Avoid These 10 Catastrophic Choices in Cyberpunk 2077 That Could Ruin Your Night City Adventure — Find Out Why Players Are Shocked Below! 😱

Cyberpunk 2077, developed by CD Projekt Red and released in 2020, remains a polarizing yet captivating open-world RPG set in the neon-drenched, dystopian sprawl of Night City. Despite its rocky launch, patches and expansions like Phantom Liberty have transformed it into a richly immersive experience, blending high-octane action with deep narrative choices. However, the game’s freedom comes with a catch: certain decisions can lead to disastrous consequences, locking players out of quests, alienating allies, or even dooming their character, V. The 10 terrible decisions outlined here are infamous among players for their potential to screw up your game, often in ways that are irreversible. What are these choices, and why do they wreak havoc on your Night City journey? Let’s dive into the perilous pitfalls of Cyberpunk 2077 and uncover why these mistakes have left players reeling.

In Cyberpunk 2077, choices shape V’s relationships, reputation, and ultimate fate in a city ruled by corporations, gangs, and personal ambition. Unlike some RPGs with clear moral signposts, Cyberpunk 2077 thrives on ambiguity, where seemingly minor decisions can spiral into catastrophic outcomes. The 10 terrible decisions highlighted here, drawn from community discussions and gameplay analysis, range from betraying key allies to mishandling critical quests. These choices often hinge on incomplete information, forcing players to act under pressure, only to face the fallout later. With no autosave rewind feature and limited opportunities to correct mistakes, these decisions can haunt players for the rest of their playthrough.

The first terrible decision involves siding against Panam Palmer during her questline in the Badlands. Panam, a fierce Aldecaldo nomad, is a key ally whose trust unlocks crucial story missions and one of the game’s best endings. Choosing to prioritize Saul’s cautious approach over Panam’s bold plans in the quest “Riders on the Storm” can alienate her, cutting off access to her loyalty and the nomad-aligned ending. This choice not only weakens V’s narrative arc but also locks out unique vehicles and combat support, leaving players stranded in Night City’s endgame. Panam’s fiery personality makes her a fan favorite, making this betrayal sting all the more.

Second on the list is killing Maiko Maeda during Judy Alvarez’s questline, “Pisces.” Judy, a tech-savvy braindance editor, tasks V with helping the Mox take control of Clouds, a dollhouse in Westbrook. Opting to kill Maiko, who seeks to seize power for herself, seems like a straightforward choice but backfires spectacularly. It devastates Judy, causing her to leave Night City and ending her romance or friendship with V. This decision also eliminates future quests tied to Judy’s arc, gutting one of the game’s most emotionally resonant storylines. Players often regret this choice when they realize its long-term impact on their connection to Judy’s world.

The third disastrous choice is failing to save Takemura during the mission “Search and Destroy.” Goro Takemura, a loyal Arasaka operative, is a complex character whose survival affects several endings. If players rush through the mission or ignore the objective to rescue him, Takemura is presumed dead, locking out the Arasaka-aligned ending and diminishing the game’s narrative depth. His absence also removes key dialogue options that reveal Arasaka’s inner workings, leaving players with a less nuanced understanding of Night City’s power dynamics. Takemura’s stoic demeanor makes his loss feel like a personal failure, haunting players who valued his perspective.

Fourth, accepting Maelstrom’s deal in “The Pickup” by paying for the Flathead bot with Militech’s shard without removing the virus is a costly mistake. This early quest introduces players to Night City’s gang politics, pitting Maelstrom against Militech. Keeping the virus on the shard betrays Meredith Stout, a Militech agent, leading to a violent confrontation later and cutting off a potential ally. It also alienates Royce, Maelstrom’s leader, complicating future encounters. This choice limits V’s options for navigating Night City’s factions, reducing flexibility in a game where alliances are currency. Players often kick themselves for not exploring dialogue options to defuse the situation.

The fifth terrible decision is killing the Voodoo Boys in “I Walk the Line.” Choosing to side with NetWatch and eliminate the Voodoo Boys’ leadership in Pacifica angers Placide and Brigitte, locking V out of their support in the game’s climax. This choice also prevents access to unique netrunning gear and lore about Night City’s digital underworld. The Voodoo Boys are divisive, but their knowledge of the Blackwall and Alt Cunningham makes them valuable allies. Wiping them out feels empowering in the moment but leaves players shortchanged in the endgame, especially for netrunner builds.

Sixth, refusing to help Johnny Silverhand reconcile with Rogue Amendiares in “Blistering Love” is a grave error. Johnny, V’s digital companion, seeks to mend past mistakes, and this quest is pivotal for his arc. Skipping it or dismissing Johnny’s request weakens his trust, affecting dialogue options and the viability of the “Temperance” ending. It also locks out a thrilling mission with Rogue, one of Night City’s most iconic fixers. Players who bypass this quest miss out on emotional depth and a chance to shape Johnny’s redemption, a cornerstone of the game’s narrative.

The seventh mistake is killing Fingers, the shady ripperdoc, during “The Space in Between.” While Fingers’ sleazy behavior makes him an easy target, killing him prevents players from accessing his clinic later, which offers unique cyberware unavailable elsewhere. This choice also angers Judy, who relies on Fingers for information, straining V’s relationship with her. Players often regret this impulsive act when they realize its impact on gear customization and story progression, underscoring the game’s theme of actions having unintended consequences.

Eighth, failing to complete River Ward’s questline, particularly “The Hunt,” can screw over players seeking a robust narrative. River, a principled NCPD detective, offers a grounded perspective on Night City’s corruption. Abandoning his quest to save his nephew cuts off his romance option, a unique side mission, and his support in the endgame. This choice leaves a gap in V’s alliances, as River’s skills as a sniper are invaluable in certain finales. Players who skip this arc miss a heartfelt story that contrasts Night City’s cynicism.

The ninth terrible decision is siding with Adam Smasher in the Phantom Liberty expansion’s climax. Choosing to align with this ruthless cyberpsycho over other factions betrays key allies like Reed or Songbird, locking out their respective endings and rewards. Smasher’s path offers temporary power but alienates V from Night City’s underground, limiting future opportunities. This choice feels like a deal with the devil, and players often lament its cost when they lose access to the expansion’s deeper narratives.

Finally, ignoring the “Send in the Clowns” side quest with Ozob Bozo is a subtle but costly mistake. This quirky mission, tied to a fan-favorite character from the Cyberpunk tabletop RPG, offers unique rewards, including a rare grenade mod. Skipping it means missing out on a lighthearted break from Night City’s grim tone and a chance to enrich V’s arsenal. Players who overlook this quest often regret it when facing tough late-game encounters.

These 10 decisions have fueled heated discussions in the Cyberpunk 2077 community, with players sharing tales of regret and cautionary advice. The game’s branching paths and lack of clear guidance make these mistakes easy to stumble into, yet their consequences add weight to every choice. Night City’s unforgiving nature mirrors real-world dilemmas, where trust, greed, and loyalty shape outcomes. The game’s stunning visuals—neon skylines, rain-soaked streets—and gripping soundtrack amplify the emotional stakes, making each misstep feel visceral.

The cultural impact of these choices has cemented Cyberpunk 2077’s legacy, inspiring fan content like comics, mods, and lore analyses. Players debate the morality of betraying Panam or saving Takemura, reflecting on how their decisions mirror personal values. Streamers and YouTubers dissect these moments, driving engagement years after launch. As players navigate Night City, these terrible decisions serve as stark reminders: in a city that never sleeps, one wrong move can change everything.

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