In 168澳洲幸运5开奖网:Cyberpunk 2077, you can choose between three life paths at the very beginning of the game. Depending on whether you choose to be a Nomad, a💃 Streetkid, or a Corpo, your first steps in the game will reflect that choice, giving your character✨ a rich background as your adventures in Night City begin.

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Throughout the main story and some of the most important missions, you will be able to choose from different, alternative dialog choices that will give you some insight into the knowledge your character possess as part of that specific background, and here's everything you need to know about it.

Updated on May 11, 2023, by Santi Leguiza: We've overhauled this guide to enhance readability and ensure that all of the information is accurate.

Nomad Lifepath Explained

Ramshackle building outside of Night City in Cyberpunk 2077

The Nomad Lifepath starts with you in a small town mechanic shop that isn't very welcoming to Nomads. In this origin story, you have left your Nomad clan and are looking for a new purpose.

It's up to you to get your car fixed and meet your cargo client, Jackie Welles. The two of you try to get illegal goods past the border but the situation quickly escalates, and after an action-packed car chase, the game intro begins.

Here's every possible Nomad dialogue choice throughout the most important points of Cyberpunk 2077.

Act 1

Quest

Dialogue Choice

The Pickup

  • When you meet up with Meredith Stout, you can offer to find Militech's mole for her.
  • You can also offer to help clean up their convoy security, but Meredith won't take you up on the proposal.
  • At the end of the mission, if you located the computer with evidence implicating the mole, you can inform Meredith as long as you didn't betray her with Maelstrom.
  • You can also comment on the model bike Jackie is riding; an Arch Nazare.

The Heist

  • When you meet Jackie at the Afterlife, you can comment that the venue is renowned even to the Nomads.
  • If you talk to the bartender at the hotel and choose the Nomad dialogue, the bartender will fabricate a tall tale instead of being honest.
  • While resting in the hotel room, you can suggest that Yorinobu may have wanted to ditch the system.

Act 2

Quest

Dialogue Choice

Automatic Love

  • You can suggest the Moxes and Nomads don't seem so different as they share the same community and solidarity ideals.

The Space Inbetween

  • When you locate Fingers at his clinic and begin interrogating him, you can make the remark that not even Nomads would push the stuff Fingers doles out to the girls in his clinic.

I Walk The Line

  • After you track down the NetWatch Agent at the cinema, you can choose to tell him to cut the bullshit, warning him that you didn't come to talk.

Ghost Town

  • Rogue will suggest partnering up with Panam Palmer. As a Nomad, you will be distrustful of a Nomad outcast, and express your doubts about working with someone banished by their own clan.
  • You can tell Panam Palmer the name of your former clan, the Bakker clan.
  • You can tell Panam that you have lost everything in Night City.

Lightning Breaks

  • When you and Panam reminisce on your respective Nomadic backgrounds, you can ask her if she has ever done something as risky as what you're currently doing.

Gimme Danger

  • You can share your unique childhood memories with Takemura. These will change to better reflect your lifepath.

Riders on the Storm

  • You can tell Saul that the clan is awaiting.

Act 3

Quest

Dialogue Choice

All Along The Watchtower

  • If you escape Night City, you will recognize the bridge you're about to use to cross the border, as it is a famed Aldecaldos tunnel.

Path of Glory

  • If you choose to stay in Night City to complete your last mission rather than romancing Panam, during the farewell you can remind her of an old Nomad proverb.

Streetkid Lifepath Explained

V arriving to steal a luxurious car in a garage, in Cyberpunk 2077.

The Streetkid Lifepath opens with V inside a Night City bar, beat up and eager to drink. Your nose is busted up, and you are on your last dollar, so it would seem that you're stuck and going nowhere.

Your bartender friend mentions being indebted to a man named Jenkins. When trying to settle your friend's debts by stealing a car, you run into Jackie Welles, who's trying to do the same.

While you don't meet on the friendliest terms, both of you end up bonding after being beaten up by the NCPD, and after a short intro, the game begins.

Here's every possible Streetkid dialogue choice throughout the most important points of Cyberpunk 2077.

Act 1

Quest

Dialogue Choice

The Pickup

  • You will be able to recognize which drug Dum Dum offers them.

The Heist

  • At the Afterlife, you can mention how you and Jackie have finally hit the major leagues, mentioning the venue once being a morgue.
  • While chatting with Claire, you will be able to roughly estimate how long the Afterlife has been around.
  • While waiting for T-Bug inside Konpeki Plaza's hotel room, you can comment negatively on Yorinobu's gang-related background.

Act 2

Quest

Dialogue Choice

The Space in Between

  • You will be able to access Fingers' clinics by bluffing with ties to the Tyger Claws, as well as asking Judy Alvarez if the Moxes are after Fingers.

Pyramid Song

  • You will recognize the tune Judy is humming, and relate to her after scanning the diner's logo during the dive.
  • You can also mention that Night City isn't for everyone.

Chippin' In

  • You will know Weyland's last name.

Rebel! Rebel!

  • After this quest, you can tell Kerry why you became a mercenary in the first place.

I Fought the Law

  • You can recall that Lucius Rhyne was attacked by someone just a few days before he died.
  • You will be able to consult Detective Han.

Following The River

  • You can tell Joss you belong in Heywood, where you were born and raised.
  • While sitting down with River and admiring the view, you can comment on the influence of Corpos on the city's scenery.

M'ap Tann Pèlen

  • You will find out from a beggar that the Voodoo Boys have been watching you since you arrived in Pacifica.
  • The same beggar will tell you that the Voodoo Boys only need to know your name to do business.
  • When accompanying Placide to the Butcher Shop, you can comment about your lack of knowledge of creole.
  • You can tell Placide everything that you know and have heard of the Voodoo Boys.

I Walk the Line

  • When NetWatch member Bryce Mosley is confronted, you can tell him you don't associate with corporations, and that you would rather side with the Voodoo Boys.

Playing for Time

  • You will know enough about Tom at Tom's Diner to tell Takemura he's a good person.

Down on the Street

  • You can persuade Wakako to be silent about her son's death at the hands of Arasaka.

Gimme Danger

  • You can share your unique childhood memories with Takemura. These will change to better reflect your lifepath.

Search and Destroy

  • You can ask Hanako if she trusts your word.

Ghost Town

  • You can recognize the 6th Street member Boz upon Panam making a call.

Riders on the Storm

  • You can side with either Saul or Panam. Siding with Saul will have you state that you have to join the strong at times, and siding with Panam will have you say that you have an admiration for the Nomad way of life.

Act 3

Quest

Dialogue Choice

We Gotta Live Together

  • You can express happiness when receiving the Aldecaldo jacket, and promise the Nomads that you'll celebrate when the mission is over.

All Along the Watchtower

  • You can reminisce on how you once felt on top of the city, but have since changed your mind about staying.

Corpo Lifepath Explained

V looks at herself in the mirror dressed in corpo attire

The Corporate Lifepath unceremoniously begins while you're trying to calm down at work in the restroom, due to a high amount of stress.

Your Corpo boss gives you an impossible task that ends up with your life of riches and paperwork disappearing in seconds, so it's time to work your way back to the top with the help of an old acquaintance. After you reconnect with your friend Jackie Welles, the game intro rolls.

Here's every possible Corpo dialogue choice throughout the most important points of Cyberpunk 2077:

Act 1

Quest

Dialogue Choice

The Ride

  • You will be able to see through Meredith Stout's bluff.

The Information

  • You can state that you have been in Lizzie's Bar previously, as well as figure out that Evelyn Parker knows Konpeki Plaza and Yorinobu well.

The Pickup

  • You can tell Meredith Stout that she's not the one setting the terms.
  • You can intimidate Meredith Stout by saying she'll be all by herself in her failure.
  • You can also assure Meredith that you know how the Corpos operate.
  • You can bring up the fact that you know the credchip has a virus on it.

The Heist

  • You can express you're not impressed with the state of the Afterlife when first entering.
  • You can simply drink "to this" at the Afterlife rather than going with Jackie's lead.
  • You will be able to cause a scene with the Konpeki Plaza receptionist.
  • When you visit the bar at Konpeki Plaza, you can get offended by the bartender's language.
  • You can theorize that Yorinobu Arasaka started a gang because he was tired of his corporate life.

Act 2

Quest

Dialogue Choice

Playing For Time

  • You can claim that you have seen exterminators before, as well as theorize why Hellman may have left Arasaka.

Down on the Street

  • You can express worry about Oda being too loyal toward Arasaka.
  • You can try to appeal to Oda's duty as an Arasaka soldier.
  • You can intimidate Wakako to avoid her calling the police and Arasaka on Takemura.

Gimme Danger

  • You will be able to tell the parade by Yorinobu is just an attempt to strengthen his leadership position.
  • You can bring up Saburo's death and learn more about the inner factions within Arasaka from Takemura.
  • You can share your unique childhood memories with Takemura. These will change to better reflect your Lifepath.
  • You can criticize your time at Arasaka while chatting with Takemura.

Ghost Town

  • You will know why Hellman is being transported by Kang Tao.

Riders on the Storm

  • You can either side with Panam or Saul. When siding with Panam, you will state you know how the mission will pan out. When siding with Saul, you will say that all corps operate the same way.

I Walk The Line

  • You can bring up NetWatch with Placide and ask about recent relations between his gang and the corporation.
  • You can interrogate Bryce Mosley about NetWatch's true intentions, as well as act friendly towards him.

Automatic Love

  • You can intimidate Woodman by bringing up Evelyn Parker's Arasaka ties.

Pisces

  • You will have a chance of siding with Maiko and asking her for more money for your support.
  • You can also tell Judy Alvarez that destroying Clouds from within would have never ended well.
  • Alternatively, You can kill Maiko and state she would have been worse than the current leader.

Pyramid Song

  • You can comment on the diner sign and say you have never liked real fish over synthfish.

Ex-Factor

  • You can ask what Judy's expectations regarding Maiko are, as well as reassure Judy that Maiko is bluffing when turning down their plan.

Act 3

Quest

Dialogue Choice

Nocturne OP55N1

  • You can be respectful and bow to Hanako, thanking her for the meeting.
  • You can express to Hanako your desire to return to Arasaka.
  • You can insist to Misty about returning to Arasaka.

Last Caress

  • You can try to use Susan Abernathy's name as a bluff to pass the checkpoint.

Totalimmortal

  • You will find out that you were never told about Saburo's secret office inside Arasaka Tower.
  • You can insist to Hanako that the shareholders need to face the truth in order to save the company.
  • You can speak respectfully to Saburo when finally meeting him personally.
  • You will have the chance to blame the board members for never investigating Saburo's death.
  • You can recognize the coup that takes place on Yorinobu's screen.
  • You can accuse Yorinobu of being worse and more ruthless than their father.

Where Is My Mind?

  • You will get a final conversation with Takemura.
  • You can doubt your own ability when you do the treadmill test.
  • You can also get irritated at Johnny for being anti-Arasaka.

Does Your Lifepath Matter In Cyberpunk 2077?

Jackie Welles helping V in Cyberpunk 2077
Jackie Welles close-up.

The Cyberpunk 2077 lifepaths affect the beginning of the game, with each of these taking roughly 20 minutes to complete. This means that they don't take up a massive portion of the game, and they all end up with you making friends with Jackie Welles.

However, these changes ultimately don't impact the main story of Cyberpunk 2077 too much, but your backgro🌠und will make your protagonist sound much more knowledgeable and intimidating in the right situations depending on what you choose.

But regardless of what life path you choose in Cyberpunk 2077, you can rest assured that you're not missing too much, and can always start u♛p those other life pat💜hs on a new save.

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