Cyberpunk 2077

Cyberpunk 2077

View Stats:
Vizarah Apr 14, 2024 @ 1:45pm
Gig: Waiting for Dodger
The "Gig: Waiting for Dodger" mission. I saved the cops, I didn't kill any of the Dodger people, he let us go. According to the guide, everything should be OK, but these two jerks got into the car, hit the gas, knocked down one of the Dodger people and started shooting at me. It was restarted five times and every time they hit him with a wheelbarrow. I want to solve the case peacefully. Has anyone had this bug? What to do?
Last edited by Vizarah; Apr 14, 2024 @ 1:48pm
< >
Showing 1-15 of 21 comments
Gatlank Mar 16, 2024 @ 1:08pm 
Waiting for Dodger Gig
In the Gig Waiting for Dodger at the end when the NCPD car is leaving the garage it always runs over the closest goon turning the charcters hostile after a peaceful run.
Bjørn Mar 16, 2024 @ 3:45pm 
Bummer! That didn't happen when I did it, which was after 2.1 or 2.11, so it might have bugged out in the latest patch.

But I learned later that If you end that mission violently and kill the boss, you'll get a follow-up mission later, in case that can be some consolation :cybereye:
Similar Mar 16, 2024 @ 5:11pm 
I carefully incapacitated everybody because the client didn't want anybody dead and then those two idiots drove over the incapacitated bodies of Dodger and the two other guys when they left...
Not that it seemed to matter for the outcome (and since Dodger showed up, the client's wish was probably not relevant anymore, but still).
It did seem pretty fitting considering all the other stupid things they'd done.
Gatlank Mar 16, 2024 @ 5:42pm 
Originally posted by Bjørn:
Bummer! That didn't happen when I did it, which was after 2.1 or 2.11, so it might have bugged out in the latest patch.

It could be that since i did that gig in older playthroughs before the latest updates and didn't had that problem.
Last edited by Gatlank; Mar 16, 2024 @ 5:45pm
Bjørn Mar 17, 2024 @ 3:23am 
Originally posted by Similar:
I carefully incapacitated everybody because the client didn't want anybody dead and then those two idiots drove over the incapacitated bodies of Dodger and the two other guys when they left...
Not that it seemed to matter for the outcome (and since Dodger showed up, the client's wish was probably not relevant anymore, but still).
It did seem pretty fitting considering all the other stupid things they'd done.

When I did this, I didn't have to incapacitate Dodger an his goons, since I also left everyone upstairs alive (even though I threw some of them in containers, but that doesn't seem to count for this as long as they're alive when you incapacitate them).

Dodger will ask one of the goons to 'scan if the guys upstairs are ok' or something when talking to you, and if no one is showing as dead, Dodger and his goons will leave you alone and tell you to get out of there before he changes his mind, or something. Then the NPCD 'idiots' will drive off.

I think the OP was having problems with the idiots running over one of the living goons.
Last edited by Bjørn; Mar 17, 2024 @ 3:25am
Similar Mar 17, 2024 @ 3:59am 
Originally posted by Bjørn:
When I did this, I didn't have to incapacitate Dodger an his goons, since I also left everyone upstairs alive (even though I threw some of them in containers, but that doesn't seem to count for this as long as they're alive when you incapacitate them).
hm. Bit weird when the containers specifically say 'lethal'. Makes you think it matters.

Originally posted by Bjørn:
Dodger will ask one of the goons to 'scan if the guys upstairs are ok' or something when talking to you, and if no one is showing as dead, Dodger and his goons will leave you alone and tell you to get out of there before he changes his mind, or something. Then the NPCD 'idiots' will drive off.
I think I may have progressed a bit too quickly through that dialogue. It seemed like they became hostile pretty fast, at least, and I didn't really know why I'd want to keep them alive either (I did, anyway, with quickhacks, but that's of course not how you're supposed to do it for a peaceful ending).

Originally posted by Bjørn:
I think the OP was having problems with the idiots
running over one of the living goons.
yeah. It just amused me that they drove over the bodies in my game.
Bjørn Mar 17, 2024 @ 4:57am 
Originally posted by Similar:
hm. Bit weird when the containers specifically say 'lethal'. Makes you think it matters.

Yes, I was a bit surprised as well, since I thought I would have messed it up when I later read a walkthrough for the mission.

I searched a bit about the lethality of dumping bodies, and the only 'official' CDPR reply I found was "It's working as intended", so it was a bit cryptic. But it was safe to dump them in this mission, at least, if they were alive before dumping them (I only use quickhacks and non-lethal thrown knives on enemies).

Dumping them simply makes them disappear from the game world, so they didn't show up as living nor dead during the scan.

Originally posted by Similar:
I think I may have progressed a bit too quickly through that dialogue.

Yes, it depends on dialogue choice. I'll paste something I found here now:

https://gamerant.com/cyberpunk-2077-waiting-for-dodger-gig-choice-consequence-hes-telling-truth-lying-draw-weapon-phantom-liberty/

Telling Dodger that the officers are lying will prompt them to reveal the reality of the situation, which Dodger will find quite humorous. In fact, he takes such enjoyment in the story that he is willing to let Bill and Charles go, provided that all the enemies in the base were left alive. If that did not occur, Dodger will change his mind, and the aforementioned gunfight will occur.

In summary, there are only two possible ways for this gig to conclude: with a gunfight that leaves Dodger and his crew dead or with everyone walking away alive. With respect to which one is best, killing Dodger does come with a bonus reward in the form of the aforementioned Iconic weapon. That said, players that prefer to act as peacemaker, and those that simply have no use for a Power Revolver, should feel free to pursue the pacifist approach.


Also, if you fight him you'll get what I put in spoiler tabs in my first post up here :cybereye:
Last edited by Bjørn; Mar 17, 2024 @ 5:16am
Similar Mar 17, 2024 @ 8:26am 
Originally posted by Bjørn:
I searched a bit about the lethality of dumping bodies, and the only 'official' CDPR reply I found was "It's working as intended", so it was a bit cryptic. But it was safe to dump them in this mission, at least, if they were alive before dumping them (I only use quickhacks and non-lethal thrown knives on enemies).
Wonder if it's the same in other non-lethal missions (it can often be difficult to find a place to put the bodies if you can't use containers). There aren't too many of those.

Well, sometimes it's not clear whether they are non-lethal or not. I had Regina get a bit cranky about how I'd done one mission, but I don't know if it was because I wasn't supposed to kill anybody and did, or if it just wasn't quiet enough for her liking. Pretty sure the brief didn't say anything about non-lethal.
And in most of the spy-type missions, which you'd think would be best non-lethal so nobody knew you'd been there, it doesn't matter if you kill everybody and hang their corpses from the rafters. So you can't really use logic to figure it out.

Originally posted by Bjørn:
Dumping them simply makes them disappear from the game world, so they didn't show up as living nor dead during the scan.
heh. Sneaky.

Originally posted by Bjørn:
Originally posted by Similar:
I think I may have progressed a bit too quickly through that dialogue.

Yes, it depends on dialogue choice. I'll paste something I found here now:
[...]
Also, if you fight him you'll get what I put in spoiler tabs in my first post up here :cybereye:
Thanks. One of those tricky dialogues... I don't quite remember, but I think I chose to lie because telling the truth seemed like the dangerous option.

Well, but it seems like I have a follow up mission at some point then, which is kind of nice.
Actalo Apr 14, 2024 @ 1:54pm 
The best way to solve this issue is as soon as the says "You should leave merc" ... haul ass with Sandivistan and cloak yourself with optical camo - As soon as they go hostile, duck to activate the Relic perk "Emergency Cloaking". This should disengage combat.

A side note, if you just run out of the garage, combat will mostly likely disengage and the door will close.

So again, regardless of anything else - as soon as Dodger tells you to leave, run out of the garage.
Phynrae Apr 14, 2024 @ 2:06pm 
Ok, that's kinda funny.

And knowing what kind of screwups these two guys are, just makes it funnier.
Bjørn Apr 14, 2024 @ 2:30pm 
Others have had this problem (the gonky cops running over the goons) with that gig after one of the recent patches. When I did this things went smooth. I haven't done it yet in my current game, so it will be interesting to see what happens.

It was discussed here:

https://steamcommunity.com/app/1091500/discussions/7/7179373038249539522/
pool dead Apr 27, 2024 @ 9:09pm 
2
Found a solution for this in a youtube comment.
This is the comment:
- Make sure you have Sonic Shock equipped in your cyberdeck
- Wait for the masked NPC to scan for biomons, once he's done, use Sonic Shock on Him
- He should move to lean on the pillar, just like the other NPC
- Now that the NPC is out of the way, trigger the last dialog option and the cops should go out peacefully, just like you.
The video:
https://www.youtube.com/watch?v=Rdez22Bw9N8
Youtube account of the person made the comment:
https://www.youtube.com/@Gtagurself
These two are total dumbassess and none of them better than another. I dont understand why their behavior surprises you. What else you expected from such idiots after discovering the whole context regarding this side quest? :steamsalty:
Tijger Apr 28, 2024 @ 4:36am 
Originally posted by Ultimate Cirno Fan:
These two are total dumbassess and none of them better than another. I dont understand why their behavior surprises you. What else you expected from such idiots after discovering the whole context regarding this side quest? :steamsalty:

Thats how I read it, too. It fits just perfectly that those two idiots drive away unscathed and leave you in the middle of a firefight with the boss due to their stupidity.
Bjørn Apr 28, 2024 @ 6:48am 
Originally posted by Tijger:
Originally posted by Ultimate Cirno Fan:
These two are total dumbassess and none of them better than another. I dont understand why their behavior surprises you. What else you expected from such idiots after discovering the whole context regarding this side quest? :steamsalty:

Thats how I read it, too. It fits just perfectly that those two idiots drive away unscathed and leave you in the middle of a firefight with the boss due to their stupidity.

Hehe makes kind of sense... :lunar2019grinningpig:

But the thing is that this didn't happen before on of the recent patches, most likely 2.12. As I mentioned in the posts above, I was able to solve the situation peacefully, the boss man told us to go, and the gonk cops drove out without hitting anyone.

So although the solution posted above by pool dead is nice to have, it would be preferable if the devs fixed it.

Still haven't done this mission in my current game, so will be interesting to see what happens, and if the tip works if things go wrong.
< >
Showing 1-15 of 21 comments
Per page: 1530 50

Date Posted: Apr 14, 2024 @ 1:45pm
Posts: 21