Exit the main quest path cyberpunk can feel a little… maybe ludonnarrative dissonant? Sure, V has a lot to do, but there’s a whole town full of quests and objectives out there. However, not all are made equal. However, if you want to experience one of the best side hustles this dystopian futurescape has to offer, it’s time to reacquaint yourself with an AI taxi service you met in Act One. It turns out they have a bit of a staffing issue; Good that you need vortex and have time.
The second act begins with such a heavy narrative premise that it’s easy to get caught up in the main story. Who has time for fetch quests when the clock is ticking with impending doom? This is especially the case when much of the game can feel like one GTA– at worst wannabe. But the quest chain that follows Tune Up is packed with personality and features such a classic sci-fi AI premise that you won’t want to miss it. In fact, it should be high on your list of quests to grab once you’ve completed The Heist’s main quest.
You must be in Act II to access this quest. Act Two follows the difficult events of The Heist main job, so we’re going into spoiler territory here. Also as a content warning, This quest explores topics such as self-harm and suicide. Make sure you have an Intelligence score of at least 10 to be able to access all results at the end of the quest.) It’s worth pausing the main story for this one.
It all starts with the Tune Up side job, which will surprise you a bit before setting off to hunt down individual targets scattered around the city. You have two options on how to approach this quest: Either knock out all seven targets one at a time, or dive in and out as you progress through the main story or other quests. Some of the shootouts can get a little rough if you’re not properly upgraded, especially the one that takes place in Pacifica.
Let’s dive in.
How to start the Delamain pageSeek
Your Choom is dead, a smoking, rebellious rock star is stuck in your head, and a stolen piece of hardware from Arosaka is slowly eclipsing your consciousness. Isn’t the future great? Act Two comes after one hell of a turn of events and all you might want to wake up to is where the hell your car is.
Lucky Guy: If you Check your journal or map, you will come across the Tune Up side job where the first objective is to get your vehicle out of your apartment’s parking garage.
After the very rude car crashes into you and ruins your ride, you will be wheelless for a while. Don’t worry, you can either grab one of the purchasable vehicles as a temporary replacement (yes, you get your wheels back).
Alternatively, if you’re looking for a free wheelset and don’t mind a quick trip to the desert, you can pick up a Colby CX410 Butte literally for free at the following location:
It’s by no means the fastest car and acceleration is pretty slow, but what do you want for nothing?
Complete the rest of Human Nature’s tasks and you’ll be able to access the Tune Up side job. This one will take you to Delamain Headquarters, where you’ll learn a little bit about what just happened.
After chatting with Delamain for a bit, you’ll find that some of his cars have gone rogue. It’s up to you to track them down.
Finding the locations of the villain Delamain cars (and how to drive in first person without crashing)
Time for a seven-step search quest! Don’t close the browser, trust me, it’s worth it. However, for the best experience, I really recommend driving in Ego mode. To avoid hitting things left and right while driving in first-person view, make sure your map is on and use it as a kind of peripheral vision.
Once Delamain gives you an overview of what’s going on, you’ll have access to the seven-step side job, Epistrophy. You can go to each location as you like, knock them out individually, or grab them when they seem appropriate. If you want to leave this quest as something you keep coming back to, don’t worry about chasing it too often. Delamain will call you when you are near one of the rogue vehicles. It will take a while to find some of them depending on their location. Stay within the highlighted area on your mini-map until you find the car and stay close to them once you find their location. They can be found in the following locations:
- north side
- northern oak
- Rancho Coronado
- The ravine
- coastal view
Some of the most notable parts of this quest include the Rancho Coronado, Wellsprings, and North Oak locations. In North Oak you have to drive the rogue taxi back yourself, except this AI is particularly nervous about the town. Keep the car below 50 to avoid scaring him too much.
Rancho Coronado lets you do some amusing property damage to satisfy an AI who is very upset about some pink flamingos. Meanwhile, the AI in Wellsprings has a certain attitude. It might feel clunky, but I recommend staying in first-person during the car battle here, as given the camera perspective, an impromptu 1v1 demo derby in the middle of a city is pretty fun and a bit challenging.
However, if you head to Pacifica to the Coastview location, you’ll come armed and stocked with ammo. After an amusing Easter Egg, you’ll be attacked by a bunch of Gonks. I recommend staying under the bridge during this gunfight, as there are two groups of hostile enemies outside of the bridge that can easily become entangled in the rampage. Fighting a group of fools is much easier than fighting three.
As a note, the location “The Glen” includes a conversation about depression and self-harm.
Final Delamain Quest: “Don’t Lose Your Mind”
Once you’ve collected all the rogue AIs and sent them back to Delamain HQ, you’ll have to wait a few days before you receive a suspicious phone call from Delamain. This call is usually triggered by visiting Corpo Plaza. It turns out that Delamain found the cause of the problem: a virus has infected the AI and you are asked for help.
As you’ll quickly learn, entering the Delamain HQ isn’t as easy as it used to be. Once you find a way through the back, you’ll move through some abandoned offices. Take the time to scour the computer emails for a dystopian backstory of what happened to the human staff. This is one of the game’s quests that awards time spent searching through in-world documents. You’ll also need to check email for the code for the main office computer (it’s also a super secure one: 1 2 3 4). If you have an Intelligence of 8, you don’t need the password.
Once you gain access to the garage, you’ll have to deal with some enemy drones and an electrified floor. The drones don’t fight back too much, but the ground will kill you quickly. (The inductor immune system implant makes you immune to the electricity).
As you enter the garage, take the door on your left and see Johnny. You have to get on the car, which is raised and lowered, and park yourself to an open air vent. You’ll then have to navigate some narrow corridors behind the cars to get to the control room and Delamain’s core. Once inside it gets interesting.
Johnny will appear and immediately tell you what to do. You have three options: restore Delamain and kill the rogue AI offshoots, merge the AI offshoots into Delamain (requires an Intelligence score of 10), or draw a weapon and destroy the Core, causing you to destroy the AI Liberate offshoots but kill Delamain.
Do the AI offshoots have a right to live? Are they just a mistake that needs to be corrected? Should (or can) they peacefully co-exist with the primary consciousness that created them? SPOILERS FOLLOW:
Johnny appears to encourage you to destroy the core or merge all AIs into one. He’s not unfounded, suggesting that Delamain barely lives a free life as both a cab driver and dispatcher. Delamain admits early on that he maintains a control room solely for the need to mirror people, saying that such a room is an “infrastructure” he inherited, much like the visualized face he speaks through. Narratively, this is an opportunity for V to decide whether to continue simply serving people by sending out and driving taxis.
You are free to reset the core to eliminate the roving AI offshoots that identify as Delamain’s children and appear to be fragments of his own personality. If you do this, Johnny will not be happy and will call you. If you lack the Intelligence stat to merge the AIs, your only option is to pull out a weapon and destroy the Core.
If you have a high enough Intelligence score (10), you can access what is arguably the “good ending” of the Delamain quest guide. Once all the AI personalities are fused, Delamain will express the need to leave Night City to go to a better place. Whichever end you choose, however, you will be given your own private taxi to drive.
While merging the AIs seems to be the best way, none of them seem to scream for a “good/bad ending”. Instead you are left with a nice riddle about the nature of consciousness and what it means to be free. What’s more cyberpunk than that?
Delamin’s Quest is easily one of them Cyberpunk 2077‘s most memorable site –Tasks. There’s great gameplay, tons of great dialogue and narration, and you’ll travel to different areas of the city. It’s easily the first side job you’ll need to pick up once you’re out of act one.