TL;DR
- Your 4 core choices (Songbird or Reed, trust/ betray) all lock in unique endings, rewards, and base game changes
- Songborn ending gives you the iconic Blackwall Spider monowire and a new epilogue for V
- Reed ending unlocks the unique Millitech Rattler power pistol and permanent access to Dogtown post-game
- You can only get one ending per playthrough on console/PC - modders can unlock all otherwise
- Both choices impact the vanilla Cyberpunk 2077 base game ending, so pick carefully before the final mission
Chapter Overview: Phantom Liberty Structure
Phantom Liberty splits into three linear acts that funnel you directly to the final 4 major decisions. This complete story guide breaks down every branching point, no matter how minor, so you don't accidentally lock yourself out of your desired ending. This entire expansion takes 15-20 hours to complete on a first playthrough, with 3-5 hours of side content that stays accessible unless you trigger the final mission.
Key rule to remember: All major choices are locked in once you start the Somewhat Damaged final mission. Nothing before that point is permanently missable, so you can do all side content first before committing to a path.
| Act | Missions | Key Decision Points |
|---|---|---|
| Act 1 | Dogtown Eatery → Lucretia My Reflection → The Damned | 1. Surrender Songbird to Hansen or sneak past → No long-term consequence, only changes encounter difficulty |
| Act 2 | Get It Together → Birds with Broken Wings → The Killing Time | 2. Side with Songbird or Reed at the stadium → This locks your endgame path, but you can still flip it later |
| Act 3 (Endgame) | Black Steel In The Hour of Chaos → Somewhat Damaged → Final Choice | 3. Final choice to hand Songbird over to Reed or help her escape → Locks in your ending permanently |
Step-by-Step Progression & Key Decision Breakdown
This step by step mission guide walks you through every branching point, with clear consequences for every choice you make. We're skipping filler combat and basic navigation - you know how to sneak and shoot in Cyberpunk 2077, we're only here for the choices that matter.
Early Minor Choices (No Long-Term Consequences)
- Mission: The Damned - When you first meet Hansen, you can either hand Songbird over or fight your way out. Fighting gives you a 20% damage boost from Hansen's guards and locks you into a 1,200 HP boss fight with him 10 missions early. Surrendering lets you sneak through, lose 30% max HP for 2 missions, and avoids the early boss fight. Neither changes the ending - just gives you a different early-game difficulty spike.
- Mission: Get It Together - When recruiting the Voodoo Boys, you can rat out Songbird to the netwatch agent or keep her secret. Ratting her out gives you +1,000 eddies and a free legendary netrunning suit, but it just makes Songbird slightly colder to you in dialogue - no ending change.
- Mission: The Killing Time - You can kill or spare Alex when she holds you at gunpoint. Spare her and she helps you in the final fight; kill her and you fight an extra 200 HP heavy solo. No impact on the ending.
First Major Choice: Side With Songbird Or Reed At The Stadium (Birds Of Prey)
This is the first big fork in the road, but it's not the final one. You can still flip your choice at the very end, so don't panic if you pick the wrong one here.
- Side With Songbird: You fight Reed and his FIA squad at the stadium. Reed has 1,800 HP, deals 210 damage per headshot with his sniper, and has 30% damage resistance to ballistic weapons. Beating him lets you escape with Songbird, and you get the Blackwall Fragment crafting material early. This path leads directly to the Songbird escape ending, but you can still betray her at the last second.
- Side With Reed: You fight Songbird's hacked drones and 4 Dogtown heavies, capture Songbird, and hand her over to the FIA. This path leads directly to the Reed ending, but you can still help her escape at the last minute if you change your mind.
Final Major Choice: The Spaceport Fork (Somewhat Damaged)
Once you reach the spaceport control tower, you hit the point of no return. This is where the 4 unique endings of Phantom Liberty split off permanently. Every choice gives you a different ending, different legendary loot, and different changes to the base Cyberpunk 2077 ending.
The 4 possible final outcomes are ranked below by overall reward and story satisfaction, for min-maxers and story lovers alike:
| Ending | Choice | Tier Rank | Unique Rewards | Base Game Impact |
|---|---|---|---|---|
| The Tower (Reed Ending) | Help Reed capture Songbird | S | Legendary Millitech Rattler power pistol (250 damage per shot, 40% stagger chance), permanent Dogtown access, new Arasaka ending path | Unlocks the brand new Tower Ending for the base game, the only ending where V gets a semi-happy normal life |
| King of Wands (Songbird Escape Ending) | Help Songbird escape Reed | A | Legendary Blackwall Spider monowire (180 damage per hit, 25% chance to overload cybernetics for 50 damage/sec), new epilogue, unique Johnny Silverhand dialogue | Leaves all original base game endings intact, adds new post-expansion dialogue to all of them |
| Suicide Songbird Ending | Help Songbird, let her kill herself | C | Only the Blackwall Spider monowire, no unique story ending, most NPCs in Dogtown act bitter towards you | No impact on base game endings, same as the escape ending |
| Double Cross Betrayal Ending | Betray both sides, kill both Songbird and Reed | D | Only 5,000 eddies from the Netwatch, no unique legendaries, trash ending that's only for completionists | No base game impact, leaves Dogtown locked post-game with most vendors unavailable |
Every Ending Explained: Full Consequences
1. The Tower (S-Tier Best Ending) - Hand Songbird Over To Reed
How to get it: At the spaceport, call Reed, tell him you're going to hand Songbird over. When she asks you to let her escape, refuse and trigger the cutscene. This is the best ending for most players, and the only one that unlocks the brand new base game Tower Ending.
Full consequences:
- Songbird is taken by the NUSA, gets treated for the Blackwall corruption, and survives. You get a final cutscene where you can visit her in a cabin a year later - she gives you the Rattler legendary pistol personally.
- Dogtown stays open permanently, all vendors, side jobs, and activities remain accessible after the expansion ends. You can go back and farm any loot you missed.
- Unlocks the Tower Ending for the base game, a full new ending sequence that replaces the original Arasaka ending. In this ending, V gets the Relic removed, loses all their cyberware, and gets to live a normal life - it's the only semi-happy ending in the entire game.
- Johnny Silverhand gets his own ending too - he gets sent off to Alt Cunningham and gets a new life in the Blackwall.
- You get the Stars relic perk permanently, which gives you +10% movement speed and +10% crit damage while in combat. That's a permanent buff for your entire save file.
2. King of Wands (A-Tier Best Songbird Ending) - Help Songbird Escape
How to get it: At the spaceport, refuse Reed's call, help Songbird get to the shuttle. When she asks you to let her go, let her board the shuttle and escape. This is the best ending for players who want to side with Songbird and keep all original base game endings intact.
Full consequences:
- Songbird escapes the NUSA, runs off to the Moon to get treatment for her corruption. You get the Blackwall Spider monowire delivered to your stash the next in-game day.
- Reed survives, but he cuts ties with you. Dogtown stays open, all vendors and side content remains accessible. No permanent lockout.
- No new base game ending is unlocked, but all original base game endings get new dialogue and a new epilogue scene from Songbird. You get a radio message from her on the Moon after the expansion ends.
- You get the Blackwall Edge permanent perk, which gives you +15% netrunner damage and +10% cooldown reduction for cyberware abilities. Great for netrunner builds.
3. Songbird Suicide (C-Tier Skip This Ending) - Help Songbird, Let Her Kill Herself
How to get it: Help Songbird get to the shuttle, then when she asks you to kill her to avoid being captured by the NUSA, agree. She kills herself with your gun, and Reed shows up to arrest you before letting you go.
Full consequences: You still get the Blackwall Spider monowire and the Blackwall Edge perk, but all FIA-aligned NPCs in Dogtown (like the weapon vendor near the entrance) become hostile to you. You get no epilogue with Songbird, just a bitter closing monologue from Reed. There's literally no upside to this ending unless you're going for a dark roleplay run. Skip it.
4. Double Cross (D-Tier Only For 100% Completionists) - Kill Both Songbird And Reed
How to get it: You can only unlock this ending if you killed Solomon Holt earlier in the expansion and agreed to work with Netwatch. At the spaceport, you can choose to kill both Songbird and Reed, hand Songbird's corpse over to Netwatch, and get paid off.
Full consequences: You get 5,000 eddies (that's less than a single legendary component costs) and no unique legendaries. Dogtown gets locked down by Netwatch, half the vendors are gone, and you can't do any remaining side content after the ending. No base game changes, no new story, just a garbage "everyone dies" ending that's not worth your time. Only do this if you're going for every possible ending on different save files.
Boss Encounters Summary & Strategy
Every endgame path has a unique boss fight, so here's the quick min-max strategy for each, with exact HP and damage values:
1. Mr. Hands Final Boss (All Paths)
- HP: 2,100 / Damage per melee hit: 180 / Damage per shotgun blast: 320
- Strategy: He has 20% damage resistance to all damage while his 3 bodyguards are alive. Kill the bodyguards first (they only have 450 HP each) then focus him. He has a 1.5 second windup on his one-shot melee grab - dodge roll early to get i-frames and avoid it. Use a shotgun or sniper to blow off his cyber-arms when he enrages at 50% HP - that cuts his damage by 40%.
2. Solomon Reed Boss Fight (Songbird Path)
- HP: 1,800 / Damage per sniper headshot: 210 / 30% damage resistance to ballistic weapons
- Strategy: Use tech weapons or melee to get around his damage resistance. He uses cover constantly, so shoot through walls with a tech shotgun to chunk his HP. He only has 2 heals, so burn them both before dropping him to 20% HP to avoid a long fight.
3. Songbird Boss Fight (Reed Path)
- HP: 1,200 / Damage per drone volley: 170 / 50% damage resistance to netrunning attacks
- Strategy: Don't waste quickhacks on her - they do half damage. Use a melee build or pistol to close the gap and stun lock her. She has a 2 second window after every drone attack where she's open to a finisher - get a melee crit in that window and you can chunk 30% of her HP in one hit.
Notable Loot Along The Way
Here's every unique legendary that's locked behind specific choices, ranked by how useful they are for endgame builds:
| Loot | Type | Stats | Ending Locked To | Build Fit | Tier |
|---|---|---|---|---|---|
| Millitech Rattler | Power Pistol | 250 damage per shot, 40% stagger chance, 1.2 fire rate, +15% crit damage on headshots | The Tower (Reed Ending) | All pistol builds, solo stealth, close-quarters combat | S |
| Blackwall Spider | Monowire | 180 damage per hit, 25% cyberware overload proc (50 damage/sec for 5 sec), +20% attack speed | All Songbird Endings | Melee netrunner builds, crowd control, quick melee clears | AFOUND THIS GUIDE HELPFUL?Share it with fellow gamers! RELATED TOPICScyberpunk 2077: phantom libertyphantom liberty all endings every choice and consequencewalkthroughguideaction rpg |
