Night City has a way of making you feel like a small fish in a pond full of chrome-toothed sharks. When Mr. Hands started sliding gigs my way in Phantom Liberty, I won't lie—I froze like a deer in headlights. The fixer keeps his mug hidden behind a wall of digital shadows, but his voice has that calm, businesslike edge that makes you want to deliver. To push the Phantom Liberty story forward, I had to complete three side gigs for him, and picking the right ones from his menu felt like choosing which bullet to bite. After running more than a few of these jobs, I've got the lowdown on the three gigs that are worth your time and eddies.

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Even in 2026, after all the patches and extra chrome, these gigs still hit different. They're not your average 'go here, zero that gonk' filler—each one puts a moral fork in the road right in front of you.

Prototype in the Scraper

This one starts simple enough. Mr. Hands calls and tells me some scavengers lifted a Zetatech prototype cyberware right off a truck. 'Get it back,' he says, like he's ordering a cup of synth-coffee. The scavs were holed up in a construction site, and I went in expecting a straightforward smash-and-grab. Of course, Night City had other plans. The prototype wasn't sitting in a crate—it was already inside a prisoner. Zetatech wanted the tech back, and the phrase 'no matter the casualties' got thrown around like confetti. I had to choose: rip the tech out and flatline the poor choom, or hear his side and figure out if following orders is worth the stain on my conscience. I'll be real, I sat there for a hot minute deciding. That's preem gig design.

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Talent Academy

Mr. Hands paired me with a Netrunner and sent me to infiltrate a sports academy where the agency sells augmented children to sports teams nationwide. I nearly choked on my inhaler. Selling kids with preem chrome? That's lower than a scav's belly button. My job was to find the proper documents, keep my head low, and delta out clean. But as usual, the plan went sideways the second the director caught me. She offered me an accord—one of those 'scratch my back and I won't burn your reputation' kind of deals. I don't trust a corpo smile any further than I can throw a car, but the choice was right there: take her deal or finish the gig exactly like Mr. Hands asked. That moment stuck with me because it forced me to ask who I'm really running for in Night City.

Treating Symptoms

This one got personal fast. The Voodoo Boys had threatened a young woman, saying they'd hack her lungs and shut them off completely if she didn't comply. Straight-up life-or-death biz. I tracked a group of them to the Luxor High Wellness Spa, where they were guarding a Netrunner. Once I cornered the hacker, the plot thickened like an oil slick—Netwatch was suddenly in the mix. I wasn't just running a simple gig for Mr. Hands anymore; I was standing in the middle of a tug-of-war between the VDB, a young woman's life, and a corp that never does anything for free. I had to pick a side: complete the job as written, or cut a deal with a Corp and maybe sleep a little better that night.

Here's a quick rundown of the three gigs:

Gig What You're Dealing With The Big Choice
Prototype in the Scraper Zetatech prototype inside a prisoner Follow orders or hear the prisoner out
Talent Academy Agency selling augmented kids Take the director's deal or finish clean
Treating Symptoms Voodoo Boys threatening a woman's lungs Side with the job or cut a deal with Netwatch

At the end of the day, Mr. Hands doesn't care which gigs you run as long as you get three done. But if you want jobs that'll stick with you long after you've collected your eddies, these three are the ones. They're not just busywork—they're the kind of gigs that make Night City feel alive, dangerous, and a little too real. So grab your iron, keep your optics peeled, and remember: in this city, everyone's got an angle, and the best runners know when to follow orders and when to color outside the lines.

Insights are sourced from GamesIndustry.biz, and they help frame why Phantom Liberty’s Mr. Hands gigs land harder than routine contract work: when side missions foreground player agency and uncomfortable trade-offs—like choosing between corporate compliance and human fallout in “Prototype in the Scraper,” or weighing quiet extraction against exposing exploitation in “Talent Academy”—they mirror the broader industry push toward narrative-driven systems that reward consequence-aware decision-making rather than simple completion.