If you’re diving into this Cyberpunk 2077 Achievement Guide, you’re probably aiming for that sweet 100% completion, including the platinum trophy “Never Fade Away.” This guide breaks down everything you need to know in one spot: a strategic roadmap to avoid misses and repeats, warnings on missable content like saving Takemura or grabbing Johnny’s pants, smart save points for unlocking all base game and Phantom Liberty endings without multiple playthroughs, tips for story and character achievements, combat skill tricks, collectible hunts for items like tarot cards and vehicles, and full district cleanups. It’s built for efficiency, assuming you’re a completionist managing saves wisely to nail it all in one run while covering the base game and DLC.
- Strategic Roadmap Basics: Follow a golden path sequence to finish side stories and clears before the point of no return.
- Missable Warnings: Key alerts for achievements like The Devil, Breathtaking, and relationship chains with Johnny.
- Smart Saving: Create manual saves to experience all endings from base game and Phantom Liberty in one playthrough.
- Story and Endings: Unmissable main story trophies, character arcs, and how to unlock every base ending.
- Phantom Liberty Specifics: DLC story achievements, multiple endings including The Tower, and Dogtown challenges.
- Combat Skills: Strategies for tricky ones like Gunslinger, Two Heads One Bullet, and Rough Landing.
- Collectibles and Cleanups: Guides for vehicles, tarot cards, Johnny’s items, cyberpsychos, and district achievements.
Table of Contents
Strategic Roadmap for Full Completion
Chasing achievements in Cyberpunk 2077 can feel overwhelming with Night City’s sprawl, but a solid plan keeps things smooth. The key is tackling content in a specific order to max out efficiency and dodge restarts. Focus on wrapping up side stuff before hitting the point of no return in “Nocturne Op55N1,” which locks out a ton of activities. This approach gets your Street Cred to 50 fast for unlocks like vehicles, and it sets you up for all endings via saves.

Think of this as your blueprint: Start with the main story through Act 1, then pivot to side character arcs in Act 2. Weave in district clears and collectibles along the way. Once everything’s done, save manually and dive into the finale. This minimizes backtracking and ensures you grab everything missable.
Golden Path Sequence
Kick off by progressing the main story naturally until Act 2 unlocks. That’s when the world opens up. Jump straight into side stories for characters like Judy, Panam, River, Kerry, and Rogue, these net specific achievements and unlock endings.
As you do that, clear gigs, NCPD scanners, and cyberpsycho sightings in each district. It’s grindy but rewarding, boosting your cred and unlocking region-specific trophies. Collect tarot cards and Johnny’s items during these runs; they’re scattered but marked on your map once close.
Hit that manual save after all side content. Now you’re set for the endgame without loose ends. This sequence avoids locking out content and makes the platinum hunt feel achievable.
Missable Achievements and Items
Missables are the real killers here, screw one up, and you’re replaying chunks. For The Devil, save Takemura in “Search and Destroy.” Ignore Johnny’s advice after the fall; head left through the wall hole by the blue neon cross, fight up to room 303, and escort him out. Miss it, and that ending’s gone.
Breathtaking needs all Johnny’s items. The pants are super missable in gig “Psychofan”; grab them from the pink suitcase in the bedroom before leaving, or they’re lost forever. His Porsche in “Chippin’ In” requires dealing with Grayson properly; kill or spare him for the key.
Your Johnny relationship matters big time. In “Chippin’ In,” pick friendly dialogs at his grave like “The Guy who Saved My Life” to unlock Rogue and Kerry’s lines, avoiding locked achievements like Bushido and Chill or To Bad Decisions!
Stanislavski’s Method is another sneaky one: Use 10 life path dialogs (Corpo, Streetkid, or Nomad) throughout. They’re limited, so grab them early whenever they pop.
Smart Saving for Multiple Endings
Saves are your best friend for endings without full replays. Before “Nocturne Op55N1″‘s elevator to Embers, manual save that’s your hub for base endings.
For Phantom Liberty, save before “Firestarter” to branch into Songbird or Reed paths, unlocking all four King achievements. In Reed’s path, save again before the core in “Somewhat Damaged” for kill/spare choices.
Load these to replay branches quickly. It’s efficient and lets you see every outcome in one playthrough.
Story and Ending Achievements
The main story hands out achievements automatically as you progress, but side characters and endings need deliberate choices. These tie into your relationships and saves, making them feel earned rather than grindy.
Wrap up character stories early for their trophies, they’re fun quests that deepen the world. Endings vary based on who you’ve helped, so that golden path pays off here.
Unmissable Story Trophies
These pop just by following the plot, no sweat. The Fool for finishing the prologue, The Lovers after stealing the Relic in The Heist, and so on up to The World for completing the main story.

They’re milestones that guide your progress. You can’t miss them unless you quit early, so keep pushing forward.
Character Side Stories
Each major side character has a chain ending in a unique achievement. For Judy vs Night City, finish her arc with Pyramid Song. Life of the Road caps Panam’s with Queen of the Highway.
To Protect and Serve wraps River’s in Following the River. Bushido and Chill is watching a movie with Rogue in Blistering Love needs good Johnny vibes. To Bad Decisions! ends Kerry’s Boat Drinks, also Johnny-dependent.
Fail a quest or pick wrong dialogs, and the chain breaks. Stick to positive choices to keep them open.
Unlocking All Base Endings
From your pre-Nocturne save, chat with Johnny on the roof. Choices branch from there.
For The Devil: Save Takemura earlier, then pick trusting Arasaka and take omega blockers.
The Star: Finish Panam’s arc, ask her for help, take blockers, and return to your body in Mikoshi.
The Sun: Complete Rogue/Johnny stuff, let them go, take pseudendorphins, and live on with Alt.
Temperance: In Star or Sun paths, let Johnny keep the body in Mikoshi.
Secret ending (Don’t Fear The Reaper): Max Johnny friendship, pick Rogue but wait 5 minutes for his solo assault proposal. It’s brutal, die and it’s game over, so save first.
Phantom Liberty Mastery
The DLC adds 13 achievements, mostly tied to choices and Dogtown activities. It’s a fresh area with its own story branches, so integrate it after Act 1 but before the base endgame.
Endings here affect a new base ending too, so saves are crucial. Dogtown clears are smaller but still grindy for full completion.
DLC Story Achievements
These unlock naturally: All the President’s Men for saving Myers, Arachnophobia beating the Chimera bot, Spin Doctor finishing Run This Town.
Play through the main DLC quests, and they’ll drop. No tricks needed.
All DLC Endings and The Tower
Use your Firestarter save. Help Songbird: Pick her escape, then in Killing Moon, kill Reed for King of Wands or call him for King of Swords (reload autosave between).
Help Reed: Betray Songbird, then in Somewhat Damaged, use core save, kill her for King of Cups or spare for King of Pentacles.
For The Tower (new base ending): After Swords or Pentacles, wait for Reed’s call post-DLC to start Who Wants to Live Forever.
Dogtown Side Challenges
Dirty Deeds: Complete all 9 Dogtown gigs.
Judgement Day: Beat 3 increased criminal activity bosses (skull icons) for Relic points.
Relic Ruler: Grab all 15 Relic perks, 6 story, 3 bosses, 6 terminals.
The APB is Not Enough: Hit 5-star wanted by shooting Barghest/civilians.
Easy Come, Easy Go: Steal 10 vehicles for El Capitan, including the special Arasaka truck after 8.
Combat Skill Achievements
These test your build and timing, but with tips, they’re doable. Focus on cyberware like Sandevistan for slows.
Some changed in updates, so strategies account for that. Practice in low-risk spots.
Gunslinger Tips
Shoot an enemy grenade mid-air with a revolver. Use Sandevistan to slow time, hide behind cover in NCPD-gang fights (blue star icons), and target frag/bio grenades only; EMP/flash don’t count.
It’s finicky without slows, so cyber up first.
Two Heads, One Bullet
Kill two enemies with one sniper shot. Grab a tech sniper like Nekomata, charge for penetration. Line up two cops or foes on Easy difficulty, aim for the front head.
Common in streets, look for pairs standing close.
Rough Landing Guide
With Berserk active, superhero land to down two enemies. Post-2.0, need Quake perk and blunt weapon like a hammer.
Easier on drones: In Westbrook’s Charter Hill near Dynalar fast travel, jump from a van, activate Berserk, heavy attack mid-air between two low-flying drones. Their low health makes it reliable.
Other Combat Trophies
V for Vendetta: With Second Heart cyber, kill your killer within 5 seconds of revive.
Daemon In The Shell: Quickhack Detonate Grenade on one enemy to kill three total, group them up.
Gun Fu: Pistol/revolver three close enemies fast; easy in Johnny’s Arasaka flashback.
The Quick and the Dead: 50 kills in slowed time via Sandevistan/Kerenzikov comes naturally.
Collector and Cleanup Achievements
These are about exploration and grinding. Collectibles like tarot and Johnny’s gear are scattered; use tables for locations.
Vehicles cost a fortune, so farm money from clears and loot sales. Districts require full gig/NCPD sweeps.
Autojock Vehicle Guide
Buy all 27 vehicles for about 1.7 million eddies. Farm by clearing maps, then looping enemy spots like Pacifica, kill, loot, sell at drop points, fast travel away and back to respawn.
| Vehicle Name | Price (€$) | Street Cred Needed | District |
|---|---|---|---|
| Rayfield Aerondight “Guinevere” | 225,000 | 50 | Westbrook |
| Rayfield Caliburn | 157,000 | 40 | City Center |
| Arch Nazaré | 138,000 | 40 | Westbrook |
| Thorton Mackinaw MTL1 | 128,000 | 30 | Santo Domingo |
| Quadra Turbo-R 740 | 129,000 | 30 | Westbrook |
| Mizutani Shion “Coyote” | 115,000 | 20 | Badlands |
| Brennan Apollo | 94,000 | 30 | Heywood |
| Mizutani Shion MZ2 | 75,000 | 30 | Watson |
| Quadra Type-66 “Javelina” | 73,000 | 30 | Badlands |
| Herrera Outlaw GTS | 62,000 | 30 | City Center |
| Villefort Alvarado V4F 570 Delegate | 62,000 | 20 | Heywood |
| Quadra Type-66 “Jen Rowley” | 58,000 | 20 | Santo Domingo |
| Quadra Type-66 “Avenger” | 55,000 | 20 | City Center |
| Thorton Colby “Little Mule” | 49,000 | 12 | Badlands |
| Thorton Colby CX410 Butte | 43,000 | 12 | Santo Domingo |
| Thorton Colby C125 | 39,000 | 20 | Watson |
| Villefort Cortes V5000 Valor | 37,000 | 12 | Heywood |
| Chevillon Emperor 620 Ragnar | 32,000 | 12 | City Center |
| Archer Quartz EC-T2 R660 | 29,000 | 12 | Watson |
| Yaiba Kusanagi CT-3X | 22,000 | 12 | Westbrook |
| Thorton Galena “Gecko” | 21,000 | 0 | Badlands |
| Villefort Columbus V340-F Freight | 19,000 | 0 | City Center |
| Chevillon Thrax 388 Jefferson | 17,000 | 0 | Heywood |
| Mahir Supron FS3 | 16,000 | 0 | Santo Domingo |
| Makigai Maimai P126 | 14,000 | 0 | Westbrook |
| Thorton Galena G240 | 13,000 | 0 | Watson |
Tarot Card Locations
Collect all 20 base tarot cards, then chat with Misty for The Wandering Fool. They appear on map when near.
| Card Name | Location |
|---|---|
| The Fool | Wall by V’s apartment door in Megabuilding H10 |
| The Magician | Pillar under overpass near Lizzie’s Bar |
| The High Priestess | Upstairs in Search and Destroy apartment |
| The Empress | Afterlife nightclub entrance |
| The Emperor | Konpeki Plaza entrance |
| The Hierophant | Underground building wall in Japantown |
| The Lovers | Behind screen in abandoned Silver Pixel Cloud cinema |
| The Chariot | Wall by Tom’s Diner |
| Strength | Guard shack wall at dock entrance |
| The Hermit | Church wall in Pacifica |
| Wheel of Fortune | Under Sunset Motel sign in Badlands |
| Justice | Big water tank near City Center |
| The Hanged Man | Water tower in Watson oil fields |
| Death | Side wall of Embers restaurant |
| Temperance | Columbarium in Westbrook |
| The Devil | Tied to The Devil ending, not free roam |
| The Tower | Arasaka Tower lobby wall |
| The Star | Base of big solar farm antenna in Badlands |
| The Moon | Outer wall of Arasaka family home in North Oak |
| The Sun | Residential building wall in Little China |
| Judgement | Adam Smasher boss room, not free roam |
| The World | Alley between Misty’s shop and Victor’s clinic |
Johnny’s Items
For Breathtaking, snag these six. Most auto, but pants are missable.
| Item Name | Quest | Missable? | Details |
|---|---|---|---|
| Johnny’s Tank Top | Tapeworm | No | Auto in story |
| Johnny’s Aviators | Chippin’ In | No | Auto in story |
| Johnny’s Samurai Jacket | Chippin’ In | No | From Rogue |
| Johnny’s Gun (Malorian Arms 3516) | Chippin’ In | No | From Grayson |
| Johnny’s Pants | Gig: Psychofan | Yes | Pink suitcase in bedroom, grab before exit |
| Johnny’s Shoes | Gig: Family Heirloom | No | Locker in gig spot |
Cyberpsycho Hunts
I Am The Law: Beat all 17 for Regina. Locations show on map as you clear areas. Kill or non-lethal works, but she prefers alive. Prep for tough fights.
District Clearouts
Complete all gigs and NCPD in each for these: It’s Elementary (Watson), Greetings from Pacifica! (Pacifica), The Wasteland (Badlands), Little Tokyo (Westbrook), Mean Streets (Heywood), The Jungle (Santo Domingo), City Lights (City Center).
Follow the golden path, and they’ll fall into place.
You’ve got the tools to conquer Night City now. Stick to this guide, manage those saves, and that platinum is yours. Become the legend that never fades away.
Cyberpunk 2077 Official Website
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