Image via CD Projekt Red

Cyberpunk 2077 Transmission Quest Guide

It's a bigger world than you thought.

After things go south in Arasaka Tower, V has to handle cleanup in addition to finding a cure for their Johnny Silverhand dilemma. Part of unraveling Evelyn Parker’s mess leads V to the door of Cyberpunk 2077‘s Voodoo Boys in Pacifica. In the final part of the quest chain, Transmission, V must make contact with an AI beyond the Blackwall. Here’s how to get in and get out.

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How to complete the Transmission job in Cyberpunk 2077

Image via CD Projekt Red

No matter how V handled things during the I Walk the Line mission, Brigitte will smooth things over and lead V to the Voodoo Boys’ data fortress, Rezo Agwe. Despite everything that has happened, she’s intent on getting V into cyberspace.

Once inside, Johnny Silverhand takes center stage as V relives one of his memories in the Never Fade Away mission. With that bit of backstory for Alt Cunningham out of the way, Brigitte will prompt V to head through the Blackwall to make contact.

If V helped Netwatch

Despite removing Placide’s malware, Bryce Mosley of Netwatch has uploaded his own into V. As everyone attempts to move past the Blackwall, Netwatch will launch their attack. In a joint effort between Netwatch and Alt, the Voodoo Boys’ netrunners are killed. Alt used the murders to sever the connection while protecting V and Johnny.

Alt will come up with a plan to help V and Johnny, but it involves breaking into Mikoshi. However, V will need to get out of the Voodoo Boys’ lair first. When coming back into the real world, loot everything as these fried netrunners won’t need their gear any longer.

All that’s left to contend with are the remaining Voodoo Boys and Placide. The poor fools never stood a chance. If you’re like me, get your murder on from the shadows as you Solid Snake your way to Placide. There are roughly a dozen goons with a couple of netrunners along the way.

Placide Fight

Placide is about to get what’s coming to him. This piece of garbage has been messing with V the whole time and it’s high time he learned not to mess with Night City’s best merc. Placide is quite resistant to quickhacks, but is weak to fire damage. He also makes use of a Sandevistan and Kerenzikov, so he’ll try to dash around frequently.

Fortunately, you can sneak around him to line up a devastating opening shot. Use whatever is going to do the most damage to take a healthy chunk of his life away. From there, headshots work well to stagger him and keep him from running around too much. For someone who talks so much trash, he’s a relatively easy fight. I suppose that tracks.

With Placide out of the way, V can get the key to the chapel and leave the Voodoo Boys’ hideout. As an added bonus, the rank-and-file goons will disappear from Pacifica. Even better, choosing this path gives V the opportunity to intimidate some other Voodoo Boys in the Phantom Liberty DLC.

If V helped Placide

If V stuck it out and helped Placide, they’ll have a pretty uneventful time in cyberspace. The Voodoo Boys’ netrunners will proceed past the Blackwall and V will wake up to Brigitte. She admits that she didn’t expect V to survive all of this. V can call Brigitte out on this abuse, but Brigitte will start to get cocky and say that Alt can’t protect the merc in the real world. What happens next is up to you.

If V backs down, they’ll be allowed to leave the hideout in relative peace. On the way out, V and Placide will exchange words like kids on a playground. Once outside, V talks to Johnny and the mission ends.

If V has had enough of the Voodoo Boys’ crap, they can rid Pacifica of them in one fell swoop. The fight against Brigitte and her netrunners starts quickly and gets ugly just as fast. Fire off some opening rounds and take cover behind one of the netrunner chairs. Focus on taking down the netrunners first as they will try to quickhack V. Clear the room, loot the bodies, and proceed to clear out the rest of the chapel as outlined above.


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Image of Christian Dawson
Christian Dawson
Christian has been playing games since he could hold a controller in the late 80s. He's been writing about them for nearly 15 years for both personal and professional outlets. Now he calls Destructoid home where he covers all manner of nonsense.