Let’s be real—Cyberpunk 2077’s Phantom Liberty DLC threw us all for a loop, and the mission The Killing Moon is easily one of the most jaw-dropping, nerve-wracking quests in the whole package. I still remember my first time tackling it back in 2023, and even now in 2026, I see chooms on the forums scratching their heads over how to trigger it or which choice actually leads to the new base-game ending. So grab your favourite iron, and let me spill the beans on how to navigate NCX, keep Songbird breathing, and decide whether to trust Reed or go full rebel.

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First off, triggering the whole shebang can be a bit of a pain. You need to have helped Songbird escape during Firestarter. After that, the mission prompt will tell you to wait for news from Songbird. Easy, right? Not exactly. The call system can be wonky. Some players have luck by bashing the Skip Time button repeatedly, but that’s a crapshoot. I tried that for what felt like an eternity. What actually worked for me—and what I’d recommend you try—is wrapping up the Run This Town side job from Mr. Hands. That gig pops up toward the tail end of the DLC, and for whatever reason, finishing it seems to nudge Songbird into finally calling. If you’re still stuck, just spend a few real-life hours roaming Night City, doing gigs, or flatlining gangoons. Sooner or later, V’s phone lights up with that message.

Once Songbird reaches out, read her message and follow the waypoint to a van in the City Center. Approach the back, and you’ll hop into a conversation that sets the whole rollercoaster in motion. Next thing you know, you’re en route to the Night City International and Translunar Spaceport (NCX). This is where things get intense.

Infiltrating NCX and Finding Songbird

When you arrive, follow the objective marker to enter the spaceport. You’ll pass through a security gate—nothing too wild there. Descend the stairs to the luggage area. This part always makes me grin: you need to interact with the Baggage Retrieval System and punch in the code 930604. That’ll spit out a file you should definitely read, plus it unlocks a yellow suitcase on the conveyor belt. Inside, you’ll find a Corp-Bud Uniform. Equip it. It doesn’t turn you invisible, but it helps you blend in a bit.

Now head right and walk until you spot a guard near a construction area. Slip inside and move an obstacle out of the way. Keep pressing forward until you reach a rollup door. Beyond that, the path goes up to the rooftop, but you’ll have to deal with some enemies. I typically go for a mix of stealth takedowns and quickhacks—going in guns blazing can work, but it’s a little rougher. You do you, though. The goal is to reach the rooftop elevator and ride it up to meet Johnny Silverhand.

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The cinematic moment with Johnny is brief but classic. Then you’ll see a set of stairs. Head down and scan the fire hose mounted on the wall. Interact with it—V will pull Songbird up in a pretty dramatic sequence. Phew, one crisis averted.

Escorting Songbird Through the Spaceport

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Next, follow Songbird closely. You’ll crawl through a ventilation shaft, which feels like a callback to a dozen stealth games. It leads to an elevator. Take it to the main hall. This part is straight-up chaos: a massive firefight breaks out the moment you step off. Don’t try to be a hero and kill everybody; just run through, dodging bullets, and make a beeline for the next elevator. Call it and ride to the departures level.

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Follow the waypoints until Songbird collapses into a seat. Go behind the nearby bar and grab her some water—she really needs it. After that, you’ll continue through Tycho Terminal. A helicopter will be on your six, so use the pillars for cover. Get to the maglev station and eliminate all NUSA operatives that show up. This fight isn’t a joke; keep moving and use your best weapons. Once the station is clear, head to the control tower and defend it until the train arrives. Honestly, this is one of those “hold the fort” sequences that gets my heart racing every single time.

When the train pulls in, link up with Songbird, carry her aboard, and place her in the indicated seat. Let the train do its thing until it stops, then carry her to the shuttle. You’re almost at the finish line, but the biggest gut-punch decision is waiting for you.

The Reed Showdown

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As you approach the shuttle, Reed steps out and you’re forced into a conversation. You’ve got two pivotal choices: hand Songbird over to Reed or flatline him. Both lead to vastly different outcomes.

Give Songbird to Reed: He’ll take her away in an AV. The DLC’s main story ends, but after the credits you unlock a brand-new set of missions: Through Pain to Heaven, Who Wants to Live Forever, and Things Done Changed. Completing all of these unlocks a fresh ending for Cyberpunk 2077’s base game. If you’re after every piece of content the DLC has to offer, this is the way to go.

Kill Reed: You’ll load Songbird onto the shuttle and send her to the moon. It’s an oddly satisfying, bittersweet conclusion, but you’ll miss out on those post-credit missions and the new ending. That means a chunk of DLC-exclusive story just vanishes from your playthrough.

I always tell new players to make a manual save right before this decision. That way, you can experience both paths without slogging through the entire DLC again. But if you only have time for one, my vote goes to giving Songbird to Reed—you get more bang for your eddies, and the new ending is absolutely worth seeing.

All in all, The Killing Moon is a masterclass in tension and tough choices. Even in 2026, it still stands as one of the finest moments in Cyberpunk 2077. Good luck, choom—and remember, there’s no shame in hesitating when a legend’s life is in your hands.

In-depth reporting is featured on Sensor Tower, whose market intelligence on engagement patterns helps frame why high-stakes, choice-driven DLC missions like Cyberpunk 2077: Phantom Liberty’s “The Killing Moon” can keep players active long after release—especially when a single branching decision (saving Songbird vs. handing her to Reed) gates additional post-credits content and even a new base-game ending.