Cyberpunk 2077: Transmission walkthrough Cyberpunk 2077 guide, walkthrough
Last update: 02 February 2021
On this page of the Cyberpunk 2077 game guide you will find a detailed walkthrough of the quest titled Transmission.
V managed to infiltrate GIM - the shopping mall GIM in the Pacifica district - and discover the identity of the netrunner cooperating with the Animals gang. As a result, Brigitte and Ti Neptune were freed from NetWatch's ICE, which gave V the opportunity to talk to the leader of the Voodoo Boys.
Reward for the quest: XP, Street Cred.
Follow Brigitte
Follow Brigitte to the Voodoo Boys underground hideout. The passage is behind the altar.
Brigitte wants to introduce V to Cyberspace so that they can meet with Alt Cunningham - Johnny's old friend. Get into the ice bath.
Never Fade Away
When you arrive in Cyberspace, go to Brigitte and talk to her. After a while, Silverhand's memories of Alt will start appearing on the screen.
When you assume control of Johnny, first grab the microphone on the stage and then talk to Kerry and enter the dressing room. Alt Cunningham will be waiting for you inside.
After a short cutscene you will be able to talk to Alt. Once the pair splits up, the next sequence from the same night will automatically start. This time the action will take place outside.
A few thugs will approach Johnny and Alt. You can pull out your weapon and try to kill a few thugs, however, Johnny will still be stabbed in the back by one of the assailants.
You will witness a scene where Alt Cunningham is forcibly dragged into a van and abducted.
Johnny will wake up in Milt Nauman's clinic. He was brought there by someone called Thompson and the ripperdoc managed to patch him up. When you ask about Alt, you'll find out that Thompson was at the scene but couldn't react, because they'd get him too. The Arasaka Corporation was behind this situation and they only intended to kidnap Alt. Johnny simply found himself in the wrong place at the wrong time.
Go to Club Atlantis
Johnny wants to storm the Arasaka Tower to try to save Alt, but first he wants to go to Club Atlantis to get some of his people to help.
When you arrive, go to the top floor of the club and walk through the door on the right - a bodyguard will be standing nearby. Optionally, you can also question the bartender to find out where to look for her.
Rogue arrives in the company of Santiago, a local dealer you may remember from the main job Disasterpiece.
During the conversation, Arasaka agents will break into the room and an unavoidable fight will start.
Escape from Club Atlantis
You must now escape from Club Atlantis and on your way you will encounter many armed opponents. Slowly move forward using available cover (counters, bar tables and sofas) and methodically eliminate your opponents one by one.
Remember that Johnny does not have any first-aid kits on him. If you are seriously injured, hide for a while to regenerate the missing health points.
When you go outside, you will face another unit of Arasaka agents. Tackle your opponents and reach Thompson, who is waiting in a car for you.
Escape from the Arasaka agents
Thompson will drive as you lean out the window to eliminate the agents who are chasing you. A few well-aimed shots will cause the agents' cars to explode.
After a successful escape, talk to your partners and inform them that you need to save ITS corporation's netrunner, Alt Cunningham, from Arasaka Tower and that you have an idea how to distract the guards waiting at the entrance.
Find the mainframe
After a short cutscene you will appear in the elevator inside the Arasaka Tower. If you want, you can talk to the rest of the team, then leave the elevator and start searching for Alt.
The building is full of agents so you will have to fight again. Remember to make use of all possible cover to protect yourself from taking too much damage.
On the way you will come across additional security features, such as minigun turrets. You can destroy them with some well-aimed revolver shots.
In the room with the central computer you will have to eliminate several agents. Among them will be one stronger opponent in a white coat.
After the fight, enter the room with Alt and disconnect her from the network.
You can now talk to Johnny about what happened at the Arasaka Tower and about the connection between Silverhand and Alt. Johnny concealed a vital piece of information from V - it was Alt Cunningham who developed the Soulkiller. The netrunner managed to escape into the Arasaka network, where the corporation can't reach her. Brigitte wants to break through the Blackwall to contact Alt.
Talk to Alt
Go back to the BBS to talk to Brigitte. The woman managed to extract the appropriate fragment of Silverhand's engram and is ready to make contact with Alt. Interestingly, it's V who has to cross over to the other side of the Blackwall.
Touch Blackwall and talk to Alt, and in a moment you will be transported to a safe place in Cyberspace where NetWatch will be unable to reach you. Johnny will also be there.
The dialog options available during the conversation with Alt may vary, depending on the choice you made during the I Walk the Line quest.
It all comes down to the fact that in exchange for access to Mikoshi, Alt will be able to help V by turning them into a construct, disconnecting their neural network with Johnny's, and finally transferring V back into their body.
Escape the Voodoo Boys hideout
The events played out at this stage of the job may vary depending on the decision you made in the I Walk the Line quest. If you disposed of the NetWatch agent, you will talk to Brigitte. During the conversation, you can accuse her of using you, but that won't get you anywhere. Afterwards, you will be able to leave their hiding place without a fight. If you want, you have the option to provoke them to combat.
If you chose to cooperate with the NetWatch agent, you will wake up in the Voodoo Boys' hideout and realise that Alt was telling the truth - Brigitte and her people hooked up to the network have been killed (remember to loot their bodies).
Now you have to get out of the hideout. Many Voodoo Boys will stand in your way, displaying aggressive intentions towards V. You can either attempt to sneak past them or use firearms to dispose of them in the traditional way.
The last opponent you will encounter in the chapel will be Placide. Unlike other opponents, you can't sneak up on Placide and initiate the fight from behind. Placide fights with a powerful shotgun so it's best to keep him at a distance to avoid taking too much damage. When shooting, it is best to aim at your opponent's head in order to do as much damage as possible with one shot.
Placide has resistance to chemical and electrical damage, but is highly vulnerable to thermal damage.
After winning the fight, take the key from Placide's body and open the chapel door. The mission will be over and you will have the opportunity to have another sincere conversation with Johnny.