In the neon-drenched, rain-slicked streets of Night City, especially within the lawless confines of Dogtown, a mercenary's gig is never just what it seems. Take the "Dazed and Confused" side job from the Phantom Liberty expansion. On paper, it's a straightforward extraction: rescue the kidnapped celebrity, Lina Malina. A piece of cake, right? Wrong. This mission is a classic case of things not being on the level. What starts as a simple rescue op quickly spirals into a bizarre tale of identity, broken minds, and the desperate hustle to keep a failing business afloat. For V, it's another day at the office in a city where reality is often the first casualty.

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The trail leads to a BD store near the center of Dogtown, a place that's seen better days, that's for sure. The joint is a mess, looking like a scav raid just blew through. Inside, the real story begins. Heading downstairs into the basement, V doesn't find a terrified pop star. Instead, they find two strangers in a seriously messed-up situation. One, a guy named Shank, is desperately trying to manage the chaos. The other is locked in a makeshift cell, dressed head-to-toe like Lina Malina. This isn't the real deal, though; this is Edgar, Shank's buddy who suffered a severe BD accident and now fully believes he is the celebrity. Talk about a major glitch in the matrix.

Shank, ever the pragmatist in a city that eats dreamers for breakfast, has a proposition. He's less worried about Edgar's fractured psyche and more about his struggling store. His big idea? Get the real Lina Malina to come down and shoot a braindance video with the impersonator. It's a wild plan, but in Dogtown, you gotta do what you gotta do. This is where V faces the first major crossroad:

  • Path One: Free the Fake Lina. The quicker, more direct route. It might seem like the righteous choice, but it means leaving Edgar's mind unfixed and missing out on some primo loot.

  • Path Two: Play Along with Shank. The longer, more convoluted path that could lead to a more satisfying resolution for everyone involved.

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Going Rogue: The Quick Exit (Path One)

If V decides to cut the knot and free Edgar, they need to find the keycard to his cell. A quick peek at the computer behind the counter reveals it was lost near the front door. Stepping outside and turning left, V finds two pots. A bit of old-fashioned smashing reveals the BD room keycard among the rubble. With card in hand, it's back downstairs to pop the lock. 'Lina' offers a kiss of gratitude (take it or leave it, choom), wanders off into the Dogtown night, and that's that. A quick message to fixer Mr. Hands wraps up the job. Simple, clean, but ultimately a band-aid on a bullet wound.

The Long Con: Finding the Real Star (Path Two)

For mercs who like to see a job through, the second path is where the real story is. Before heading out, a smart V will duck into the cell next to Edgar's and scan and pick up a personal letter on the floor. This missive, sent from Edgar to the real Lina before his accident, is the golden ticket to the best possible outcome. It's also a good time to hit up Viktor and Judy for some expert insight on BD-induced psychosis—knowledge is power, after all.

Next stop: Lina's apartment, which isn't far from your Dogtown hideout. It's not a friendly visit, though. The place is guarded by a bunch of gang members. V can talk their way past these gonks or go in guns blazing—either way gets the door open. Finding no one home, V must sit on a chair near her front door and wait. When Lina finally shows up, the real negotiation begins.

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Convincing a superstar to do a sketchy BD shoot in a rundown store requires some serious silver-tongued action. The key here is to lie about almost everything. Found dead guards? "Found them like this." Who are you? A BD scout with a once-in-a-lifetime offer. To seal the deal, V has two options:

  1. Pay her 10,000 eddies. Cold, hard cash always talks in Night City.

  2. Tell her she'll be co-starring with Kerry Eurodyne. This option only unlocks if V has completed the "I Don't Wanna Hear It" side job and snagged a pic with Kerry and Us Cracks. Name-dropping a rockerboy legend? Now that's savvy.

Once she's on board, a message to Shank and a 24-hour time skip sets the stage for the main event.

Lights, Camera, Action... or Chaos

After a day, Shank messages V in a panic—the two Linas are not getting along. It's time to play director. Returning to the store, V takes the director's chair facing the shoot. Now comes the crucial choice that determines how this whole shebang ends. The goal is to get Edgar to say his lines, but how V directs him makes all the difference.

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Here’s the breakdown of the directorial decisions and their consequences:

V's Directive to Edgar Consequence Outcome for Edgar & Lina
\"Tell him that he's your sister\" The shoot goes surprisingly well! Lina and Shank are both pleased. Lina even hints at future collaboration. Happy Shank, Happy Lina. Edgar remains in his delusion, but the job is a success. Lina leaves an iconic bat on the counter as payment.
\"Convince him that he's a clone created by the FIA\" The shoot goes poorly. Lina finds the whole situation too weird and wants nothing more to do with it. Shank is disappointed. Unhappy Shank, Weirded-Out Lina. The gig is a bust, but Lina is still (grudgingly) thankful for the attempt and leaves the iconic bat. Edgar's delusion continues.
\"Here - your lines\" (Give Tool's Letter) The shoot is a disaster. Lina storms out in frustration. However, hearing his own words from the letter snaps Edgar out of his delusion. Cured Edgar, Angry Lina. The commercial fails, but a man's sanity is restored. This is considered the "best" moral outcome. The iconic bat is still left as payment.

No matter which choice V makes, the quest concludes as the director calls "cut." The iconic melee weapon \"Tinker Bell\" is always the reward, waiting on the counter—a small consolation or a fitting trophy for navigating one of Dogtown's most surreal gigs. In the end, \"Dazed and Confused\" is a perfect microcosm of Cyberpunk 2077: a job that's never just about the eddies, but about the fractured people and impossible choices lurking in the city's shadows. Sometimes, you can't save everyone, but you can always walk away with a good story and a shiny new weapon.