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    Lucretia My Reflection in Cyberpunk 2077: how to escape from the subway and find Reed

    Lucretia My Reflection in Cyberpunk 2077: how to escape from the subway and find Reed

    Fenthick

    Lucretia My Reflection in Cyberpunk 2077 is the fourth story mission in the Phantom Liberty expansion. The Jay incident and the battle with the Chimera are now over, but this story is still far from over. It is necessary to protect the president and get through the subway tunnels, then get to the shelter and team up with the agent to prepare further steps. Our guide will tell you how to overcome all the troubles along the way and successfully lead the spy to Rosalind.

    Walkthrough of the "Lucretia My Reflection" mission in Cyberpunk 2077

    How to start a task

    The mission will begin immediately after completing the previous quest in this chain - "All the President's Men", no special actions are required. If, however, the task did not activate on its own, simply start tracking it yourself by manually selecting it in the task log.

    At the beginning of the task, you will find yourself at the defeated Chimera, all that remains is to take the heart of the fighting machine and talk to Myers. You can also search the starting room to replenish your ammunition a little.

    Find the entrance to the subway and guide Myers through the tunnels

    To the right of the stairs in this room (if you go down it) there is a container, which is a disguised entrance to the subway tunnels. Open it and go deeper inside along the corridor until you come across an obstacle. You need to slide the hatch over your head and climb up through the roof of the car.

    Then just follow the abandoned tunnel, your partner will follow you. Following the quest marker, you will soon come across a closed door again and Myers will offer to talk.

    After a short dialogue, not Jay, but Johnny will get in touch - you can take a short break and chat with him. Soon the doors will open and you can continue your journey.

    Having reached the trolley that is blocking the passage, use the “Push” prompt - this will allow you to remove the obstacle from the path, resorting to the help of Myers.

    Fork: find a way out of the metro

    At this stage, three possible paths further open to you:

    • Right: through the door (open using force or technical skill);
    • Right: turn off steam (no checks);
    • Left: passage through the tunnel (no checks).

    Passage to the right: how to block the flow of steam

    Turn right into the illuminated room. A long corridor leads from it to a locked grate - there is a camera hanging to the right of it; it can be neutralized first. The easiest option for further advancement is to crack the grate either with technical skills, or to rip it off its hinges using a high strength indicator. If your leveling does not allow you to do this, you can go through the hole with steam pipes. To do this, you first need to close the valve, which is located directly opposite the grille in the previous room.

    To get to it, you need to climb onto the platform on the right and go around the obstacle at the top.

    Passage to the left: technical tunnel

    If you go left, you will first need to get over the pipes dumped on the platforms, behind which in the corner of the tunnel there is a device that closes the technical passage. Its scoreboard glows red in the dark, making it easy to spot. Activating the device will open a hole directly behind it. Go down the hatch and run along the tunnel to the opposite side, where you can climb up the stairs.

    Get Myers out of the subway

    Whichever path you take in the previous stage, you will somehow end up in the same room, where you can find some valuable supplies and one possible passage further. In the next room you will be overtaken by hallucinations and problems with the biochip.

    Myers will sympathize with your troubles in a short cut-scene, but you need to move on - on the elevator switch you need to select the destination on the 8th floor - “Apartments”.

    Get to the shelter with Myers

    Move along the corridor to the left, but look around, various interesting pieces of equipment are scattered here. Another dialogue will take place near the marked door, after which you will finally enter the shelter.

    Find a way to restore power

    After discussing the current situation with your partner, search the apartment for a power source. Johnny has already discovered a homemade generator nearby, so you can immediately go to it. To operate the engine you will need a battery - you will have to scan the battery-powered drones indoors and you will find a working one in one of them.

    Returning to the generator with this useful find, simply start it and electricity will finally appear in the shelter.

    Talk to Myers

    Return to your partner, she is already opening a cold beer. You can join or abstain - in any case, a small conversation will take place near the radio. However, it won’t last long - very soon the solitude will be interrupted by strangers who drop in for a glimpse.

    The President prepares to ambush strangers. You can interrupt it and negotiate with the mercenaries, but if you don’t click on the prompt in time, Myers will attack and will only have to join the massacre. If you go the fighting route, you will then also have to get rid of the bodies by dragging them to the garbage chute in the next room.

    Next, you need to return to your makeshift apartment and take a free bed by the window - after a short conversation, the heroes will decide to wait out the night here and fall asleep.

    Get to Captain Caliente Diner

    In the morning the adventures will continue - it’s time to leave the shelter and get out into the street. Take the elevator, having marked your destination on the map in advance. When you arrive at the marked building, you will need to somehow get inside.

    Double doors will yield with pumped up strength or high technical skills, but you can simply intercept control of the lock. To do this, scan the cable going to the door, after which the additional item “Find cable distributor” will appear in the task goal.

    The target is on the roof of a nearby building.

    Find an old phone

    After sneaking into the cafe, chat with Johnny and collect useful loot in the room. The old phone you need to find is hidden behind a shelf near the "Exit" sign. Move the box and use code 0931 to dial. While the long beeps are ringing, you need to have time to press the prompt “Go ahead, pick up the phone...”. As a result, a meeting with an agent will still be scheduled.

    Get to the meeting point

    Call transport and go to the point of interest on your map - fortunately, it is not very far away. Sit next to Johnny on the bench marked with a marker and wait for the stranger to appear. He will take aim at you and the dialogue will have to be carried out in a position that is not the most convenient.

    Approach the black "Torton"

    The car is waiting behind the site. Just go there by following the quest icon on the screen. Sit in the front seat and wait. When the spy shows up, tell him the location of the president - now you go back together.

    Soon you will be intercepted by Hansen's soldiers, who will need to be dealt with, then you can continue moving towards the goal.

    Enter the building with Reed

    Having reached the shelter, you will find that the house is surrounded by opponents. You can fire from all barrels or eliminate enemies one by one using stealth, or combine both options. Once you reach the elevator, go up to the 8th floor. Knock on the door - fortunately, the soldiers have not yet reached here and Rosalind is safe.

    Talk to participants

    A dialogue will take place inside the shelter, notable for the fact that in it you can, in principle, stop further passage of Phantom Liberty. When Reed turns to V with a question about his readiness to continue, you can answer "You are right. I am leaving the game" . This line will interrupt the plot of the expansion and there's no way to go back to him.

    Leave the building and wait 2 days

    If you decide to take part in further events, leave the building and wait 2 game days. You can do other errands, or rewind time twice by 24 hours using the in-game “Wait” option in the character menu.

    After the specified time, the bell will ring and Reed will name a new meeting place. This will complete the “Sleeper Agent” mission, and you will receive the next mission in this chain - “Old Wounds”.