlantis nie może nas teraz zobaczyć.

q115_03_toast_conclusion

ROGUE

Hm? Co to ma znaczyć?

CHOICEHUB: q115_03_ch_after_closing

• ==> MEMORIES - Wspominam. To coś złego?

• LAST 50 YEARS - Próbuję sobie poskładać fakty.

q115_03_memories

V

Tylko wspominam.

V

Ty nie tęsknisz za starymi czasami?

ROGUE

Dobrze mi tu, gdzie jestem.

V

Właśnie widzę. Świetnie się urządziłaś.

V

W przeciwieństwie do reszty.

CHOICEHUB: q115_03_rogue_v_stand_up_​01

(Rogue wstaje)

• ==> STAND_UP - [Wstań]

q115_03_rogue_closing_bar

ROGUE

OK, zamykamy!

                       KLIENT

Ej, Rogue, nie skończyliśmy!

ROGUE

Skończyliście!

ROGUE

[Klienci, marudząc pod nosem, kierują się w stronę wyjścia]

ROGUE

Ty też, Claire.

Rogue kiwa dłonią na barmankę.

ROGUE

CLAIRE: Co się dzieje?

ROGUE

Kończysz zmianę i idziesz się przespać. To się dzieje.

q115_03_rogue_Section_01

q115_03_whole_bar_for_us

V

Cały lokal dla nas? Idealnie.

ROGUE

Teraz mów, co ty mi tu insynuujesz?

CHOICEHUB: q115_03_ch_insinuations

• ==> DONT JUDGE - Nic. Nie osądzam cię.

• STH WRONG - Wybrałaś wygodne życie.

• SELLED - Sprzedałaś się korpom.

q115_03_johnny_doesnt_jud​ge

V

Nic, Rogue. Nie osądzam cię.

ROGUE

I dobrze. Każdy dokonał swoich wyborów.

q115_03_its_not_about_pas​t

ROGUE

Ale tobie wcale nie chodzi o przeszłość.

ROGUE

Chcesz mnie w coś wciągnąć. Stąd to pieprzenie.

CHOICEHUB: q115_03_ch_about_present

• ==> DYING - V umiera. Muszę jej pomóc.

• A-TOWER - Muszę się dostać do Arasaka Tower.

q115_03_this_body

V

To ciało... Ja w nim... Kurwa.

V

V umiera. Pożeram ją jak pierdolony nowotwór.

V

Ale ten proces da się zatrzymać. Muszę tylko...

ROGUE

Kurwa, Johnny. Nie rób tego.

ROGUE

Nie wmawiaj sobie, że chcesz komukolwiek pomóc. Zawsze chodzi tylko o ciebie. Chcesz poczuć się lepiej.

CHOICEHUB: q115_03_ch_changes

• ==> FUCK OFF - Odpieprz się, skarbie.

• I CHANGED - Może coś się zmieniło?

q115_03_fuck_off_sweety

V

Odpieprz się, skarbie.

q115_03_end_of_time

V

Kończy mi się czas, Rogue.

V

Kiedy wskazówka jebanego zegara wybije północ, zniknie Johnny, i zniknie V.

V

Zanim to się stanie... Muszę się z nią rozszczepić.

Johnny bierze łyka

V

Udało nam się nawiązać kontakt z Alt Cunningham. Pomoże nam.

ROGUE

Ale?

V

Możemy to zrobić tylko w jednym miejscu. W fortecy danych o nazwie Mikoshi.

V

A jedyny znany punkt dostępu znajduje się pod Arasaka Tower.

ROGUE

Znów Arasaka? To było do przewidzenia.

q115_03_only_idiot

ROGUE

Tylko idiota robi ciągle to samo, oczekując innego rezultatu.

ROGUE

Masz w ogóle jakiś plan?

CHOICEHUB: q115_03_ch_plan

• ==> U TELL ME - Myślałem, że mi w tym pomożesz.

• CREW AND STUFF - Potrzebuję ludzi i sprzętu.

• FUCK PLANS - Pieprzyć plany! Kiedyś ich nie potrzebowaliśmy.

q115_03_you_tell_me_plan

V

Jesteś najlepszą fixerką w mieście.

V

Ty mi powiedz, jak to zrobimy.

q115_03_us

ROGUE

Poczekaj. My?

CHOICEHUB: q115_03_ch_us

• ==> WE - My. Bez ciebie to się nie uda.

• WANNA MISS IT - Chciałabyś to przegapić?

q115_03_only_with_you

V

My. Bez ciebie się to nie uda.

q115_03_you_want_me_to_he​lp

ROGUE

Czyli co? Chcesz, żebym odkurzyła broń i jeszcze raz pomogła ci zaatakować Arasakę?

V

Tak.

ROGUE

Kiedy?

V

Nie wiem. Teraz?

ROGUE

Aha. A czemu myślisz, że się zgodzę?

CHOICEHUB: q115_03_ch_why_rogue_help

• ==> YOU OWN ME - Bo jesteś mi to winna.

• YOU OWN YOURSELF - Bo jesteś to sobie winna.

q115_03_you_own_me

V

Bo myślę, że jesteś mi to winna.

V

Mnie i wszystkim innym, których zostawiłaś, żeby wdrapać się na sam szczyt.

ROGUE

[Rogue nie odpowiada, ponuro przygląda się Johnny’emu. Wreszcie bierze łyka i z hukiem odstawia butelkę na blat]

ROGUE

Kurwa...

q115_03_ending

V

xxxxx

ROGUE

Pewne rzeczy się nie zmieniają.

V

A my? Zmieniliśmy się aż tak bardzo?

ROGUE

Ja... Nie wiem.

V

No to się przekonajmy.

V

[Johnny całuje Rogue]

V

Pomożesz mi?

ROGUE

Zamknij się...

ROGUE

Zamknij się, Johnny.

Rogue wraca do przerwanego pocałunku.

Screenplay(Scroll for more)

q115_03d_weyland

q115_03_weyland_whatsup

WEYLAND

q115_03_weyland_experienc​e

V

Od dawna pracujesz z Rogue?

WEYLAND

Dłużej niż by chciała przyznać.

V

A wcześniej co robiłeś?

WEYLAND

Byłem dowódcą oddziału Wodnych Leopardów.

WEYLAND

Jak o nas nie słyszałaś, to nie wiem co robisz w Afterlife.

q115_03_weyland_skills

V

W czym jesteś dobry?

WEYLAND

Mam zajebistą stylówę.

V

Aha... I?

WEYLAND

I umiem każdego przegadać.

V

Chodziło mi o konkretne umiejętności bojowe.

WEYLAND

Jestem solosem od pięćdziesięciu lat. Mam, kurwa, wyłącznie umiejętności bojowe.

WEYLAND

Bierz pukawkę i chodź na strzelnicę, to zobaczysz.

V

Może później.

q115_03_weyland_hire

V

Chcę, żebyś wziął udział w ataku na Arasaka Tower.

WEYLAND

Dobrze się składa. Też chcę wziać udział.

q115_03_weyland_bye

V

Dzięki za rozmowę, Weyland.

WEYLAND

Nie ma sprawy, dzieciaku.

q115_03_weyland_met_greet

WEYLAND

Zresztą... Będzie dobrze.

WEYLAND

Doświadczenie mi to mówi.

q115_03_weyland_hire

V

q115_03_weyland_greet

V

Cześć. Ty jesteś Andrew?

WEYLAND

Tylko jeśli chcesz po mordzie. Jestem Weyland Boa Boa.

V

Okej... Boa.

q115_03_weyland_met_greet

V

Cześć, Boa.

WEYLAND

No cześć.

q115_03_weyland_whatsup

WEYLAND

Coś chcesz?

q115_03_greet

WEYLAND

No i jak tam?

WEYLAND

Boisz się?

q115_03_no

V

Nie.

WEYLAND

Uuu, to niedobrze.

WEYLAND

Odwaga to panowanie nad strachem, a nie brak strachu.

q115_03_yes

V

No... nie będę ukrywać. Boję się.

WEYLAND

No i dobrze.

V

Czemu?

WEYLAND

Bo to znaczy, że żyjesz.

q115_03_you

V

A ty?

WEYLAND

Ja się nie boję. Jestem na to za stary, to po pierwsze.

WEYLAND

Po drugie, strach bierze się z niewiedzy.

V

A ty wszystko wiesz?

WEYLAND

Znam siebie. I znam wroga. To wystarczy.

WEYLAND

A ty? Boisz się. Przyznaj.

CHOICEHUB: q115_03_ch_weyland_greet

• NO - Nie.

• YES - Tak.

• AND_YOU - A ty?

CHOICEHUB: q115_03_ch_weyland_fluff

• FLUFF -

CHOICEHUB: q115_03_ch_weyland_greet

• GREET - Cześć.

CHOICEHUB: q115_03_ch_weyland_interv​iew

• HIRE - Chcę cię wynająć na akcję.

• NO THANKS - Dzięki za rozmowę.

• SKILLS - W czym jesteś dobry?

• EXPERIENCE - Długo pracujesz z Rogue?

CHOICEHUB: q115_03_ch_weyland_interv​iew

• BYE THANKS - Dzięki za rozmowę.

• SKILLS - W czym jesteś dobry?

• EXPERIENCE - Długo pracujesz z Rogue?

Screenplay(Scroll for more)

q115_03g_panam

q115_03_panam_intro

PANAM

Masz chwilę?

q115_03_whats_up

V

Jasne, co tam?

PANAM

Zastanawiam się nad tym, co powiedziałaś u rippera... Że nie chcesz narażać rodziny.

V

No... I co?

PANAM

Nic... Ciekawa jestem, na ile to było szczere... A na ile po prostu nie wierzysz w możliwości Aldecaldos.

q115_03_matter

V

Wierzę w twoje możliwości. To chyba jest najważniejsze?

PANAM

Nie do końca. Moja siła bierze się z grupy.

V

A moim zdaniem to nie jest cała prawda.

q115_03_honest

V

To było całkiem szczere, Pan. Rogue miała rację - ona ma ogromne doświadczenie.

V

To była czysta kalkulacja.

PANAM

Obyś się nie pomyliła.

q115_03_end

V

W każdym razie - doceniam to, że tu jesteś. Serio.

PANAM

Powiedziałeś, że mnie potrzebujesz. Więc jestem.

CHOICEHUB: q115_03_whats_up

• WHATS_UP - Jasne.

CHOICEHUB: q115_03_ch_panam

• DOES IT MATTER - Wierzę w twoje możliwości.

• HONEST - Było szczere.

Screenplay

q115_04_preparations_fina​l

q115_04_start

PLAYER

Wyruszajmy. Teraz.

ROGUE

Albo nigdy.

ROGUE

Zawołam resztę.

CHOICEHUB: q115_04_ch_start_mission

• BEGIN - Wyruszajmy.

Screenplay(Scroll for more)

q115_04_plan

q115_02_plan_intro

ROGUE

Wszyscy już są.

ROGUE

Zacznijmy.

q115_02_plan_5

ALT

ALT

ALT

q115_02_preparations

ROGUE

q115_02_plan_thanks

V

Pewnie zdajecie sobie sprawę, że plan ma marne szanse powodzenia.

V

Dlatego tym bardziej doceniam to, że jesteście.

ROGUE

Mam nadzieję, że na przemowy będziemy mieli czas później. Na razie skupmy się na planowaniu.

q115_02_plan_ready

ROGUE

Dzięki netrunnerom od Voodooboys uzyskaliśmy częściowe plany budynku.

Rogue puts a splinter on the table.

ROGUE

Nie sądziłam, że będziemy czymś takim dysponować... To już jest coś. Na tym można bazować.

VOODOO_QUEEN

Poprzednim razem nie mieliście planów. A i tak daliście radę.

ROGUE

Stare dzieje... Nie wiedziałam, że o tym słyszałaś.

VOODOO_QUEEN

Byłam tam.

ROGUE

Co?... Jesteś za młoda, żeby...

VOODOO_QUEEN

Byłam tam. I dotychczas ci nie podziękowałam za tę akcję. Ani tobie, ani Thompsonowi, ani Santiago.

VOODOO_QUEEN

Dziękuję.

ROGUE

V... O czym ona mówi? Ty coś z tego rozumiesz?

q115_02_plan_1

ALT

Arasaka Tower to forteca. Protokoły bezpieczeństwa zmieniane są codziennie.

q115_02_plan_2

ALT

q115_02_plan_3

ALT

q115_02_plan_3

ALT

ALT

q115_02_plan_4

ALT

q115_02_do_it

V

ROGUE

ROGUE

q115_02_alt_appears

ALT

Skupmy się na akcji. Przekalkulowałam szesnaście scenariuszy o największym współczynniku wykonalności.

ALT

Spośród nich wyselekcjonowałam jeden, który daje czterdzieści dwa procent szans powodzenia.

VOODOO_QUEEN

Dane dotyczące Wieży są na tej drzazdze.

VOODOO_QUEEN

V?

q115_02_delamain_availabl​e

DELAMAIN

q115_02_pilot_hired

ROGUE

q115_02_distractions

ROGUE

WEYLAND

WEYLAND

q115_02_sobchak_joined

SOBCHAK

q115_02_wrap_up

ROGUE

q115_02_judy_distraction

JUDY

q115_02_weyland_joined

WEYLAND

q115_02_distractions_weyl​and

WEYLAND

q115_02_kerry_distraction

KERRY

q115_02_understand

V

Tak, ja rozumiem. Maman Brigitte nie do końca jest sobą.

V

Voodooboys poszukiwali za Blackwallem kontaktu z Alt... No i znaleźli.

q115_02_alt

V

Pokaż się, Alt.

V

Opowiedz o swoim spotkaniu z Voodooboys za Blackwallem.

VOODOO_QUEEN

To nie jest teraz istotne.

q115_02_plan_5

V

Mamy jakieś plany samego Mikoshi?

ALT

Tych planów nie udało mi się zdobyć.

ALT

Ale każdy z was wie, czego się spodziewać po Arasace. Musicie być przygotowani.

V

Mhm...

ALT

Będziemy musieli się włamać do gniazda netrunnerskiego i stamtąd uzyskać połączenie.

q115_02_plan_1

ALT

Arasaka Tower to forteca. Po poprzednich atakach system ochrony został przeprojektowany i obecnie jest niemal doskonały.

ALT

Protokoły bezpieczeństwa zmieniane są codziennie. Nie ma możlwości zdalnego spenetrowania systemu.

ALT

Dlatego po pierwsze musicie dostać się do wewnątrz.

q115_02_plan_2

V

Wiemy, gdzie dokładnie jest zlokalizowane Mikoshi?

ALT

Nie myśl o tym jak o fizycznym miejscu. Mikoshi to wydzielony fragment cyberprzestrzeni.

V

To jak się tam dostaniemy?

ALT

Główny węzeł znajduje się w poziomach podziemnych.

WEYLAND

Tym gorzej dla nas. Z dachu Arasaka Tower do podziemi jest cholernie daleko.

ALT

O próbach sforsowania głównego wejścia możemy zapomnieć.

ALT

To ma trzy procent szans powodzenia i to tylko wówczas, gdyby wszyscy mieli w pełni scyborgizowane ciała.

WEYLAND

Okej... Czyli zameldowanie się na recepcji odpada.

ALT

Nie dotalibyście nawet do wind.

q115_02_plan_3

V

Co wiemy na temat samego budynku?

ALT

Arasaka Tower to perła architektury. Posiada nawet w unikatowy nihon teien, ogród w japońskim stylu zajmujący najwyższe piętra.

ALT

Ogród ma własny system wentylacyjny i system sterowania mikroklimatem i składem gleby.

WEYLAND

Pięknie... Ale co nam to daje?

ALT

To jest właśnie nasza droga do środka.

q115_02_plan_3

V

Czyli sugerujesz, że powinniśmy wejść przez ogród?

ALT

Tak. Łączą się z nim szyby wentylacyjne, zapewniające napowietrzenie i odpowiednią wilgotność powietrza.

V

Mamy ich użyć?

ALT

Tak. Wzniesiemy się wysoko, ponad zasięg radarów i wykonamy kontrolowany skok wprost do szybu.

V

Co to znaczy “wysoko”?

ALT

Sześć tysięcy stóp.

q115_02_plan_4

V

A co z ochroną w budynku? Jak nas zobaczą, natychmiast włączą alarm.

ROGUE

Po pierwsze - robimy wszystko, żeby nas nie zobaczyli.

ROGUE

Po drugie - zdejmujemy każdego, kto nam wjedzie na wizję.

ALT

Brigitte i ja idziemy z wami. Będziemy rozbrajać kolejne węzły systemów ochrony i przeprowadzimy was na niższe poziomy.

V

Aż do Mikoshi...

ALT

Tak. Kiedy dostaniemy się do Mikoshi, przejmę kontrolę nad systemami Arasaki i bezpiecznie wyprowadzę nas na zewnątrz.

WEYLAND

No dobra, to brzmi jak plan. Na co czekamy?

q115_02_preparations

V

A co z transportem? Mamy AV-kę?

ROGUE

Transportem już się zajęłam. Mamy.

q115_02_do_it

V

Dobra. No to mamy plan... Ruszajmy. Póki się trzymam na nogach.

ROGUE

Plan Alt to delikatna operacja. Musimy być subtelni jak przewiduje udział tylko kilku osób. Ja idę.

ROGUE

Idzie Brigitte, z oczywistych względów.

q115_02_delamain_availabl​e

DELAMAIN

A ja będę waszym pilotem.

q115_02_pilot_hired

ROGUE

Wynajęłam pilota, który będzie nią sterował.

ROGUE

To zaufany człowiek.

q115_02_distractions

ROGUE

Cztery osoby. W sam raz.

WEYLAND

A co z resztą? Przyszli tu robić za publikę?

ROGUE

Potrzebujemy ich. Ktoś musi zadbać o hałas w mieście, kiedy my będziemy wewnątrz Arasaka Tower.

V

Dywersja?

ROGUE

Im głośniejsza, tym lepiej.

q115_02_sobchak_joined

SOBCHAK

Ja też idę z V. Jesteśmy w tym razem, od początku.

q115_02_wrap_up

ROGUE

Bronią już się zajęłam. Sprowadziłam Wilsona. Powinien już być na naszej strzelnicy z całym arsenałem.

ROGUE

Teraz tam pójdę. Dołącz do mnie, jeśli masz ochotę.

q115_02_judy_distraction

V

Judy? Jakiś pomysł?

JUDY

No pewnie.

JUDY

Nadal mam kopię braindansu Evelyn. Puszczę go w pętli w Togenkyo.

JUDY

To powinno zająć Tyger Claws na jakiś czas. Arasaka nie będzie miała wsparcia.

q115_02_weyland_joined

WEYLAND

Idę. Netrunnerka potrzebuje wsparcia przynajmniej dwóch solosów.

q115_02_distractions_weyl​and

V

Weyland... Co możesz zrobić jako solo?

WEYLAND

Zmontuję paru znajomych i rozkręcimy zadymę na Corpo Plaza.

WEYLAND

Kurwa, będę się bawił lepiej niż wy.

q115_02_kerry_distraction

V

Kerry? Coś ci przychodzi do głowy?

KERRY

Już się ustawiłem z Thompsonem.

KERRY

Wejdę na wizję w kanale 54 i będę szkalował Arasakę.

V

Okej... I jak to pomoże?

KERRY

Ich netrunnerzy zajmą się próbami zablokowania sygnału.

V

Hmm. Sprytne.

q115_02_employees

V

Wszyscy pracownicy mogą korzystać z ogrodu?

WEYLAND

A jakie to ma teraz znaczenie?

V

Zastanawiam się tylko, ilu ich tam będzie...

q115_02_air_traffic

V

Arasaka Tower ma własne systemy kontroli powietrznej. Wykryją nas.

ALT

Nie wykryją.

ROGUE

Nasza AV-ka to nie jakieś byle gówno z wyprzedaży. Ma system maskujący.

ROGUE

Jest niewykrywalna dla radarów.

q115_04_panam_distraction

V

Panam? Możesz jakoś pomóc?

PANAM

Przejedziemy przez środek miasta całą karawaną.

PANAM

To sparaliżuje ruch, zwróci uwagę. Arasaka na pewno pośle za nami część żołnierzy.

V

To nam bardzo pomoże. Dzięki.

q115_04_saul

SAUL

Jesteśmy ci to winni.

q115_02_air_vents

V

Te szyby wentylacyjne nie są strzeżone?

ALT

Nie. W szybach stale pracują wiatraki pompujące powietrze do ogrodu. W praktyce zadziałają jak maszynka do mięsa.

ALT

Ale dla nas wiatraki staną. Rogue?

ROGUE

Kiedy spałaś rozłożyliśmy z Weylandem ładunki wybuchowe na głównych węzłach energetycznych doprowadzających zasilanie do Arasaka Tower.

V

Przecież na pewno mają zasilanie awaryjne.

ALT

Tak. Ale mają też niezliczone procedury na uruchomienie go.

ALT

Wprowadziłam niewielką modyfikację do jednej z procedur. System zarządzania zraszaczami będzie zwracał błąd w pętli.

ALT

W rezultacie zasilanie awaryjne nie włączy się automatycznie.

ALT

To nam da kilkanaście, może nawet kilkadziesiąt sekund, zanim uruchomią je maualnie.

q115_04_del

V

Delamain? Możesz jakoś pomóc?

DELAMAIN

Będę pilotował waszą AV-kę.

DELAMAIN

A potem przygotuję dla was trajektorię skoku. W ten szyb nie będzie łatwo trafić. Przeprowadzę was.

CHOICEHUB: q115_02_ch_plan

• PLAN - Zaczynajmy.

• THANK YOU - Dzięki, że to robicie.

CHOICEHUB: q115_02_lets_do_it

• DO_IT -

CHOICEHUB: q115_02_ch_get_it

• YES I UNDERSTAND - Rozumiem.

CHOICEHUB: q115_02_ch_alt

• SHOW YOURSELF - Alt, pokaż się.

CHOICEHUB: q115_02_ch_planning

• LET’S DO THIS - Czas wyruszać.

• BUILDING - Co wiemy o budynku?

• LOCATION - Co z ochroną wewnątrz?

CHOICEHUB: q115_02_ch_garden

• ENTER - Wchodzimy przez ogród?

• EMPLOYEES - Pracownicy korzystają z ogrodu?

CHOICEHUB: q115_02_ch_diversions

• TRANSPORT - A co z bronią?

• WEYLAND - Weyland?

• JUDY - Judy?

• KERRY - Kerry?

• PANAM - Panam?

• DELAMAIN - Delamain?

CHOICEHUB: q115_02_ch_security

• AIR TRAFFIC - Nie wykryje nas kontrola lotów?

• WHAT ABOUT SECURITY - Gdzie jest zlokalizowane Mikoshi?

CHOICEHUB: q115_02_ch_security

• VENTS - Szyby nie są strzeżone?

• AIR TRAFFIC - Nie wykryje nas kontrola lotów?

• LOCATION - Gdzie jest zlokalizowane Mikoshi?

Screenplay(Scroll for more)

q115_05_halo_jump

q115_05_we_do_it

ROGUE

[Kiedy AV-ka wzbija się w powietrze, Rogue stoi przy otwartych drzwiach i patrzy na miasto. Podmuch powietrza lekko rozwiewa jej włosy]

ROGUE

Kurwa! Naprawdę to robimy!

CHOICEHUB: q115_05_ch_rogue_1

• ==> REALLY - Wracają wspomnienia!

• WORRIES - Nagle naszły cię wątpliwości?

q115_05_really

PLAYER

Aż wracają wspomnienia, co?

ROGUE

[Rogue nie odpowiada, wychyla się lekko z AV-ki]

q115_05_rogue_night_city

ROGUE

Wiesz, co lubię w Night City?!

Rogue przygląda się panoramie miasta.

PLAYER

No?

ROGUE

Sam zobacz!

ROGUE

Widzisz?

Rogue przygląda się malejącym w oczach budynkom.

ROGUE

Jednego dnia jesteś nikim, drugiego masz całe miasto pod sobą!

Rogue wychyla się z AV-ki i patrzy w dół.

ROGUE

Całe pieprzone miasto!

CHOICEHUB: q115_05_ch_rogue_2

• AS ALWAYS - I to ty dyktujesz warunki!

• I KNEW - Rano będzie o nas głośno!

q115_05_always

PLAYER

I nikt nie może ci dyktować warunków!

PLAYER

Nawet te skurwysyny!

Johnny spluwa w przestrzeń.

q115_05_so_beautiful

ROGUE

[Rogue nie odpowiada, wpatrzona w krajobraz nocnego miasta]

ROGUE

Kurwa, jak tutaj pięknie!

q115_05_satelitte

WEYLAND

Wy tam, z tyłu! Jesteście na haju?!

ROGUE

A teraz będzie jeszcze piękniej...

ROGUE

Patrzcie!

Rogue wskazuje nieboskłon

ROGUE

[Na nocnym niebie rozbłyska nagła eksplozja - satelita rozpada się na kawałki. Odpryski ciągną za sobą ogniste warkocze jak spadające gwiazdy]

PLAYER

Whoah! To był Jurōjin?!

ROGUE

Pomyślałeś życzenie?

PLAYER

Nie zdąży...

q115_05_explosion

WEYLAND

Uwaga! Mam kogoś na radarze!

ROGUE

Cholera!

PLAYER

Co się dzieje? To Arasaka?

WEYLAND

To pierdolone Kang Tao!

PLAYER

Co oni tu robią?!

WEYLAND

Chyba... Kurwa, włażą nam do systemu!

WEYLAND

[Jednostka Kang Tao włamuje się do systemu AV-ki, z głośników słychać głos agresorów]

WEYLAND

KANG TAO: Naruszyliście korporacyjną przestrzeń powietrzną.

WEYLAND

KANG TAO: Macie pięć sekund na odwrót.

ROGUE

Kurwa!

PLAYER

Nie mogłaś tego przewidzieć.

WEYLAND

Co robimy?!

ROGUE

Trzymamy się planu!

Screenplay(Scroll for more)

q115_06_regroup

q115_06_landing

V

Łooooho.

ROGUE

Ha! Brawo.

q115_06_voodoo_queen_jump​s

V

Brigitte wylądowała w złym szybie.

ROGUE

Kurrrrrwa mać!

ROGUE

Masz z nią łączność?

q115_06_sobchak_help

SOBCHAK

Co jest z Brigitte? Jej feed milczy.

V

Wcelowała w zły szyb.

SOBCHAK

Kurwa! Który?

SOBCHAK

Mam skoczyć tam gdzie ona?

q115_06_rogue_connection

ROGUE

Spróbuję się z nią połączyć na innym kanale...

V

I co?

ROGUE

Szumy.

q115_06_sobchak_follow

V

River. Skacz za nią.

SOBCHAK

Dobra, przyjąłem.

q115_06_sobchak_land

V

Zostań na kursie. Nie możemy się rozproszyć.

V

Razem ją znajdziemy.

SOBCHAK

Dobra, przyjąłem.

q115_06_weyland

WEYLAND

Brigitte poleciała nie do tej dziury!

V

Widziałeś, gdzie wylądowała?

WEYLAND

Tak. Ale nie zdążyłem zmienić kursu.

q115_06_sobchak_finds_que​en

SOBCHAK

Widzę ją.

SOBCHAK

Próbuję się do niej dostać.

V

Zostań na linii. Mów, co widzisz.

SOBCHAK

Leży.

SOBCHAK

Ja... o, kurwa!

V

River?

V

River!

V

Co się dzieje?

SOBCHAK

Nie wyczuwam pulsu. Zaczynam RKO.

q115_06_sobchak_alerted_g​uards

SOBCHAK

Musiałem wdepnąć w jakiś czujnik.

SOBCHAK

Widzę patrol ochrony.

q115_06_rogue_find_sobcha​k

ROGUE

Idziemy po nich.

ROGUE

Już!

q115_06_rogue_find_queen

ROGUE

Musimy ją znaleźć.

ROGUE

Ruchy!

q115_06_sobchak_in_troubl​e

SOBCHAK

Mayday. Zobaczyli mnie.

ROGUE

Zostań na pozycji. Idziemy.

q115_06_static

V

Nic. Cisza.

q115_06_sobchak_will_foll​ow

SOBCHAK

Dobra, nie ma czasu.

SOBCHAK

Ja skaczę za nią.

q115_06_sobchak_urges_cho​ice

SOBCHAK

V!

SOBCHAK

Rogue!

SOBCHAK

Decydujcie!

q115_06_sobchak_thanks

SOBCHAK

Dzięki, V.

q115_06_no_power

ROGUE

Chyba jeszcze nie uruchomili zapasowych generatorów.

V

I dobrze.

ROGUE

Tak. Ale my też musimy używać mózgu zamiast zdobyczy techniki.

ROGUE

Ech, zapomniałam. Twój mózg jest zdobyczą techniki.

q115_06_regroup

V

Dużo ich.

ROGUE

Musimy się dostać do Brigitte. Teraz. Ostrożnie.

ROGUE

Za mną.

q115_06_move_down

ROGUE

Musimy się przedostać na poziom ogrodu.

q115_06_power_back

V

Zasilanie wróciło. Wejścia awaryjne działają.

ROGUE

Trzeba uważać.

q115_06_tech_brain

ROGUE

Ech, zapomniałam. Twój mózg jest zdobyczą techniki.

CHOICEHUB: q115_06_ch_sobchak

• FOLLOW - Leć za nią.

• LAND - Skacz zgodnie z planem.

CHOICEHUB: q115_06_ch_call_queen

• CALL - [Połącz się z Brigitte.]

Screenplay(Scroll for more)

q115_07_queen_found

q115_07_found_queen

PLAYER

Widzę Brigitte.

q115_07_scan_body

PLAYER

Jest tylko pojedyncza nitka aktywności fal mózgowych. Wygląda przedziwnie...

ROGUE

Alt?

PLAYER

Na pewno.

q115_07_alt

ALT

Podtrzymuję ją przy życiu.

ALT

Musicie ją dostarczyć do gniazda netrunnerskiego, żebym mogła ustabilizować parametry życiowe.

q115_07_rogue_on_whats_ne​xt

ROGUE

Musimy się przebić do tego węzła ochrony i odblokować wejście.

q115_07_sobchak_dies

PLAYER

River

Screenplay(Scroll for more)

q115_08_garden

q115_08_landed

ROGUE

Węzeł sieciowy powinien być w tej tam, pagodzie. Tak było na planach Alt.

PLAYER

To jest jakiś ważny węzeł?

ROGUE

Jeden z głównych.

PLAYER

No to pewnie ma chory poziom zabezpieczeń.

ROGUE

Ale stamtąd uruchomimy windy.

PLAYER

No to nie ma wyjścia.

q115_08_going_in

PLAYER

Czysto.

PLAYER

Ale nadal nie ma zasilania.

PLAYER

Nie uruchomimy wind.

ROGUE

Dasz radę otworzyć drzwi od szybu?

q115_06_rogue_alone

ROGUE

Dalej idziesz sama. Ja zostaję przy Brigitte.

PLAYER

Okej.

q115_06_rogue_sniper_sobc​hak

ROGUE

River, ty zostajesz przy Brigitte.

ROGUE

Ja będę osłaniać V.

q115_06_rogue_sniper_weyl​and

ROGUE

Weyland, ty zostajesz przy Brigitte.

ROGUE

Ja będę osłaniać V.

q115_08_close_to_exit

PLAYER

Jestem blisko.

ROGUE

Ostrożnie teraz.

ROGUE

Szukaj wejścia.

q115_08_elevator_shaft

PLAYER

Wysoko...

ROGUE

Widzę.

PLAYER

Skaczemy?

ROGUE

A chcesz się rozpłaszczyć? Mam haki. Zjedziemy.

PLAYER

Pomyślałaś o wszystkim.

ROGUE

Od tego jestem.

CHOICEHUB: q115_08_ch_rappel_down

• RAPPEL_DOWN - [Zjedź po linie.]

Screenplay(Scroll for more)

q115_09_security_level q115_09_security

ROGUE

Rogue says that according to plans, there is Security Control Room on the bottom of the Atrium.

ROGUE

PLAYER

ROGUE

They will need to rappel down with Voodoo Queen. Rogue asks V to prepare connections.

ROGUE

V can choose to either take the fast and risky route by rappeling down the whole way in one go or the safer route by doing a couple shorter rappels.

q115_09_security_controls

ALT

Alt says they need to look for way to enable Elevator controls to open main elevator shafts leading to basements.

ALT

q115_09_security_controls

ROGUE

Rogue says Tower got into full lock down. It will be a while till they will be able to restart settings manually, and place will get swarmed with Arasaka’s guards...

PLAYER

ROGUE

Rogue says that she should scout for another passage or set traps to slow down Arasaka’s guards.

ROGUE

q115_09_queen_seizure

PLAYER

Voodoo Queen starts seizing, there’s foam on her mouth. She falls into coma.

ROGUE

Rogue says they need to pump her with adrenaline, fast!

q115_09_stay_together

PLAYER

V says they should stick together, their position seems pretty safe.

PLAYER

q115_09_rogue_go_scout

PLAYER

V says that’s good idea - she will stay here with Voodoo Queen.

PLAYER

ROGUE

PLAYER

ROGUE

ROGUE

PLAYER

ROGUE

q115_09_queen_helped

PLAYER

V pumps Voodoo Queen with Adrenaline.

ROGUE

PLAYER

Rogue says they should perform full body scan.

q115_09_scan_body

PLAYER

V connects her personal Link to her body and runs full Body Scan.

PLAYER

Voodoo Queen’s pulse is still very weak - Alt says they need to move fast, there’s not much time left.

q115_09_protect_queen_sco​ut

ROGUE

Rogue says she has seen new Arasaka forces approaching.

ROGUE

Rogue has set few traps on their way... but V needs to protect Voodoo Queen at all cost.

ROGUE

q115_09_rogue_scouts

ROGUE

Rogue says she got into trouble... looks like she won’t be able to sort it out.

PLAYER

ROGUE

ROGUE

PLAYER

ROGUE

ROGUE

ROGUE

ROGUE

She wishes V good luck.

q115_09_protect_queen

ROGUE

Rogue says she sees new Arasaka forces approaching on camera feed...

PLAYER

ROGUE

q115_09_security_controls

ALT

Alt says elevators should be opened now.

CHOICEHUB: q115_00_ch_rappel_down_01

• RAPPEL - Rappel Down

CHOICEHUB: q115_00_ch_attach_ropes_0​1

• RAPPEL - Attach ropes to railing

CHOICEHUB: q115_00_ch_rappel_down_02

• RAPPEL - Rappel Down

CHOICEHUB: q115_00_ch_attach_ropes_0​2

• RAPPEL - Attach ropes to railing

CHOICEHUB: q115_00_ch_rappel_down_03

• RAPPEL - Rappel Down

CHOICEHUB: q115_00_ch_attach_ropes_0​1

• RAPPEL - Attach ropes to railing

CHOICEHUB: q115_00_ch_rappel_down_04

• RAPPEL - Rappel Down

CHOICEHUB: q115_00_ch_attach_ropes_0​1

• RAPPEL - Attach ropes to railing

CHOICEHUB: q115_09_ch_adrenaline

• ADRENALINE - Give Adrenaline Shot

CHOICEHUB: q115_09_ch_rogue

• STAY_TOGETHER - They should wait here

• SCOUT - Rogue should scout for passage

CHOICEHUB: q115_09_ch_scan

• CONNECT - Connect Personal Link

CHOICEHUB: q115_09_security_override

• OVERRIDE - Override Security

CHOICEHUB: q115_09_move_voodoo_queen

• MOVE - Move Voodoo Queen

CHOICEHUB: q115_00_ch_rappel_down_lo​ng

• RAPPEL - Rappel Down

CHOICEHUB: q115_00_ch_attach_ropes_l​ong

• RAPPEL - Attach ropes to railing

Editor#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • There is also a separate editor included in the leak named REDtoolkit that in theory should be able to function with some hacking. It includes extra editors not available in the Asset Browser. It is however much more complicated to run compared to the Asset Browser, and appears to even with hacking require running a local Active Directory server (that seems to require a CDPRS user name format, e.g. cdprs-build167), Perforce server, SQL server and a DNS server.

The Asset Browser is the editor that seems to be mainly used to launch editors related to editing scenes, prefabs, meshes, worlds, effects and some texture files. It uses a drag-and-drop workflow, meaning that in order to place for example a .mesh file in a .prefab file, the user finds the mesh file in the Asset Browser, and drags it to the window of the Prefab Editor to place it in the level.

Splash Screen#

Asset Browser#

Scene Editor#

Used to choreograph scenes in quests. Uses dev build only .scenesolution files to edit quests, that is used compiled to .scene files in retail builds. For an even closer look of some of the features in this editor and how signals and events work in quests, check out this presentation given by a CD Projekt RED developer.

World Editor#

Stickers#

Stickers are typically used by the developers to leave notes in levels. They can in many cases give context to the level designer's intent of what they wanted the player to do in the level, or give context to story elements, particularly in regards to cut story elements. Usually, they are used in .prefab files, but can also be used in .world files. Stickers are only visible inside the editor and not in-game.

Note that some stickers that appear to be blank in the editor might simply be blank but can also in some cases contain text, as the leaked version of the engine doesn't seem to properly support rendering text from stickers with more than one slot used. "Older levels", such as prefabs related to the Moon level more frequently uses this type of sticker.

Error Messages#

Images#

engine_asset.jpg#

A photo of the façade of the Steinbeck building as shown in the Prefab Editor of the game. The EXIF metadata contains the timestamp 2017-04-20 15:24:31, which likely shows the exact moment the photo was saved and additionally also gives an indication of the timeframe when the old 01_nightcity map of the game was being worked on.

basic_rendering_test#

Six photos that appear to be part of a bug investigation of the game's renderer. Two photos were captured for each of the platforms the game was developed for: PC, PS4, and Xbox One. The PS4 and Xbox One screenshots were taken on a build compiled on 2019-01-11, and the screenshots from the PC build are likely from the same date. These photos show the appearance of the game's HUD roughly two years before release. It is very different compared to the HUD in the final version, with the minimap and compass in the lower-left corner, a different crosshair and a different way of displaying gained experience points. Additionally, the debug overlays use a different font compared to the final version.

render_top#

Found in the folder \R6.Root\Mainline\tools\utility\GiReporting\gi_visualiser, is a render of the map that was likely generated on 2020-02-07. The file contains an unusual JPEG COM Marker, with the text "Created by Houdini17.5.327 [02/07/20 12:21:03]" showing the timestamp of the file when it was generated by Houdini, although it is unclear which date format it is referring to, US or rest of the world.

As the map still has a few unfinished spots, like the hills south of Pacifica looking like blockouts and the Spaceport island seemingly being completely unfinished with no road leading to it, it is possibly from the earlier date, February 2020. An other difference seen in the map is an unfinished mansion cut from the final game in the hills of North Oak.

Maps#

01_nightcity#

The source code contains a slightly broken version of the version of Night City made before the new current version of the city was created. It contains a few districts that had some work performed on them and quite a few blockouts related to various main and side quests, which are some reason often placed below the terrain of the map but are in a few cases placed at the intended place where they were supposed to be located on the map. The Watson district is the most finished location of the map, with other districts mainly consisting of basic blockouts.

Map

Several maps of various plans of the map's layout can be found in the leaked files. Two of these maps shipped with the final game (and leaked files) and are included here for reference.

Screenshots

These screenshots are captured directly in the World Editor of the game with the built-in screenshot tool.

Market#

The market is the only area in Watson, other than the remnants of the Steinbeck building and the various other blockouts, which still is in a somewhat finished state. It appears to have been part of a demo level used to showcase the map. It has a lot of references to missing prefabs and meshes, but quite a few buildings still remain and show how the market area would have looked like. It is located diagonally accoss the road of the Steinbeck building, and spawn points for a "fella", "graffiti chap" and "yelling vendor" remain on the sidewalk of the path to the lower level of the market. The diner is located above the market, and the placement of triggers and splines suggests that the demo level started at the diner and ended in front or inside the Steinbeck building.

Spawn points for Tyger Claws, vendors, monks and "walkers" remain in the market area, with splines remaining for the monks and walkers. The walker was supposed to be holding a coffee cup as it moved along the spline. The tunnel area contains spawn points for a homeless person and a "braindancer".

demo_diner

demo_diner.prefab, found in the path \R6.Root\Mainline\r6\depot\base\prefabs\environment\architecture\diner , is a diner found above the market. It was likely a central location in this revision of the game's story, as it is also featured in a map belonging to the moon levels.

2018 Demo Area#

The southern area of Watson contains what appears to be a blockout of sorts of the area used in the 2018 demo of the game, which is seen in the 48-minute walkthrough. It contains a mix of both older 01_nightcity assets and newer 03_night_city assets and the area seems to have been used as a base for creating the Little China and Kabuki areas of the final map, as assets belonging to the older 01_nightcity version of the map has simply been pulled down below the terrain in the editor. Most of the buildings seen around the megabuilding, market and Misty's shop area use the same .prefab files as the final 03_night_city map. The Kabuki area though uses .prefab files stored in the 01_nightcity folder, and are different from the final map. The map has only been built-up in the areas of the path from V's apartment to the All Foods Factory.

02_moon#

To do:

  • Add info about story elements related to the Moon mentioned in stickers placed thoughout the level: A character named Flann, lava tubes, drug lab hologram, VAC suits, airlocks, a character named Barkley who had a suite in the NC Base, Kenji Arasaka and Kenji's tutor located in a VIP (black ops) bunker and exoskeletons.
  • More closely investigate the quest structure of the moon quests. It starts at q104, continues to q109 on Earth (Cosmodrome) and the same identifier continues on the moon (Drug lab, Flann chase) then jumps to q112 (Crash site), which is seemingly unrelated to the use of the identifier in the cut Lazarus quests. It then jumps to the unused part2 branch of the story, q202 (Highriders settlement, (Road to) VIP bunker, Corp War battlefield, Lava tube tunnels), q203 ((Road to) Mass driver, Emergency landing site, Vision (Contains diner and office assets))

The leak contains several assets related to the “Moon”, which were used for quests set on the Moon. This level would likely have been used during the later part of the story of the game during early development of the game. The assets show that, likely contrary to popular belief, these assets are probably not related to a second DLC of the game but are rather remnants of the story as written during the early development of the game.

A big clue is seen in the prefix of the name of the map, “02_moon”, where 02 is before the prefixes used by the maps used after the reboot of the game, 03_night_city, and also 04_main_menu, the latter map being the one that is internally used by the main menu of the game.

Another clue is that the prefabs used by the 02_moon maps, reference the quest identifiers q109 and q202. q109 is unused in the final game, and q202 is used by the Nomad ending. The nomad ending doesn’t have an obvious connection to the cut Moon levels. Phantom Liberty uses q300 prefixed quests, and as this version of the Moon assets uses q200 quest identifiers that are used by endings in the final game, means they were likely planned at a time when the Moon levels were a part of the regular story of the game, and before the story, endings and expansions of the current game was written, which would have been during early development of the game.

A few assets used by the Moon levels also refer to features cut in the final game. The exterior_movie_set_south prefab contains a tag that mentions a “cutscene_location”. This tag possibly refers to a third-person cutscene. Third-person cutscenes is a feature that was cut during the later stages of the development of Cyberpunk. The zone_west_leveldesign prefab contains the q109_flann_chase prefab which references a mesh named “steinbeck_building_roof_antenna_b”, that was used by the Steinbeck building built and used during the pre-reboot era of the game, cut from the final game.

Some assets related to the Moon are stored in a deleted folder, “base\quest\main_quests\part2\” referring to a “part2” of the game. References to this folder is only found in the leak in assets related to the cut Moon level. In the final game, “part1” is used by main quests not related to the epilogue or ending.

Additionally, some assets are stored in the personal folder (\R6.Root\Mainline\r6\depot\non_production\user) of a developer who left CD Projekt RED in early 2018, which shows that this map was being worked on in the early stages of development of the game. There are also some quite polished moon assets that are stored in the personal folder of a separate developer who started working at CD Projekt RED in early 2018, which confirms that development of the map was still ongoing during that year. A prefab of an aquarium used in the q203_vision map is stored in a folder named "august_2018_cleanup", which suggests work on the moon map was still ongoing in August 2018, after the 2018 E3 demo which showed off the new 03_night_city map.

As these Moon assets refer to assets and features not used in the final game, and contains references to folders that differ from folder structures used in the final game, they are likely from an earlier stage of development, and was probably developed sometime around 2017-2018.

Map#

A map of the Moon level. It shows all the locations of the map, and that the western and south edges of the map would have been blocked off by radiation.

drug_lab#

drug_lab_north
drug_lab_south

exterior_movie_set#

exterior_movie_set_north
exterior_movie_set_south
terrain_tmp

hr_settlement#

The name of this location was the Highriders Settlement, which would have included a bar, living area, workshop and a hydrophonic farm. Three versions of blockouts of this location is included in the 02_moon map, all at different stages of completion. The version of the location visible above the terrain of the map contains the most detailed version of the living quarters, hydrophonics area and workshop, but less detailed corridors. The version of the map hidden beneath the terrain has more detailed corridors, but otherwise has less detailed interiors.

Hydrophonics

Living Quarters

Bar

Corridors

lav_site#

mass_driver#

q202_massdriver_acc_farm_v2

nc_base#

moon_quest_characters
q109_cosmodrome_complete
offroad
offroad_east
offroad_west
q202_emergency_landing_site

This prefab contains a lunar lander at a crash site, which going by the file name has likely landed due to an emergency landing. The lunar lander has an interior which suggests that lander was supposed to be accessed by the player, but it’s unclear if the player was riding inside it or entered it from the outside after the crash.

There is a questdesign prefab physically located just underneath this prefab in the 02_moon world. The questdesign prefab is named q202_02_quest_touchdown, which was located in the folder base\quest\main_quests\part2\q202\prefabs\ which is missing from the leak. The folder also shows that this prefab was part of the cut part2 quest strand of the game.

Interestingly, the seats used inside the lunar lander use an older version of the seats used in the “passenger space plane” seen in the 2018 E3 trailer. Opening the mesh file “passanger_space_plane_interior_seat.mesh” shows that the seat model was originally made with both the moon level and 2018 E3 trailer in mind, as the raw Maya file was stored in the folder D:\Tasks\MOON\PASSENGER SPACE PLANE INTERIOR\_src\passanger_space_plane.ma . This file was later processed and stored as Z:\r6.assets\non_production\e318_trailer\environment\passanger_space_plane_interior\passanger_space_plane_interior_seat.re for (re?)use in the 2018 E3 trailer and was eventually replaced with a new updated model in the trailer. The folder and file for the processed model is missing from the leak.

q203_road_to_massdriver

This prefab contains a pretty basic blockout, even by blockout level standards, with very rough shapes representing rocks, solar panels and satellites. The level starts near the Highriders Settlement, and ends by the Mass Driver.

Map Location

Start

Tunnel

Satellite Graveyard

Bridge

Rocks

Solar Panels

old_landing_pad#

zone_east#

zone_north#

q202_road_to_vip_bunker

This prefab would have likely been a part of the player's route towards the VIP bunker. Opening the prefab seperately from the Moon map shows a pretty nonsensical layout of assets, with green pillars and enemies floating in the air. Viewing the prefab inside the Moon map shows the path the player would have taken towards to the bunker and where the locations of enemies with their moon rovers would have been placed. Whatever the green pillars would have represented is unknown.

q202_vip_bunker_complete

This level appears to be a mix of both a storage bunker and a luxury apartment, which housed both Kenji Arasaka and his tutor. The lower levels of the level contain a storage room with a large vehicle elevator. Kenji Arasaka is a cut character, and was likely a disabled child in a wheelchair. What the player's goals were in this level is unclear, but remnants of the path the player would have taken to and from the bunker can be seen in the levels surrounding the bunker. There are two separate levels with paths to/from the level, q202_road_to_vip_bunker and q202_truck_chase. The first level would have been a part of the player's route to this level, and would have taken the player to the entry points of the bunker, which would likely have been the two airlocks and the rope leading to the observation deck. The second level, going by the name of it, would have featured a vehicle chase that would lead the player away from the bunker.

Inside the bunker the player would have first reached the Living Quarters floor. On this floor the player would/could(?) have met Kenji Arasaka's tutor in Kenji's room and talked to him, but the dialogue files are missing. There is also an emergency exit in the room leading to the topside, suggesting that Kenji and his tutor could have left the bunker via that route. This floor also has a server room where the player could have talked to someone, the dialogue files from this conversation are also missing. Other rooms on this floor are an observation deck with an associated airlock and decontamination room, the tutor's living area and a pool.

The floor below the living quarters has a medical bay which specifically contains both x-ray equipment and x-ray charts, and a storage room which is part of the larger storage room facility of the bunker.

The storage room facility contains a large "vehicle elevator", which connects the upper floors of the bunker to the bottom. The bottom level contains an "observation/control deck" overlooking the elevator, and an airlock to leave the level.

Exterior Views

Main Entrance

This part contains the airlock from the moon's surface, a decontamination room and an elevator leading to the living quarters.

Living Quarters

This part of the level contains a few references to deleted dialogue files, "q202_08_gp_bunker_blackops_tutor", "q202_08_gp_bunkers_blackops_Servers" and "q202_08_bunker_admin".

Lower Floor

Storage Facility

q202_truck_chase

After navigating throughout the bunker, the player would have taken part of some sort of "truck chase", going by name of the map. No further information is available.

zone_south#

zone_west#

low_g_gym#

This map was used to test player locomotion/movement in a low gravity environment. It is also named "gym_moon_low_g_test" in the .world file, and the .prefab file used by the world is named "moon_low_g_gym_locomotion".

It includes tests for jump lengths and heights, dash lengths and a combat dash area. The combat dash area uses some likely very old assets. The first asset is enemy_spawner.ent, located in the folder \depot\non_production\test\entities\test\prototype2 and the second one is hostile_spawner_quest_active.ent found in \depot\non_production\test\mini_tech_demo\entities. The second asset is stored in a folder containing a demo level featuring both a Megabuilding and the cut Steinbeck building, which could show that this map was made at a time when the Steinbeck building was still used in the game.

Combat dash test area

Dash test area

Jump length and jump height test areas

q109#

cosmodrome_01.prefab#

To do:

  • Add a photo showing the area that uses the stickers "Check-in/Bag drop off", "Self Check in Kiosk" and "Airport Information"

This prefab of Cosmodrome can be found in the path \R6.Root\Mainline\r6\depot\non_production\remap\level_design\cp2077_blockouts\quests\q109\cosmodrome . It has many resemblances to the Spaceport in Phantom Liberty and was likely reused as a base for creating that level. These resemblances include part of the terminal being closed off by guards, security checks, bag drop areas and also just the overall layout of the level being somewhat similar to the Spaceport.

Stickers placed in the level imply the player would show their ticket to a ticket checker and go to the gate area which differs from the Spaceport in Phantom Liberty. As this specific version of the level uses the q109 quest identifier, it was made with the old story of the game in mind, back when the player themselves traveled to the moon using the Cosmodrome as part of their journey there.

q111#

loc_q111_braindance_village#

A braindance took place here, which would have shown when project:GHOST operators attacked a limo containing a Militech asset. V would have seen this braindance as part of interviewing Locke in prison. The taller building was likely the place where the operators attacked the limo from, as it is more detailed than other buildings on the map.

loc_q111_detention_center_backup2#

This is the prison that V and River would visit as part of their investigation into V's murder in the quest q111. The warden would be found in the office, and the interrogation room would be used twice in the story. The first time Bubba Jones would be interviewed in the room, who would mention where the characters Reginald and Carbide were located. The second time Locke would be interviewed, who would give information about project:GHOST and theorize why Arasaka had reactivated the Ghosts and are now chasing V. Later, V would take part in two braindances inside the room. The first one is from the Corporate War, where V relived the experiences of Ghost operators retrieving a Militech asset. The second braindance is from a therapy session with Locke and Cross. Locke was the therapist and Cross was the patient, and Cross talks about what happened in a very cold way, apparently so cold that Locke left Reginald project:GHOST.

The prison cells are possibly just a form of set dressing, as leftover text strings do not mention the player entering the cell area.

q111_pump_station_boss_battle (v2)#

Contains a mostly finished version of the interior used for the pump station. This pump station is the location of the boss fight with Colonel Cross, who is some sort of leading member of project:GHOST. After the bossfight, V would likely learn of the character Brightman who was related to one of the cut endings.

Exterior

Interior

q111_cathedral#

To do:
Add more belltower photos

This cathedral was once a hideout used by Jackie, possibly after the heist. It's a leftover from one of the earliest revisions of the game's story (as suggested by this level being stored in a folder containing the name legacy, separate from Project Ghost related q111 content), and in this location V and Sobchak/River would find Jackie, who was seemingly still alive after the heist. Inside the cathedral the player would have performed various tasks, as seen in old quest objectives, such as opening wooden crates and picking up tranquilizing ammunition, which would have possibly been later used to take down a character named Brightman. More tasks given to the player were retrieving fuel for a power generator, going to the crypt, waking up in a lab, "finding out what happened with Sobchak and Jackie" and leaving the place in what was either an NCPD or MaxTac AV depending on which text string you look at. The belltower would have been the location of some sort of bossfight with the puppet of Brightman.

Graveyard

It is unknown what the player would do in the graveyard. The red blobs represent mines.

Interior

q203#

Moon Vision#

q203_vision.prefab, stored in the path \R6.Root\Mainline\r6\depot\non_production\test\moon\prefabs\vision , contains interiors of a diner and an office that are placed on the surface of the moon. The locations have lunar rock elements combined with them and buildings from Night City visible in the background, which are stored in a group named "night_city_vista" in the editor. Curiously, the .prefab file of the aquarium used in the office prefab is stored in the folder \R6.Root\Mainline\r6\depot\non_production\test\august_2018_cleanup , which suggests that work on the moon level was still ongoing in August 2018. The diner has a similar interior to the one used in the 01_nightcity map, where it is internally named demo_diner.

Due to the map combining elements from both the moon and Night City at the time and it uses the q203 quest identifier which is the last known identifer belonging to the moon quests, this map was possibly used for an ending.

Diner

Office

Background

sq003#

Various interiors that belong to the cut quest sq003. See the sq003 page on the loc.json subpage for text strings and some more details about this quest. The following .prefab files are located in \R6.Root\Mainline\r6\depot\non_production\remap\level_design\cp2077_blockouts\side_quests\sq003 .

sq003_priestfamilyhome.prefab#

Gabriela's room was located in this house, where the player would also meet Rabbi/Priest Mikael's father. The exterior and the buildings surrounding it has a slightly similar appearance to the dead end street area at the apartment building in Rancho Coronado where V goes to in the quest Killing in the Name.

sq003_hotelroom.prefab#

This is the hotel where Mikael would have been found inside, together with Gabriela.

Police Precinct#

Several maps belonging to a Police Precinct can be found in the leak files. These maps are likely some sort of leftover from the early stages of development, as the name w1_gameplay_proto implies it was the first prototype map made for Cyberpunk 2077. A map named w5_precinct also exists, that appears to be almost identical to the w1 map. A later version of the precinct named loc_q101_police_station appears to be more developed version of the prototype map.

w1_gameplay_proto.world#

This map is located in the path \R6.Root\Mainline\r6\depot\non_production\test\test_worlds\w1_gameplay_proto . The "w1" prefix implies it is one the very first maps made for the game. Several missing meshes in the map also use .w2mesh extentions, stored in paths that are missing from the leak such as base\environment\architecture\police_station\exterior\parking_garage.w2mesh, base\environment\architecture\_temp\police_station\ps_cable_connector.w2mesh and base\environment\architecture\police_station\interior\office_light.w2mesh . The use of the .w2mesh extensions instead of .mesh extensions indicate that this map was created during early development of the game, when it still used the same extension for mesh files as in The Witcher 3. The map also tries to load a missing file stored in a prototype folder, base\entities\test\prototype2\guardspawner.ent which implies this map was created for a prototype of the game.

It contains a few spawn points for the player, guards and food in the reception area. The office area on the upper floor contains spawnpoints for several NPCs and the player.

loc_q101_police_station.prefab#

This appears to be a more developed and finished version of the w1_gameplay_proto map. It is stored in the folder \R6.Root\Mainline\r6\depot\base\worlds\03_night_city\sectors\c_santo_domingo\arroyo , indicating it was at one point made for the same map used in the final game. The questdesign prefab file belonging to this map includes nodes referencing several quest identifers, q101_pr_police_station, q108_pr_police_station, q113_pr_police_station, sq021_pr_base, sq021_01_hook, sq021_02_ride and sq021_12_revenge. The use of the sq021 quest identifier suggests the building was used for quests related to Sobchak/River.

Phantom Liberty#

The leak contains data from an early version of Phantom Liberty. During this time of development in early 2021, the map the DLC was set in was named the "Combat Zone" rather than Dogtown.

loc_q302_rayfield_dealership#

To do:

  • Add screenshots that show the areas belonging to these stickers: "Main entry to the AV Garage. KEY REQUIRED", "Keys to the AV Garage" and "Key to AV Garage also works here [optional]"

This prefab contains a Rayfield dealership cut from the final game. V and Myers would enter this location as part of their escape from the Combat Zone and steal an AV here to leave the area. The player would require a key to access the upper floor where the AV is located, and the computer in the office would aid the player towards finding it in a nearby garage.

Videos#

CYB-4006(a).bk2#

Cyberpunk2077_dev_CYB-4006(a).mp4

This video features some very early gameplay of Cyberpunk 2077. The quest id tracked in the video is q002 Evelyn, with the quest objective "Get information about Arasaka security". While this quest identifier is unused in the final game, the scene likely evolved into the braindance sequence with Judy at Lizzie's in the final version.

The filename is likely the ID of a bug in the game's bug tracker. Quest facts in the final game include references to bug reports that almost reach the CYB-690000 range. There are also developer notes from April 2018 in the source code of bug reports in the CYB-210000 range, which indicates that this video is likely from a very early stage in development, possibly from a prototype.

kereznikov_bullet.bk2#

Cyberpunk2077_dev_kereznikov_bullet.mp4

*LOUD VOLUME WARNING*

This video shows the player in Sandevistan mode shooting an enemy, which triggers a bug where damage is constantly applied to the body of the enemy. Features a similar but more developed HUD seen in the CYB-4006(a) video, so the video is likely from an early stage of the development of the game. A similar style of overhead subtitles as seen in this video can be seen at 10:03 and 10:06 in this internal bug compilation video, so this video is likely from the "01_nightcity era" of the game, back when developers worked on a different version of Night City.

gun_inspect_4_bink_video.bk2#

Cyberpunk2077_dev_gun_inspect_4_bink_video.mp4

A video that contains what is likely a mockup of what the HUD would look like while inspecting a weapon. The pink/magenta theme in the video likely dates the video to around late 2017 to early 2018, as it is similar to the HUD seen in the 2018 E3 demo, but different to the blue/magenta style seen in the 2017 build of the game. This video does however still include the "four segmented bars theme" seen pre-reboot.

studio_720p300k.bk2.bin#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: The audio appears to be taken from a real news broadcast, is it possible to find the source?

Cyberpunk2077_dev_studio_720p300k.mp4

Renaming this file to studio_720p300k.bk2 makes it a playable Bink video file, which shows part of a WNS News broadcast that has a very different visual and presenting style compared to the final game, with also a different intro and newscasters. The metadata of the file shows that it was encoded with Bink 2.6g. This version was released in April 2017, which possibly dates this file to around that time.

Early Quest Objectives#

To do:

  • Describe the differences beyond the q111 quest, compared to both the final game and the content in the loc.json file.

The following text strings are found in questJournal.xml, located in the folder \R6.Root\Mainline\r6\config. The fact that these quest objectives are stored in an XML file, which is different from the way quest objectives are stored in the final game, and the content is different from the content in the loc.json file, suggest these quest objectives were created before development of the game was rebooted.

The q111 quest, cut in the final game, would have in this version had V and Sobchak/River investigating the whereabouts of Jackie, who was seemingly still alive after the heist in this revision of the game's story. This is also completely different from the version of the quest as written in the game's story post-reboot of the game's development, where in the later version V investigated who murdered themselves and Dexter.

After Sobchak got involved in the investigation, they would have found Jackie's girlfriend, who would have sent V to a strip club called "Mezcal Joe's", where V would talk to some Valentinos who sent him to Jackie's hideout, which was located in a cathedral. Here Jackie possibly made V pick up a crowbar to get some tranquilizing ammunition, possibly to take down a character named Brightman. Here Jackie and Sobchak would later somehow disappear, and V would have to fight "Brightman's puppet", who would trap V but V would be able to free themselves later and kill Brightman's puppet. After this fight, V would help Sobchak and leave in an NCPD AV.

Quest objectives:

Quest ID

Quest name

Parent ID

Parent name

Objective ID

Objective name

q001_miss0

Q000 Mission0

mission0

Mission 0

get_to_door

Go with Jackie to the door

q001_miss0

Q000 Mission0

mission0

Mission 0

wait_door

Wait for TBug to open door

q001_miss0

Q000 Mission0

mission0

Mission 0

kill_dealers

Get inside the room and defeat scavengers

q001_miss0

Q000 Mission0

mission0

Mission 0

go_balcony

Get to boss through the balcony

q001_miss0

Q000 Mission0

mission0

Mission 0

defeat_cyborg

Defeat the cyborg

q001_miss0

Q000 Mission0

mission0

Mission 0

search_room

Rescue the girl

q001_miss0

Q000 Mission0

mission0

Mission 0

help_girl_av

Help the girl to get to the AV

q001_miss0

Q000 Mission0

mission0

Mission 0

back_to_jackie

Get back to Jackie

q001_miss0

Q000 Mission0

mission0

Mission 0

goto_elevator

Go to the elevator

q001

Q001 Intro

megabuilding

Megabuilding

explore_apartment

Explore the apartment

q001

Q001 Intro

megabuilding

Megabuilding

meet_jackie

Meet with Jackie downstairs

q001

Q001 Intro

megabuilding

Megabuilding

foll_jackie_dex

Follow Jackie to Dex

q001

Q001 Intro

megabuilding

Megabuilding

decide_call_militech

Decide to call Militech agent

q001

Q001 Intro

ripperdoc

Doctor Vektor

goto_ripperdoc

Go to ripperdoc

q001

Q001 Intro

ripperdoc

Doctor Vektor

instal_cyber

Install cyberware at ripperdoc's

q001

Q001 Intro

ripperdoc

Doctor Vektor

meet_jackie_rd

Go back to Jackie

q001

Q001 Intro

ripperdoc

Doctor Vektor

follow_jackie

Follow Jackie

q001

Q001 Intro

ripperdoc

Doctor Vektor

use_vehicle

Use the vehicle

q001

Q001 Intro

maelstrom

Highway to Maelstrom

goto_factory

Get to Maelstrom factory

q001_wilson

Q001 Gun from Wilson

wilson

Wilson

goto_wilson

Go to Wilson's workshop

q001_wilson

Q001 Gun from Wilson

wilson

Wilson

follow_wilson

Follow Wilson

q001_wilson

Q001 Gun from Wilson

wilson

Wilson

listen

Listen to Wilson

q001_wilson

Q001 Gun from Wilson

wilson

Wilson

shoot

Test the weapon

q003_part_02

The Deal.

deal

Meet the crew at the food factory.

go_maelstrom

Go to the All Foods factory

q003_part_02

The Deal.

deal

Meet the crew at the food factory.

militech

(Optional) Go to the contacts location

q003_part_02

The Deal.

deal

Meet the crew at the food factory.

militech_jackie

Talk to Jackie

q003_part_02

The Deal.

deal

Meet the crew at the food factory.

militech_recon

Scan the Drone

q003_part_02

The Deal.

deal

Meet the crew at the food factory.

militech_meet

Meet with the Corporate

q003_part_02

The Deal.

deal

Meet the crew at the food factory.

maelstrom_jackie

Talk to Jackie

q003_part_02

The Deal.

deal

Meet the crew at the food factory.

maelstrom_intercom

Use the intercom to enter the factory

q003_part_02

The Deal.

to_royce

Make the deal with Maelstrom

way_to_royce

Follow Jackie to the Meeting with Royce

q003_part_02

The Deal.

to_royce

Make the deal with Maelstrom

get_bot

Aquire the spiderbot

q003_part_02

The Deal.

to_royce

Make the deal with Maelstrom

check_box

Check the spiderbot

q003_part_02

The Deal.

to_royce

Make the deal with Maelstrom

kill_bodyguards

Kill Royce's bodyguards.

q003_part_02

The Deal.

shootout

Escape from the factory

office

Find a way to get out of Royce’s office

q003_part_02

The Deal.

shootout

Escape from the factory

fight_lab

Fight your way out of the lab

q003_part_02

The Deal.

shootout

Escape from the factory

escape_lab

Find a way out of the lab

q003_part_02

The Deal.

shootout

Escape from the factory

fight_factory

Defeat the gangsters on the factory floor

q003_part_02

The Deal.

shootout

Escape from the factory

escape_factory

Find a way out of the factory floor

q003_part_02

The Deal.

shootout

Escape from the factory

open_garage

Open the door to the garage

q003_part_02

The Deal.

shootout

Escape from the factory

into_garage

Exit to the garage

q003_part_02

The Deal.

shootout

Escape from the factory

fight_garage

Fight your way out of the garage

q003_part_02

The Deal.

shootout

Escape from the factory

kill_royce

Kill Royce

q003_part_02

The Deal.

shootout

Escape from the factory

escape_garage

Find a way out of the garage

q003_part_02

The Deal.

end

Close the Deal

meet_dex

Meet Dex

q003_part_02

The Deal.

end

Close the Deal

militech

Optional: Call the Militech Agent

q003_part_02

The Deal.

end

Close the Deal

car

Go back to your bike.

q004_braindance

Q004 Braindance

evelyn

The employer

go_to_nightclub

Go to Lizzies' Nightclub.

q004_braindance

Q004 Braindance

evelyn

The employer

find_evelyn

Ask bartender about Evelyn.

q004_braindance

Q004 Braindance

evelyn

The employer

find_evelyn_vip_room

Talk with Evelyn in the club's VIP room.

q004_braindance

Q004 Braindance

evelyn

The employer

follow_evelyn

Follow Evelyn.

q004_braindance

Q004 Braindance

evelyn

The employer

use_editor

Use the braindance editor.

q004_braindance

Q004 Braindance

braindance

Braindance

scan_gate

Scan the hotel's security gate.

q004_braindance

Q004 Braindance

braindance

Braindance

scan_badge_f_w

Scan an ID badge of a white female hotel employee for yourself.

q004_braindance

Q004 Braindance

braindance

Braindance

scan_badge_f_b

Scan an ID badge of a black female hotel employee for yourself.

q004_braindance

Q004 Braindance

braindance

Braindance

scan_badge_f_a

Scan an ID badge of an asian female hotel employee for yourself.

q004_braindance

Q004 Braindance

braindance

Braindance

scan_badge_m_w

Scan an ID badge of a white male hotel employee for yourself.

q004_braindance

Q004 Braindance

braindance

Braindance

scan_badge_m_b

Scan an ID badge of a black male hotel employee for yourself.

q004_braindance

Q004 Braindance

braindance

Braindance

scan_badge_m_a

Scan an ID badge of an asian male hotel employee for yourself.

q004_braindance

Q004 Braindance

braindance

Braindance

scan_badge_jackie

Scan an ID badge of a white male hotel employee for Jackie.

q004_braindance

Q004 Braindance

braindance

Braindance

scan_badge_double_0

Scan ID badges of two white male hotel employees. (0/2)

q004_braindance

Q004 Braindance

braindance

Braindance

scan_badge_double_1

Scan ID badges of two white male hotel employees. (1/2)

q004_braindance

Q004 Braindance

braindance

Braindance

scan_badge_double_2

Scan ID badges of two white male hotel employees. (2/2)

q004_braindance

Q004 Braindance

braindance

Braindance

scan_badges_0

Scan hotel employee's ID badges. (0/3)

q004_braindance

Q004 Braindance

braindance

Braindance

scan_badges_1

Scan hotel employee's ID badges. (1/3)

q004_braindance

Q004 Braindance

braindance

Braindance

scan_badges_2

Scan hotel employee's ID badges. (2/3)

q004_braindance

Q004 Braindance

braindance

Braindance

scan_badges_3

Scan hotel employee's ID badges. (3/3)

q004_braindance

Q004 Braindance

braindance

Braindance

find_servers

Learn the location of the hotel's servers.

q004_braindance

Q004 Braindance

braindance

Braindance

scan_suitcase

Scan the courier's suitcase.

q004_braindance

Q004 Braindance

braindance

Braindance

wait_for_end

Wait for the recording to end.

q004_braindance

Q004 Braindance

braindance

Braindance

call_dex

Exit nightclub and call Dex.

q005_heist

Q005 Layoffs

phase1

Plan the heist

go_diner

Meet Dexter at the diner

q005_heist

Q005 Layoffs

phase1

Plan the heist

diner_sit

Get a drink and sit down.

q005_heist

Q005 Layoffs

phase2

Gear Up

ripperdoc

Visit the ripperdoc

q005_heist

Q005 Layoffs

phase3

Heist

van

Get in the van.

q005_heist

Q005 Layoffs

phase3

Heist

lobby

Get up to the lobby.

q005_heist

Q005 Layoffs

phase3

Heist

lobby_02

Find a path through the building.

q005_heist

Q005 Layoffs

phase3

Heist

weapons_locker

Infiltrate the weapon's locker

q005_heist

Q005 Layoffs

phase3

Heist

server_room

Infiltrate the server room.

q005_heist

Q005 Layoffs

phase3

Heist

server_wait

Wait for Stash to finish.

q005_heist

Q005 Layoffs

phase3

Heist

continue

Continue through the building

q005_heist

Q005 Layoffs

phase3

Heist

shaft

Get into the shaft.

q005_heist

Q005 Layoffs

phase3

Heist

dome

Find a way out of the dome

q005_heist

Q005 Layoffs

phase3

Heist

follow_stash

Follow Stash's voice.

q005_heist

Q005 Layoffs

phase3

Heist

tech_open_door

Find a way to open the door.

q005_heist

Q005 Layoffs

phase3

Heist

wait

Wait for Jackie and Stash.

q005_heist

Q005 Layoffs

phase3

Heist

locate

Locate the courier.

q005_heist

Q005 Layoffs

phase3

Heist

sedate

Sedate the courier.

q005_heist

Q005 Layoffs

phase3

Heist

help_stash

Help Stash.

q005_heist

Q005 Layoffs

phase3

Heist

ice

Check the ice.

q005_heist

Q005 Layoffs

phase3

Heist

open_suitcase

Put the courier's hand on the suitcase.

q005_heist

Q005 Layoffs

phase3

Heist

bodyguard

Defeat the bodyguard.

q005_heist

Q005 Layoffs

phase3

Heist

take_chip

Take the chip and jack it in.

q005_heist

Q005 Layoffs

phase3

Heist

wait_jackie

Wait with Jackie.

q005_heist

Q005 Layoffs

phase3

Heist

combat_cab

Get into the combat cab.

q005_heist

Q005 Layoffs

phase3

Heist

find

Meet Dexter and Evelyn in the No-Tell Motel.

q103_warhead

Q103 Warhead

afterlife

Afterlife

go_to_afterlife

Go to Afterlife

q103_warhead

Q103 Warhead

afterlife

Afterlife

talk_ape

Talk with Ape

q103_warhead

Q103 Warhead

afterlife

Afterlife

talk_barman

Talk to Barman

q103_warhead

Q103 Warhead

afterlife

Afterlife

talk_weyland

Talk to Weyland

q103_warhead

Q103 Warhead

afterlife

Afterlife

talk_ape2

Talk with Ape

q103_warhead

Q103 Warhead

afterlife

Afterlife

fight_ape

Fight with Ape

q103_warhead

Q103 Warhead

afterlife

Afterlife

talk_weyland2

Talk to Weyland

q103_warhead

Q103 Warhead

maelstrom_deal

Weapon deal

go_to_warehouse

Go to warehouse

q103_warhead

Q103 Warhead

maelstrom_deal

Weapon deal

deal_maelstrom

Talk with Maelstrom

q103_warhead

Q103 Warhead

maelstrom_deal

Weapon deal

kill_maelstrom

Kill Maelstromers

q103_warhead

Q103 Warhead

maelstrom_deal

Weapon deal

take_emp

Take the EMP rockets

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

call_panam

Call Panam

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

meet_panam

Meet with Panam

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

drive_with_panam

Drive with Panam

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

deal_with_ambush

Deal with ambush

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

open_passage

Make the passage for Panam's vehicle

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

drive_with_panam2

Drive with Panam

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

talk_panam_gtown

Talk with Panam

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

prep_ghosttown

Use vision mode to prepare the meeting place

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

tell_ready_panam

Tell Panam when we're ready

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

defeat_ambush

Defeat ambush

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

get_payment

Try to retrieve Panam's payment

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

runaway_w_panam

Get back to Panam's car

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

talk_panam_aft_ambush

Talk to Panam

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

add_coolant

Add coolant

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

drive_with_panam3

Drive with Panam

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

follow_panam

Follow Panam

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

talk_panam_garage

Talk with Panam

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

get_to_scrapyard

Get to scrapyard

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

look_for_scrap

Search for parts on scrapyard

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

drive_with_panam4

Drive with Panam

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

back_panam_fixing

Go back to Panam to garage

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

talk_panam_garage2

Talk with Panam

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

follow_panam2

Follow Panam

q103_warhead

Q103 Warhead

panam_mission

Panam Mission

talk_panam_bar

Talk with Panam

q104_courier

Q104 Courier

preparations

Preparations

q104_meet_panam

Meet with Panam

q104_courier

Q104 Courier

preparations

Preparations

q104_drive_panam

Drive with Panam

q104_courier

Q104 Courier

preparations

Preparations

q104_setup_emp_gun

Set up the EMP gun

q104_courier

Q104 Courier

preparations

Preparations

q104_ready_av

Tell Panam when ready

q104_courier

Q104 Courier

chasing_av

AV chase

q104_shoot_av

Shoot the AV

q104_courier

Q104 Courier

chasing_av

AV chase

q104_back_car

Go to car

q104_courier

Q104 Courier

chasing_av

AV chase

q104_chase_av

Chase the AV

q104_courier

Q104 Courier

chasing_av

AV chase

q104_deal_with_drones

Deal with the drones

q104_courier

Q104 Courier

chasing_av

AV chase

q104_kill_arasakas_av

Kill the Arasaka men

q104_courier

Q104 Courier

chasing_av

AV chase

q104_deal_with_av_turret

Deal with the AV turret

q104_courier

Q104 Courier

helping_panam

Help Panam

q104_check_panam

Check Panam

q104_courier

Q104 Courier

helping_panam

Help Panam

q104_find_health_system

Find health system in AV

q104_courier

Q104 Courier

helping_panam

Help Panam

q104_return_panam

Return to Panam

q104_courier

Q104 Courier

helping_panam

Help Panam

q104_help_panam

Help Panam to get to the AV

q104_courier

Q104 Courier

tracking_arasaka

Tracking Arasaka

q104_scan_av_crash

Use scanner to find tracks of Arasaka

q104_courier

Q104 Courier

tracking_arasaka

Tracking Arasaka

q104_follow_tracks

Using scanner follow the tracks

q104_courier

Q104 Courier

tracking_arasaka

Tracking Arasaka

q104_kill_arasaka_addons

Kill Arasaka men

q104_courier

Q104 Courier

gas_station

Gas Station

q104_find_courier

Find courier

q104_courier

Q104 Courier

gas_station

Gas Station

q104_gas_recon

(optional) Do the recon on gas station

q104_courier

Q104 Courier

gas_station

Gas Station

q104_kill_brightman

Kill Brightman

q104_courier

Q104 Courier

gas_station

Gas Station

q104_call_sobczak

Call Sobczak

q104_courier

Q104 Courier

gas_station

Gas Station

q104_call_burondo

Call Burondo

q105

q105 Dollhouse

lizzies

Gather Informations from Judy

holocall_judy

(Optional) Call Judy

q105

q105 Dollhouse

lizzies

Gather Informations from Judy

meet_judy

Meet with Judy at the Lizzies Nightclub

q105

q105 Dollhouse

lizzies

Gather Informations from Judy

kill_yakuza

Defeat the Yakuza goons

q105

q105 Dollhouse

lizzies

Gather Informations from Judy

talk_judy

Talk to Judy

q105

q105 Dollhouse

dollhouse

Find Sophie in the Dollhouse

enter_dollhouse

Go to the Yakuza Dollhouse

q105

q105 Dollhouse

dollhouse

Find Sophie in the Dollhouse

find_sophie

Gain information about Sophie's whereabouts

q105

q105 Dollhouse

dollhouse

Find Sophie in the Dollhouse

bar

Go to the bar

q105

q105 Dollhouse

dollhouse

Find Sophie in the Dollhouse

talk_roxanne

Talk to Roxanne

q105

q105 Dollhouse

dollhouse

Find Sophie in the Dollhouse

trap

Meet the informant in her room

q105

q105 Dollhouse

dollhouse

Find Sophie in the Dollhouse

defeat_woodman

Defeat the Yakuza forces

q105

q105 Dollhouse

dollhouse

Find Sophie in the Dollhouse

interrogate_woodman

Gain information from Woodman

q105

q105 Dollhouse

dollhouse

Find Sophie in the Dollhouse

leave_dollhouse

Leave the Dollhouse

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

go_jigjig

Go to JigJig Street

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

jigjig_doll

Find the doll Roxanne described

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

jigjig_follow

Follow the doll and gain information about Sophie

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

jigjig_chase

Chase and catch the doll

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

jigjig_kill_goons_opt

(Optional) Kill the goons

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

jigjig_kill_goon_opt

(Optional) Kill the goon

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

jigjig_kill_goons

Kill the goons

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

jigjig_kill_goon

Kill the goon

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

jigjig_info

Gain information from the doll

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

jigjig_dealer

Find the dealer

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

go_fingers

Go to Finger's Apartment

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

enter_fingers

Enter the apartment

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

meet_fingers

Meet with Fingers

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

find_doll

Find the doll

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

interrogate_fingers

Gain informations from Fingers

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

fingers_pc

Gain informations about Sophie and the Braindance Studio

q105

q105 Dollhouse

fingers

Discover the whereabouts of Sophie

leave_fingers

Leave Fingers' apartment

q105

q105 Dollhouse

braindance

Find Sophie

call_ripperdoc

Call your Ripperdoc

q105

q105 Dollhouse

braindance

Find Sophie

call_judy

Call Judy

q105

q105 Dollhouse

braindance

Find Sophie

braindance_studio

Go to the braindance studio

q105

q105 Dollhouse

braindance

Find Sophie

enter_studio

Find a way into the Studio

q105

q105 Dollhouse

braindance

Find Sophie

search_studio

Search the Braindance Studio for Sophie

q105

q105 Dollhouse

braindance

Find Sophie

info

(Optional) Gather information about the braindance studio

q105

q105 Dollhouse

braindance

Find Sophie

free_sophie

Free Sophie

q105

q105 Dollhouse

sophie_save

Get Sophie to the Safehouse

van

Get to the Ripperdoc's van

q105

q105 Dollhouse

sophie_save

Get Sophie to the Safehouse

escort

(Optional) Escort Sophie and Ripperdoc

q105

q105 Dollhouse

sophie_save

Get Sophie to the Safehouse

destroy_studio

(Optional) Destroy the factory

q105

q105 Dollhouse

evelynn

Gain informations about Evelynn

operation

Wait for the operation to finish

q105

q105 Dollhouse

evelynn

Gain informations about Evelynn

op_techie

Help Judy with her devices

q105

q105 Dollhouse

evelynn

Gain informations about Evelynn

check_braindance

Check the braindance

q105

q105 Dollhouse

evelynn

Gain informations about Evelynn

braindance_01

Investigate the 1st Braindance section

q105

q105 Dollhouse

evelynn

Gain informations about Evelynn

braindance_02

Investigate the 2nd Braindance section

q105

q105 Dollhouse

evelynn

Gain informations about Evelynn

braindance_03

Investigate the 3rd Braindance section

q105

q105 Dollhouse

evelynn

Gain informations about Evelynn

braindance_04

Investigate the 4th Braindance section

q105

q105 Dollhouse

evelynn

Gain informations about Evelynn

exit_bd

Exit the braindance

q105

q105 Dollhouse

evelynn

Gain informations about Evelynn

talk_judy

Talk to Judy

q107_delamain

q107 Delamain

call

Get a Delamain Cab

call_judy

Call Judy.

q107_delamain

q107 Delamain

call

Get a Delamain Cab

talk_judy

Talk to Judy.

q107_delamain

q107 Delamain

call

Get a Delamain Cab

call_delamain

Call a Delamain Cab

q107_delamain

q107 Delamain

call

Get a Delamain Cab

wait_delamain

Go to the pickup location.

q107_delamain

q107 Delamain

delamain

Get information out of Delamain

get_in

Get into the cab.

q107_delamain

q107 Delamain

delamain

Get information out of Delamain

plug_in

Get info from the cab’s on-board computer.

q107_delamain

q107 Delamain

delamain

Get information out of Delamain

call_judy_02

Call Judy for tech support.

q107_delamain

q107 Delamain

delamain

Get information out of Delamain

call_judy_optional

(Optional) Call Judy for tech support.

q107_delamain

q107 Delamain

delamain

Get information out of Delamain

follow_instructions

Follow Judy's instructions.

q107_delamain

q107 Delamain

delamain

Get information out of Delamain

hack_delamain

Hack into the computer.

q107_delamain

q107 Delamain

delamain

Get information out of Delamain

rewire_delamain

Rewire the computer.

q107_delamain

q107 Delamain

delamain

Get information out of Delamain

deal_delamain

Deal with Delamain.

q107_delamain

q107 Delamain

pacifica

Escape Pacifica

theatre

Escape the Theater.

q107_delamain

q107 Delamain

pacifica

Escape Pacifica

escape

Find a way out of the mall.

q107_delamain

q107 Delamain

pacifica

Escape Pacifica

leave_area

Leave the area.

q107_delamain

q107 Delamain

pacifica

Escape Pacifica

call_sobchak

Call Sobchak.

q107_delamain

q107 Delamain

pacifica

Escape Pacifica

drive_delamain

Drive to Delamain's address.

q107_delamain

q107 Delamain

delamains_garage

Delamain's Garage

break_in

Find a way into the garage.

q107_delamain

q107 Delamain

delamains_garage

Delamain's Garage

go_to_office

Investigate the office.

q107_delamain

q107 Delamain

delamains_garage

Delamain's Garage

delamain_appears

Deal with Delamain.

q107_delamain

q107 Delamain

delamains_garage

Delamain's Garage

survive_standoff

Survive the Standoff.

q107_delamain

q107 Delamain

johnny_nightmare

Johnny's Nightmare

fight_arasaka

Defeat the Arasaka assassins.

q107_delamain

q107 Delamain

johnny_nightmare

Johnny's Nightmare

help_alt

Help Alt.

q107_delamain

q107 Delamain

johnny_nightmare

Johnny's Nightmare

merc_car

Get into the car.

q107_delamain

q107 Delamain

johnny_nightmare

Johnny's Nightmare

talk_delamain

Talk to Delamain.

q107_delamain

q107 Delamain

lawyer

The Lawyer

talk_delamain_lawyer

Talk to Delamain when you're ready.

q107_delamain

q107 Delamain

lawyer

The Lawyer

call_delamain_lawyer

Call Delamain.

q107_delamain

q107 Delamain

lawyer

The Lawyer

get_in_delamain_lawyer

Get into the Delamain cab.

q107_delamain

q107 Delamain

lawyer

The Lawyer

get_in_lawyer

Make an appointment with the lawyer.

q107_delamain

q107 Delamain

lawyer

The Lawyer

talk_lawyer

Talk to the lawyer.

q107_delamain

q107 Delamain

lawyer

The Lawyer

get_books

Get Delamain's items.

q107_delamain

q107 Delamain

lawyer

The Lawyer

deal_gangers

Deal with the gangers.

q107_delamain

q107 Delamain

lawyer

The Lawyer

return_delamain

Return to Delamain.

q110

q110_voodoo

q110_1

Meet Placide

q110_1a

Go to Placide's place.

q110

q110_voodoo

q110_1

Meet Placide

q110_1b

Wait for Placide.

q110

q110_voodoo

q110_1

Meet Placide

q110_1c

Convince Placide to take you to Evelyn.

q110

q110_voodoo

q110_2

A taste of gang life

q110_2a

Follow Placide to Roseline's Emporium.

q110

q110_voodoo

q110_2

A taste of gang life

q110_2b

Optional - Help Placide defeat the Valentinos.

q110

q110_voodoo

q110_3

The plan

q110_3a

Make a battle plan.

q110

q110_voodoo

q110_4

Assault on the Farm

q110_4h

Rendezvous at night with Placide's crew.

q110

q110_voodoo

q110_4

Assault on the Farm

q110_4a

Infiltrate the Farm.

q110

q110_voodoo

q110_4

Assault on the Farm

q110_4b

Place explosive in the Great Apes area.

q110

q110_voodoo

q110_4

Assault on the Farm

q110_4c

Place explosive in the Jungle area.

q110

q110_voodoo

q110_4

Assault on the Farm

q110_4d

Place explosive in the Aquarium area.

q110

q110_voodoo

q110_4

Assault on the Farm

q110_4e

Place explosive in the Savannah area.

q110

q110_voodoo

q110_4

Assault on the Farm

q110_4f

Optional - Find Jean-ki-ri's stash.

q110

q110_voodoo

q110_4

Assault on the Farm

q110_4g

Exfiltrate the Farm.

q110

q110_voodoo

q110_5

Aftermath

q110_5a

Optional - Show the evidence about Jean-ki-ri to Placide.

q110

q110_voodoo

q110_5

Aftermath

q110_5b

Follow Placide.

q110

q110_voodoo

q110_5

Aftermath

q110_5c

Defeat Jean-ki-ri and the Arasaka commando.

q110

q110_voodoo

q110_5

Aftermath

q110_5f

Listen to the Voodoo Boys Elders.

q110

q110_voodoo

q110_5

Aftermath

q110_5d

Execute Jean-ki-ri.

q110

q110_voodoo

q110_5

Aftermath

q110_5e

Talk to the Voodoo Boys Elders.

q110

q110_voodoo

q110_6

Reunion

q110_6a

Catch up with Evelyn.

q110

q110_voodoo

q110_6

Reunion

q110_6b

Listen to the Elders.

q110

q110_voodoo

q110_7

Johnny's last minute

q110_7a

Talk to the Elders to start the ritual.

q110

q110_voodoo

q110_7

Johnny's last minute

q110_7c

Jack in.

q110

q110_voodoo

q110_7

Johnny's last minute

q110_7b

Stay focused on Johnny's last minute of Earth.

q111

q111 Veterans

q111_old_threads

Old Threads

q111_talk_to_sobczak

Talk to Sobczak about his investigation.

q112

q112 Corpo Job

q112_burondo

Big Blind, Small Blind: Meeting Burondo

q112_plan_with_sobczak

Plan with Sobczak.

q112

q112 Corpo Job

q112_burondo

Big Blind, Small Blind: Meeting Burondo

q112_meet_burondo

Meet the Blonde Man.

q112

q112 Corpo Job

q112_burondo

Big Blind, Small Blind: Meeting Burondo

q112_bargain_burondo

Bargain with the Blonde Man.

q112

q112 Corpo Job

q112

q112 Corpo Job

q112_facility

The Draw: Arasaka R&D Division

q112

q112 Corpo Job

q112

q112 Corpo Job

q112_truck

The Flop: Prototype Theft

q112

q112 Corpo Job

q112

q112 Corpo Job

q112_fixer

The Turn: A Crooked Fixer

q112

q112 Corpo Job

q112

q112 Corpo Job

q112_data

The River: Getting the Data

q113

Q113 Mikoshi

plan

The Plan

call_miriam

Call Miriam to inform her about Mikoshi.

q113

Q113 Mikoshi

plan

The Plan

talk_miriam

Talk to Miriam to inform her about Mikoshi.

q113

Q113 Mikoshi

plan

The Plan

return_miriam

Leave Miriam's mansion and wait for her call.

q113

Q113 Mikoshi

plan

The Plan

go_miriam

Attend the meeting at Miriam Night's mansion.

q113

Q113 Mikoshi

plan

The Plan

ready_miriam

Talk to Miriam when you're ready to attack Mikoshi.

q113

Q113 Mikoshi

compound

Jacking In

get_in

Get inside the compound.

q113

Q113 Mikoshi

compound

Jacking In

open_gates

Open the gates for the Voodoo Boys.

q113

Q113 Mikoshi

compound

Jacking In

get_through

Fight your way through the compound.

q113

Q113 Mikoshi

compound

Jacking In

elevator

Get the elevator working.

q113

Q113 Mikoshi

compound

Jacking In

find_node

Find the Mikoshi access port.

q113

Q113 Mikoshi

compound

Jacking In

jack_in

Jack in.

q113

Q113 Mikoshi

mikoshi

Mikoshi

enter_mikoshi

Find and enter the virtual entrance to Mikoshi.

q113

Q113 Mikoshi

mikoshi

Mikoshi

talk_johnny

Talk to Johnny.

q113

Q113 Mikoshi

mikoshi

Mikoshi

go_sphere

Go to the sphere.

q113

Q113 Mikoshi

mikoshi

Mikoshi

find_out

Find out how to get inside the sphere.

q113

Q113 Mikoshi

mikoshi

Mikoshi

enter_outer_layer

Enter the outer layer.

q113

Q113 Mikoshi

mikoshi

Mikoshi

find_tbug

Find T-Bug.

q113

Q113 Mikoshi

mikoshi

Mikoshi

talk_tbug

Break T-Bug's simulation.

q113

Q113 Mikoshi

mikoshi

Mikoshi

enter_middle_layer

Enter the next layer when you're ready.

q113

Q113 Mikoshi

mikoshi

Mikoshi

find_subject

Find the subject of this simulation.

q113

Q113 Mikoshi

mikoshi

Mikoshi

break_simulation

Find out how to break the simulation.

q113

Q113 Mikoshi

mikoshi

Mikoshi

follow_evelyn

Follow Evelyn's advice.

q113

Q113 Mikoshi

mikoshi

Mikoshi

layer_techie

Rewire the system.

q113

Q113 Mikoshi

mikoshi

Mikoshi

layer_netrunner

Counterhack Arasaka's security.

q113

Q113 Mikoshi

mikoshi

Mikoshi

layer_base

Find a way to stop Soulkiller.

q113

Q113 Mikoshi

mikoshi

Mikoshi

enter_last_layer

Enter the next layer when you're ready.

q113

Q113 Mikoshi

mikoshi

Mikoshi

find_out

Find out where you are.

q113

Q113 Mikoshi

mikoshi

Mikoshi

spacesuit

Get into the spacesuit.

q113

Q113 Mikoshi

mikoshi

Mikoshi

leave_shuttle

Leave the shuttle and enter the space station.

q113

Q113 Mikoshi

mikoshi

Mikoshi

fight_space

Fight your way through the space station.

q113

Q113 Mikoshi

mikoshi

Mikoshi

space_netrunner

Find a way to stop Soulkiller.

q113

Q113 Mikoshi

mikoshi

Mikoshi

enter_alt

Enter the core of Mikoshi.

q113

Q113 Mikoshi

mikoshi

Mikoshi

talk_alt

Talk to Alt.

quest_sceneInitiator

Scene Initiation

phase1

Reach table

objective1

Reach the table on the right to initiate the scene

quest_sceneInitiator

Scene Initiation

phase2

Scene initiated

objective1

Scene initiated

quest_sceneInitiator

Scene Initiation

phase3

Great

objective1

Great!

mm_inv

Miriam's Murder Investigation

mm_main

Miriam tell?

mm_obj_main

FIND OUT WHAT MIRIAM WANTED TO TELL YOU.

mm_inv

Miriam's Murder Investigation

mm_main

Miriam tell?

mm_obj_dig

Check what Miriam left for you inside the pot.

mm_inv

Miriam's Murder Investigation

mm_main

Miriam tell?

mm_obj_secret

Find a way to open the secret doors.

mm_inv

Miriam's Murder Investigation

mm_main

Miriam tell?

mm_obj_pc

Use the password to unlock the PC.

mm_inv

Miriam's Murder Investigation

mm_main

Miriam tell?

mm_obj_panic

Carefully search the panic room.

mm_inv

Miriam's Murder Investigation

mm_main

Miriam tell?

mm_obj_push

Push the bookshelf to learn what's behind it.

mm_inv

Miriam's Murder Investigation

mm_optional

Miriam how?

mm_obj_optional

(Optional): FIND OUT WHAT HAPPENED TO MIRIAM.

q205_crossroads

Crossroads

q205_mansion

Mansion

q205_to_mansion

VISIT MIRIAM.

q205_crossroads

Crossroads

q205_mansion

Mansion

q205_talk_del

Talk with Delamain.

q205_crossroads

Crossroads

q205_mansion

Mansion

q205_call_sob

Call Sobchak.

q205_crossroads

Crossroads

q205_mansion

Mansion

q205_office

GET TO MIRIAM'S OFFICE.

q205_crossroads

Crossroads

q205_mansion

Mansion

q205_attorney

Follow Miriam's attorney.

q205_crossroads

Crossroads

q205_mansion

Mansion

q205_reason

LEARN WHY MIRIAD DIED.

q205_crossroads

Crossroads

q205_mansion

Mansion

q205_robot

Search for the cleaning robot.

q205_crossroads

Crossroads

q205_mansion

Mansion

q205_fake

FIND MAYOR.

q108_johnny

Q108_Johnny

q108_01_rockerboy

Rockerboy

q108_get_ready

Talk with Kerry before concert

q108_johnny

Q108_Johnny

q108_01_rockerboy

Rockerboy

q108_play

Play Chippin In

q108_johnny

Q108_Johnny

q108_01_rockerboy

Rockerboy

q108_next_song

Prepare for next song (optional)

q108_johnny

Q108_Johnny

q108_01_rockerboy

Rockerboy

q108_ready

Start playing when ready

q108_johnny

Q108_Johnny

q108_01_rockerboy

Rockerboy

q108_song

Play next song

q108_johnny

Q108_Johnny

q108_01_rockerboy

Rockerboy

q108_find_your_way

Address the crowd

q108_johnny

Q108_Johnny

q108_01_rockerboy

Rockerboy

q108_help

Help the Girl (optional)

q108_johnny

Q108_Johnny

q108_02_silverhand

Silverhand

q108_find_silverhand

Find the source of music

q108_johnny

Q108_Johnny

q108_02_silverhand

Silverhand

q108_talk_silverhand

Convince Silverhand to help you

q108_johnny

Q108_Johnny

q108_03_kerry

Kerry Eurodyne

q108_talk_delamain

Talk with Delamain

q108_johnny

Q108_Johnny

q108_03_kerry

Kerry Eurodyne

q108_get_delamain

Get into car

q108_johnny

Q108_Johnny

q108_03_kerry

Kerry Eurodyne

q108_find_kerry

Find Kerry Eurodyne at his North Oak villa

q108_johnny

Q108_Johnny

q108_03_kerry

Kerry Eurodyne

q108_talk_with_guards

Convince guards to grant you entry

q108_johnny

Q108_Johnny

q108_03_kerry

Kerry Eurodyne

q108_find_another_way

Find another way in

q108_johnny

Q108_Johnny

q108_03_kerry

Kerry Eurodyne

q108_talk_with_fans

Talk with Samurai fans (optional)

q108_johnny

Q108_Johnny

q108_03_kerry

Kerry Eurodyne

q108_follow_guard

Follow Guard

q108_johnny

Q108_Johnny

q108_03_kerry

Kerry Eurodyne

q108_follow_boyfriend

Follow Assistant

q108_johnny

Q108_Johnny

q108_03_kerry

Kerry Eurodyne

q108_talk_kerry

Talk with Kerry

q108_johnny

Q108_Johnny

q108_03_kerry

Kerry Eurodyne

q108_learn_more

Learn more on how SAMURAI broke up

q108_johnny

Q108_Johnny

q108_03_kerry

Kerry Eurodyne

q108_look_around

Look around

q108_johnny

Q108_Johnny

q108_04_forlorn

Forlorn Hope

q108_find_forlorn

Find Forlorn Hope

q108_johnny

Q108_Johnny

q108_04_forlorn

Forlorn Hope

q108_get_into

Get into Forlorn Hope

q108_johnny

Q108_Johnny

q108_04_forlorn

Forlorn Hope

q108_find_drink

Find whiskey

q108_johnny

Q108_Johnny

q108_04_forlorn

Forlorn Hope

q108_drink_whiskey

Drink with Johnny

q108_johnny

Q108_Johnny

q108_04_forlorn

Forlorn Hope

q108_convince_punks

Convince punks and plan heist

q108_johnny

Q108_Johnny

q108_04_forlorn

Forlorn Hope

q108_get_mainframe

Get into mainframe

q111_jackie

Jackie

phase1

Crime Scene

arrive

Meet Sobchak at the Crime Scene

q111_jackie

Jackie

phase1

Crime Scene

talk_sobchak

Talk to Sobchak

q111_jackie

Jackie

phase1

Crime Scene

follow_sobchak

Follow Sobchak

q111_jackie

Jackie

phase1

Crime Scene

wait_sobchak

Wait for Sobchak

q111_jackie

Jackie

phase1

Crime Scene

turn_projector

Turn on hologram projector

q111_jackie

Jackie

phase1

Crime Scene

investigate_footstamp

Investigate the Footstamps

q111_jackie

Jackie

phase1

Crime Scene

investigate_staircase

Investigate the staircase

q111_jackie

Jackie

phase1

Crime Scene

investigate_car

Investigate Jackie's car

q111_jackie

Jackie

phase1

Crime Scene

hack_cameras

Hack the cameras

q111_jackie

Jackie

phase1

Crime Scene

wait_recording

Wait for a recording from Police

q111_jackie

Jackie

phase1

Crime Scene

lower_ladder

Lower the ladder for Sobchak

q111_jackie

Jackie

phase1

Crime Scene

arrive

Meet Sobchak at the Crime Scene

q111_jackie

Jackie

phase1

Crime Scene

investigate

Investigate crime with Sobchak

q111_jackie

Jackie

phase1

Crime Scene

sum_up

Talk to Sobchak and sum up the investigation

q111_jackie

Jackie

phase2

Moto Cielo

meet_moto_cielo

Meet with Sobchak in Moto Cielo

q111_jackie

Jackie

phase2

Moto Cielo

talk_sobchak

Talk to Sobchak

q111_jackie

Jackie

phase2

Moto Cielo

arrive_workshop

Find Jackie's girlfriend workshop in Moto Cielo

q111_jackie

Jackie

phase2

Moto Cielo

find_girl

Look for Jackie's girlfriend

q111_jackie

Jackie

phase2

Moto Cielo

catch_girl

Chase Jackie's girlfriend

q111_jackie

Jackie

phase2

Moto Cielo

get_girl

Get Jackie's girlfriend

q111_jackie

Jackie

phase2

Moto Cielo

ask_girl

Ask Jackie's girlfriend where Jackie is

q111_jackie

Jackie

phase2

Moto Cielo

contact_sobchak

Call Sobchak

q111_jackie

Jackie

phase2

Moto Cielo

talk_sobchak

Talk to Sobchak

q111_jackie

Jackie

phase2a

Apartment

arrive_apartment

Go to Jackie's girlfriend apartment

q111_jackie

Jackie

phase2a

Apartment

get_into_apartment

Get inside apartment

q111_jackie

Jackie

phase2a

Apartment

get_girl

Find Jackie's Girlfriend

q111_jackie

Jackie

phase2a

Apartment

ask_girl

Ask Jackie's girlfriend where Jackie is

q111_jackie

Jackie

phase2b

Mezcal Joe's

arrive_mezcal_joes

Go to the Mezcal Joe's

q111_jackie

Jackie

phase2b

Mezcal Joe's

ask_jackie

Ask about Jackie

q111_jackie

Jackie

phase2b

Mezcal Joe's

defeat

Beat the Gangsters

q111_jackie

Jackie

phase2b

Mezcal Joe's

talk_to_boss

Talk to Valentinos leader

q111_jackie

Jackie

phase2b

Mezcal Joe's

run

Leave the Stip Club

q111_jackie

Jackie

phase3

Cathedral

arrive_chapel

Find Jackie in his hideout

q111_jackie

Jackie

phase3

Cathedral

talk_jackie

Talk to Jackie

q111_jackie

Jackie

phase3

Cathedral

follow_jackie

Follow Jackie

q111_jackie

Jackie

phase3

Cathedral

get_crowbar

Take the crowbar

q111_jackie

Jackie

phase3

Cathedral

open_crates

Open crates

q111_jackie

Jackie

phase3

Cathedral

take_ammo

Pick up tranqulizing ammunition

q111_jackie

Jackie

phase3

Cathedral

load_turret

Load tranqulizing ammunition to the turret

q111_jackie

Jackie

phase3

Cathedral

talk_sobchak

Talk to Sobchak

q111_jackie

Jackie

phase3

Cathedral

inspect_brightman

Examine unconcious Brightman

q111_jackie

Jackie

phase3

Cathedral

go_to_chapel

Go to the chapel

q111_jackie

Jackie

phase3

Cathedral

take_fuel

Pick up the gas tank

q111_jackie

Jackie

phase3

Cathedral

fill_generator

Add fuel to the power generator

q111_jackie

Jackie

phase3

Cathedral

trap_belltower

Go to the crypt

q111_jackie

Jackie

phase3

Cathedral

trap_belltower_top

Fix the power generator

q111_jackie

Jackie

phase3

Cathedral

trap_catherdal

Find out what happened with Sobchak and Jackie

q111_jackie

Jackie

phase3

Cathedral

bossfight

Defeat the Brightman's puppet

q111_jackie

Jackie

phase3

Cathedral

lab_wake_up

Free yourself

q111_jackie

Jackie

phase3

Cathedral

trap_belltower

Kill the Brightman's puppet

q111_jackie

Jackie

phase3

Cathedral

find_sobchak

Help Sobchak

q111_jackie

Jackie

phase3

Cathedral

wait_maxtac

Wait for NCPD AV

q201_lone_wolf

Q201 Lone Wolf

q201_lone_wolf

Lone Wolf

q201_finish_up_mercs

Kill the Remaining Mercs

q201_lone_wolf

Q201 Lone Wolf

q201_lone_wolf

Lone Wolf

q201_talk_to_burondo

Talk to Burondo

q201_lone_wolf

Q201 Lone Wolf

q201_lone_wolf

Lone Wolf

q201_kill_burondo

[OPTIONAL] Kill Burondo

q201_lone_wolf

Q201 Lone Wolf

q201_lone_wolf

Lone Wolf

q201_leave_the_gym

Leave the Gym

q201_lone_wolf

Q201 Lone Wolf

q201_lone_wolf

Lone Wolf

q201_go_to_bar

Take a seat by the bar

q201_lone_wolf

Q201 Lone Wolf

q201_lone_wolf

Lone Wolf

q201_have_a_drink

Have a drink

ss_watson_nhr_02

Nhr_02

resources

Resources

start

Find a way to loot container

sts_watson_nid_04

sts_watson_nid_04

sts_watson_nid_04

sts_watson_nid_04

get_recording

Find and loot BD recording

ss_watson_nid_06

A tough nut

A tough nut

A tough nut

start

Find a way to loot container

ss_watson_nhr_12

Nhr_12

Neighbourhood_watch

Neighbourhood_watch

start

Check why Wyatt is not responding

ss_watson_nhr_10

Bring, Cash & Leave

looters

Looters

start

Help Gavin with Maelstorm gangers

ss_watson_nhr_10

Bring, Cash & Leave

looters

Looters

end

Talk with Gavin

sts_watson_nhr_09

Ragnarok Tattoos

looters

Looters

kill_gangers

Deal with Japan Claws at Ragnarok Tattoos

sts_watson_nhr_09

Ragnarok Tattoos

looters

Looters

talk_with_owner

Talk with Ragnarok Tattoos owner

sts_watson_jpn_01

Braindance storens

the_pit

resources

find_way

Find a way to reach braindancer

sts_watson_jpn_02

Tyger Claws warehouse

the_pit

the_pit

kill_gangers

Deal with Tyger Claws at the warehouse

sq001_straydog

Straydog

hook

Hook

sq001_start

Find shop Techie told you about

sq001_straydog

Straydog

hook

Hook

sq001_check_merch

Find parts for Spiderbot XS

sq001_straydog

Straydog

hook

Hook

sq001_ask_owner

Ask owner about parts

sq001_straydog

Straydog

hook

Hook

sq001_check_terminal

Check terminal

sq001_straydog

Straydog

hook

Hook

sq001_help

Help owner

sq001_straydog

Straydog

hook

Hook

sq001_stimpack

Find stimpack

sq001_straydog

Straydog

hook

Hook

sq001_give

Give stimpack to the owner

sq001_straydog

Straydog

hook

Hook

sq001_talk_owner

Talk to owner

sq001_straydog

Straydog

hook

Hook

sq001_check_owner

Check up on owner

sq001_straydog

Straydog

hook

Hook

sq001_hack_phone

Hack phone

sq001_straydog

Straydog

hook

Hook

sq001_hack_gun

Hack gun

sq001_straydog

Straydog

hook

Hook

sq001_follow_owner

Follow owner

sq001_straydog

Straydog

hook

Hook

sq001_kill_gangers

Kill gangers

sts_wat_kab_02

Wife knows best

client_in_distress

Wife knows best

rescue

Rescue Chester Walker from Maelstorm

sts_wat_kab_02

Wife knows best

client_in_distress

Wife knows best

kill

Kill Maelstrom gangers

sts_wat_kab_02

Wife knows best

client_in_distress

Wife knows best

talk

Talk with Chester

sts_wat_kab_02

Wife knows best

client_in_distress

Wife knows best

drive_home

Drive Chester home

sts_watson_kab_08

Man Of La Mancha

bounty_hunt

Man Of La Mancha

talk_with_dave

(Optional) Convince Dave Hamill to drop his investigation

sts_watson_kab_08

Man Of La Mancha

bounty_hunt

Man Of La Mancha

kill_dave

Get rid of Dave Hamill

sts_watson_kab_08

Man Of La Mancha

bounty_hunt

Man Of La Mancha

find_dave

Find Dave Hamill

sts_watson_kab_08

Man Of La Mancha

bounty_hunt

Man Of La Mancha

talk_with_shopkeeper

Talk with people on a market about Dave Hamill

sts_watson_kab_09

Expensive Tattoo

client_in_distress

Expensive Tattoo

kill_gangers_and_rescue_scotty

Rescue British and Scotty

sts_watson_kab_09

Expensive Tattoo

client_in_distress

Expensive Tattoo

open_scott_cage

Open Sctottie's Cage

sts_watson_kab_09

Expensive Tattoo

client_in_distress

Expensive Tattoo

rescue_british

Rescue British

sts_watson_kab_09

Expensive Tattoo

client_in_distress

Expensive Tattoo

use_elevator

Use elevator to exit Clinic

sts_watson_kab_09

Expensive Tattoo

client_in_distress

Expensive Tattoo

eliminate_tygerclaws

Eliminate Tyger Claws

sts_watson_kab_09

Expensive Tattoo

client_in_distress

Expensive Tattoo

take_british_body

Carry British Body to the Car

sts_watson_kab_04

Two's company, three's a crowd.

retrieving

Two's company, three's a crowd

enter_penthouse

Enter penthouse

sts_watson_kab_04

Two's company, three's a crowd.

retrieving

Two's company, three's a crowd

extract_data

Extract data

sts_watson_kab_04

Two's company, three's a crowd.

retrieving

Two's company, three's a crowd

leave_penthouse

Leave the penthouse

q101

Q101 Resurrection

landfill

Landfill

free_yourself

Dig through the trash to free yourself

q101

Q101 Resurrection

chase

Chase

aaa

Look around the new base (optional)

q101

Q101 Resurrection

chase

Chase

bbb

Talk with Sobchak when you'll be ready

q101

Q101 Resurrection

new_base

New Base

ccc

Talk with Delamain

ASCII Art#

This lengthy ASCII Art sequence describing various stages of the game's build process together with related cat art can be found in the file dummy.txt, located inside a user's private folder under \R6.Root\Mainline\r6\depot\non_production\user .

 _._     _,-'""`-._      P0!
(,-.`._,'(       |\`-/|  /
    `-.-' \ )-`( , o o) /
          `-    \`_`"'-
 "Kot Zródlowy"


  ,-.       _,---._ __  / \
 /  )    .-'       `./ /   \
(  (   ,'            `/    /|
 \  `-"             \'\   / |
  `.              ,  \ \ /  |
   /`.          ,'-`----Y   |
  (            ;        |   '
  |  ,-.    ,-'         |  /
  |  | (   | RedEngine4 | /
  )  |  \  `.___________|/
  `--'   `--'


       _                        
       \`*-.                    
        )  _`-.                 
       .  : `. .                
       : _   '  \               
       ; *` _.   `*-._          
       `-.-'          `-.       
         ;       `       `.     
         :.       .        \    
         . \  .   :   .-'   .   
         '  `+.;  ;  '      :   
         :  '  |    ;       ;-. 
         ; '   : :`-:     _.`* ;
[bug] .*' /  .*' ; .*`- +'  `*' 
      `*-*   `*-*  `*-*'


      |\      _,,,---,,_
ZZZzz /,`.-'`'    -.  ;-;;,_
     |,4-  ) )-,_. ,\ (  `'-'
    '---''(_/--'  `-'\_) 


           .               ,.
          T."-._..---.._,-"/|
          l|"-.  _.v._   (" |
          [l /.'_ \; _~"-.`-t
          Y " _(o} _{o)._ ^.|
          j  T  ,--.  T  ]
          \  l ( /-^-\ ) !  !
           \. \.  "~"  ./  /c-..,__
             ^r- .._ .- .-"  `- .  ~"--.
              > \.                      \
              ]   ^.                     \
              3  .  ">            .       Y  -Smol Refactor
 ,.__.--._   _j   \ ~   .         ;       |
(    ~"-._~"^._\   ^.    ^._      I     . l
 "-._ ___ ~"-,_7    .Z-._   7"   Y      ;  \        _
    /"   "~-(r r  _/_--._~-/    /      /,.--^-._   / Y
    "-._    '"~~~>-._~]>--^---./____,.^~        ^.^  !
        ~--._    '   Y---.                        \./
             ~~--._  l_   )                        \
                   ~-._~~~---._,____..---           \
                       ~----"~       \
                                      \



                                _.---.
                      |\---/|  / ) CP|
          ------------;     |-/ /| 77|---
                      )     (' / `---'
          ===========(       ,'==========
          ||   _     |      |
          || o/ )    |      | o
          || ( (    /       ;
          ||  \ `._/  QA   /
          ||   `._        /|
          ||      |\    _/||
        __||_____.' )  |__||____________
         ________\  |  |_________________
                  \ \  `-.
                   `-`---'  


 ._       __          ____
;  `\--,-' /`)    _.-'    `-._
 \_/    ' | /`--,'            `-.     .--....____
  /                              `._.'           `---...
  |-.   _      ;                        .-----..._______)
,,\q/ (q_>'_...                      .-'
===/ ; _.-'~~-             /       ,'
`""`-'_,;  `""         ___(       |
         \         ; /'/   \      \
          `.      //' (    ;`\    `\
          / \    ;     `-  /  `-.  /
         (  (;   ;     (__/    /  /
          \,_)\  ;           ,'  /
  .-.          |  |           `--'
 ("_.)-._     (__,>    CP Code
green build



              __..--''``---....___   _..._    __
    /// //_.-'    .-/";  `        ``<._  ``.''_ `. / // /
   ///_.-' _..--.'_    \                    `( ) ) // //
   / (_..-' // (< _     ;_..__               ; `' / ///
    / // // //  `-._,_)' // / ``--...____..-' /// / //
      ///  // Deploy Engine and Editor  ///  //


(:`--..___...-''``-._             |`._
  ```--...--.      . `-..__      .`/ _\  
            `\     '       ```--`.    />
            : :   :               `:`-'
    Random   `.:.  `.._--...___     ``--...__      
     Fail        ``--..,)       ```----....__,)



                                                           .--.
                                                           `.  \
                                                             \  \
                                                              .  \
                                                              :   .
                                                              |    .
                                                              |    :
                                                              |    |
              ..._  ___                                       |    |
             `."".`''''""--..___                              |    |
             ,-\  \             ""-...__         _____________/    |
             / ` " '                    `""""""""                  .
             \                                                      L
             (>                                                      \
crash       /                                                         \
            \_    ___..---.                                            L
              `--'         '.                                           \
                             .                                           \_
                            _/`.                                           `.._
                         .'     -.                                             `.
                        /     __.-Y     /''''''-...___,...--------.._            |
                       /   _."    |    /                ' .      \   '---..._    |
                      /   /      /    /                _,. '    ,/           |   |
                      \_,'     _.'   /              /''     _,-'            _|   |
                              '     /               `-----''               /     |
                              `...-'                                       `...-'



                                                                                 .--.
                                                                                J    L
                                                                                |    |
                                                                                F    F
                                                                               J    J
                                                                              /    /
                                                                             /    /
                                                                           .'    /
                                                   .--""--._              /     /
                                               _.-'         `-.          /     /
                                    __       .'                `.       /     /
                                 _-'-."`-.  J                    \     /     /
                            .---(  `, _   `'|                     `.  J     /
                              `. )                                  ""     /
                               F                                          J
                               L                  |                      J
                               ` (/     /         |                      F
                                |    ._'          |                      |
                               /'`--'`.           |                      J
                               '||\   |-._        `.  ___.               |
                                 `     \  `.        |/    `-            J
                                        F   L       /       J           /
                                        |   J      J         F         J
                                        |    \     J         |        J
                                        |    |L    J         J        J
                                        |    FJ    |          L       |
                                        |   J  L   |          L\      F
                                        |   F  |   |           L\    J
                                        F  F   |   |           | L   |
                                       J  J    |   |           | |   F
                                       /  )    F  J            F F  J
                                      ( .'    )   F           J J  F
                                      `"     (   J           /.'  J
                                              `-'           ||-' |)
        RED                                                   '-'
      PreDeploy

____________________________________________________________________________.-------------'

Footnotes#


  1. Seen at 4:32, 9:11, 9:50, 9:59, 10:17 and 10:53.↩︎