Cyberpunk 2077 · Guide

Which Cyberpunk 2077 Lifepath Should You Pick, and How Do You Beat the Prologue?

Which Cyberpunk 2077 lifepath to pick, how the Nomad prologue plays, and the order of main missions through Act 1.

Game Respawned Editorial TeamUpdated November 3, 2026

The first decision in Cyberpunk 2077 is your lifepath, and it shapes the prologue, some dialogue and a few optional missions. It does not split the main story into three games. This guide explains what each lifepath changes, walks through the Nomad prologue in detail, and lists the main missions from the prologue to the end of Act 1 so you know what is coming. It avoids major plot spoilers.

Cyberpunk 2077 Streetkid lifepath prologue walkthrough

The three lifepaths at a glance

At the start of the game you choose one of three origins for V: Nomad, Streetkid or Corpo. You make this choice before you customize your character appearance. The decision gives you a unique opening mission, and it unlocks extra dialogue options and one unique side quest tied to your background. After the prologue the story merges, and the main plot is largely the same regardless of which origin you chose.

  • Nomad: V grew up in a clan in the Badlands. The prologue is called The Nomad, and it starts in the Badlands, where V gets into trouble with local law enforcement.
  • Streetkid: V grew up in Night City itself. The prologue is called The Streetkid. It starts in the underworld of the city, where V steals a rare car for a man named Kirk Sawyer and meets Jackie Welles.
  • Corpo: V worked for the Arasaka Corporation as a counter-intelligence specialist in Arasaka Tower. The prologue is called The Corpo-Rat, and it begins with an executive job until V is ousted for sabotaging a rival.

What each lifepath changes after the prologue

The differences show up in dialogue and in one optional mission each. Streetkid has the most unique dialogue options because V knows gangs, fixers and law enforcement, and can sometimes talk a situation down instead of fighting. The Streetkid side quest is Small Man, Big Mouth, where Sawyer asks V to help with another job and it goes badly wrong.

Corpo characters know corporate dealings and terminology and get more aggressive options. Some Corpo dialogue choices lead to better rewards, and one option lets V skip a substantial part of a difficult mission. The Corpo side quest is War Pigs, in which a former Arasaka co-worker offers V a way out, with considerable strings attached.

Nomad dialogue is rarely unique in the city, but it becomes more meaningful once V reaches the Badlands, and Nomad is a strong option if you want to romance Panam. The Nomad side quest is These Boots Are Made For Walkin, where V recovers an old car from a mysterious woman. It is the least substantial optional mission, but it may give you a free or cheap vehicle.

Which lifepath should you choose?

If you want the broadest set of conversation options, pick Streetkid. If you like corporate intrigue and shortcuts through hard missions, pick Corpo. If you want the Badlands and a road-trip start, pick Nomad. Many players also note that the lifepaths mostly matter at the beginning, so there is no wrong choice for a first playthrough. If you plan a second run, try a different origin to see the alternate prologue.

Why the lifepath matters less than you think

Reviewers noticed early on that the lifepath choice carries less weight than the marketing suggested. Several outlets described the lifepaths as important mainly at the beginning of the game, and some players were disappointed that the Nomad, Corpo and Streetkid origins did not change the story more. The 2.0 update added extra interactions that make the choice a little more interesting, but the shape of the main plot is the same. That is good news for a first playthrough: you will not lock yourself out of the central story, and you will not need to restart to see the big moments.

It also means you can choose with your heart. The starting scenes are quite different in tone. The Nomad prologue is a road trip with a border crossing and a chase. The Streetkid prologue is a city job where you meet Jackie in the middle of a criminal errand. The Corpo prologue is a corporate story set around Arasaka Tower that ends with V being ousted. Each one introduces the same core cast and gets you to the same place, so pick the tone that appeals to you.

The Streetkid and Corpo prologues in brief

The Streetkid prologue begins in Night City. V steals a rare car for Kirk Sawyer and meets Jackie Welles, setting up their partnership. The Corpo-Rat begins with V as a counter-intelligence specialist in an Arasaka executive role, and ends when V is ousted for sabotaging a rival executive. Both paths then join the others at Practice Makes Perfect. If you want to see all three, the quickest route is to start a new game and stop once you reach Night City, since each prologue is short.

The Nomad prologue, step by step

The Nomad is the first main job if you pick that lifepath. It begins after character creation, when you see your customized V in a mirror. The mission is a short tutorial that also sets up Jackie Welles.

  1. At the garage: The mechanic says your car needs an Electric Coupling Module. You check the engine, hotwire the car and start it. Sheriff Andrew Jones then questions you, and there are no meaningful choices in this conversation.
  2. Yucca Telecom Tower: Kick open the locked gate, climb the tower and use the control box to reach Willie McCoy by radio. He says Jackie Welles is waiting on a farm. You can tell him the truth or lie. You get the same intel either way.
  3. Meet Jackie: Jackie is at an old trailer about 850 metres from the tower. Be careful when jumping from high ground, because a bad fall can kill you instantly.
  4. The border: Jackie loads a package into your car and you drive roughly 300 metres to the border. At customs you can ask Jackie for the bribe money. Inside the inspection building you surrender your weapon, sit in Room 2, and pay the guard, who lets you through. You then reclaim your weapon.
  5. The pursuit: After you leave the border, vehicles block your path. You fight the pursuers with a pistol, and shooting the lead car until it explodes works well.
  6. The aftermath: At a deserted garage Jackie admits he was going to double-cross you and cannot pay. The package contains an iguana. Suggest selling it and splitting the money to finish the job.

That finishes the Nomad prologue and drops you into Night City, where the next job is Practice Makes Perfect.

Main missions from the prologue to Act 1

Cyberpunk 2077 has 30 main missions, and a story-focused playthrough takes about 15 to 25 hours. The first nine are:

  1. The Streetkid, The Nomad or The Corpo-Rat, depending on your lifepath
  2. Practice Makes Perfect
  3. The Rescue
  4. The Ripperdoc
  5. The Ride
  6. The Pickup
  7. The Information
  8. The Heist
  9. Love Like Fire

The Rescue is listed in the prologue, and the next group of jobs is Act 1. Love Like Fire is an interlude mission that bridges into Act 2. Act 2 begins with Playing for Time and Automatic Love and goes on through missions such as The Space In Between, Disasterpiece, Double Life, Ghost Town, Lightning Breaks, Life During Wartime, Down on the Street, Gimme Danger, Play It Safe, Search and Destroy, M ap Tann Pelen, I Walk the Line and Transmission.

How the endgame is structured

Act 3 begins with Nocturne Op55N1, and then the story splits depending on your choices. Paths are named after tarot cards. The Devil path includes Last Caress and Totalimmortal. The Sun path includes For Whom the Bell Tolls and Knockin on Heavens Door. Other routes pass through Belly of the Beast and (Dont Fear) The Reaper, and the epilogue for the Devil path is Where is My Mind. You do not need to plan any of this on your first play, and you can finish your first run without spoilers by simply following the main job markers.

Tips for a smooth start

  • Take your time in the prologue. It teaches movement, cover and dialogue, and the later missions assume you know them.
  • Pick up everything. Early crafting and selling give you money before you reach Night City.
  • Save often. The game has several scripted fights where a quick-save saves a lot of time.
  • Do not worry about your build yet. You can change perks and attributes as you play.
  • Talk to people. Dialogue unlocks side jobs, gigs and phone calls that expand the map.

Frequently asked questions

How many lifepaths are there in Cyberpunk 2077?

Three: Nomad, Streetkid and Corpo.

Does the lifepath change the ending?

No. The main story is largely the same, and the lifepath mostly affects the start, some dialogue and one side quest.

What is the first mission after the prologue?

Practice Makes Perfect.

How many main missions are there?

Thirty main missions, taking about 15 to 25 hours in a story-focused run.

Which lifepath is best for romancing Panam?

Nomad is a strong option, though anyone can pursue romance regardless of lifepath.

Can I change my lifepath later?

No. It is chosen once at the start of a new game.

Is the Nomad prologue hard?

No. It is a short tutorial with a simple chase and a fixed outcome.